Original Post — Direct link
over 4 years ago - /u/DRUNKKZ3 - Direct link

1st case scenario:

I was very intrigued by what was happening in the first case in this clip and there is technically no way a player can spawn on a dead soldier this late, he would be sent back to the deploy screen since the deploy transition takes roughly 1.7s from deploy screen and we abort the spawn IF the player selected to spawn on dies during the transition.

When having a frame-by-frame look at the video, i noticed that there is a spawn beacon in the clip near the player that got killed, you can see it in this image: https://i.imgur.com/H1ASiGh.png

If this is the last spawn available on the spawn beacon, we would "remove" the spawn beacon the moment the player pressed the "deploy" button on the spawn beacon.

2nd case scenario:

Seems to be that those players spawned on the C flag right before it got neutralized. Admittedly those spawn points don't look ideal (/u/Kenturrac would know better)

3rd case scenario:

The enemy player was spawned on a bit before being set "in combat" from supression or damage. The first few bullets you shot actually were hitting the wall which did not the player in combat state. A bit later, the player is finally set in combat but his squad member pressed the "DEPLOY" button before and was spawned 1.7s later (we do not cancel the spawn unless the player is killed). The duration of the deploy transition is what very often creates scenarios like this and this is something we are aware and want to solve.

over 4 years ago - /u/tek0011 - Direct link

Originally posted by DRUNKKZ3

1st case scenario:

I was very intrigued by what was happening in the first case in this clip and there is technically no way a player can spawn on a dead soldier this late, he would be sent back to the deploy screen since the deploy transition takes roughly 1.7s from deploy screen and we abort the spawn IF the player selected to spawn on dies during the transition.

When having a frame-by-frame look at the video, i noticed that there is a spawn beacon in the clip near the player that got killed, you can see it in this image: https://i.imgur.com/H1ASiGh.png

If this is the last spawn available on the spawn beacon, we would "remove" the spawn beacon the moment the player pressed the "deploy" button on the spawn beacon.

2nd case scenario:

Seems to be that those players spawned on the C flag right before it got neutralized. Admittedly those spawn points don't look ideal (/u/Kenturrac would know better)

3rd case scenario:

The enemy player was spawned on a bit before being set "in combat" from supression or damage. The first few bullets you shot actually were hitting the wall which did not the player in combat state. A bit later, the player is finally set in combat but his squad member pressed the "DEPLOY" button before and was spawned 1.7s later (we do not cancel the spawn unless the player is killed). The duration of the deploy transition is what very often creates scenarios like this and this is something we are aware and want to solve.

Drunkkz is Sherlock Holmes here. 😁

over 4 years ago - /u/Kenturrac - Direct link

Originally posted by DRUNKKZ3

1st case scenario:

I was very intrigued by what was happening in the first case in this clip and there is technically no way a player can spawn on a dead soldier this late, he would be sent back to the deploy screen since the deploy transition takes roughly 1.7s from deploy screen and we abort the spawn IF the player selected to spawn on dies during the transition.

When having a frame-by-frame look at the video, i noticed that there is a spawn beacon in the clip near the player that got killed, you can see it in this image: https://i.imgur.com/H1ASiGh.png

If this is the last spawn available on the spawn beacon, we would "remove" the spawn beacon the moment the player pressed the "deploy" button on the spawn beacon.

2nd case scenario:

Seems to be that those players spawned on the C flag right before it got neutralized. Admittedly those spawn points don't look ideal (/u/Kenturrac would know better)

3rd case scenario:

The enemy player was spawned on a bit before being set "in combat" from supression or damage. The first few bullets you shot actually were hitting the wall which did not the player in combat state. A bit later, the player is finally set in combat but his squad member pressed the "DEPLOY" button before and was spawned 1.7s later (we do not cancel the spawn unless the player is killed). The duration of the deploy transition is what very often creates scenarios like this and this is something we are aware and want to solve.

Gonna have a look at #2. :)

over 4 years ago - /u/DRUNKKZ3 - Direct link

Originally posted by moonknight999

Damn you just straight up debunked this guys post lmao he was calling this all bs but he was the one coming out with the bs

Well I wouldn't really say it's not bs or fair :) I am just giving reasoning behind what's happening hehe.

over 4 years ago - /u/DRUNKKZ3 - Direct link

Originally posted by Skollops

If this is the last spawn available on the spawn beacon, we would "remove" the spawn beacon the moment the player pressed the "deploy" button on the spawn beacon.

Shouldn't the beacons ideally get removed at the moment the player actually enters battle, and not almost 2 seconds before?

Yes, that would be better for sure.