6-0-0 this week. All beach #maelstromftw
6-0-0 this week. All beach #maelstromftw
I understand their intent in the design with the random spawn locations. The problem is their intent and the result conflict with each other. This is notably relevant with the north spawn. The layout of north spawn would be fine if it had it's own node spawn that made it worth the open spaces and lack of defenses, as well as the natural funneling the north spawn has towards the beach. The best solution I would say would be to take one of the cave spawns (the north cave spawn just at the mouth of the cave) and move it all the way northwest, instead. This would mean that caves would still be the most secure location to spawn, while giving north spawn the extra node to offset it's terrain disadvantage.
If spawn points weren't randomized for a map like this, it'd be an utter nightmare for whichever GC was stuck north.Yup this, this whole map seems like a joke based on some stupid request some players made a while back:
http://forum.square-enix.com/ffxiv/t...808-11-2014%29
Q: Do you have any plans of making it random where each Grand Company starts in Frontline?
To which they obviously responded:
It's like they went: Oh you think the spawns are imbalanced, do you? I'll give you your imbalanced map, with the rng node spawn cherry on top of the cake, how do you like it now? Mwahahaha
Ugh
With how routing works with the cave nodes going into beach, it's also very very easy for north team to get sandwiched by the beach team rotating counter-clockwise, and the cave team going clockwise.I understand their intent in the design with the random spawn locations. The problem is their intent and the result conflict with each other. This is notably relevant with the north spawn. The layout of north spawn would be fine if it had it's own node spawn that made it worth the open spaces and lack of defenses, as well as the natural funneling the north spawn has towards the beach. The best solution I would say would be to take one of the cave spawns (the north cave spawn just at the mouth of the cave) and move it all the way northwest, instead. This would mean that caves would still be the most secure location to spawn, while giving north spawn the extra node to offset it's terrain disadvantage.
The circled nodes are in close proximity of each otehr and are guaranteed to be contested immediately if they spawn one after another.
Last edited by RiceisNice; 08-02-2015 at 11:20 AM.
Most definitely. That's one of the major disadvantages to north spawn with how the current nodes are set. If you look at the other spawns, each one has a a varied number of "outs" in the case of a sandwich. North only has three immediate 'outs' with two of them effectively taken away in the case of a sandwich. My idea is, by taking away the north cave spawn (the one right at the cave entrance) and moving it north of the west north node spawn, you reduce the effectiveness of that push from caves if they move clockwise. This gives north spawn a better way out of a sandwich because that new north spawn will direct movement away from the middle path for north spawn.
Last edited by Pexx; 08-02-2015 at 02:51 PM.
Player
I have to disagree. While the south spawn does allow room for a lot of movement, several of their closer tomeliths are positioned in a way to be easily contested by opposing teams. The tomelith on the cliff will frequently be rushed by the north team (whom I notice tend to prefer going east rather than west, probably due to the bottleneck to caves), and to a lesser extend the tomelith on the one-way arch. The tomelith in the outpost-looking area right outside the southern cave entrance is often contested for by the cave team as well.
That and the fact that the nearest tomeliths to the southern respawn point are noticeably further away than the cave's; several of which have an elevation advantage and literally a hop and a skip away from another tomelith, should it spawn.
A lot of what you mentioned as a "disadvantages" (with the exception of LOS... which I never heard as an excuse for anything) can happen to any one of the other spawn points if the team there is ignorant enough to behave in a way to let themselves get caught in such situations or unlucky enough (I laugh when people cheer about RNG when 3-4 tomeliths spawn next to our base camp because they have no idea what such a situation will soon entail) to have several tomeliths spawn in their area early on in the game.
Last edited by Cidel; 08-02-2015 at 10:27 PM.
After 200+ matches on this map, I truly believe that cave no only has the best node positions but also the best chance of a node spawning in the area. North spawn seems to have it the worst out of the bunch.
Last match, the cave had two S rank nodes spawn right next to each other. At least it was my one FL roulette for the day which means it was pretty much a guaranteed loss anyway from the moment I hit 'register' as a solo queuer, since going without a premade for Adders on Primal will shoot your win rate to hell. So the cave team got two S-ranks captured almost instantly with little chance of giving either up (and even if they did, so what, they had the other one too), and if nothing else at least the other team got screwed over even more than we did and were probably really unhappy about it. At the point you have a team with > 700 holding 2 S ranks might as well end the match early. And that same match, being North, I felt like the closest spawn to us the whole match was the middle one. Is this like the open beta period?
Last edited by Buff_Archer; 08-03-2015 at 02:59 AM.
Nope, queued solo. And aether has always been an adder from what I've noticed( my overall is pretty favorable to 2nd=250+matches) just shouting out when to defend and regroup tend to keep seize clusterf**** to a minimum.
7-0-0 now
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