in scrims (custom games) you can teleport to a set location close to the objective on hybrid and escort (technically also 2 control points) modes, so you don’t have to walk. This only works until the game started and only on defense.
Usually you have to press two keys at once to teleport and some custom codes even allow you to teleport back to spawn.
Why do we not have this in qp, comp, arcade? Most of it already is implemented in custom game codes, so it shouldn’t be too much of a problem to do.
Or just put a teleporter in spawn that does that, if you don’t want keybinds or it would “ruin” the lore of heroes who can’t teleport.
This would help especially since a lot of people pick their heroes really late on defense and then have to walk too long to get to the objective. Whilst not as bad when it is a squishy, if the tank is missing, the enemy can easily build momentum and stomp your team based on that disadvantage.
The only thing that would need some attention is that people don’t get stuck within each other after teleporting as there is usually only one spawn point to teleport to (in custom games).
Edit: for those curious about how this would look like, custom game code DKEEH should give you a pretty good idea.
I’d kill for scrim code features so many games where someone has to do something mid queue and we give up a mountain of space as they walk across the map to the fight.
Some morons will inevitably hero swap at the last second and get sent back to spawn when the match starts, not a good idea as a feature.
Also you haven’t proposed a solution for spawning on objectives close to enemy spawns. If you spawn in when the game starts on top of Junkertown’s payload, you’re getting instantly obliterated by the entire enemy team.
If they can pick within the 20 seconds, then they are sent to the point.
If they can’t, then I think that is something they need to work on, not something that the game would need to change to fit their indeciveness.
I wasn’t awre it was my responsibility to flesh out someone elses idea.
Not to mention, this is just for throwing out ideas. They don’t have to be totally fleshed out with answers to everything.
It is your responsibility if you decide to continue their idea/argument for them. Nothing wrong with pointing out issues with these ideas either. That’s part of brainstorming.
I think defender’s setup is a non-issue to begin with. Since they removed Assault and added these new symmetrical game modes, more players are rolling the dice by going long afk during queues. If someone can’t do the bare minimum of just showing up when a game starts, they deserve to lose more games for that habit. If devs change how it currently functions, players will just start going afk for even longer and we’re back to the same issue.
How about spawning at the first choke point rather then the objective in escort maps ? For junkertown, that would be near the small bridge which is the standard defense setup.
Obviously you would be allowed swap, there would just be a new spawn that is removed when the match starts. It would be the same as today except wihout a 1+ of down time every game.
Do i need to spell out the new spawn points on every single map? Ofc you it wouldn’t be literally on the point on escort maps. It would be on whatever high ground that is close to the point but still outside of los from the attackers spawn. Which would be close to where everyone above silver is already going to stand.
Yeah and what if the entire defending team plays the stupid meta-game of swapping last second before the game starts to screw with the enemy team? Attackers lose their team comp advantage and have to waste time figuring out their comp when the game’s already started.
So now the devs are dictating where players should be defending instead of letting them figure it out for themselves. It’s bad game design, especially if you look at it from the perspective of a newer player. Like I’ve said in a previous reply, this whole thing is a non-issue. If devs make changes to how setup functions, players will go afk for even longer to adjust to the convenience and we end up back where we started.
I think it’s so new players will understand where the objective is and how to get there.
I already usually have to wait on teammates to pick a hero and get moving by the time the match has started. That short a setup time would make it worse.
No, no it is not.
I’m adding to the conversation, not speaking for them.
I’m allowed to throw in my ideas without needing to think out every little aspect of it, which is your “issue”.
Some scrim codes allow you to teleport back to spawn aswell to swap heroes.
As for team comp advantage, you could just disable abilities that can show enemy hero picks before the game starts or don’t allow those abilities to work on the spawn doors (e.g Hanzo sonic arrow).
As for spawn points, on most scrim code maps you don’t spawn on the objective, on some you do. I don’t know it for each map from memory, but on Escort maps you usallly spawn on a high ground further back (e.g. the far back high ground on Junkertown or on Shambali).
On Hybrid maps you spawn on the capture point afaik.
If you’re curious, you can import the custom game code DKEEH to see the spawn points - most of them could just be taken over as they are and it should be fine.
I think that’s fine for scrims, but not everything has to be perfectly streamlined for normal games. At the end of the day it’s still an objective-based game. Part of the immersion is traveling from your base (spawn) and setting up your defenses around the objective. That time spent at the start traveling from spawn is especially helpful for newer players who need to get the hang of the map/hero they’re playing, and where to fall back when things get hairy.
Good point. I think this could be migitated by simply locking the teleport function for new players until they have played a certain amount of games at which point they should know the maps well enough.
It also shouldn’t remove the option to walk for those who want to, but rather just add it as an option for players who know the map well enough. Instead of a keybind, you could also make it as some sort of teleporter similar to Sym’s to make it look more immersive.