15-04-2021, 12:17 PM
(15-04-2021, 09:15 AM)Julia. Wrote: I assume you're talking about kiting? The spawns do not really matter for a regular caded run as far as I know.
The intention of the change was to make less bots stuck in the gatehouse/the area around it.
In general, changing spawns is not a big deal. As i explained why it was changed, I would like to know what the problem is from your point of view so we can find a possible solution for both problems.
Not only about kiting. Even when playing with a small team (where resources (cades) are limited) you often want to kill bots before cades, so on First Defence you often could play first 8 waves just in main gates without any cades at all. Or even cade right in the gates, when your resources and DPS is better. Which was also completely doable and we won many rag runs with such cades too.
About kiting. First Defence was top (in top-4 for sure) kiting map, and one of good Warden kiting maps (maybe even top-1 for warden). Now it's definitely one of the worse, Warden kiting is barely impossible now. Personally I skip it nowadays. And before it was reason to play a run.
So spawns. Bots stuck and such. For me it was never big deal to go outside and kill couple of bots who stuck. I don't care about clear speed, with new players in the mod it's more about survival then clear speed anyway. And as I said, when I wanted clear speed before and team DPS allowed to do so - we just caded in the gates and killed couple of stucked bots after wave.
Maybe if we move spawns to the right no bots will stuck. Big bots spawn on end of the road should work. This way no bots will stuck and we will be able to play early waves in Senuzgda-style. On events it should be possible to play all waves in such style, so no DB speedruns failed because of stucked Ranger.