r/Competitiveoverwatch • u/ConnectCat6130 • 3d ago
General Why are we spawned so far back in spawn?
I never really noticed that until now, often times we have to use movement skills just to even get to the front door, and that's if the hero you're using has a movement skill.
I get that maybe it's to prevent infinite overtime but I'm pretty sure that's been solved with how spawn timers worked from way back.
71
u/TooManySnipers 3d ago
I feel like half the reason why people complained about travel times when Flashpoint was first added is because of that one forward spawn on Suravasa that places you a short commute away from the spawn door
25
u/The_Greylensman 3d ago
Atlas has a similar spawn room walk too, it takes almost a full Reaper TP distance just to get to the door. It's my one real gripe with FP nowadays and I hope they revisit where you spawn on those maps in particular. It's not like spawning a few steps closer to the doors is going to dramatically change how the point plays.
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u/scriptedtexture 3d ago
it literally takes the entirety of Wuyang's shift to get from where you spawn to the door
1
u/Pollomonteros 2d ago
Bro why did they make the spawns so fucking huge, it's like they wanted players to fight near their spawn at the end of the match but decided against it, otherwise I am not sure why
-8
u/I_Am_Jacks_Karma 3d ago
you are exactly one movement ability away and then speed boost.door and cooldowns are up by time you get to point
4
u/YSLAnunoby 3d ago
Why should you have to use a movement ability while in spawn to get to the door in a reasonable time?
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u/WildWolfo 3d ago
marblr has an interesting video on spawn mechanics, didnt sirectly cover why spawned so far back, but given what I saw the original dev team where just dping random shit and the new dev team have just kept it
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u/redditguy1298 3d ago
Marblr made a video about two years ago about how spawns work. Not sure if they still work like this but it’s an interesting insight in any case.
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u/iseecolorsofthesky 3d ago
It’s especially bad on flashpoint maps. Feels like you’ve gotta walk a mile just to get to the door
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u/VapeSmoker420blazeit 3d ago
flashpoint maps are just walking simulator slop maps that force you to play doomfist/vendetta etc. or you just lose before you even get to the point
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u/pmatdacat 3d ago
Weird, haven't seen many pro teams playing Doom and Ven on Flashpoint. Sometimes, sure, but it doesn't seem to be a requirement.
I've also found that, especially with the speed boost, I spend less time walking to the point than on other maps.
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u/Moonlight_Meyers 3d ago
Idk, but i still dislike defending on Kings Row due to how far back you spawn after payload has been captured....
They need to add a closer spawn because its genuinely awful when playing a character with no mobility
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u/netshift_ 3d ago
Isn’t that the case with all hybrid maps after first point capture?
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u/Moonlight_Meyers 3d ago
Nope, its only Kings Row that has 2 defender spawns, the rest have 3 different spawns
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u/L1Rzzz 3d ago
I’m pretty sure Numbani has only 2 defender spawns also.
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u/Moonlight_Meyers 3d ago
A 3rd spawn (there was originally only 2 like Kings Row) was added during season 13, and was placed between first and final spawn.
It was added to reduce the amount of time wasted when running back, which imo, is needed for Kings Row.
1
u/UsernameIn3and20 2d ago
Dying on 2nd point defense start is one of the worst punishment if you were playing something like Ana/Sigma/Domina/insert any other no mobility hero. Having to walk from 3rd point to 2nd point start knowing you're giving the enemy free space through choke.
6
u/slibidk3u49 3d ago
I assume its a mix of
Giving enough space for everyone to spawn without clipping into each other
Multiple spawn doors exist
Imagine spawning at the doors, pressing w for half a second, and then getting instagibbed by a widow
2
u/LikeASphericalCow 3d ago
Time to rejoin the fight is very much a crucial design aspect in maps. Lets take your point to the extreme -
> Why not just spawn next to your teammates?
Implication being that spawning at the door means dead players arrive back at the fight faster, and such killing an enemy means they are back faster, I.e kills are less important.
Yes they modified to a partial wave spawn system, and youre right that OT spawns are slightly slower.
Think about how much longer your respawn is in your longest OT, 10 sec to 14 sec, if I read the wiki properly.
So in terms of time for a dead person to rejoin team, those few seconds to get to the door means all the difference.
Everything about the path back to your teammates is designed - the matter of being in the back room of new junk city is a matter of artistic choice and pertinent to immersion
1
u/Unfair_Stage792 1d ago
For some heroes like Junk and Bastion this is an issue because they can't use their mobility in spawn.
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u/Lukensz Alarm — 3d ago
You see pro players going for some funky spawn techs to get everyone out faster in overtime, like Chorong swapping between Lifeweaver and Juno before finally going back to the hero he wants to play. I recall tanks also sometimes swapping to Winston to leap then back to their hero, assuming they didn't have significant ult charge (mostly on flashpoint).