#suggestion payload server needs spawn protection

plugin to have incincibility after spawning for a few seconds
Have you been on a server(s) that has had this enabled?
Did you see this effectively work?

If so, let me know on discord so you don't say communities here on the forums.
 
Have you been on a server(s) that has had this enabled?
Did you see this effectively work?

If so, let me know on discord so you don't say communities here on the forums.
Usually it's on hightower/2fort servers and it, imo, does a relatively good job at stopping spawn camping as you are ubered for around the first 5 -10 seconds after spawning in and a little bit after leaving spawn doors.
I'll have to find a payload server to test it out on to get a further/better understanding idea of how it feels/works.
 
Usually it's on hightower/2fort servers and it, imo, does a relatively good job at stopping spawn camping as you are ubered for around the first 5 -10 seconds after spawning in and a little bit after leaving spawn doors.
I'll have to find a payload server to test it out on to get a further/better understanding idea of how it feels/works.
Okay, yeah i think I have seen them use it but I can't be for certain what it was being used.
 
Personally, I don't particularly like said plugins, but they could be a good idea. The main thing about them I don't like is the departure from a more vanilla feel, but that isn't too much of an issue. I do see potential issues, however. On Hightower, the time would have to be configured to as to give protection to those exiting spawn at battlements, but also not long enough as to give those exiting front an advantage. Given the difference in the distance of those routes, this seems impossible. On 2fort, the spawn doors must be passed to enter the intelligence room from one of the 2 ways. Trying to deal with ubered players walking out would be very difficult.

If I were to say, I would abstain from such a plugin, but I don't oppose the idea.
 
I agree with Elbow that it alters the more immersive "vanilla" feeling of the game. It might also cause some exploits, such as a demoman being able to do a large stickyjump with a bunch of stickies without taking damage. The invincibility idea isn't terrible, but I'm not a fan of it.
 
I agree with Elbow that it alters the more immersive "vanilla" feeling of the game. It might also cause some exploits, such as a demoman being able to do a large stickyjump with a bunch of stickies without taking damage. The invincibility idea isn't terrible, but I'm not a fan of it.
literally a ers simp
/s
 
On Hightower, utterly awful, but then again, Hightower with carts feels awful, so. In general, the default seems adequate to me, but I have not played the payload server super recently, so my input is less valuable than it could be.
 
Wait, wait. What happened to the Fast Camp Task Force? The #FCTF is around to expedite your TF2 gameplay from spawn to spawn. This would render the team useless and people would actually have to play the game??? Who does that?
 
Rose Rose I think we have this now, don't we?

Now to suggest payload maps with spells be dropped into a lake of fire...
 

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