Offical Discussion about Turbine

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My turn to chime in. Personally i hate the instant respawn. Everyone has become spam happy. Like many people already said it takes away from the teamwork aspect of the map. People are jus going demo and soldier and start spamming away in the mid. Rarely do you see cordinated engys building up sentries in the mid now. If all else fails people are just going pyro and holding donw the fire button as soon as they leave spawn room or intel. Sucks to be a spy or sniper or any support class really. From what i heard in previous post and from playing on the server, most people dislike the instant respawn.

If you make the argument that with regular respawn that one team just controls the mid and dominates the other team, i will have to counter and say that, thats the point of the map. Hell its even more fun that way, retaking the mid together as a team pushing out from intel hallway. So please put it back to regular respawn...PRETTY PLEASE!

P.S TY for putting back to longer map time, cause before everyone just left after the map resets, making it 8vs8 for awhile which is so boring.

P.S.S I don't really see why teh change was necessary in the first place, turbine was always full whenever i tried to play, that is 5pm EST-2am EST
 
I think all of the servers should be instant spawn, but thats only my opinion i like now that turbine is instant spawn.
 
I played it for 2 hours after the change when everyone complained. I again played it for another two hours earler today. I just tried it again for the LAST time (this used to be my #2 go to server). Like all instant spawn ctf, I find little skill involved in this map. The only way to ctf is to wait until the other team gets bored and does something stupid or there is unbalanced teams. Either way, it isn't fun and won't keep loyal players.

IMO, Instant respawn means very little one on one possible situations which means skill doesn't matter much. TF2 is supposed to be a team game, but it is always fun for some people who value their own abilities in kdratios to be bonuses to a team. Instant Respawn kills this in Turbine. I kill a player I respect for their skill once and then I meet them immediately around the corner again.

I am not choosing sides, only painting a picture (Please PM me if you want the details). The maps are not for half hour fun, most of the regulars are here for hours. The regulars are the players that make the map which makes the game fun and mature in eGO, the map does not do this on its own.

I understand the need for having the max number of players on each server at all times, but the regulars play for hours every night and (imo) I would build off their loyalty.

My concern in this stems from my love for the eGO warpath server and my many days that have been spent on this. The regulars here will and have left when there were gravity and lag issues in the past, otherwise the server will be packed all night with regulars trying to get in for up to half and hour. This is all my opinion (can be discussed more in PM) and my loyalties lie with the decision made by eGO.
 
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I would have to agree with Josey. Instant spawn server are great for a half hour fix. It emulates a normal death match game; however, when playing over an hour, I prefer to work as a team and take the objectives. instant spawn makes any, especially CTFs, very difficult to play. In developer commentary they talk about how this game encourages the top players to do better with rewards (extra crits). Similarly they also talk about the winning teams the same way (spawning faster / slower). With proper skill and teamwork, the people on the lower spectrum can come back. Whether this is a fast quick game to a new reset, or a slow push of the line back. Instant spawn takes this aspect of the game away.

In sort, Instant spawn is the bane of long term playing and teamwork.
 
It's my least favorite map of all, due to the fact that I can't get going on it.
There are times when it's great, but it depends on who's playing at the time.

Either way, if eGOs are on a server, I'll join.
 
I was just on Turbine with Dread, Gamma, and a few other people. It got completely ridiculous. The enemy team was building right outside our spawn with like 5 SG's. We had like 3 engies that built either, in the vent or near our spawn which really didn't help a bit. It's really unbalanced since engies can just keep building and building outside spawn since everytime we destroy one, another one pops up magically.
 
Instant spawn needs to go, it really screws up the flow of turbine. It allows the enemy to rush the intell fast, and end games in literally 10 minutes
 
I was just on Turbine with Dread, Gamma, and a few other people. It got completely ridiculous. The enemy team was building right outside our spawn with like 5 SG's. We had like 3 engies that built either, in the vent or near our spawn which really didn't help a bit. It's really unbalanced since engies can just keep building and building outside spawn since everytime we destroy one, another one pops up magically.

It was unbalanced, as one of the engies he referred to, I can vouch for that
 
I have mixed feeling about this. I played for about a hour and a half on Thursday, and found for me its all about the class I play. I started as a Eng at the start of a round, and barely got a sentry upgraded to lvl 2 before 2 soliders and a demo came in to the intel room and blew it up and killed me.
I went solider and went a little spam happy, same when I went Demo. I hated playing those classes cause it felt like a deathmatch game.

I soon went sniper ( My peferred class on turbine) and had a huge impact on the game. Another sniper and I locked down the right side of the map, while our team was able to rush the left side and get the intel 3 times in 5 mins. I died 3 times in those 5 mins, all to spies.

I see and agree with alot of things, both pro and con ,about IR on turbine. My opinion is that we get more feedback before we make a decision about what to do.

FYI: A good sniper will always make himself or herself useful :cool:
 
Well, I missed the excitement, it seems, as I've spent the last two days doing a rebuild of my RAID5 partition. However, I've got another server (non-eGO) that's 24/7 Turbine on my Favorites list, so I've played IR Turbine before.

It is not one of my favorites, though. I "bookmarked" it as its 24/7 Turbine and eGO's is usually empty until around 3-5pm CST. I almost never go there anymore, and Instant Respawn is the reason. It's just one big spamfest; I tried it, and found I didn't like it.

IR does change the game strategy, and the effect is particularly dramatic on Turbine, a small map. With a respawn penalty, you could put a hurtin' on the other team, and effectively give your team a temporary "power play" where you could use your numerical advantage to put up sentries, or grab the Intel.

On the larger maps I could see a case for IR . . . well, almost. Conveniently placed teleporters could still get you back in the action fairly quickly.

I loved Turbine as it was formerly, it encouraged teamplay and strategy. If this change becomes permanent, well . . . good excuse to learn other maps, I guess :P

. . . assuming those, also, don't have IR.
 
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To be honest, I started off loving Turbine when it came with the update. It offered a lot for every class I liked, and encouraged some great teamwork. However, as time passed, I came to play on it less and less. So many times I watched a team get steamrolled because they couldn't coordinate a movement, and because it's a really hard map to play defense on. Nowdays, I hardly ever play on it.

Regardless, though, I can't see IR being a good change for the map. There are too many reasons, and they've all been listed several times now.

I guess what we all probably want is an explanation as to why this change has come about,,,but something tells me we're not going to get it. :/
 
To be honest, I started off loving Turbine when it came with the update. It offered a lot for every class I liked, and encouraged some great teamwork. However, as time passed, I came to play on it less and less. So many times I watched a team get steamrolled because they couldn't coordinate a movement, and because it's a really hard map to play defense on. Nowdays, I hardly ever play on it.

Regardless, though, I can't see IR being a good change for the map. There are too many reasons, and they've all been listed several times now.

I guess what we all probably want is an explanation as to why this change has come about,,,but something tells me we're not going to get it. :/

How are you not getting an explanation?

Read my posts.
 
Garden I did not mean to attack you or anything like you posted. I simply missed that part of your reply. I was just trying to find out your motives. Sorry I rubbed you the wrong way.

--born
 
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Garden I did not mean to attack you or anything like you posted. I simply missed that part of your reply. I was just trying to find out your motives. Sorry I rubbed you the wrong way.

--born

Not a problem, it happeneds.
 
I believe the reason Garden used was that they are experimenting with it. Turbine was dropping in ranks, so why not? There's no problem with that. Many things we experimented with worked (Ex: Warpath). Some did well for a while (Ex: Convoy), and some just didn't have a big appeal (Ex: Well, Lazytown).

However, onto Turbine. I haven't played this server in a while, but I do have knowledge on the map and had played for quite some time until recently. Yes, a 20 second respawn is a little bothering, but I think it allows the game to flow a little smoother. Although many may say this can easily bring unbalanced teams, I'll have to say that's a bunch of hogwash. To me, instant respawn on a map this compact just sounds like a cry to those who want to frag and have no care for the actual objective of the map, which is Capture The Flag. However, it does allow for the center of the map to not be controlled easily by one team, which forces defenses in select areas. Of course, I think the nature of instant respawn kind of enforces teams to make a long push from their spawn, to the center, and to the other team's base in a single go.

I'm not for instant respawn at all. Wasn't for it in Warpath, not for it in 2fort (but it works, so who cares what I say, lol), and I'm not for it in Turbine. However, if it works, there's not anything one can really say. I like to see games with winners, not exactly to see those who managed to rack up 200 points in 30 minutes.
 
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I was just on Turbine with Dread, Gamma, and a few other people. It got completely ridiculous. The enemy team was building right outside our spawn with like 5 SG's. We had like 3 engies that built either, in the vent or near our spawn which really didn't help a bit. It's really unbalanced since engies can just keep building and building outside spawn since everytime we destroy one, another one pops up magically.

This goes along beautifully with my point earlier. Yes, it adds kill count, but it severely decreases average proficiency of the players.

I was sniping that night, when Steve got on. I swear, I must have sniped the same guy's level one sentry they had at their garage door at least 50 times before night's end. The engies weren't being smart; In fact, their whole team was dedicated to keeping a few useless sentries alive while we maintained control of the middle and continually rocked them.

Our team was rolling them. Therefore, I believe that's a shot in the arm to the theory that it prevents steamrolls.
 
I gave Turbine a good 2-3 hours last night, and I had the same experience as Steve and Dread, one team was steamrolling the other for the entire time (I spent the first half being steamrolled, and the second rolling). The instaspawn drags it out a bit more, people constantly pouring out of spawn means there's no more <10min games, and the losing team gets bottled up in their upper corridor rather than all the way back into their spawn. But it really wasn't competitive.

That said, lots of new-to-eGO folks in the server going by how many low hlstat ranked people I saw (not that I'm bitter at having a good night and still seeing my rank drop like a stone or anything :p)
 
I will agree with Shutter, I saw an astonishing increase in new players (to eGO, not necessarily TF2) seeing a number of nonranked or low ranked players. New traffic is always nice, I'll agree there, but the fact that I saw so many makes me think regulars are dropping.
 
when I played it initially last night, thought it was a good idea at first. Turbine is pretty much my favorite server, but I then went to play dustbowl, but whatever. Point is...

Today I gave it another run, and pretty much it proved everything the others are saying:
1. Deathmatch feel
2. Practice classes (literally, I said hey, this is IR now, why not practice scout my worse class)
3. Usually I can spend 1-2 hours easy on that map, steam roll or not, this time I was bored after ~30 minutes. Not to mention people on the other team started doing stupid stuff right after, running around with our intel in middle at 2:1 and not ending the game, uber snipers with kukri, etc etc

Although, on another side, it did require more coordination to take ssentries out. Except it was the same demoman, and the medics with charged ubers taking turns.

All in all, I don't like the insta respawn. Nullifies the whole point of having turbine in the first place, feels like having two ir 2fort servers now.

bottom line, IR = BAD
oh well...
I play on pretty much all eGO servers, and more likely than not will keep playing turbine occasionally too, but it's still a shame having my fav one changed like that
hope it helps the clan though, server ranks are important after all
 
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I was playing last night when it 32/32 for an hour with no one complaining about leaving :/

We had to jerks come in and think they were funny and change their name, but thats about it.

I guess in the end it's how populated the server becomes with insta spawn. One of the jerks that was banned was a regular of turbine (I caught it in the contest bans), and he had voiced his opinion when I was on, although nothing particularly offensive or name-changing at that time.
 
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