Moose
L6: Sharp Member
- Nov 4, 2009
- 312
- 616
Play upward as red and tell me how much 1. walls around spawn and 2. slightly elevated spawns notably increase walk times to the spawn room, then tell me whether the protected spawn isn't 100% worth an iota of extra time.
If you're burning to death you will, and if you're having a good time playing the game you'll curse a designer who made you play locker-jog instead of team fortress 2.
upward's spawnrooms aren't protected entirely, and the walls they have do increase the walk time to and from spawn slightly. You aren't getting spawncamped often because it's an easy point to defend, people are focusing on things other than the spawndoors usually.
So. Keeping both spawns and lockers close to objectives means defenders spamming from their spawndoors. Keeping spawns further from objectives and lockers close to the spawndoors means defenders locker-jogging towards their spawndoors FROM the objective in order to heal themselves. Keeping spawns close to objectives and lockers far from spawndoors means defenders running a short distance to their spawns, where they are safe, and THEN locker-jogging a short distance. Trying to keep either the spawns or the lockers away from objectives is annoying. Keeping spawns close and lockers farther is just marginally less so.