Ceasaigh Posted March 25, 2012 Share Posted March 25, 2012 Are they different for each side? Does the time scale depending on some unknown factor. On several different occasions today during the first room fight I witnessed several Imps dying and simply running through the wall like it wasn't there. On one occasion we sent an entire side up to top only to have them instantly come right back down. I too on a few occasions was killed and ran right out. Is there something borked in Voidstar? Link to comment Share on other sites More sharing options...
Xerain Posted March 25, 2012 Share Posted March 25, 2012 it closes for like 30 seconds then opens for like 10. Link to comment Share on other sites More sharing options...
MrPlayDead Posted March 25, 2012 Share Posted March 25, 2012 Its is on a constans 20 second timer that opens for 5 then closes for 20 Link to comment Share on other sites More sharing options...
Xerain Posted March 25, 2012 Share Posted March 25, 2012 Its is on a constans 20 second timer that opens for 5 then closes for 20 it's not 20 seconds, i blew my Force Speed on my assassin and the cd is 30 seconds on it. Link to comment Share on other sites More sharing options...
paul_preib Posted March 25, 2012 Share Posted March 25, 2012 If you look at the door you can see a circle divided into four parts. This is your countdown timer-- it is constantly turning over regardless of whether someone (or a whole team) is up there or not. I haven't timed it myself so grain of salt this but I have seen the number 8 seconds per quadrant thrown out there (for a 32 second total). This has its pluses and minuses. It can be infinitely frustrating to basically wipe the whole team, but have bad timer luck to where they all come steaming back out seconds later. Likewise on the other side of things I've been killed in the tunnel between the first door and bridge and spawned with the full timer, only to helplessly watch a someone outpace everyone to get a bomb planted before I ever make it out of the holding area. These times are much easier to remember then the times when I was able to stop two or three bomb plants practically solo because I ht the timers right. Link to comment Share on other sites More sharing options...
Valastia Posted March 25, 2012 Share Posted March 25, 2012 There is a timer on the defenders' door, as others have said, but there is no timer on any of the attackers' doors. If you were defending, you probably did see the other team just keep showing back up. Link to comment Share on other sites More sharing options...
DarthMaulUK Posted March 25, 2012 Share Posted March 25, 2012 I was wondering the same thing. Quiet often, I will kill republic scum, only for them to drop down again almost in an instant, whilst on the Imperial side, we wait up to 30 seconds. Something doesnt appear to be right Link to comment Share on other sites More sharing options...
Murdertrane Posted March 25, 2012 Share Posted March 25, 2012 Heh, I'm sure it's dumb (stupid) luck. But virtually -every- door I get in Voidstar is full. I'm a scrapper, so I 1v1 a lot of door guards and I can tell you that, after killing them, it is -maybe- 50/50 as to whether I have 8 sec to plant the bomb. Seems like the majority of the time they come back and shoot me at 5-6 sec. Then I kill em again and it's rinse-repeat. I'm pretty sure there's no conspiracy one way or the other, but I get a helluva lot more than my fair share of full doors, while my victims get a lot more instant doors. In addition, what's up with the 8 second timer being interrupted once the timer reads 8.0 seconds? This has happened to me dozens of times. Oh and I play Republic. Random luck is random... Except when it's mostly bad. Link to comment Share on other sites More sharing options...
Ssfbistimg Posted March 25, 2012 Share Posted March 25, 2012 yeah I've been interrupted at 8.0 seconds quite a few times. I think you need to go to 8.0 then .1 to actually plant. This how I've also been able to interrupt someone from capping even tho they put me in a 8 second stun Link to comment Share on other sites More sharing options...
HelinCarnate Posted March 25, 2012 Share Posted March 25, 2012 I was wondering the same thing. Quite often, I will kill imperial scum, only for them to drop down again almost in an instant, while on the republic side, we wait up to 30 seconds. Something doesn't appear to be right. Link to comment Share on other sites More sharing options...
BeeSiK Posted March 25, 2012 Share Posted March 25, 2012 if your republic they stay open it seems...i always see the pubtrain running out of there all game. Link to comment Share on other sites More sharing options...
Gnugthreeonefive Posted March 25, 2012 Share Posted March 25, 2012 It's pretty simple. Obviously, what you want to do it burn defenders down to within an inch of their lives, but wait to kill them off until right after the defender door closes. Then you'll have ample time to plant the bomb. Pro players will know exactly when the defender doors open and close (every 30 secs), and plan accordingly. Link to comment Share on other sites More sharing options...
GRINnBARRETT Posted March 25, 2012 Share Posted March 25, 2012 I really really dislike Void Star. And when I think about why, this is the only viable reason I can come up with. I want to fight, not be stuck behind an excruciatingly long respawn window. Link to comment Share on other sites More sharing options...
emartell Posted March 25, 2012 Share Posted March 25, 2012 I understand the concept but it doesn't make me hate the doors less. There is nothing more frustrating than standing at them and seeing that the bomb is set. I think I'd rather take another long speeder trip then just stand there. Link to comment Share on other sites More sharing options...
BiggDirty Posted March 25, 2012 Share Posted March 25, 2012 I think the respawn door timers actually ruin this game mode completely. With two skilled premades, it's common for the winner to be decided based entirely on who get's luckier with the respawn timers. For example, team A is attacking, and has wiped team B from the door 4 times. But all 4 times, the last 2 people to die on team B got lucky and spawned just as the door was about to open. This means team A is not rewarded at all for being better than team B. On the flip side, team B is having trouble wiping team A, but eventually they manage to do it once, and just by pure luck, team A is stuck behind the door for 8 seconds and loses the round because of this random element. I think everyone should be on a standard respawn timer. That way if you wipe the enemy team all at once, you are rewarded by a guaranteed arming of the door. Link to comment Share on other sites More sharing options...
Lidasel Posted March 25, 2012 Share Posted March 25, 2012 (edited) This has its pluses and minuses. It can be infinitely frustrating to basically wipe the whole team, but have bad timer luck to where they all come steaming back out seconds later. Likewise on the other side of things I've been killed in the tunnel between the first door and bridge and spawned with the full timer, only to helplessly watch a someone outpace everyone to get a bomb planted before I ever make it out of the holding area. In voidstar and Huttball respawn should work like in ACV: Instant respawn but X seconds travel time to avoid lucky respawns after wiping out a team. In AVC the respawn should work like in Voidstar/Huttball so that teams can work together as a group after respawning. Right now in PUG vs PUG it is only luck who wins the VS because the team who has more luck with the respawn barrier wins. Edited March 25, 2012 by Paralassa content Link to comment Share on other sites More sharing options...
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