nicedrewishfela
I played primarily with a clan this weekend and I saw some things happening that are, at the very least, influencing spawn issues. For starters, there is no doubt in my mind that the spawn logic we are seeing in AW is a reversion to MW3 pre-patch logic. I think what they did was minimize the number of dynamic map elements that can affect spawn logic - there's just not a lot of cars or barrels that can kill a player on any map. That's a HUGE change from BO2, MW3 and, to a lesser extent, Ghosts.
So that's one thing that is affecting the spawn logic. There's simply more places where players can re-spawn.
The second thing I saw was exactly how easy it is to spawn trap in this game. I haven't seen spawn trapping be so easy since MW (COD4). I think the map that demonstrates this the best is Instinct. On the image below if your team takes control of the left side of the red line, you can place your entire team along that red line ... and 100% lock down the other team inside the caves. At that point, the ONLY way to break the spawn trap is if someone from the Trap team crosses that red line into the Victim team's portion of the map.
Pretty vegemitin' easy to figure out and do. The problem for the Trap team is that, especially with solo players, the turkey shoot becomes so easy that there is a huge temptation to enter the Victim team's side of the map. Call it kill greed. In a TDM match, being trapped on the right side of the map is not a guaranteed loss. However, in objective modes ... it is a guaranteed loss IF the Trap team does not cross that red line. Of course, most teams are not locking down that red line. But to get a better picture of what is happening with team flow, I think the better map to look at is Detroit.
Take a look at what happens on Detroit. The Blue lines are the routes the bulk of routes the C spawn team takes with the initial spawn. The Red lines the routes most A spawn players take. The green and purple lines represent the odd-ball player who attempts a flanking maneuver. (I have no idea what the yellow numbers are for. I suspect those are points to hold in order to pull off a spawn trap against a team on the A spawn).
What you end up with is the first two kills taking place in opposing spawns - usually the attacking team member being the one getting killed.
Where do you then re-spawn those people?
Like I said, I believe AW uses the pre-patch MW3 spawn logic. That means the re-spawning player will spawn near the teammate who is BOTH farthest from the action AND alive the longest. The problem is, that does not necessarily mean a safe re-spawn.
If you have to re-spawn, you're screwed. But if you're still alive, you can play a factor in re-spawns. But with players who have the BO2 rush mentality, FTW, on your team ... your influence is just not going to be enough.
The net result is people spawning all over the place with no seeming logic to it. There IS a logic to it but it requires "playing the map." As I play solo, this largely seems an effort in futility. I know this - static spawns will make the issue worse and I think the map Instinct demonstrates that reality.