In many tournament games i see that the monster totally capitalizes on the predictable spawn of the hunters and it’s honestly lame as hell. It’s spawnkilling ini my eyes.
The thing is, the time you don’t have control of your character when you drop out, you only take over around 20 meters above the ground, this gives the monster a timewindows to easily nullify the comeback.
Sure the hunters have the ‘walk of shame’ but it can be countered by good gamesense easily from what i’ve seen, but the dropship tactic takes the cake, because the hunters cannot do anything against it.
Talking logic in a sci-fi game is always kinda risky, but if i were the hunter and i see the monster below me i would open up that damn jetpack way earlier to dodge and not drop right on top of him and be free meat. So if the monster camps in proximity of the dropship the hunters should be able to use their jetpacks earlier after droping. Since it’s just a timing in the animation it would probably not even take lots of code, if i am correct.
Or how about the ship actually uses it’s weaponary when the monster is in proximity of the drop zone, punishing it for camping.
Or give the hunters invulnerability shields before droping, once you hit the ground or use your jetpack the shield depletes in 2 seconds. The goal is to discourage the monster to attack droping hunters right off the bat, give them a leeway of a few seconds to reorganize and turn the fight from lame into exciting.