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Spawn Camping


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#1 KingCobra

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Posted 06 December 2015 - 08:32 AM

You need to remove the ability to spawn camp your drop in CW it becomes very bad gameplay when a enemy team spawn camps for half the match resulting in a win for them this is very unsporting and a bad tactic THAT YOU PGI NEED TO ADDRESS.

I would suggest placing the drop zone area on a timer any players not out of the spawn area in 60 seconds there mech explodes and if they reenter the spawn area again they have 10 seconds to vacate or there mech explodes like the out of bounds.

I can hear the crybaby's now owe this is a valid tactic but it is not it is against the rules of engagement set up by PGI themselves.

P.S or do like other games do place a1 way gate you have to go out of the spawn area through.

Edited by KingCobra, 06 December 2015 - 08:37 AM.


#2 Kira Onime

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Posted 06 December 2015 - 09:34 AM

Spawn camping isn't going to stop, what you can do is at best change where it's going to happen.


Honestly, the sad truth currently to prevent spawn camping is to stop the enemy from getting so deep in your territory that they can setup a spawn trap.

Yeah I know it sucks to be on that receiving end but PGI can only do so much when one team is that highly outclassed.

#3 Karl Streiger

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Posted 06 December 2015 - 11:52 AM

Well just add some Assault drop markers - when they are captured - drop location is overrunned - no spawn.
Position and size of those markers should prevent camping (when you get a LOS you are in the capture zone)


#4 50 50

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Posted 06 December 2015 - 06:22 PM

I haven't seen it much in the current event but I have witnessed it before and there have been plenty of comments about it.
Personally I agree with Karl's suggestion and have said as much in other posts as well.

Make the drop points an objective that can be captured.
For either side.
Might need to separate the drop points.

The other part of the solution, I believe, needs to be giving greater emphasis to the Primary Objective.
That is, failure to achieve your primary objective within a set time frame results in your team's drop points shutting down.
There are a few additional options that can be introduced along with this:
Counter Attack/Reinforce within the same match.
Retreat options.

In short, there could be a much better dynamic to the matches which should reduce or eliminate spawn camping as a griefing tactic.

Edited by 50 50, 06 December 2015 - 06:24 PM.


#5 Karl Streiger

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Posted 07 December 2015 - 01:08 AM

View Post50 50, on 06 December 2015 - 06:22 PM, said:

In short, there could be a much better dynamic to the matches which should reduce or eliminate spawn camping as a griefing tactic.

The more dynamic the better.... cw should be 4 battles instead of one big with 4 waves.

Shouldn't the first drop be a hot drop?
Virtually a kind of spawn camping but all 12 Mechs drop as one at one position with heavy fire from the drop ships. Not just Lasers... LRMs and ACs are more intimidating.

(dynamic condition - defenders 1st drop can not use heavy or assault mechs)
When this drop fails, there will not be any other drops the defender wins automatically

Of course Defenders can fall back into staging area two (they can change Mechs here - simulating that those forward elements of skirmishers are replaced by heavier units (they don't have to bail - so they can use their mech later + limited field repair)
... just as a sketch:

Posted Image


Changes:
  • drop preparation
    • force players to create offensive and defensive decks
    • could contain the same mechs
    • attackers got more tonnage
  • 1 Hot Drop for Attackers;
    • spawn camping but with 55t at most for defenders
  • 2nd Drops are for other waves
  • Defenders can try to contest the drop and/or retreat
    • in Reinforcement area they can swap their mechs once!
    • after change mechs are repaired/rearmed based on the time they are out of action
  • First Line of defense are gates and turrets....
    • as long as they are not destroyed defenders can swap their mechs in hangar (repair rearm)
  • Hangars can be destroyed by attackers (Hp are removed from "containing" mechs)
    • hangar takes 400 dmg and has 2 Mechs for 4 players.
    • each mech got 50dmg into its CT
    • flammer and MG deal extra damage
  • 2nd Drop locations can be captured by defenders
  • change map to allow one or two routes for fast/mobile mechs
    • with those sally you can't just death ball
    • possible that defenders or attackers slip through and destroy or capture valuable targets


#6 L Y N X

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Posted 07 December 2015 - 01:06 PM

It might be easier for PGI to just drop mechs facing the enemy (Threat)! and NOT with the mechs back to the enemy...sigh.

#7 o0Marduk0o

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Posted 07 December 2015 - 01:08 PM

Use jumpjets, enter spawn zone, kill people.

#8 Hotthedd

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Posted 07 December 2015 - 01:48 PM

The only way to prevent spawn camping is to not have mid battle re-spawns. Period.





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