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Cw And Spawn Camping!


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#21 Bagheera

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Posted 09 December 2014 - 09:36 AM

View PostJoseph Mallan, on 09 December 2014 - 09:34 AM, said:

You do know that drop ships can only carry naval Missiles and not any other Naval weapon system?


Yes, which is why I said Warships. Technically I originally said jumpships, but I don't remember if there is a specific class of those that are largely unarmed. :P

The idea being bombardment from space before the dropship lands in the (formerly) occupied LZ. Which, may not have actually been allowed either, my group really only played with the naval combat stuff a couple times a very, very, very, very long time ago. ;)

Logically though, if I've got an array of 500ton PPC canons and an enemy force standing where I want my smaller ships to land ... ;)

Edited by Bagheera, 09 December 2014 - 09:39 AM.


#22 Monkey Lover

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Posted 09 December 2014 - 09:36 AM

Ya i foresee a lot of Xl clan laser camping. 1500m away. Unless these drop ships have weapons that can cover the whole map lol

#23 Brody319

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Posted 09 December 2014 - 09:37 AM

View PostMonkey Lover, on 09 December 2014 - 09:36 AM, said:

Ya i foresee a lot of Xl clan laser camping. 1500m away. Unless these drop ships have weapons that can cover the whole map lol


Deal with it freebirth

#24 SolCrusher

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Posted 09 December 2014 - 09:38 AM

Man you think that drop ship is gonna land? The drop ships are gonna drop our mechs off without touching down! We'll all get landing one use jumpjets so our mechs won't be crippled from the fall damage.

#25 Roland

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Posted 09 December 2014 - 09:39 AM

View PostHeffay, on 09 December 2014 - 09:23 AM, said:


If only there was some sort of heavily armored flying craft that came in bristling with weapons that could make it extremely dangerous to hang out nearby a spawn point...

Last I checked, mechs had weapons that didn't require them to be in melee range to kill mechs.

#26 Heffay

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Posted 09 December 2014 - 09:40 AM

View PostSolCrusher, on 09 December 2014 - 09:38 AM, said:

Man you think that drop ship is gonna land? The drop ships are gonna drop our mechs off without touching down! We'll all get landing one use jumpjets so our mechs won't be crippled from the fall damage.


You in the closed beta? You seem to act like you know a lot about how the dropship thing is going to work...

#27 Kodyn

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Posted 09 December 2014 - 09:46 AM

Russ basically said on the Town Hall that they would prevent camping...

#28 SaltBeef

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Posted 09 December 2014 - 09:47 AM

One use jump jets or Drop off jet pack attatchments would be pretty sweet!

#29 Fut

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Posted 09 December 2014 - 09:48 AM

View PostSaltBeef, on 09 December 2014 - 09:47 AM, said:

One use jump jets or Drop off jet pack attatchments would be pretty sweet!


Got a little moist just thinking about that...

#30 Dawnstealer

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Posted 09 December 2014 - 09:50 AM

View PostHeffay, on 09 December 2014 - 09:23 AM, said:


If only there was some sort of heavily armored flying craft that came in bristling with weapons that could make it extremely dangerous to hang out nearby a spawn point...

This - even a Leopard, the dropship that only carries a Lance, is armed thusly:

2 PPCs, 3 LRM20s, 7 MLs, 5 LLs.

And that's the stock version.

#31 Apocryph0n

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Posted 09 December 2014 - 10:48 AM

OP seems confused.

Yeah basically they will be armed. Sure you can snipe with 1400m LLas, they probably wont shoot that far. But remember: Everyone respawns in the same dropship, you need to factor in the echo you receive. If there is like 2 Gauss Assaults and some Heavies jumping out of that Dropship, odds are that you are in trouble unless you can get out fast.

Also your team will probably Teamkill you for not guarding the gates you should defend. :D

#32 Golden Vulf

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Posted 09 December 2014 - 10:52 AM

The entire reinforced clan binary should drop with entry jump pods.

This could be a method of joining up with allies in the field when you are coming in with your next mech instead of starting from some distant spawn point.

Like how you get parachute drops in those modern call of duty games.

Edited by Golden Vulf, 09 December 2014 - 10:53 AM.


#33 Brody319

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Posted 09 December 2014 - 10:53 AM

We just need one to carry 12 gauss and 12 ppcs, that will teach people not to spawn camp.

#34 FrDrake

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Posted 09 December 2014 - 10:57 AM

View PostBrody319, on 09 December 2014 - 10:53 AM, said:

We just need one to carry 12 gauss and 12 ppcs, that will teach people not to spawn camp.


They tried but couldn't figure out how to code the AI to use the gauss charge-up mechanic properly :P

#35 Brody319

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Posted 09 December 2014 - 10:58 AM

View PostFrDrake, on 09 December 2014 - 10:57 AM, said:


They tried but couldn't figure out how to code the AI to use the gauss charge-up mechanic properly :P


then 24 PPCs it is, that will put the spawn camping ******* down.

#36 Coolant

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Posted 09 December 2014 - 10:58 AM

you can't spawn camp cause of the dropships...

#37 Joseph Mallan

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Posted 09 December 2014 - 10:59 AM

View PostBagheera, on 09 December 2014 - 09:36 AM, said:


Yes, which is why I said Warships. Technically I originally said jumpships, but I don't remember if there is a specific class of those that are largely unarmed. :P

The idea being bombardment from space before the dropship lands in the (formerly) occupied LZ. Which, may not have actually been allowed either, my group really only played with the naval combat stuff a couple times a very, very, very, very long time ago. ;)

Logically though, if I've got an array of 500ton PPC canons and an enemy force standing where I want my smaller ships to land ... ;)

Only one or two Jumpships had weapons.

What I have to laugh about is that Naval Missiles do more Kinetic damage when they aren't armed! IIRC Barracuda does 2 damage when armed but could deliver 18 damage ramming a ship!

#38 Metus regem

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Posted 09 December 2014 - 11:00 AM

View PostSolCrusher, on 09 December 2014 - 09:21 AM, said:

So as the title says who here can't wait for CW and all the Spawn camping to commence? Who ever controls the oppositions spawning points will win. Unless spawns are random, but I don't see PGI making that decision correctly.


Well for the IS players they get:

http://www.sarna.net/wiki/Leopard

Clan pilots should get:

http://www.sarna.net/wiki/Broadsword

Either is a case of, "If you want to live, don't be here when we come back."

#39 Joseph Mallan

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Posted 09 December 2014 - 11:00 AM

View PostBrody319, on 09 December 2014 - 10:58 AM, said:


then 24 PPCs it is, that will put the spawn camping ******* down.

It would require 240 heatsinks and a rewriting of how heat works. Cause in AeroTech you cannot fire weapons beyond your sink capacity EVER.

#40 Brody319

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Posted 09 December 2014 - 11:01 AM

View PostJoseph Mallan, on 09 December 2014 - 11:00 AM, said:

It would require 240 heatsinks and a rewriting of how heat works. Cause in AeroTech you cannot fire weapons beyond your sink capacity EVER.


its in a drop ship.





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