Spawn Camping Is Turning A Lot Of New Players Off From Cw
#1
Posted 24 February 2015 - 12:17 PM
Furthermore selecting spawning zones after the first drop would also be useful. (Also expanding existing spawn zones could help as well... This way it's more of a guess who is spawning where.)
Also there are also places on maps in which only IS lights can get to. While i'm not 100% against this as a boon to IS... It does cause issues with plinking away the objectives with near impunity.
I'd also like to suggest adding radar towers/anti ECM to certain parts of the bases (Destroy-able mind you) assuming spawn camping/changing the maps can't be dealt with.
Thanks!
#2
Posted 24 February 2015 - 01:01 PM
Attackers camping is just obnoxious since it means they already have the battlefield advantage and are just farming c-bills instead of finishing the game. Defenders pushing out of base to counter-attack is less of an issue I think since it opens them to potentially getting circumvented and leaving the base open, although if they're camping they probably aren't leaving that opportunity available.
In either case it's annoying to the team getting camped since they can't do anything but die.
#3
Posted 24 February 2015 - 01:07 PM
case closed.
Edited by TexAss, 24 February 2015 - 01:07 PM.
#4
Posted 24 February 2015 - 01:09 PM
#5
Posted 24 February 2015 - 01:11 PM
#6
Posted 24 February 2015 - 01:18 PM
Edited by spottiedogman, 24 February 2015 - 01:18 PM.
#7
Posted 24 February 2015 - 01:21 PM
You will have no spawn-camping, but of cause the occasional rofl-stomp then.
So, we would trade one evil against another, basically.
If you feel like reading it, here it is:
What If... We Would Have No Respawn ?
Be warned, its a wall of text!
#8
Posted 24 February 2015 - 01:24 PM
#9
Posted 24 February 2015 - 01:44 PM
#10
Posted 25 February 2015 - 12:25 PM
HARDKOR, on 24 February 2015 - 01:11 PM, said:
Well yeah, but when you're spawn camped you can't do anything other than shoot out of your spawn.
#11
Posted 25 February 2015 - 12:55 PM
#12
Posted 25 February 2015 - 01:29 PM
LordMelvin, on 24 February 2015 - 01:01 PM, said:
Attackers camping is just obnoxious since it means they already have the battlefield advantage and are just farming c-bills instead of finishing the game. Defenders pushing out of base to counter-attack is less of an issue I think since it opens them to potentially getting circumvented and leaving the base open, although if they're camping they probably aren't leaving that opportunity available.
In either case it's annoying to the team getting camped since they can't do anything but die.
I am of two opinions. Spawn camping the attackers drop zone is a serious case of beating the newer players when they are down. They have no opportunity to fight back and no real defenses and to set it up you had to smash them so hard and fast in wave 1 that you could then push out all the way to the drop ships in time to catch the waves of respawns.
Spawn farming the defenders means fighting off drop ships, turrets and enemy mechs. The defenders have every advantage and if they cannot leverage it enough to even get some extra damage and make some extra cbills then I am not sure what to say. That is a roll beyond rolls and if the enemy mechs had even the slightest capability should result in the enemy needing to launch at least another wave to gain the win. I have most often seen this as more of a bonus brawl wave than kill the mechs before they hit the ground.
Ultimately the game needs more incentive for attackers to just kill the cannon quickly for bonuses rather than farm mechs for more CB AND the attackers to get a large drop ship with heavy arms to protect the immediate drop zone. Destroying it could likewise grant a bonus to the defenders such that farming mechs is not viable or productive.
Take away the incentive and you take away the behaviour.
Edited by Jetfire, 25 February 2015 - 01:30 PM.
#13
Posted 25 February 2015 - 01:38 PM
I've seen people in Trial Mechs in CW, because it appears someone told new players that they can make a lot of cbills and xp in CW. True, you can, IF YOU WIN, losses pay worse then doing solo PUG que drops and losing does, especially for the time spent. I've been told by people that consumables are not honorable and they refuse to use them. ALMOST always new players, often using Trial Mechs because they don't own any yet, still in that Cadet bonus stage, occasionally by people I know have been playing for a while but are still noobs, lets face it, some people just can't do video games.
You don't do your job, your spawn points are the price you pay. It's not like they can just walk in and spawn camp you after all, they fought to get that far....who's at fault here?
#14
Posted 25 February 2015 - 01:46 PM
Kristov Kerensky, on 25 February 2015 - 01:38 PM, said:
Trying to play the game?
It's not their fault PGI in their infinite wisdom decided to make CW the 12-man playground and also let anyone in to be cannon-fodder for those 12-mans.
There's no "you have to be this tall to ride" sign on CW, anyone can join. That it's not a really good idea for new players (or anyone not in a 12-man, really) is something anyone not new knows - but the new guys don't know that, and PGI sure isn't telling them.
#15
Posted 25 February 2015 - 01:50 PM
#16
Posted 25 February 2015 - 01:54 PM
#17
Posted 25 February 2015 - 02:00 PM
Devilsfury, on 24 February 2015 - 01:44 PM, said:
I died laughing.
Now I dont think that the spawns are set up in the best way but if your team is really getting rolled that bad the problem is not the game, the problem is your unit/you. :\ sorry
#18
Posted 25 February 2015 - 02:02 PM
#19
Posted 25 February 2015 - 02:05 PM
BlackSquirrel, on 24 February 2015 - 12:17 PM, said:
Furthermore selecting spawning zones after the first drop would also be useful. (Also expanding existing spawn zones could help as well... This way it's more of a guess who is spawning where.)
Also there are also places on maps in which only IS lights can get to. While i'm not 100% against this as a boon to IS... It does cause issues with plinking away the objectives with near impunity.
I'd also like to suggest adding radar towers/anti ECM to certain parts of the bases (Destroy-able mind you) assuming spawn camping/changing the maps can't be dealt with.
Thanks!
I think a way for "dead" players to coordinate drops so that it's not just one here and one there occasionally would help. As it is, one person drops and is killed. 30 seconds later 2 more drop and are killed.
If drops occurred with more than one at a time, that would help. Having "indestructible" (read that "orbital" or "aerospace") drop zone defenses would also help, although it might just end up in turtles.
But letting ~advanced~ groups spawn camp is really not fun, although (and I have watched several twitch feeds) it does seem to feed the campers' sense of superiority.
#20
Posted 25 February 2015 - 02:29 PM
Well honestly drop camping does nothing for me and the only reason we do it is to finish matches sooner. *shrug*
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