Spawn Camping When Attacking
#1
Posted 28 December 2014 - 12:40 AM
#2
Posted 28 December 2014 - 12:48 AM
There's no published rules.
Hell, there's no published tutorial, instruction manual, PDF for ghost heat etc etc.
Ignore em and farm them as they spawn.
#3
Posted 28 December 2014 - 01:23 AM
To OP, don't be concerned with their trying to throw a rulebook at you. Instead of coming up with a valid tactic, they spent energy coming up with an excuse. Get your kills while you can, for the pugs and groups adapt and today's whine is tomorrow's forgotten memory. The great gerbil wheel of mech combat.
#4
Posted 28 December 2014 - 01:32 AM
#5
Posted 28 December 2014 - 02:17 AM
#6
Posted 28 December 2014 - 03:39 AM
#7
Posted 28 December 2014 - 03:51 AM
#8
Posted 08 March 2015 - 05:35 PM
Maps should allow the defenders a chance to hit back.
Had a match last night where we had 2 fresh mechs drop vs 4 battle scarred, I dropped into 1v4 and last pilot a 1v3, if we'd been able to connect up might have made it more of a fight.
#9
Posted 08 March 2015 - 06:03 PM
#10
Posted 08 March 2015 - 06:12 PM
Map design and spawn points is to blame here and not attackers
#11
Posted 08 March 2015 - 06:19 PM
#12
Posted 08 March 2015 - 10:24 PM
#13
Posted 10 March 2015 - 10:34 AM
#15
Posted 10 March 2015 - 11:17 AM
And you can totally kill a timberwolf before it can even move from its drop point, hell we kill anything under 50 tons before it even touches the ground. Should have a 5 second immunity to damage codded in.
#16
Posted 10 March 2015 - 11:19 AM
First, you let them into your base in a state that is relatively undamaged. You need significant numbers and decent armor to tank against dropships AND players.
Then, you let them stay there. The moment a dropship comes down is the moment that you push. You have fresh mechs coming into that spot, with covering fire. If you push with everything else, that gives you an overwhelming advantage.
You would lose mechs in the trade, but it would be a positive gain. You could roll 12 attackers with probably 4-5 losses in that scenario. Yet no one does it.
"It's cheating"
"It's bad map design"
"Turrets/dropships need to be more powerful"
I hear these excuses all the time, and yet no one takes the time to ask the question "can this be countered?". Same thing with light rushes, TDR spam, TBR spam, SCR spam, or any dominant tactic that has ever arisen in this game. People always seek to blame the game, before they even dare to consider that there could be a method to solve the problem with tools already available.
#17
Posted 10 March 2015 - 12:21 PM
MungFuSensei, on 10 March 2015 - 11:19 AM, said:
On Sulfur it is 99% the map. There is just too much cover for spawn campers.
On other maps, I agree that defenders letting things get that far is a mistake...but dammit they don't need to be punished so brutally and for so long (basically the rest of the match) for this one mistake that can occur 4 min into the match.
Edited by sdsnowbum, 10 March 2015 - 12:23 PM.
#18
Posted 10 March 2015 - 12:27 PM
MungFuSensei, on 10 March 2015 - 11:19 AM, said:
First, you let them into your base in a state that is relatively undamaged. You need significant numbers and decent armor to tank against dropships AND players.
Then, you let them stay there. The moment a dropship comes down is the moment that you push. You have fresh mechs coming into that spot, with covering fire. If you push with everything else, that gives you an overwhelming advantage.
You would lose mechs in the trade, but it would be a positive gain. You could roll 12 attackers with probably 4-5 losses in that scenario. Yet no one does it.
"It's cheating"
"It's bad map design"
"Turrets/dropships need to be more powerful"
I hear these excuses all the time, and yet no one takes the time to ask the question "can this be countered?". Same thing with light rushes, TDR spam, TBR spam, SCR spam, or any dominant tactic that has ever arisen in this game. People always seek to blame the game, before they even dare to consider that there could be a method to solve the problem with tools already available.
The first 2 CW maps are designed bad, there is no denying it. The third one is getting better, hopefully the 4th is again a step up.
Explain to me if you can why you think the maps are designed well.?
#19
Posted 10 March 2015 - 12:29 PM
#20
Posted 10 March 2015 - 12:42 PM
sdsnowbum, on 10 March 2015 - 12:21 PM, said:
On Sulfur it is 99% the map. There is just too much cover for spawn campers.
On other maps, I agree that defenders letting things get that far is a mistake...but dammit they don't need to be punished so brutally and for so long (basically the rest of the match) for this one mistake that can occur 4 min into the match.
Have you considered fighting outside of the base? And even with cover, a concentrated push, timed with the dropships, can wreck any number of attackers. It will cost you mechs to do so, but it will stop their camp, and you will end up with a positive kill lead in the trade.
Amsro, on 10 March 2015 - 12:27 PM, said:
Explain to me if you can why you think the maps are designed well.?
The only criticism that people have for these maps is the spawn camping, and I showed how that could be stopped.
Alexander Steel, on 10 March 2015 - 12:29 PM, said:
The closer the spawns are to the objectives, the closer they are to base turrets.
So, everything stacks up in the defenders favor. The only remaining factor is skill disparity. If the skill gap surpasses the advantage that the base provides to the defenders, then it'll look like spawn camping is broken. The only time that spawn camping is even possible is when there is a skill gap.
This is why you more readily hear about spawn camping from solo players and you rarely hear it complained about from units that roll 12 mans.
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