YCSLiesmith, on 06 April 2015 - 03:20 AM, said:
Yes! Exactly! if i get spawn camped, I deserve it. However I don't, because i have got good. If i play badly, I deserve what I get. Only I can step up my game, I cant cry to the ref that I'm losing 48 nil. This is the law of the jungle.
also again spawn camping is not about showing off, it is about getting out of the game with as many cbills as possible in as little time as possible. There is no need to show off, since no one worth talking about is watching.
As much as it pains me to agree with anyone from House Kurita, I do in this case. However, I think an exception to the law of the jungle needs to be made if we want the population of CW to grow. If two teams of 6-12 organized players meet, feel free to spawn camp if the battle devolves in such a way that one team is getting trounced. These teams both had the opportunity to use comms, coordinate drop decks and come up with a coherent strategy. If one gets overwhelmed, then wiping them out quicker gets the next game started earlier. But, if it's an organized team versus a PUG group, then back off and let them fight back. The organized team is still going to win; it might add, what, 5-8 minutes to the time? Everyone has played in solo queues. Solo is great for learning to move, shoot, aim, use cover, etc. It is terrible at teaching the core concepts that CW has become. It isn't teaching hill humping, meta building, focus fire or using comms. It doesn't teach you to coordinate a deck with 11 other players. It teaches you to maintain your mech as long as possible and pad your stats at the expense of team mates. look at the number of solo players who will happily sit at the back launching LRMs or gauss shots while their team gets overrun. Those people drop in their first CW match and then are supposed to spontaneously learn that sacrificing themselves to push the enemy out of a spawn point is necessary? C'mon, we all know that doesn't happen. They will continue to sit far away, plink away at the campers and wonder why premades are matched with PUGs, then go back to solo land. If you give 'em a chance to fight back, a few may find the mode fun, then start looking up what they need to change to get better. maybe they join a unit, switch up mechs(drop LRM boats!) or just get on TS and faction group. Either way, it's a bonus for all of us who enjoy CW; more players actively buying into the mode means more Dev time put into it. I want a CW where loyalist factions are the core, where planets being taken means something, where mercs are hired for specific tasks, I.e. take over planet"x' for Davion, defend planet "y" for 1 week etc. That won't happen with the anemic population we have now. So, if you meet a PUG team, just give them a shot to shoot back a bit. You'll still win, by a lot, but you might help create more players. Some of them may be really good, see your team in action and want to join. it won't hurt, and only stands to benefit them as well as you.