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Is This The Solution To Spawn Camping In Cw?


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Poll: Is this the solution to spawn camping in CW? (19 member(s) have cast votes)

Is this the solution to spawn camping in CW?

  1. Yes (11 votes [57.89%] - View)

    Percentage of vote: 57.89%

  2. No (8 votes [42.11%] - View)

    Percentage of vote: 42.11%

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#21 rolly

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Posted 04 April 2015 - 07:09 AM

View PostCaptain Lactose, on 01 April 2015 - 09:14 AM, said:

Personally I think in addition to their current armament dropships should pack something heavy and short ranged, like ac20s to discourage the enemy from hanging around their drop sites.


Its suppose to be like this. Assaulting a dropship should be costly, even one hovering above a DZ. The average Leopard has more than enough firepower to stall or cripple an entire lance worth with the armor to boot. I do agree you should be able to choose your dropzone and if all else, a Dropship pilot wouldn't drop you into certain death. This map map needs to be bigger anyhow with more strategy and multiple secondary objectives like Mech Commander 1-2 anyhow.

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

2 x PPCs
3 x LRM-20s
7 x Medium Lasers
5 x Large Lasers

Heat sinks x80 single

Edited by rolly, 04 April 2015 - 07:12 AM.


#22 AC GLINT

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Posted 04 April 2015 - 09:09 AM

View PostAstarot, on 02 April 2015 - 05:52 AM, said:

I'm going to point a fatal problem with this suggestion. Pugs vs well coordinated groups. This suggestion will help pugs out yes, but will be out right abused by 12 man drop groups. Pugs would never stand a chance from tactics I can already see happen.

People waiting the time so that they will all drop instantly together, they know how to because they practice with eachother, they would let them push, then devastate drop them.

Honestly, I think you all are looking at this game from the prospective of a typical C.O.D. game play. Honestly if the other team managed to push you into your spawn, and able to keep you there, then that was their hard work, and your own fault that, that happen. You did poorly on the earily drop, thus now you suffer the consequences late game.

Simply, you messed up, welcome to war, welcome to game play where every action matters in the match. Every drop matters. That play that they made, and it was successful? Well they managed to get the reward with it.

This isn't call of duty, this is a game where tactics and brain power can mean just as much as reflexes.


1) I totally agree and see your point, but the fact is spawn camping isn't fun for the camped which is why this suggestion here is meant to help negate this tactic. To keep people away.

2) What if there was no hard work and the pugs were not combat efficient against another group of pugs, is it still fair to wipe an entire team 1 by 1 with no chance? This is the exact stuff that makes people quit and why CW is not as active anymore.

3)Yes this is war, but do you think this off planet commander would send 3 dropships with 1 mech each inside and not 4 mechs in 1? I don't hear news about jumbo jets flying 100 passengers 1 by 1.

View Postkamiko kross, on 04 April 2015 - 06:48 AM, said:

The spawncampers would then have to try to spread their camping forces thinly AND not know exactly where the dropship will be until it's there, vomitting lasers at them.


My exact point and what this suggestion is meant to produce, thank you for understanding.

#23 Alienized

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Posted 04 April 2015 - 09:19 AM

a upgrade on dropship defenses should NOT happen unless you leave those from the base defenders as they are.

why?

ever had the problem that you killed one mech and couldnt move farther because of the hard turret and mech defense? so you are pretty much stuck on the spawnpoint from that mech? then suddenly a dropship comes and its already a tough nut with the current dropships to withstand the attack of that additional thing and not only turrets and enemy mechs.

so no to enhancing dropship weaponry.

but a clear yes to basically everything else.

#24 AC GLINT

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Posted 04 April 2015 - 09:19 AM

View Postrolly, on 04 April 2015 - 07:09 AM, said:


Its suppose to be like this. Assaulting a dropship should be costly, even one hovering above a DZ. The average Leopard has more than enough firepower to stall or cripple an entire lance worth with the armor to boot. I do agree you should be able to choose your dropzone and if all else, a Dropship pilot wouldn't drop you into certain death. This map map needs to be bigger anyhow with more strategy and multiple secondary objectives like Mech Commander 1-2 anyhow.

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

2 x PPCs
3 x LRM-20s
7 x Medium Lasers
5 x Large Lasers

Heat sinks x80 single


I do agree this would be very costly to go against and would put off spawn camping entirely against non fresh mechs.
But when the DZ's are literally next to objectives such as the omega on boreal vault and sulfurous rift and 3 come in at once, its going to decimate half the attackers along side the firepower of other mechs. This game is for mech on mech action not get to the objective and get obliterated by dropships.

And secondly this is what Astarot was implying by "devastate drop"

#25 DI3T3R

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Posted 05 April 2015 - 04:59 AM

View PostHotthedd, on 02 April 2015 - 05:27 AM, said:

That would be great.

The scenario could be opposite as well, with the objectives getting to be more difficult for the attackers for each win the defenders had. The final round being trying to evacuate/ prevent evacuation...

You could keep the same mech you were in if you survived a round, or choose a different mech from your dropdeck. If you are destroyed in a round, you would HAVE to choose a new mech.


I once had a similar idea: "The Meatgrinder":
Version 1: A series of missions. You leave a mission with a damaged Mech, you enter the next mission with the same damaged Mech until you are dead.
Version 2: The endless battlefield. 12-vs-12. Each time somebody dies, he gets immediately replaced with a new player entering the game.

#26 quantaca

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Posted 05 April 2015 - 08:12 AM

getting spawn camped isn't fun but making the dropships even more powerfull isnt really a sollution for 2 reasons

1. and this is the biggest reason of then all in a normally more even game (as in pugs vs pugs or groups vs groups) this would make it very very hard for the attackers.
now don't get me wrong i too wouldn't mind them placing a few more strategicaly placed turrets and defensible positions (sandbag walls anyone?) or even some heavily armored but easy to hit autofire bunkers around the base but then again when you're attacking against an equal level/skill team you're already at quite the disadvantage with the fast reenforcements turrets and dropship fire the defenders already have and for pugs attacking would maybe even become impossible

2. when spawn camping occurs the dropships and turrets already get about half the total kills so the problem lies more with skill and coordination from the defending team. can't count the times we held out with just 4-5 man against the 10-12 defenders until reinforcements arrived
side note. i know the above is not entirely true i've spawn camped 12 mans and ive been spawn camped as a 12 man it mostly came down to 1. bad opening tactics or 2. too many people bringing "less than optimal" mechs vs an all meta mech team (this last one also happens a lot with pug teams)

now what could be done.
1. the selectable droppoints is an excellent idea not just the 3 we have now for each side but multiple so you could drop in a tactical better position like for a flank, or when attacking a bit closer to one of the gates.
2. some added cover to the droppoint
3. make the dropships blowup even more dust thus impairing vision and prob give then ECM as well so the dropped mechs cant be targeted right away
but these may require quite some reprogramming and map redesign.
so maybe just the easiest option for now is... give the dropped mech a few (3? 5? 7? 10?) seconds off invulnerabillity so they possibly can get to cover but obviously make it expire as soon as they fire their weapons and maybe give them a green dorito instead of the blue/red. maybe even make the time based of off chassis type cuz an assault cant get very far with just 3 seconds but a light can make it out of the gate in 10 (so to speak)

Edited by quantaca, 05 April 2015 - 08:12 AM.






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