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Spawn Camping In Cw


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Poll: Is spawn camping happening too often? (60 member(s) have cast votes)

Too much spawn camping in CW?

  1. Yes (33 votes [55.00%])

    Percentage of vote: 55.00%

  2. Maybe (9 votes [15.00%])

    Percentage of vote: 15.00%

  3. No (18 votes [30.00%])

    Percentage of vote: 30.00%

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#21 Mercules

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Posted 24 May 2015 - 09:10 PM

If you are being Spawn Camped you have already done half a dozen things wrong to get into that position.

The solution isn't more powerful things at your drop point but instead, not letting the enemy spawn camp you. I know this basically sounds like, "L2P Newb" but you have to screw up to let them get that far into your lines if you are the attacker and they have to take down your turrets and mechs when you are the defender. Either way you let them get a huge tactical advantage on you that you could have stopped multiple times.

Edited by Mercules, 24 May 2015 - 09:11 PM.


#22 MechWarrior849305

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Posted 24 May 2015 - 10:56 PM

View PostMercules, on 24 May 2015 - 09:10 PM, said:

If you are being Spawn Camped you have already done half a dozen things wrong to get into that position.

The solution isn't more powerful things at your drop point but instead, not letting the enemy spawn camp you. I know this basically sounds like, "L2P Newb" but you have to screw up to let them get that far into your lines if you are the attacker and they have to take down your turrets and mechs when you are the defender. Either way you let them get a huge tactical advantage on you that you could have stopped multiple times.

Taiga is a clearly developed for-attackers-only map with easiest spawn camping mode out there. You can't screw this map more as it is now. You can't screw smthn yourself on this map, cause there isn't 'smthn' to screw in the first place. The only viable tactic there is to go out from base to fight on hills far away from gates. Bad thing that there is NO OPTION to open those gates for defenders.
As for LZ camping PGI are going into making new high-ground spots to be hard-to-get-into for attackers. That's half balanced system, cause if it is counter-attack mode attackers have little but no choice to wait for defenders on low ground. IF defenders are not willing to fight there is no incentive to force them. OMEGA is not an objective in that mode - kills are.
I can see solution like dropspot into lava-like lake, like in the middle of therra therma, so you can wait there as much as you like it, but in some time you would be killed by lava. So, it will be unreachable for the enemy, so you could drop there with no risk, but you have to go out from there in some time.

Edited by DuoAngel, 24 May 2015 - 10:56 PM.


#23 Hotthedd

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Posted 25 May 2015 - 04:51 AM

How about getting rid of re-spawns altogether?

Impossible to spawn camp that way.

Make CW into a 3-4 stage CAMPAIGN, so that it feels as though you are actually taking part in attacking or defending a planet.

#24 Big Tin Man

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Posted 25 May 2015 - 05:34 AM

View PostWinddancer, on 19 May 2015 - 04:01 AM, said:

You can already change the drop zone by simply assigning the dropping party to a different lance, If all 3 drop zones are held by the enemy, this would not help in any way however.


This bears repeating on every page. Landing in a spawn camped DZ is YOUR COMMANDER'S CHOICE. Tell someone to take command and move you out of that lance.

Yes, there is nothing in any tooltip that tells you this, but it works like a charm. And if all 3 of your DZ's are overrun, well, GG.

#25 DI3T3R

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Posted 26 May 2015 - 03:43 AM

Seriously? You want to keep the company-commander busy with shuffling people around instead of fighting? There's a job-description for that: Mechcommander.

#26 CyclonerM

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Posted 26 May 2015 - 04:07 AM

The aerospace support idea is not bad.. But that raises a question..

If you have a fighter wing available to keep your DZ clear, why, after the turrets are destroyed, why the fighters cannot perform a couple of well aimed strafing runs at the generators while the 'Mechs keep the defenders busy? ;)

It is not an easy issue to discuss: it makes sense to spawn camp an enemy in order to achieve the victory (your final goal, quiaff?), but it does not make sense to keep dropping 'Mechs in such a hot DZ.

It may be, however, easy enough to fix.

1) Expand a bit the area of the map where the defenders spawn; multiple drop zones should be created and when enemy 'Mechs get inside a certain radius from the primary DZ, the Dropships automatically switch you to a random secondary one; if that gets camped too, they will drop 'Mechs in the tertiary; if it gets spawncamped, there is not much the game can do for you and the obvious choice would be to pack your last 'Mechs and go back home.

2) Have a single Dropship hovering on the DZ while the enemies are inside a certain radius; The Dropships have their canon weaponry; if there is a hovering Dropship, only 2 are available to drop 'Mechs; this is only for the attackers' spawn.

3) Both, leaving the Dropships with the lasers they have now.

#27 50 50

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Posted 26 May 2015 - 08:10 PM

While it is certainly no fun for the players that are dropped into a hot DZ, it is a legitimate tactic to give one side the advantage.
When it does happen, you do see the rest of the team hustle try and clear it so it is a tactic that creates a player dynamic in the game.
It's like there is a sudden mini mission.

The answer isn't in trying to change the maps to protect the areas or create unreasonable defences, it lies with allowing players to see what has happened and then have choices.

I would like to see the area get something like the capture points from Conquest.
Once enemy mechs invade the DZ, there is a team broadcast: "DZ1 is being captured by the enemy"... aka a mini mission announcement.
Give players who are waiting to drop this information also and allow more choices:
  • Mark each lance/player with their default drop zone.
  • Show the drop zones on the map when you are waiting for the drop.
  • Give the drop zones some indicators that they are being captured. (Make them flash, put a label next to them, put a warning sign next to them.... something.)
  • Take away the 'drop every 30 seconds' forced drop function.
  • Allow players to select a different drop zone (Yes, it is possible at the moment,but make it more accessible)
  • Allow players to delay their drop until there are more numbers.
  • Allow players to not drop at all.
  • Make the capture of all three drop zones a win condition.
If we wanted to spice it up a bit more, then the initial location of the drop zones could be a little random or could even be specified by the team commander within an acceptable area. This would then create a bit of a mini mission to scout out the drop zones.

Much of this functionality is in upgrading the battlegrid and being able to use it in the preparation stage before each drop.
Another aspect is the information that comes from the battles and getting that displayed back to the players.

We can do a lot better by bringing up to speed other areas and systems in the game than trying to deny options or creating penalties simply because one team performed better than the other.

Edited by 50 50, 26 May 2015 - 08:12 PM.


#28 Wolf Clearwater

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Posted 28 May 2015 - 05:06 AM

Spawn camping is not a legitimate tactic. Spawn camping is griefing.
Spawn camping is the result of map design that needs serious reworking.
Move spawns further from the action, protect them with better turrets.
Better yet, give the leopards all their guns, and have them hang around as long as there are enemies within 5-600m of the LZ

#29 Hornviech

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Posted 30 May 2015 - 07:11 PM

Dropzones should be out of bounds for the enemy team and behind a hill or cover of some sort and 2 or 3 exits from the dropzone





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