

Spawn Camping In Cw
#1
Posted 16 May 2015 - 12:03 PM
I don't think spawn camping is all bad, it is a viable tactic if it doesn't happen too often but as it is now some improvements should be done to spawn zone to reduce the damage being done by spawn camping.
I suggest spawning players depending on enemy location i.e you spawn on a spot that has some distance to the enemy (or best drop zone possible).
Some drop zones need to be changed or added to prevent some bizare games where that drop zone located away from the gun is occupied by the enemy.
#2
Posted 16 May 2015 - 12:44 PM
RolfS, on 16 May 2015 - 12:03 PM, said:
I don't think spawn camping is all bad, it is a viable tactic if it doesn't happen too often but as it is now some improvements should be done to spawn zone to reduce the damage being done by spawn camping.
I suggest spawning players depending on enemy location i.e you spawn on a spot that has some distance to the enemy (or best drop zone possible).
Some drop zones need to be changed or added to prevent some bizare games where that drop zone located away from the gun is occupied by the enemy.
I'd like to see spawn points defended by much more powerful turrets, personally - ones far enough from "the action" that they cannot be used to help defend omega/ogens, though.
Say AC20 turrets with a lot of HP's, that sort of thing.
This would be difficult on some maps, unfortunately, sulphurous rift for example lacks room for that.
But this is a known issue that's being worked on.
#3
Posted 17 May 2015 - 01:52 PM
#4
Posted 17 May 2015 - 03:46 PM
#5
Posted 17 May 2015 - 07:18 PM
Having in game markers that can display a status to waiting players.
ie. When the drop zone becomes overrun, players have this indicated to them and then have the option to:
1. drop in anyway.
2. delay the drop until there are more players ready so you can go as a group.
3. cancel the drop and cede victory to the other team.
There is more changes to the structure of CW that I would suggest to go along with this, but just having these options would be nice.
In some ways, capturing the landing zone could be converted to a win condition for either team.
That would save the 'drop in and got slaughtered repeatedly'.
#6
Posted 18 May 2015 - 01:44 AM
It can be solved easily by tracking how "hot" a dropzone is (eg. if there are more than 2 enemy mechs within 300m of the dropzone), the mech's that are about to drop simply drop to the "coolest" drop zone..
this way, to efficiently spawncamp, the enemy team must hold all three dropzones..
Also, adding blast shields to give a dropping mech physical cover would also be great.
Until spawncamping is fixed, I have noticed something that can, in some cases, save your life:
When you see that a dropzone is beeing camped, DO NOT select a mech to drop in the dropship. This automatically pushes you into the next drop cycle, with your left most mech of the 4 available beeing automatically selected (u change this as you want then, selecting the mech you want). This effectively gives you 20-ish seconds, in wich time your team can clear the attackers, push them back, or give you enough suppresing fire to run the hell away. It is wise to drop a light mech at this point, since it is the fastest, and can sometimes survive long enough to escape..
Edited by Vellron2005, 18 May 2015 - 01:47 AM.
#7
Posted 18 May 2015 - 03:21 AM
#8
Posted 18 May 2015 - 03:24 AM
DI3T3R, on 18 May 2015 - 03:21 AM, said:
I believe that simply giving more dropship weapons and turrets would not solve this problem. Then people would quickly start whinihg to "please nerf them" because some lowly solo mech who strays to close to the DZ a spawn camp doesn not make..
#9
Posted 18 May 2015 - 07:32 AM
Makes more sense than a dropship-pilot dropping a single Mech into a circle of death with a dozen enemies.
#10
Posted 19 May 2015 - 03:28 AM
DI3T3R, on 18 May 2015 - 07:32 AM, said:
Makes more sense than a dropship-pilot dropping a single Mech into a circle of death with a dozen enemies.
Spawn camping makes no sence anyway.. but if you make dropships able to "clear the dropzone" than that becomes a viable win tactic...
Just lure them in, eject, and watch the carnage!
No, no no...
#11
Posted 19 May 2015 - 04:01 AM
theborgeffect, on 17 May 2015 - 03:46 PM, 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.
#12
Posted 24 May 2015 - 04:47 PM
#13
Posted 24 May 2015 - 05:16 PM
Another option is to push into enemy forces occupying your drop zone from outside it. Most major units only occupy one drop zone at a time until those reinforcements are exhausted. One way to dislodge them is to counterforce with a good strong push, or snipe them out. But be prepared for them to brawl you.
Another option is for the drop commander to rotate incoming reinforcements into lances landing in drop zones that aren't occupied by the enemy. Click-and-drag and you're good to go.
This is the exchange of Community Warfare; it's a perfectly viable way to win. On attack AND defense.
Edited by Commander A9, 24 May 2015 - 05:18 PM.
#14
Posted 24 May 2015 - 05:16 PM
there should be 10 seconds "immortality after drop, or, area, where enemy cannot stomp. (if they still do, then their mechs will explode in 5 seconds, for example.
#15
Posted 24 May 2015 - 05:41 PM
Titannium, on 24 May 2015 - 05:16 PM, said:
there should be 10 seconds "immortality after drop, or, area, where enemy cannot stomp. (if they still do, then their mechs will explode in 5 seconds, for example.
When the door dropped on the Higgins Boats at Normandy, every soldier inside was vulnerable to German machine gun fire.
When the doors drop on your Leopard Dropships, you're vulnerable to enemy fire. So, no immortality. This is not Call of Duty. Thank you.
#16
Posted 24 May 2015 - 05:45 PM
HAVE TOUGHER TURRETS GUARDING DROP ZONES (DEFENDERS)
^^BEFORE THIS FIX DROP ZONES IN MAPS WHERE THEY CAN BE CAMPED DIRECTLY AFTER ENTERING GATES.
#EndRant. #thinktheywillnotice \o/
#17
Posted 24 May 2015 - 05:47 PM
White Bear 84, on 24 May 2015 - 05:45 PM, said:
HAVE TOUGHER TURRETS GUARDING DROP ZONES (DEFENDERS)
^^BEFORE THIS FIX DROP ZONES IN MAPS WHERE THEY CAN BE CAMPED DIRECTLY AFTER ENTERING GATES.
#EndRant. #thinktheywillnotice \o/
That actually doesn't sound like a bad idea. Orbital bombardments, some kind of artillery to clear the drop zones.
But this could be countered by your own people getting too close to the DZs and fire control officers refusing to fire on their own mechs.
#18
Posted 24 May 2015 - 06:04 PM
Commander A9, on 24 May 2015 - 05:47 PM, said:
Scripted Aerospace fighter that flies over and targets enemy mechs in the 'Danger Zone' the same as turrets. Imagine an enemy mech suddenly getting smashed by a Chippewa or an Eagle. The script could be set so that the fighter does an initial run & if the area of attack is clear of friendlies, will drop an arty or airstrike smoke as well.
So basically you go into the DZ and you are screwed.
For defenders, if the enemy team is taking the p*ss and hiding in spawn - then the attackers should have some ability to call in a bombardment of some sorts on the spawn. But this cannot be activated while enemy mechs are in the DZ and only if the enemy team has not moved from spawn for X amount of time and it is apparent that they are deliberately camping - of course without the need for elevated spawns (with above solution) this should not be necessary.
To make it more fun, have it so the AS is directed by a drop zone beacon (one for each spawn point) that is similar to the counter attack omega point. Support will come in when this is attacked, but IF if does get taken out then support is no longer provided. Almost like the attackers and defenders both have omega points - so the defenders can work towards halting the attack, while the attackers must push to take the omega.
Edited by White Bear 84, 24 May 2015 - 06:09 PM.
#19
Posted 24 May 2015 - 06:46 PM
It is a viable tactic to eliminate the enemy forces and get the game over with for both the winners and the losers.
No one likes it "including me" but it is part of the game and the way things are set up in CW so its just got to be dealt with by both sides.
To help mitigate the spawn camping i would bring in union class dropships that would land and defend the zone while mechs are dropped off,or up the weapon loads on the leopards and have them do no less than 3 large alfa strikes and possibly air strikes as well.
Edited by bossclan, 24 May 2015 - 06:50 PM.
#20
Posted 24 May 2015 - 07:10 PM
50 50, on 17 May 2015 - 07:18 PM, said:
Having in game markers that can display a status to waiting players.
ie. When the drop zone becomes overrun, players have this indicated to them and then have the option to:
1. drop in anyway.
2. delay the drop until there are more players ready so you can go as a group.
3. cancel the drop and cede victory to the other team.
There is more changes to the structure of CW that I would suggest to go along with this, but just having these options would be nice.
In some ways, capturing the landing zone could be converted to a win condition for either team.
That would save the 'drop in and got slaughtered repeatedly'.
This is simply a great idea
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