Cw Spawn Camping. Lol
#1
Posted 17 August 2015 - 01:15 PM
#2
Posted 17 August 2015 - 01:18 PM
Edited by Richter Kerensky, 17 August 2015 - 01:18 PM.
#3
Posted 17 August 2015 - 01:18 PM
#4
Posted 17 August 2015 - 01:21 PM
RustyBolts, on 17 August 2015 - 01:15 PM, said:
Making the spawn stronger encourages more spawn camping. If you are pushed back into spawn usually it means the game has already snowballed.
#5
Posted 17 August 2015 - 01:21 PM
#6
Posted 17 August 2015 - 01:55 PM
@Sky, thread stays open.
#7
Posted 17 August 2015 - 02:28 PM
#8
Posted 17 August 2015 - 02:30 PM
"Lets face it, it sucks for those guys when they cant even move before they are dead. Actions like this is what is driving people away from a small population already."
#9
Posted 17 August 2015 - 02:37 PM
RustyBolts, on 17 August 2015 - 02:30 PM, said:
"Lets face it, it sucks for those guys when they cant even move before they are dead. Actions like this is what is driving people away from a small population already."
Without a MM matches are just going to snowball like that. Battles are often decided before the map loads.
edit: which is why I lobby for either consolidating the map down to 2 factions and adding a basic MM or limiting groups to 4-mans which have to carry the players that are getting lolstomped right now.
Edited by Kin3ticX, 17 August 2015 - 02:43 PM.
#10
Posted 17 August 2015 - 02:43 PM
If they're getting camped, the team matching was poor and their best bet is to just get out and try again.
#11
Posted 17 August 2015 - 03:49 PM
I agre Kin3ticX, there needs to be some kind of MM. Maybe the new Tier system can be applied to CW.
#12
Posted 17 August 2015 - 03:59 PM
Add forward turrets and what happens? The campsite moves, or it spends the down time waiting for the next wave clearing turrets. So long as one team can kill the other by bringing more mechs into the fray and snowballing the opposition, spawns will be camped.
Spawn camping happens not because of map set up, but because of team manouvers. I've had some great games on Sulferic, before the map redo and dropship buff, in which neither side got to the enemy dropzone until the last wave, cuz both sides refused to give ground.
It was a glorious battle.
~Leone.
Edited by Leone, 17 August 2015 - 04:01 PM.
#13
Posted 17 August 2015 - 04:17 PM
And with CW not having an elo system or any sort of MM system battles are going to continually be usually decided before they start either because organized group vs pug or groups fighting much higher tier teams. A balancing system to better control it I think would help
Edited by Chocowolf, 17 August 2015 - 04:22 PM.
#14
Posted 17 August 2015 - 06:35 PM
#15
Posted 17 August 2015 - 07:16 PM
Make it a valid tactic that doesn't then cause grief by dropping players one at a time into a hot zone.
Or what about being able to actually shoot down a dropship?
#16
Posted 17 August 2015 - 07:36 PM
I don't plan on not playing CW anytime soon.
#17
Posted 17 August 2015 - 08:52 PM
Vlad Ward, on 17 August 2015 - 02:43 PM, said:
If they're getting camped, the team matching was poor and their best bet is to just get out and try again.
wrong, the best bet is to stop playing CW, which is exactly what we're doing.
#18
Posted 17 August 2015 - 09:58 PM
Why does finishing the objective in attack-mode pay so bad? I thought the objective is the point?
Why is there no way to finish counterattack early for the defending team?
These two things encourage spawncamping.
#19
Posted 17 August 2015 - 11:07 PM
I don't like spawn camping, but when a team starts camping in its own spawn area and not pushing out, then the game's going to end in a loss for them anyway.
May as well get it over with.
#20
Posted 17 August 2015 - 11:59 PM
If yes, this match was a perfect example, as to why the defending team needs a way to end a counterattack early.
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