Cw Spawn Camping. Lol
#21
Posted 18 August 2015 - 03:10 AM
Very interesting.
#22
Posted 18 August 2015 - 03:36 AM
#23
Posted 18 August 2015 - 04:28 AM
Or in case of disconnected players sittin in their spawns.. then they have to go and get them..
#24
Posted 18 August 2015 - 04:32 AM
#25
Posted 18 August 2015 - 08:44 AM
on a match on hellbore, an enemy team attempted to spawncamp us before they were justly defeated by the dropships and the mechs that spawn
#26
Posted 18 August 2015 - 10:04 AM
Heart of Storm, on 18 August 2015 - 03:36 AM, said:
You've obviously never played against KCom.
#27
Posted 18 August 2015 - 10:12 AM
Chef Kerensky, on 18 August 2015 - 03:10 AM, said:
Very interesting.
It fixed drop ship camping with the intent to knock out a couple of players earlier. (which really wasn't a problem unless your commander didn't know he could switch your spawn point)
It broke Counter Attack... where the defenders get up a few kills during the fresh mech push and then go hide in the spawn.... Your fresh mechs must then contend with OP dropships, followed with a fresh mech counter push while deep in the enemy base.
Edited by LORD ORION, 18 August 2015 - 10:13 AM.
#28
Posted 18 August 2015 - 01:44 PM
Still, I grant that we need wider (and bigger) open maps - ESPECIALLY around the base areas - instead of closed-in lane maps, with even more restricted terrain around the bases, where the map designers force where things happen instead of the players.
With the closed-lane style maps, the spawns as they are now as the best solution available to a flawed system.
If, say, Alpine Peaks was made into a CW map, and the central mountain was pretty much removed, *that* would be the ideal CW map. With a map like that, all you have to do to prevent spawn camping is have dynamic spawn points all around the periphery of the map - so if team A heads across the map to team B's original spawn and kills the first wave of team B, then team B spawns somewhere close to team A's original spawn & the next engagement will start anew with plenty time for both teams to form up, maneuver, and whatever.
Yeah, it draws the match out longer, and that's a good thing.
That means that there is space and time for strategy and tactics to take place.
___
TL/DR:
Until we get CW map overhauls that completely open up the entire map areas to the players - no inaccessible terrain - and add in a 'dynamic opposing spawn rotation system', the current spawn-camp-hard-counter mess is gonna remain the 'best' possible solution.
Edited by GM Patience, 21 August 2015 - 01:50 PM.
insults
#29
Posted 18 August 2015 - 01:50 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."
Welcome to Community Warfare.
#30
Posted 18 August 2015 - 02:01 PM
Allowing the defenders time to setup that first wave would be appropriate I think. Right now the gates drop so fast they're barely functioning as doorbells, let alone speed bumps.
And I would say put the defenders drop ships on a flight path that carries them over the inside of the base a bit more. This is instead of adding more turrets to slow down the attackers some.
Attackers dropships can fly over the approaches to the attacker spawn points as well to balance it a bit.
Being outside the gate for the defenders should be a dangerous place, as dangerous as inside the base is for attackers.
Edited by AlphaToaster, 18 August 2015 - 02:02 PM.
#31
Posted 18 August 2015 - 03:51 PM
#32
Posted 18 August 2015 - 04:44 PM
RustyBolts, on 17 August 2015 - 01:15 PM, said:
Your team getting spawn camped indicates a massive failure on your part. There is no other way to put it.
wfischer, on 18 August 2015 - 10:04 AM, said:
Based on me dropping with them several times, KCom's basic tactic is to bring the fight to the enemy. I see no problem with that ... at all.
Edited by Mystere, 18 August 2015 - 04:45 PM.
#33
Posted 18 August 2015 - 05:14 PM
#34
Posted 18 August 2015 - 07:08 PM
Telmasa, on 18 August 2015 - 01:44 PM, said:
Still, I grant that we need wider (and bigger) open maps - ESPECIALLY around the base areas - instead of closed-in lane maps, with even more restricted terrain around the bases, where the map designers force where things happen instead of the players.
With the closed-lane style maps, the spawns as they are now as the best solution available to a flawed system.
If, say, Alpine Peaks was made into a CW map, and the central mountain was pretty much removed, *that* would be the ideal CW map. With a map like that, all you have to do to prevent spawn camping is have dynamic spawn points all around the periphery of the map - so if team A heads across the map to team B's original spawn and kills the first wave of team B, then team B spawns somewhere close to team A's original spawn & the next engagement will start anew with plenty time for both teams to form up, maneuver, and whatever.
Yeah, it draws the match out longer, and that's a good thing.
That means that there is space and time for strategy and tactics to take place.
___
TL/DR:
Until we get CW map overhauls that completely open up the entire map areas to the players - no inaccessible terrain - and add in a 'dynamic opposing spawn rotation system', the current spawn-camp-hard-counter mess is gonna remain the 'best' possible solution.
At least all the games we spawncamped you into 48-5 losses were over fast, rather than waiting for each dropship to come and leave before we can kill all the mechs that refuse to leave their spawns.
#35
Posted 19 August 2015 - 10:57 AM
Telmasa, on 18 August 2015 - 01:44 PM, said:
You already know what I think about Alpine peaks and CW.
#36
Posted 19 August 2015 - 11:51 AM
Quote
Very interesting.
Duh. The addition of more turrets and beefing up the dropships actually ENCOURAGED spawn camping, because I see teams immediately take defensive positions at their base, instead of guarding objectives. This drives enemies to go after the spawn area because ... that is where the mechs are.
Until the c-bill/loyalty reward is higher for objectives than it is for killing mechs, "spawn camping" will NEVER leave the game, period.
#37
Posted 19 August 2015 - 11:58 AM
#38
Posted 19 August 2015 - 12:39 PM
Bob Jenkins, on 19 August 2015 - 11:51 AM, said:
The important part is that higher rewards fix won't make games any better. Better team waltzes into generators and omega, takes them effortlessly, timid defenders camp in their spawn and lets them do that. Who wants games like that?
Edited by MaxFool, 19 August 2015 - 12:40 PM.
#39
Posted 20 August 2015 - 02:16 AM
Hellbore springs, Last 2 waves, they were up 1 mech and quickly all ran back to their spawn to get dropship support , too scared to fight it out.
#40
Posted 20 August 2015 - 05:09 AM
Chef Kerensky, on 18 August 2015 - 03:10 AM, said:
Very interesting.
All the 'FIX' did was make it much harder for IS pilots to get into position before the, usually, faster clanners can get into position. In boreal vault, for example, attacking clanners heavies and mediums can get to the gates, and take them down and get inside before most IS mediums, heavies and assaults can even leave the base - ridge.
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