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Spawncamping And You - Easy Fix.


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Poll: Organized drops for successing wave? (38 member(s) have cast votes)

Organized drops for successing wave?

  1. Yes (17 votes [44.74%])

    Percentage of vote: 44.74%

  2. No (6 votes [15.79%])

    Percentage of vote: 15.79%

  3. You're stupid, go away. (15 votes [39.47%])

    Percentage of vote: 39.47%

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#41 PerfectDuck

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Posted 24 December 2015 - 04:28 AM

I don't like OP's solution, here's why. The problem with staggering your group's drops so that their arrival is delayed but together is that not everything is a perfect 12-loss wipe. It's entirely possible for your team to lose 4 mechs and then the battle to quiet down a little. You'd rather screw over the remaining 8 than let the early-dead reinforce? Not saying waves of 12 dying together is necessarily a bad thing either but it's not always so cut-and-dry. Furthermore, there is defending the objective to consider and a mad one-by-one scramble to save it, however ineffective it may be against an overwhelmingly dominating enemy residing inside the base is still better than straight up giving up Omega. Giving some 'commander' the ability to choose based on the situation will inevitably lead to petty arguments over who gets the say-so too.

#42 Dugra Dugrasson

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Posted 24 December 2015 - 05:27 AM

Why spawn camp? Because kills are the only thing that matter in CW. Kills are the only thing that matter in Quick Play. So now we're back to "make the objectives valuable in objective based game modes."

#43 SkippyT72

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Posted 24 December 2015 - 07:43 AM

View PostPerfectDuck, on 24 December 2015 - 04:28 AM, said:

I don't like OP's solution, here's why. The problem with staggering your group's drops so that their arrival is delayed but together is that not everything is a perfect 12-loss wipe. It's entirely possible for your team to lose 4 mechs and then the battle to quiet down a little. You'd rather screw over the remaining 8 than let the early-dead reinforce? Not saying waves of 12 dying together is necessarily a bad thing either but it's not always so cut-and-dry. Furthermore, there is defending the objective to consider and a mad one-by-one scramble to save it, however ineffective it may be against an overwhelmingly dominating enemy residing inside the base is still better than straight up giving up Omega. Giving some 'commander' the ability to choose based on the situation will inevitably lead to petty arguments over who gets the say-so too.


Another reason for a death timer for folks that try to use the spawn to "hide" in under Dan's OP guns and the folks that got AFK or Disconect. PGI give's the disco's 3 mins to get back without a penalty on their next drop, so set a auto self destruct timer for 3 mins in the spawn area that Dan's guns cover, your not out of the area in 3 mins you self destruct and the system report's you like it does for non participation with a time out of play penalty for your next CW drop. It may not affect pugs so much as folks playing as a group since the entire group is affected when trying to get into que for the next drop.

#44 PerfectDuck

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Posted 24 December 2015 - 08:34 AM

Yeaahh disconnected players are another problem entirely but falls upon the same lines of dropship shenanigans. Often we've killed 45 mechs and saw that somebody disconnected right after his first death. We have to go through 5 minutes or so of waiting for the ship to deposit his lifeless shell, losing mechs in the process. Ordinarily, I don't think anyone cares that the dropship took our losses from 33 to 36 for no other reason than to destroy the disco player but sometimes match scores are trying to be amassed and eventually in fully-developed CW mech losses might matter and this will need to be addressed.

#45 Jman5

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Posted 24 December 2015 - 01:23 PM

View PostWidowmaker1981, on 24 December 2015 - 03:40 AM, said:

I think they should make the spawn areas for both sides count as a variation of out of bounds - make the timer like 2 minutes instead of 10 seconds, but you explode if you stay in there longer. Then give the dropships like 20 AC20s if you want, so going into the dropzone really is instant death. There, no spawn camping either offensively or defensively.

I don't think it should kill people, but I do think it should bounce people out of their spawn zone after spending a minute or two in it.

Edited by Jman5, 24 December 2015 - 01:23 PM.


#46 SkippyT72

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Posted 24 December 2015 - 08:55 PM

That or make the timer to get out and then make the spawn out of bounds to all mechs, if your still in there after time BOOM, you self destruct and can't just hide to waste others time and exploit the MVP gun on the dropships.





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