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Spawn Killing In Cw Needs To Stop.

Gameplay Maps

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#221 50 50

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Posted 19 July 2017 - 07:32 PM

View PostLeggin Ho, on 19 July 2017 - 05:54 PM, said:

That's called Quick Play.............

Yep.
No problems reported with spawn camping there.

At this point, what is Faction Play?

I... have a plan for Faction Play so cunning we could stick a tail on it and call it a weasel.

#222 Leggin Ho

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Posted 20 July 2017 - 02:27 AM

True, yet we see games where it's 11 to 1 and we do not see the forums flooded with the whining, so the match maker they put into place in QP to stop that kind of thing is working right....

Edited by Leggin Ho, 20 July 2017 - 02:28 AM.


#223 McHoshi

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Posted 20 July 2017 - 02:43 AM

View Postgamingogre, on 21 June 2017 - 07:35 PM, said:

Every time I get spawned ***** I report the team as exploiting and quit for the night. Spawn killing is unacceptable. Why has PGI allowed this? Fix the maps or remove them from a multiple waves of drops. Please understand this is non-negotiable. Fix. The. Spawn. Killing.


Get over and start to push the enemy instead of being pushed by them! That´s the only magic!

#224 50 50

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Posted 20 July 2017 - 04:30 AM

View PostLeggin Ho, on 20 July 2017 - 02:27 AM, said:

True, yet we see games where it's 11 to 1 and we do not see the forums flooded with the whining, so the match maker they put into place in QP to stop that kind of thing is working right....


No.
Only snarky comments after the match when one team gets stomped.

I like the drop decks.
I like the concept of them being a limited resource.
Where I see we could do something different is to use them over multiple different battles or let's say missions...basically the different modes.

From a development perspective it makes a lot of sense to be able to develop a new mode a new map etc and be able to instantly add that into Quick Play and Faction Play at the same time.

#225 Ductus Hase

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Posted 20 July 2017 - 04:58 AM

50 50, do I get you right:

Do you want to send a Dropdeck into a series of 4 Quickplaybattles and count the result as one Invasionmatch?

#226 50 50

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Posted 20 July 2017 - 02:23 PM

View PostDuctus Hase, on 20 July 2017 - 04:58 AM, said:

50 50, do I get you right:

Do you want to send a Dropdeck into a series of 4 Quickplaybattles and count the result as one Invasionmatch?


The thought process is along those lines.
Have a look at the other post I've put up about making a campaign as there is a lot more detail.

The spawn camping threads popup every couple of months for Faction Play, particularly after an event.
While we could look at some whole sale changes to Faction Play, I've suggested things like capturing the drop zone, others have suggested bolstering defenses and there is the request about changing drop zones, we can pretty much guarantee that it will be a topic we will see again.

Quick Play does not have the problem because we do not have drop decks.
So the question becomes, what if we used the drop decks a little differently. It's one of the things that sets Faction Play apart from Quick Play so it would be good to continue using them.
So yes, in a nut shell, one drop deck to be split over 4 matches.
But if we think about what Faction Play is meant to be, we can then also think about what the use of the drop decks really is and that is as a resource for a campaign.

Maybe it's not the answer, but it is an alternative and there are advantages to it such as being able to port any mode straight into Faction Play. If we get a bit of choice and have a few other bits changed on the Faction Play side, it becomes a rather interesting approach to the mode.

#227 Leggin Ho

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Posted 20 July 2017 - 08:36 PM

I see where your going and it's not a bad idea, but it also sounds more like a comp play set up and is hard to do without knowing what maps and modes ahead of time to prepare the drop decks.

I've played in leagues like that back in MW4 and they are fun, but they also require alot of time if you want to be successful playing them.

#228 50 50

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Posted 20 July 2017 - 11:08 PM

I would hope that with that sort of change that we also get more visibility into the type of planet along with picking the missions we want to drop into.
There is that element of setting up the mech for desert warfare, or arctic warfare so we have a bit of fun with camo schemes etc and pick a drop deck suited to that sort of fighting.
If the process slows down a bit so we have time to really get into each fight and it's not all over in 8 hours and 4 planets have changed hands, it makes the invasion feel more significant and hard fought.
We get the chance to have a bit of a theme for the duration of the invasion period which is also a great opportunity to market things like colours.

#229 multisoul

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Posted 20 July 2017 - 11:42 PM

i would like to get a bit stronger drop ships to reduce spawn camping - which means if you spawn camp you will prefer for the drop ship to leave before pushing in
if the enemy is at spawn and your team does nothing or has let it happen all participants deserve their fate
if you get dropped in a real war and start cooking and brewing tea at the drop point instead of fighting, your own general will bomb your brains out as deserter

#230 Lily from animove

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Posted 21 July 2017 - 12:26 AM

View Postgamingogre, on 21 June 2017 - 07:35 PM, said:

Every time I get spawned ***** I report the team as exploiting and quit for the night. Spawn killing is unacceptable. Why has PGI allowed this? Fix the maps or remove them from a multiple waves of drops. Please understand this is non-negotiable. Fix. The. Spawn. Killing.


then explain how to fix it.

Don't forget theres some scenarios where spawn camping on too good protected or unreachable spawns would create exploitation the other way around.

#231 B0oN

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Posted 21 July 2017 - 02:01 AM

View PostLily from animove, on 21 July 2017 - 12:26 AM, said:


then explain how to fix it.

Don't forget theres some scenarios where spawn camping on too good protected or unreachable spawns would create exploitation the other way around.


Don´t react to gamingogre, he´s a perfect specimen of the people calling for ever more powerful dropships, so they can chillax back in their spawn .
Furthermore I wouldn´t count on him providing any usable scenario or setup to curb, minimise or get rid of spawnkilling.
He´s just angry .

I, for one, always said, that if your team gets spawnkilled the fortunes of war are already so overwhelmingly stacked against that team that in all but reality it already lost due to whatever reasons .

What I add to that is following :
Man up, you can´t win all the time, even if you´re in House of Lords .

#232 Ssamout

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Posted 21 July 2017 - 05:26 AM

I for one want my personal safespace when dropping in fw match. It's always a bummer when some hacker comes and just starts shooting and ends up killing me. The random other people in the drop dont seem to help. Such a bummer.

How about pgi assigns a dropship that continually hovers over my mech to give protection while I enjoy the scenery and show off my cool new painjob?

#233 Fake News

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Posted 22 July 2017 - 09:09 PM

View Postgamingogre, on 21 June 2017 - 07:35 PM, said:

Every time I get spawned ***** I report the team as exploiting and quit for the night. Spawn killing is unacceptable. Why has PGI allowed this? Fix the maps or remove them from a multiple waves of drops. Please understand this is non-negotiable. Fix. The. Spawn. Killing.


back to quickplay.

#234 Deathlike

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Posted 23 July 2017 - 09:23 AM

The thing about spawn killing is that it amplifies the effect of bad teamwork.

For instance, if you get rolled in a quick play match.. the match ends usually due in part of one or more mistakes by the losing team (it doesn't mean the winning team has made no mistake - it just means the losing team made MORE mistakes to cause them to lose).

If a team loses on the first wave, the result of the second wave determines how the game goes... and it also determines the teamwork level difference...

Wave 1 (W1) -> Wave 2 (W2) -> Most Likely Result
Team 1 wins W1 -> Team 1 wins W2 -> Team 1 wins FP match
Team 2 wins W1 -> Team 2 wins W2 -> Team 2 wins FP match
Team 1 wins W1 -> Team 2 wins W2 -> Anything can happen
Team 2 wins W1 -> Team 1 wins W2 -> Anything can happen

It is as simple as if you are not able to recover from losing the first wave, you have reduced any hope of winning the match.

So, if you don't recover... you're going to be cannon fodder (the seal clubbing has commenced).

#235 MischiefSC

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Posted 23 July 2017 - 10:14 AM

Hence why you always front load tonnage. Tereibads who drop assaults wave 3 and 4 (I farm them in dropships regularly) are part of why they got farmed.

You need to hit wave 1 hard. If you're attacking it's okay if you're down a couple on kills but cleared a lot of turrets - just make sure wave 2 you're wiping the damaged and healthy mechs and making up the kill deficit plus some.

It's also why you play in 4 distinct waves of 12. Any damaged mechs in your wave are the potential start of a landslide - your damaged mech goes down early and it's 11 v 12, the avalanche begins.

We've won matches after losing the first 2 waves but it's a lot of work.

#236 Mystere

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Posted 27 July 2017 - 07:13 PM

View Postgamingogre, on 21 June 2017 - 07:35 PM, said:

Every time I get spawned ***** I report the team as exploiting and quit for the night. Spawn killing is unacceptable. Why has PGI allowed this? Fix the maps or remove them from a multiple waves of drops. Please understand this is non-negotiable. Fix. The. Spawn. Killing.


All I see is a mountain of salt.

#237 Mystere

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Posted 27 July 2017 - 07:20 PM

View PostAlphaEtOmega, on 22 June 2017 - 04:40 AM, said:

That’s easy to fix. Give every Dropzone a few immortal turrets with heavy firepower. Make it so that these turrets shoot every friendly Mech after 1 minute after his drop because of misbehavior before the enemy.


Nah! I'd rather the spawn camped team grow some balls. Posted Image

#238 LordFatman

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Posted 28 July 2017 - 12:40 AM

make 1 spawn so we all drop together and dont get killed 1 at a time spawning or WAITING on help from other 2 spawn points

Edited by LordFatman, 28 July 2017 - 12:41 AM.


#239 Mystere

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Posted 28 July 2017 - 06:55 AM

View PostLordFatman, on 28 July 2017 - 12:40 AM, said:

make 1 spawn so we all drop together and dont get killed 1 at a time spawning or WAITING on help from other 2 spawn points


I think a better solution is dynamic drop zones (and more/better maps while we're at it).

In a somewhat related note, people here are really simple minded by always and consistently demanding the removal of something instead of expanding the game to make it better.

I thought MWO was supposed to be a "thinking person's shooter". <shrugs>

#240 Mycroft000

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Posted 28 July 2017 - 07:12 AM

View PostMystere, on 28 July 2017 - 06:55 AM, said:


I think a better solution is dynamic drop zones (and more/better maps while we're at it).

In a somewhat related note, people here are really simple minded by always and consistently demanding the removal of something instead of expanding the game to make it better.

I thought MWO was supposed to be a "thinking person's shooter". <shrugs>


Did you happen to read the whole thread?





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