Spawn Camp In Fp
#41
Posted 07 May 2021 - 11:28 PM
#42
Posted 08 May 2021 - 02:11 AM
#43
Posted 08 May 2021 - 05:29 AM
#44
Posted 08 May 2021 - 12:49 PM
Alexandros, on 08 May 2021 - 05:29 AM, said:
How does it force to leave? The real problem in spawn camp is not the camp but the hiding in spawn. I rarely play bigger than 4 man group and can't remember my last spawn camp.
Edited by Ignatius Audene, 08 May 2021 - 12:54 PM.
#45
Posted 08 May 2021 - 05:10 PM
Ignatius Audene, on 08 May 2021 - 12:49 PM, said:
The enemy simply cannot enter the colored area the army respawns it is blocked as I mentioned by colored transparent walls that you can see through. You cant enter and harm the spawning players but they can in case you try to camp.
Edited by Alexandros, 08 May 2021 - 05:10 PM.
#46
Posted 09 May 2021 - 12:14 AM
Like I said, how does it force the guys out of their own spawn.
That said, between even team s an attack vs the spawn might be a valid strategy. Again it is your job to prevent the enemy from doing so (keeping the path blocked / support team mates asap).
Edited by Ignatius Audene, 09 May 2021 - 12:18 AM.
#47
Posted 09 May 2021 - 10:35 AM
Alexandros, on 08 May 2021 - 05:10 PM, said:
The enemy simply cannot enter the colored area the army respawns it is blocked as I mentioned by colored transparent walls that you can see through. You cant enter and harm the spawning players but they can in case you try to camp.
Okay, you seem to be under a misunderstanding. The act of camping is when you go into the woods, pitch a tent and stay there. "Spawn camping" therefore is when you drop into a match, pitch your metaphorical tent, and stay there. It is a problem. People do it, then die because others dropped to fight, found them, won the fight, and wanted to keep fighting.
You seem to be trying to address when a spawn is overrun, which is a problem caused by players dying at their spawn, usually because they choose to fight there, sometimes because they engaged a united team piecemeal and got torn apart without getting much damage in. We already covered this a page back. The trick to not being overrun is to push 'W'. Move into engagement.
'W' for the win. 'S' to spawn camp.
Your 'solution' is literally to make the problem worse. The more comfy you make the spawn, the less likely people will leave it.
~Leone.
#48
Posted 09 May 2021 - 01:06 PM
Leone, on 09 May 2021 - 10:35 AM, said:
You seem to be trying to address when a spawn is overrun, which is a problem caused by players dying at their spawn, usually because they choose to fight there, sometimes because they engaged a united team piecemeal and got torn apart without getting much damage in. We already covered this a page back. The trick to not being overrun is to push 'W'. Move into engagement.
'W' for the win. 'S' to spawn camp.
Your 'solution' is literally to make the problem worse. The more comfy you make the spawn, the less likely people will leave it.
~Leone.
Relax I meantioned an idea that works for another game- I didnt say IT IS THE BEST IDEA : "dont shoot." If you have something better to provide do it. I also forgot to mention that on that game it has 3 Marked huge zones (like the spawn zone) that need to be contested in order to advance, If you stay on spawn point you get LITERALLY NOTHING
Edited by Alexandros, 09 May 2021 - 01:09 PM.
#49
Posted 09 May 2021 - 01:58 PM
Alright, if you want something better than fancy shields that wouldn't fit the world how bout...
Rather'n the assault an skirmish modes you do a 4 waves full team drops and on the fourth wave reinforce with every surviving mech from the first three? Of course, that'll just make looking for that last trolling raven even more annoying since they'll be able to do it four drops inna row, and would take waay too much time on larger maps like polar highlands.
~Leone.
Edited by Leone, 09 May 2021 - 03:18 PM.
#50
Posted 09 May 2021 - 09:45 PM
there is also the ac20 bunker concept. mechs spawn in a crater, with exit points all around. there are several dual ac20 turrets up on towers. for the spawning side, if you do not leave the crater within a time limit, you are declared a coward and shot by your own turrets. if you are the enemy you stay out because those turrets will kill you. again multiple exits prevent camping in force at any one exit.
of course both these things would require map changes and would never be done. perhaps stick an artilliary piece near the drop zone, its range carefully selected to cover an area around the drop where a transition into cover can occur. the splashy nature of the arty will encourage players to clear the area. just use the long tom code.
#51
Posted 10 May 2021 - 05:00 AM
my idea how to make spawn atacking more dificult and have more chance to survive alone if enemy lance atacks your spawn - is to make spawn surrounded by turrents on ground and change spawn points to better defensive positions on map - to make this more realistic lets say few dropships drop autonomous turrents on ground at same time when first mechdrop happens.
would be great if we had mines near spawn points that are triggered buy enemy mechs and are safe for friendly mechs - this way every team would have relatively safe area where they can hide and have more defensive position if enemy is overwhelming them and they can make a last stand in that position - in order to clear the mine field u gona need to destroy mines and that will take time - but problem is its new item and no idea if pgi is ready to start FW development and inventing new items ;(
anyway Russ said they gona look into FW development later this year so not much time left for that glorious day to come then we need to inform them about all great ideas we have - for now i think noone from pgi really reads those FW forum topics ;(
and one more thing - if pgi can do development with only existing assets - then mabe make one dropship patroling spawn all the time - make all 3 spawns in one place and make one dropship come and go after some period of time - same like we had dropship waiting in scouting - dropship uses all its ammo and leave the area and new one comes after some time - mabe would be good idea to add some roket turents on dropship.
and probably good thing to have anouncement like "base atacked by enemy - dropship area atacked by enemy" - this way rest of team will know that someone is in spawn and mabe will help those people that are ambushed in spawn .
Edited by Kaukas, 10 May 2021 - 07:25 AM.
#52
Posted 10 May 2021 - 06:19 AM
Then after evil premade made their way through turret mines... we are back to spawn camp.
Simply leave and u never get camped! Problem are just some qp maps, that put the spawn in a low ground like idiot caustic valley.
Problem is not leaving the respawn! If the enemy can push your spawn with a hole lance, then they made a good move and your team let them do so.
#53
Posted 10 May 2021 - 08:00 AM
Ignatius Audene, on 10 May 2021 - 06:19 AM, said:
Then after evil premade made their way through turret mines... we are back to spawn camp.
Simply leave and u never get camped! Problem are just some qp maps, that put the spawn in a low ground like idiot caustic valley.
Problem is not leaving the respawn! If the enemy can push your spawn with a hole lance, then they made a good move and your team let them do so.
hi, i dont have problem with spawn camping - but some people do so i just trying to give mu opinion on that topic
i say from my experience - when u alone drop with new mech and there is 4 enemy mechs waiting for u its not much fun because u know whats gona happen soon https://static.mwomercs.com/forums//public/style_emoticons/default/wink.png but at same time when u ambush enemy spawn and u find lonely juicy direwolf droping alone it makes u smile ;D
when u ask for help and your team ignors u - and enemy lance destroy all your dropdeck and few other players dropdecks that is no fun but its reality of war https://static.mwomercs.com/forums//public/style_emoticons/default/wink.png so that just shows that your team has no teamwork .
but at same time if u have good defence in spawn and u loosing badly - enemy farming your team - that spawn can be good place for last stand and even if u loosing badly on open ground u can still manage to destroy few enemy mechs if they approach your spawn point - so if all hope is gone then mabe stay in spawn and make defencive fire line is good thing - because outside u gona die instantly
and i had matches on boreal atack where people never went outside gates and not even started to open them- they where hiding almost in spawn and claners needed to atack us jumping inside - those kind of matches happen in pugdrops and u cant do anything about it - its disaster for me personally but im not the only one who thinks - better die attaking then die from old age hiding in basement - but its no fun for enemy team too - so making spawn better defended wit turents and mines would be more interesting for good strong team to atack pugs hiding in spawn and pugs gona have more bravery when they know that enemy will be more damaged when they reach them.
but there is other option - make spawn points outside map area - out of bounds - u drop lets say in some area defended by force shield generator and your weapons are disabled because u can damage friendly shield - and enemy cant hit u because u protected by shield generator - u walk outside that are and u cant goback because its out of bounds and time goes same way like now when u go out of bounds.
and in order to avoid of shield abuse - people will get message displayed " u need to move towards battleground or u gona be court marshaled - and if people stay too long inside shielded are they mech will be destroyed buy fireing squad that can be few turents inside shielded perimeter or buy friendly dropship - disconects will have some time to comeback if its posible to make inside game - but if its imposible then no idea how to deal with disconected players .
i hope pgi will use some resources for FW DEVELOPMENT - and hope they make special place on forum where they read our ideas , because now its no proof that someone from pgi reads this topic and most likely where just talking to eachother https://static.mwomercs.com/forums//public/style_emoticons/default/wink.png
Russ said about 9 months from that development anouncement to FW development start - 4 months left https://static.mwomercs.com/forums//public/style_emoticons/default/wink.png
Edited by Kaukas, 10 May 2021 - 11:23 PM.
#54
Posted 01 June 2021 - 11:38 AM
Also hear the shrinking circle shield. Starts each drop covering entire drop zone, condenses inwards and by say 15 seconds or 30 its gone till next drop. Attackers cannot hit droppers until the shield compacts.
Question as always is PGI and their history of ignoring the community or inability to program
#55
Posted 01 June 2021 - 12:11 PM
~Leone.
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