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2012-11-12, 10:54 AM | [Ignore Me] #1 | ||
Captain
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Seriously, this has to go.
Many people have been complaining about this since the beginning of the beta and it has not become any better. As soon as a group reaches an enemy base tanks start to spawncamp, rendering any defense (from the actual base) impossible. If you're lucky they don't have tanks so you have a slight chance of getting out of the spawn-hut. If not, re-spawn elsewhere and just ditch the base. That really blows. Why on earth are spawnrooms isolated little huts with a maximum of two doors at the edge of the base? Why not an underground spawn room below the complex? Or atleast some tunnels from the "spawn-hut" leading to other buildings? Why is this spawncamping such an integral part of the play experience? Honestly, i may be raging a bit here after being spawncamped at 6(!!) different bases trying to defend them (note: all six bases still had alot of time to flip), but this is bullcrap. Edit: The only positive example here is the biolab, where the spawn is inside the actual base. In amp stations and tech plants there is usually an ams-sunderer in the main area, for a reason; Because that is where the spawnroom should be... Last edited by Babyfark McGeez; 2012-11-12 at 10:57 AM. |
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2012-11-12, 12:16 PM | [Ignore Me] #4 | ||
Lieutenant Colonel
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Or you could ----- SPAWN SOMEWHERE ELSE!!!!
Its not like an old MMO where you bound to a spawn point. If someone is farming you at a spawn that means you are too dumb to regroup at a position that hasnt been over run.
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Wherever you went - Here you are. |
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2012-11-12, 12:23 PM | [Ignore Me] #5 | |||
Captain
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If a base is overrun a clever game mechanic would be to prevent the defenders from spawning there anymore, or at least, give the defenders any indication that you most likely will get spawnkilled at that base ("platoon detected" is not enough). And since you worded your post like you didn't even read my OP; I SPAWNED AT FIVE DIFFERENT BASES WHICH WERE ALL BEING SPAWNCAMPED (one of them didn't even had the cap point contested). |
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2012-11-12, 12:49 PM | [Ignore Me] #6 | ||
Corporal
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The tank camping will happen regardless. The only thing they can do is put more tunnels between you and the shells.
I agree though, it feels way too open. I liked having everything underground because you weren't tank fodder while running to resecure/fix something. |
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2012-11-12, 12:37 PM | [Ignore Me] #7 | ||
Major
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Id say this is a real potential game breaker. If everyones getting annoyed by what is some crazy design idea, just think of the newbies and casuals they are trying to attract and how they will see this.(how many of these will simply follow the above comment? Why should we have to spawn AWAY from our base to try and defend it?)
They seriously have to look into this, all we can do is be constructive and offer alternatives. Having them underground or in the base sounds essential so that defenders can get out and actually mount a serious defense instead of getting rolled over by tanks. Last edited by PredatorFour; 2012-11-12 at 12:39 PM. |
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2012-11-12, 01:01 PM | [Ignore Me] #8 | ||
Missing the point completely - The onus should be on the attackers to defend 'A', not for the defenders to break out of a camped spawn room.
I often do spawn elsewhere once I realise that we are being heavily camped, but I shouldn't have to; poor game design if spawn camping is the deciding factor in takeovers. And nothing is more likely to turn off a new player than being repeatedly slaughtered as soon as they step through the shield. Spawn rooms should be designed so that they have multiple exits and are difficult to camp, especially by tanks. Teleports and jump pads should even be considered. It is possible to turn the tables on the attackers to a certain extent by popping in and out of the shields and taking potshots with the Bolt Driver, especially from the upstairs balcony windows of the larger spawn rooms, but that is hardly going to recap the point and save the day. |
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2012-11-12, 02:04 PM | [Ignore Me] #9 | |||
Colonel
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2012-11-13, 12:01 PM | [Ignore Me] #10 | |||
Contributor Second Lieutenant
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The problem with the base design is that the spawn points arent located in the core of the bases. Except in case of the biodome the spawn are outside the mainbuilding. Therefore it happens, that the spawns are already camped before the base is overtaken. The placement of the spawns even foster that a base is taken sooner. Solution of the problem: Dear devs, how about locating the spawns in the inner core of each base? (like in case of the biodomes) |
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2012-11-16, 06:38 AM | [Ignore Me] #11 | |||
Major
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But seriously what would you expect the attackers would do? Not trying to control the base? If it comes to a point that they are able to spawn camp it's allot better idea to respawn some where else and regroup for a counter attack then try to fight your way out of the spawn room. I don't see this as a problem at all in this game. People just have to stop thinking so one dimensional.... or maybe not. As long as people play stupid I win |
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2012-11-16, 06:42 AM | [Ignore Me] #12 | |||
Lieutenant General
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Very ironic. Then again, you probably haven't read a single other post. EDIT: For the record, just that we complain about the current base design, doesn't mean we get farmed and don't up and leave when the campfest starts. Anyone who thinks so is actually pretty... "one dimensional". Last edited by Figment; 2012-11-16 at 06:45 AM. |
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2012-11-16, 06:54 AM | [Ignore Me] #13 | |||
Major
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Last edited by Sunrock; 2012-11-16 at 06:56 AM. |
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2012-11-12, 01:56 PM | [Ignore Me] #14 | ||
First Sergeant
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Respawn at closest tower or facility with vehicle/air terminals. Get your crew and roll out to go and retake the facility before it flips and rout the attackers?
If you've lost a base, stop respawning into the meatgrinder. Regroup and make a counter assault. |
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