The godawful spawncamping issue
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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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