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Old 2014-02-17, 05:39 PM   [Ignore Me] #11
Timithos
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Re: The spawn room fix.


Originally Posted by Timithos View Post
^ Yes. All that ^

We're already playing Steamrollside so locking a base's spawns due to population is just a pro-zerg approach that'll increase zerging.

I've already solved the spawn camping on 70% of Auraxus at all small outposts:

Put Spawn Room C from Freyr Amp Station into every small outpost. This is a sunken spawn room with roof egress and 5 tunnels/teleporters. Spread the five exits out by 50-100 meters apart from eachother. All teleporters/tunnel egress points come up into buildings with no line of sight to doors. Each building has 2-5 doors. So it becomes virtually impossible for air or armor to camp 20+ egress points, and infantry would only be able to suppress the spawn with an organized effort by camping 6 exits all at once. It's armor's and air's job to bombard the avenues to the capture point as it should be, not the spawn room. It's infantry's job to guard and defend the capture point, not camp the spawn room.

Base defense is pathetic in this game even though defense is a core value from Planetside 1 that was abandoned. We're playing in airsoft/paintball arenas where a base is just obstacles equal to both sides. SOE apparently did this to attract Cod-kids and esports-esque tug-of-war, fast-paced battle flow in hopes of attracting mass competitive play. That's not Planetside. All we do in this current iteration is bring 55% attacking forces to a base and punch the I-Win-Button (60% to a Bio Lab).

It's sad. It's pathetic. It's not Planetside.

*sigh* You know what? I'm so tired of this. I'm unsubscribing. I have had enough. I just get in ESF's & Skyguards and shoot stuff these days.
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