Spawns DESPERATELY need a redesign... - Page 7 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Everybody run! Hes got a NERF gattling gun!
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2013-06-11, 07:28 PM   [Ignore Me] #1
Rumblepit
Second Lieutenant
 
Rumblepit's Avatar
 
Re: Spawns DESPERATELY need a redesign...


didnt have time to read this entire thread but i had to say this real quick. its a very easy fix.

add a scu to all bases and outpost, when the scu goes down, shields on all spawn rooms go down. the only way to stop players from spawning in to a base is to destroy the spawn tubes. thus camping players coming from these tubes will result in a destroyed spawn tube.
there you have it,your fix and the end to spawn camping. there was another game that had a system like this but i dont recall right now.

Last edited by Rumblepit; 2013-06-11 at 07:32 PM.
Rumblepit is offline  
Reply With Quote
Old 2013-06-11, 09:36 PM   [Ignore Me] #2
OCNSethy
Major
 
OCNSethy's Avatar
 
Re: Spawns DESPERATELY need a redesign...


I agree that the spawn mechanic needs a complete review and overhaul... no argument there.

But regarding those players in the farmed spawn room, I do believe there are two groups at play here.

1) Players that spawn, run out, die and respawn at the same room, rinse, repeat

2) Players recently killed defending the facility, spawning back into the spawn room but not realising its been camped.

I dont know how many times Ive fallen onto the second group. Im fighting on the fringes with my map zoom up and been killed. Fine, back to the spawn room to regroup... oh oops, we're camped.

I dont understand why Group 1 does what it does. However, if Im going to die, I will pull a Max and take as may of the enemy with me before the shields drop. If I die before that time, Ill spawn to the next rally point / facility and try and mount a counter-attack with anyone thats there.

Now, before anyone says "im part of the problem" I would suggest that this is the mechanic we have at this point of time. Until the devs have a light bulb moment and change this god-aweful system, thats the choices that are availble.

There are some sterling suggestions for improvement in this thread, if only the devs would take the time to read it through.
OCNSethy is offline  
Reply With Quote
Old 2013-06-11, 09:52 PM   [Ignore Me] #3
camycamera
Major
 
camycamera's Avatar
 
Re: Spawns DESPERATELY need a redesign...


Originally Posted by OCNSethy View Post
I agree that the spawn mechanic needs a complete review and overhaul... no argument there.

But regarding those players in the farmed spawn room, I do believe there are two groups at play here.

1) Players that spawn, run out, die and respawn at the same room, rinse, repeat

2) Players recently killed defending the facility, spawning back into the spawn room but not realising its been camped.

I dont know how many times Ive fallen onto the second group. Im fighting on the fringes with my map zoom up and been killed. Fine, back to the spawn room to regroup... oh oops, we're camped.

I dont understand why Group 1 does what it does. However, if Im going to die, I will pull a Max and take as may of the enemy with me before the shields drop. If I die before that time, Ill spawn to the next rally point / facility and try and mount a counter-attack with anyone thats there.

Now, before anyone says "im part of the problem" I would suggest that this is the mechanic we have at this point of time. Until the devs have a light bulb moment and change this god-aweful system, thats the choices that are availble.

There are some sterling suggestions for improvement in this thread, if only the devs would take the time to read it through.

hahaaha i remember yesterday a group of idiots were sat inside the spawn room shooting at us; i was in a small squad with hardly anyone else, but we were clearly capping the base yet they sat in there taking pot shots at us while we capped their base.... some people are stuuuuuuuuuuuppid
camycamera is offline  
Reply With Quote
Old 2013-06-11, 10:03 PM   [Ignore Me] #4
OCNSethy
Major
 
OCNSethy's Avatar
 
Re: Spawns DESPERATELY need a redesign...


Originally Posted by camycamera View Post
hahaaha i remember yesterday a group of idiots were sat inside the spawn room shooting at us; i was in a small squad with hardly anyone else, but we were clearly capping the base yet they sat in there taking pot shots at us while we capped their base.... some people are stuuuuuuuuuuuppid
They would fall into group 1, I guess

Im referring to the big fights that are had at Hvar Tech plant and the like.
OCNSethy is offline  
Reply With Quote
Old 2013-06-13, 11:31 AM   [Ignore Me] #5
ringring
Contributor
General
 
Re: Spawns DESPERATELY need a redesign...


I really don't understand this 'mustn't be able to shoot out'.

If you don't like being killed by folk in the spawns that's entirely in your hands.

If you want the folk in the spawns to come out so that you can kill them, well why would they oblige you?

There's nothing wrong with it, as long as the spawns are in a better position so that the defensive fight lasts longer ..... and look at the new Esamir that was shown on FNO about 3 weeks ago, the bases will be changed.
__________________
ringring is offline  
Reply With Quote
Old 2013-06-13, 11:43 AM   [Ignore Me] #6
Jonny
Master Sergeant
 
Jonny's Avatar
 
Re: Spawns DESPERATELY need a redesign...


I think it's a bad idea because it encourages this weird hide behind the shield fighting. The real gameplay should be around the base/on the battlefield not to and fro poking out a shield. I agree with placing the spawns underground and having various coridoor and fast tube exists to discourage spawn camping. I also like the idea of a main objective that when destroyed disables defenders from spawning, but working towards this objective could be generators which allow attackers to advance/more options of attack.

I'm not against spawns being re enterable all together, if they are constructed the way whiteagle mentioned. The spawn camping/shield fights need thinking about. What could both parties be doing instead...probably having more fun in a real tactical tug or war to capture/defend the base.
Jonny is offline  
Reply With Quote
Old 2013-06-13, 01:19 PM   [Ignore Me] #7
Figment
Lieutenant General
 
Re: Spawns DESPERATELY need a redesign...


The main reason this fighting from behind the shield is promoted is because there is no additional buffer zone between the spawn area and the outer combat area.


The shield IS the entire "indoor-outdoor transition zone".

Which means that if you DO NOT sit behind the shield, you instantly die and you will lose.

If you DO sit behind the shield, you will not die, for a while, but you will also lose.

It's no-win, no-win situation.


Given a same type of base (thus same type of hardware available) a lot of people can comprehend this hardware advantage:

...................................<--x-->
Friendly Base - Near Field - Field - Far Field - Enemy Base
Friendly Hardware Adv........Even...Enemy Hardware Adv

But what they fail to see is that it is actually expands like this:

.................................................. ...........<--x-->
Friendly Courtyard - Friendly Base - Near Field - Field - Far Field - Enemy Base - Enemy Courtyard
Enemy Hardware Adv....Friendly Hardware Adv...Even...Enemy hardware Adv.....Friendly Hardware Adv

Because once the courtyard is lost, defenders lost the benefit of nearby vehicles (which they held in the field). All that they have left is infantry. At that point, there is no combined arms defense, but there is combined arms offense. In other words, the attackers have the hardware advantage (and probably are in control of the vehicle facilities that are usualy part of the courtyard).


If you had a progressive indoor fight zone for infantry, where the order of danger is:

......................................<-- x -->..../ High Ground \
Spawnroom - SCU - Indoor - Objective - Indoor - Outdoor - Enemy AMS
...........shield.................................................Attacker Hardware Advantage

Then the defender would have a bit of an advantage. Mostly because taking out the AMS should be easier than taking out the SCU and the defenders would start holding the "right hand side" indoor area.

Instead, we have:

.../ High Ground \.........<-- x -->
Spawnroom - Outdoor - Objective - Enemy AMS
...........shield....Attacker Hardware Advantage

Which isn't defender friendly, at all, hands the logistical advantage to attackers and can never lead to fair fighting over the base or outpost.

Last edited by Figment; 2013-06-13 at 02:12 PM.
Figment is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:06 AM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.