Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Pull the pin... then what?
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2012-10-01, 03:38 PM | [Ignore Me] #20 | ||
Major
|
The pain field will work if it's fast enough to overcome a crowd of medics using AoE heals.
If you find yourself getting spawn camped from inside a pain field, just wait 10 seconds before spawning again and they should all be dead or moved out. |
||
|
2012-10-01, 03:43 PM | [Ignore Me] #21 | ||
First Lieutenant
|
Ultimately "all's fair in love and war" plus we can only play what we are given and ussually with a little time people figure out how to overcome things that are not blatantly broken and makle them non-issues.
Beta is Beta! |
||
|
2012-10-02, 02:18 AM | [Ignore Me] #23 | ||
Private
|
The tower spawn camping issues are going to be resolved with pain fields, I'm not going to worry about that.
It's the single room spawn area at all the rest of the bases that get me. Having two tanks camping each door (and sometimes there's only one door) is dumb. I concede it's a "valid tactic" and done it quite a few times myself, but does it equate to fun? Not for me personally, even when I'm the one doing it. It's much more enjoyable to be out in an honest battle. The spawn structures like the ones at places like Broken Arch Road and Snake Ravine Lookout need to be changed so that there's more field of view out of them. My idea is this: 1. Fix the shielding so that splash damage does not come through them and make sure the spawning team can shoot out everything of them. 2. Take the roofs off of them and cover it with the shields that are currently on the doors 3. Put some stairs up the entire length of the one of the long walls. This way the enemy can't predict where players will come out, there's less backstop for splash damage, and LA gets's the added advantage of jump jetting out on the side that doesn't have stairs. This would greatly cut down on spawn camping, or at least make it more challenging, without giving the spawners an unfair advantage like timed invincibility. |
||
|
2012-10-02, 06:24 AM | [Ignore Me] #24 | ||
Sergeant Major
|
June 22, 1996 That's when Quake 1 came out. Quakeworld Team Fortress came a few months after that. That's 16 years ago.
"OMG SPAWN CAMPING!" "Hey I have an idea let's have 2 spawn rooms on 2Fort4." "Yeah great idea." 16 years later. Last edited by Buggsy; 2012-10-02 at 09:54 AM. |
||
|
2012-10-02, 05:21 PM | [Ignore Me] #26 | ||
What about Reavers,vanguards,Sithes, Magriders, skeeters, Prowlers and lightnings camping the various facilities Spawn room exits? This is just as annoying . You would need various entries/exits to minimize camping.
But if you ask me if you just captured the facility then i see no reason why you shouldn't be able to go through the forcefield. In PS1 the spawn room had 3 entry/exit by which you could enter the spawn room aside from spawning. That would take care of a lot of camping. Last edited by capiqu; 2012-10-02 at 05:28 PM. |
|||
|
2012-10-03, 06:31 AM | [Ignore Me] #28 | |||
Lieutenant General
|
No amount of exits helps in PS2 if they all lead outside unless it becomes so silly there's far more exits than players camping... |
|||
|
|
Bookmarks |
Tags |
camping, problem, problems, room, spawn |
|
|