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PSU: the best way to screw????
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2013-06-04, 11:10 PM | [Ignore Me] #16 | |||
First Sergeant
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right now base design has the problem of how to keep a single spawn room from being camped. this problem could be eliminated because:
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2013-06-05, 12:20 AM | [Ignore Me] #19 | ||
Contributor Major
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Multiple. Destructible. Spawns.
Let us gun the buggers in their tubes, as we did of old.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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2013-06-05, 04:22 AM | [Ignore Me] #20 | ||
Captain
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ya but whats to stop people from purposely farming people rather then destroying the tubes like your suppose to? its just a simple question in fact i remember plenty of times i got farmed in ps1 with that same method.
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2013-06-05, 05:45 AM | [Ignore Me] #21 | ||
Contributor General
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What is wrong with camping spawns? Serious question. I don't see any particular problem with that.
Where there is a problem is in the phase leading up to that. The camping of spawns is simply an indication that the fight is over and it's the 'fight is over' part that is the problem. If you look back to PS1 bases the spawns were deep within the bases which meant that there would be a (or often would be) a severe fight to the spawns. It doesn't happen in PS2. And there's no difference in substance between camping of spawns and destruction of spawns. (edit) Note: in PS1 caves the spawns could not be destroyed, so we camped them until the hack timer went through, which was 10 minutes in the caves, and it was no problem. Last edited by ringring; 2013-06-05 at 05:47 AM. |
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2013-06-05, 06:28 AM | [Ignore Me] #23 | ||
in ps1 there were a lot of players that destroyed the tubes instead of farming the spawning soldiers.
because a freshly spawned soldier gave no xp, and there always was the danger of mass spawning enemies that could take over the room again. when i saw people starting the spawnfarm, i blew the tubes to get those zombies back on the battlefield.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-06-05, 07:41 AM | [Ignore Me] #27 | |||
Lieutenant General
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You don't even consider that the lattice only guarantees a fall back spot because you can actually spawn there now in a solid spawn location. If it required an AMS first, it wouldn't be there (!). You also ignore the fact that an AMS is much easier to ESF/C4WTFPWN than a solid spawnroom when facing a smaller number of players. Staging grounds instead of outposts, okay. Full dependency on AMSes? No. Last edited by Figment; 2013-06-05 at 07:45 AM. |
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2013-06-05, 08:33 AM | [Ignore Me] #28 | ||
Master Sergeant
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Totally agree. Want to make a longer post on this with some design considerations about spawning and defending bases. Right now it could be alot better - they need to get rid of fighting in/out of spawns all-together, adding more cover around a spawn building is just plastering the problem. We need to campaign for proper indoor bases and better base design that exclude vehicles and give proper fights!
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2013-06-05, 08:34 AM | [Ignore Me] #29 | ||
Major General
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There isn't anything that prevents spawn camping in PS1 other then destroying the tubes. There was no spawn camping done by vehicles in PS1 though, and that's the issue. If only foot soldiers could spawn camp there's a better chance of the foot soldiers coming out of the spawns to take it back. The spawns and CC were both out of sight of any vehicles in PS1.
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