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2012-10-18, 11:33 PM | [Ignore Me] #1 | ||
There should just be a set of defensible stages before the attackers reach the spawn tubes. If the attackers do get to the spawn tubes, they should be able to destroy them and end the fight. Also, the spawning room should not be accessible to vehicles (preferably underground).
You wouldn't even need spawn shields with this setup. The spawn defense stages should be fairly spacious and quite defensible. The players that use the base's defenses should be the "shield" instead, and if they fail then the war ends without any spawn camping. You would get more of a situation were attackers and defenders are pushing against each other, instead of defenders getting instagibed out of the spawn doorway. However, what if the attackers simply destroy the spawn tubes before anyone notices? If you don't want that to happen, then maybe the spawn room should only be opened to attackers once they get further down the base hack progress (25%? 50%? 75%?). |
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2012-10-19, 05:54 AM | [Ignore Me] #2 | ||
Master Sergeant
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If they made every base a wall courtyard with a tower in the centre. two shielded entrances and a resupply tower.
Every base would effectively be PS1. They'd also be easier to defend. Something to actually fight over. Tanks unable to camp the spawn room door. The spawn locations need redesigns. The base layouts are swiss cheese. I get we are supposed to fight - but have you noticed how towers and Biolabs are the places those fights happen? It's because the defenders have a hope in hell of holding out against numerical superiority. AKA: The Zerg.. |
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2012-10-19, 08:24 AM | [Ignore Me] #3 | ||
Lieutenant General
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Note, this is ONE guy (of course Dachlatte always been a good tanker, but as you can see Dachlatte also finds this rather ridiculously easy). So. Let's blame the enemy for getting farmed? ... Last edited by Figment; 2012-10-19 at 08:30 AM. |
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2012-10-19, 09:47 AM | [Ignore Me] #4 | |||
Anyway, I'm missing your point. |
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2012-10-22, 09:18 AM | [Ignore Me] #7 | |||
Malvision
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2012-10-22, 11:09 PM | [Ignore Me] #8 | |||
PSU Admin
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2012-10-23, 02:24 PM | [Ignore Me] #9 | ||
Private
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Yeah, I think the only way to stop spawn camping is maybe a slight redesign of bases and spawn points, if that's even feasible at this stage?
Especially the "tower" spawn points outside of bases. They're so wide open and confined in regards to exits that it's impossible to stop. The ps1 tower underground spawn location, locked door that always remained shut even after it was hacked and upper exit point made defending these locations much easier and reasonable against a vehicle heavy assault. Last edited by PClownPosse; 2012-10-23 at 02:26 PM. |
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2012-10-23, 05:17 PM | [Ignore Me] #11 | ||
This might be fixed when they change to the new system where the timer is not tickets but rather capping the point itself.
This means people who want points will have to watch over the point the entire time until it flips. Perhaps this will make camping the spawn less viable because people will want to influence the cap instead of sit at the spawn building. Probably wont fix it entirely but could help.
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2012-10-23, 07:01 PM | [Ignore Me] #12 | |||
Lieutenant General
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2012-10-23, 11:48 PM | [Ignore Me] #13 | ||
Private
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I think the simplest solution, as pointed out by some others here, would be to allow defenders to drop-pod in (with a timer - otherwise the defenders can just keep re spawning indefinitely and wipe out attackers each time) for any outdoors outpost. This way, the attackers would have to actively secure the point during the point flipping - as an attacker, I would find it more fun to have to actively patrol the point we just took rather than be forced to sit at a door.
Furthermore, the dev team doesn't have to spend a significant amount of time redesigning bases or whatnot. |
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2012-10-24, 02:36 AM | [Ignore Me] #14 | |||
Major
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You wouldn't be able to camp a Spawnroom door if they are dropping out of the air, but you could still stop them from coming down by overloading the bases "Drop-pod Targeting Beacon" and screw any that made it down over by hacking all the local Equipment Terminals. |
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2012-10-24, 05:37 AM | [Ignore Me] #15 | ||
Lieutenant General
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Why all the convoluted solutions when you can just as easily make a central building with an internal spawnpoint and the control point in the same building, linked to a variety of rooms that have to be breached, fought through a bunch of defended position all the way down to the underground spawnroom where you find a spawn disabling device outside a shielded spawnroom. You manage to get in there, take that down (overload, whatever), the spawn shield comes down, you kill what ever is left, done.
But in the meantime, defenders have had a chance to defend themselves without being camped constantly. There's a reason the Tower Outpost design is the best designed building so far, but is still poor, because you can't (re-)enter the spawnroom to clear it out AND because it's too open and prone to assaults from all sides. The most ridiculous thing though is that you can be shot and tank/aircav shelled in small rooms in which you HAVE to be stationary and in close proximity to a terminal, from the outside... Do I really have to draft a ground plan to make the obvious clear? :/ ... Fine... |
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