Get. Out. Of. THE $!#% SPAWN ROOM.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by AtroposZero, May 2, 2013.

  1. LT_Latency

    Why does it matter if people get exp??

    You learn to read
  2. CoffeeBreak

    Pretty sure the OP just means the people that give up before the fight really even starts.

    I used to hate the oneway shields. Now I don't mind...teaching new players where not to stand for a minute before the base is lost, but that is when you already lost. There are 1-5 of you and 100 enemies outside.

    The problem now is that sometimes there are a lot of players waiting in the spawns for the base to be lost and the riskfree kills to arrive. And as a VS on the same server as OP...yeah it seems to be getting worse.

    You'll be running around with 20+ guys trying to protect the generaters and...then you find yourself alone. You get gunned down by 10 enemies and respawn. There are 50 friendlies in the spawnroom teamkilling each other as they cluster at the door for an open spot to shoot out. "THERE ARE ONLY 10 OF THEM!!! WE GOT THIS.....okay, I guess they can have the base...."
  3. Sebyos

    Well people can stay in the spawn room imo. When it's camped it's camped there's nothing you can do. But at least don't ******* shoot me in the back if I do get out. That drives me crazy.
  4. AirHarper

    Make it so that you dont spawn in the spawn room once the point is taken and the timer is running. Make it that if you spawn on that base you get dropped from a drop pod. That way people can charge from different direction and stand a fighting chance instead of people knowing where you are at. Also why does the big pase have 1 capture point. When 1 person can take out a gen without staying there its pretty easy for a few people to take a whole base.
  5. Fned

    Because if they get XP, they have an incentive to stay in the spawn and farm rather than actually secure the base or redeploy. I'm not the first person to point this out on this thread, which of course you'd know if you'd read any of it before posting.

    Attackers will always provide targets to people in spawn rooms. By random momentary negligence, if nothing else. The effect of intermittent rewards on the human psyche means that most people who occasionally, randomly get free kills from inside the spawn will continue that behavior obsessively without some other, greater incentive.

    Savvy attackers can even use this psychologial effect to their advantage, feeding occasional targets to the spawn can keep large portions of attacking forces from leaving the shielded area.

    Without XP, there's still a strong incentive to kill attackers outside the spawn tactically as a prelude to a counterattack, or strategically to force an attacking force to camp the spawn rather than move on, but there's no incentive to simply sit in the spawn to try and get kills. This changes the reward structure from "slot machine" to "sports victory"; to get XP, people in the spawn will have to group up and push out.
  6. Vyss

    Just set it to 0 xp or make the spawn shields turn orange (Both can shoot but only defenders can go through). No game should reward players for killing others without risk. It's a god awful game mechanic that should never have been introduced. Btw I've never seen the second level side doors or rear door of a base camped that much. At most 4-5 people which could easily be plowed through.

    I wish we could have spawns like PS1 and not these shields. Bases should be way more complex than 6 gens and a CP.
  7. LT_Latency

    If there is enough people to kill that you are getting good exp without even leaving the spawn room. You are trapped and helping your team by blowing people away.
  8. Cl1mh4224rd

    Uhh... That's only true if the enemies that you're killing outside have recently spawned. "Spawn kill XP" isn't the XP that you get for killing enemies after you've spawned.
  9. Fenrys

    But a fellow could get hurt doing that - did you know there are actually military style bases outside the spawnroom that some people fight over? Nasty disturbing uncomfortable things! Make you late for dinner!
    • Up x 2
  10. HadesR

    Think you are confusing Ps2 with something else ..All that's out side the spawn room here are killing fields and bad base design :p
    • Up x 1
  11. Skippytjc

    This is the one our new recruits are required to watch:

  12. Valena

    I don't think the KDR has anything to do with it. If you take that away people will just find something else to egowhore over. It's the internet, that's how it works :(
  13. FA18


    Note the word hallway, sorry it was a little vague.

    I mean have hallways that could go underground and come up in a semi concealed manner at least 50-100 meters from the main spawn building.
  14. Cpu46

    This is why I spawn as an engineer, toss down an ammo pack, and spam Underbarrel smoke grenades at whatever door is being camped the most. I usually get teamkilled but I just respawn and start again. So people can either risk getting their weapons locked, leave the spawnroom, or spawn elsewhere. Tends to work and once you get a full spawn organized you CAN retake a locked down base.

    Also we need a better way to request organized Galaxy drops at bases. Honestly a full Galaxy of organized players is more than enough to take down a farm and let the defenders push back.
  15. Advanced Darkness

    I suggest nanites..i mean working doors or doors controlled by nanites..anyway i give up.
  16. DoubleTake

    By 'Consider this' I meant 'Consider this situation.'
    In other words, what if kills made by players that are inside the spawn shield only recieved spawn XP? Camping in spawn would be almost pointless but the people inside could still deter spawncampers.
  17. Liquid23

    I always get laughs when you're sitting in the spawn and enemies just run right up to the shield like they think they can get through it... you kill them and then they come back and do it again

    or when a base flips and you get a bunch of kills from the C4 covered mines everyone threw all over...you would think after a few times people would get wise to it and throw a nade in first or something but no it works every single time...
    • Up x 1
  18. Dinapuff

    With capture times being as it is I would like to prepare my team for moving to the next base once we've disabled the scu and taken the points. Sitting in the biolab for 3 minutes with my entire squad "securing" it is boring and tedious as **** because you know that anyone of importance (enemy outfit wise) has already moved to some other area. Either preparing to defend or attacking somewhere else.

    Here is my suggestion. Once the SCU is down the shields in the spawn gen go down alongside that absurd pain-field thing, and then you can mop the base up. This means the randoms get pushed out just as the base would be lost anyhow.
    • Up x 1
  19. AxisO7

    I have a KD of 2.19 (with the vast majority as infantry), and I'm one of the most aggressive players you'll ever find. I'm always the one charging out of the spawn room trying to break out of a spawn camp, the one trying everything possible to take out a sunderer, pushing the capture point in the last seconds of a enemy base capture, etc. I honestly don't care whatsoever about my KD, and nothing I do is to try to maintain it or pad it.

    Now, without wanting to sound up myself, I do make it work more often because I am a bloody good player and I don't expect others to make it work as often. But part of that is that I always try to push intelligently. If I'm being spawn camped, I'll probe to find the weakest part of the attackers line and then attack that. If I die, who cares, I can just spawn right there (unless the SCU is taken out, when I'll still be trying to get out but I might play a little less aggressively). But all it takes is one of my pushes to let me get into a bit of cover, and then I can try to get to a generator or capture point, or start farming the kills by getting in behind the spawn campers who are all looking the other way. Cause a bit of chaos, and hopefully the people being spawn camped can then get out. Except most of them continue to sit in the spawn room doing jack-all because they just want cheap kills without any intention of playing the objective.

    If you just sit in the spawn room, fine. But please always be looking for the opportunity to get out (testing defences on different sides, etc), and if somebody else manages to start causing chaos then use that as an opportunity to push. What's the worst thing that will happen? You'll die? Who gives a crap. What's the best thing that will happen? You'll actually get the break out and end up turning the tide of battle and pulling off an epic defence. I'll guarantee you'll feel a hell of a lot more accomplishment from that then anything you'll get from sitting in the spawn room shooting out.

    Now, if it truly is a 20 v 1 situation with liberators and tanks camping the spawn room and absolutely no way to get out, then fair enough. I'd personally just redeploy and attack/defend elsewhere, but if you want to sit in the spawn room shooting out then I'm happy for you to do that. But if there is the slightest of chances you can actually get out, don't bloody be sitting in there.

    And don't ever forget - if nothing you try is working, ask yourself if using jet packs and trying to get onto a roof will give yourself a chance.
    • Up x 1
  20. XRIST0

    Some guys just skip from base to base as they are being taken , get as many kills as they can by shooting through the spawn shield :rolleyes:

    Or burster max's shooting through spwn shields needs to go .