No, but it's much more fun to attack a spawn room. People get to fire back, and it's the one place you can feel like there's a genuine battle as you force them out of the base. Also, with new spawn room features, more defenders will actually come and fight back instead of hiding behind the one way barrier trying to get easy kills. Makes for more kills on both sides. I probably make more XP when attacking a spawn room now than before, before nobody came out, now I have to try and hold back a never ending swarm of defenders. Brilliant.
They need to have the force fields drop and spawning shut off when the base hits 50% for small facilities. Similarly when the SCU goes down the shields are major outposts should go down too. People are being "spawn camped" because of the invulnerability shields, not in spite of them.
Nah, people can shoot out at others now, but camping spawns will always be needed to cap bases the way it is now.
Yeah shure. So basicaly the base flips at 50% then. Nice one. And no they are not more campable then before..to make that happen they would need 1 of the 2 entrances.
FIrst thing i tried was landing my Liberator on the roof of one with the shredder poining through the gap in the celing... Turns out its out of bounds on top of the roof as well
Can anyone explain how the new Pain Field works? I've been killed by the pain field in a friendly, owned base that was 50% away from being captured. But this has only happened in 1 of 10 spawn rooms that I've fortified.
i already said before the patch that that is EXACTLY what i will do ... and when ever i get the chance i do it but the windows are not as huge as they said they will be so it does not work as i expected it would i think its not a big issue
First Reaction: Yes, More campable. Or at least even for both sides. I base defend a lot, and though my spawns always got camped at some point, it seems to be worse now. My increased visibility also gives my attackers increased visibility as to my exit route. Therefore, so far this play session, I was unable to leave my spawn undetected, and failed to defend three bases so far. I feel gimped. I'll have to play a lot more, especially bases I am familiar with inside and out (eg. Esamir:Stillwater Watch/ Apex Genetics / Heron Shipping) to truly test this. I'm really good at defending those bases against 1-4 attackers + vehicles alone, know them inside and out, will need to play them more to really know if it benefits me more.. or as a I suspect, makes me even weaker. I defended a few bases on Vanu side (I am TR on warp gate rotation, apparently), and some of the boxes, layout (The Pit?, Commander's Rest and one other) really favoured campers with their obstructions around the spawn, allowing especially infiltrators to ambush anyone coming out .. I knew they were behind the boxes, or w/e but I couldnt really do much with the multiple angles on spawn.. This squad of 5 was able to chop me apart since they knew when I was leaving easily, where as before, if I managed to exit the spawn, I'd have a good chance of screwing up their attack, or holding the base much, much longer from cap (with a few deaths invested). This time I died very, very quickly, and was unable to mount any defense at all. I did get more kills from the spawn, due to the increased visibility, but I care more for defending the flag, rather than getting lame easy kills from my spawn.. But like I said, I will need more time now to give accurate feedback, to know if I'm happy or not yet.
Try getting anywhere near the spawn building in the biolab. The painfield is all around the top floor and over the roof. Its completely ********. Cant go anywhere near the quarter with the spawn building since they have massive FOV from larger shielded doors. Oh well, that amongst other things really leads me to think the game has run its course for me. Though ill have to try at my servers peak time to see how it plays for reals.
I suggested that the spawn room shields be one way.. ie the defenders cannot see inside. The defender would not know if there were a 100 splattermaxes inside or nobody other than the fire.
Nah, I was able to rush out of a spawnroom surrounded by a zerg and get 10 kills. A lot more options now. Especially with the tunnels in the amp stations and tech plants.
Thank you for articulating what I am feeling after this patch. The game has run its course. I feel like I've gotten everything out of it I'm going to.
On a positive note it appears that most if not all splash damage from nades and hopefully c4, mines have been mitigated.
Of course you did, you're awesome. That means everyone else ADDITION: Now after playing an hour or two of a few different bases.. The Verdict: Nothing's changed. Any advantage the defender has with increased/decreased visibility is mirrored by the attacker. Therefore, the net result is changed base design, but no advantage given/taken from either side. The increased visibility from defenders leaving spawn (or less visibility in towers) doesn't change a thing about spawn camping. In bases with increased visibility, it gives the attackers an idea of how you exited, etc In towers, the defenders are just as blind as the attackers when leaving spawn, though the increased numbers of exits helps... However, the spawn camping is exactly the same. It's just a tactic that will never go away. Base designs favour the attacker anyway, that part didn't change... which ends up with the same spawn trapped/camped result.. A nicer, fancier spawn, complete with licensed restaurant and live music nightly, but still a camped spawn... Not impressed. I like other improvements, but that will be for another topic.
As i said before , no amount of base design changing is going to fix spawn camping, whenever a side is winning the other side is going to get camped one way or the other and no amount of base design is going to change that, the thing is now when im being camped its usually by infantry zergs and not liberator zergs, thanks to all the anti vehicle buffs there are far less liberators above the spawn just melting anything that comes near, i can now shoot back whill being camped and atleast get some kind of exp. Battles are much more meaningfull for both sides even when one side is the clear victor now 99% of the time you are being camped because the other side is zerging you, and really there's nothing wrong with that, large battles is the name of the game, you can easily just fight back within the safety of the forcefield and get some kills, then warp out as soon as it goes down, thats a win for the defender in my book
I don't agree. Having several spawn locations around the outpost/base/plant, and in a defensible location near the points (but not on them) could work. The bases still prefer the attacker, though I do appreciate the faction-only jump-pads, because that was only facilitating the movement of attackers, and now give a movement edge to defenders. Never say never. Things can be redesigned, reworked until a solution is found. Frankly as a base defender as majority of my game time, I don't want to just be shooting out of my spawn.. That will get boring fast, and if I don't feel some empowerment to defend, i wont be playing much longer.