New Spawn Room's: Work In Progress

Discussion in 'PlanetSide 2 Gameplay Discussion' started by HadesR, Jan 18, 2013.

  1. Degenatron

    I worry that this is only going to make things worse. The problem isn't with people camping, it's with people spawning in with no intention or ability to recapture the base, but instead sit behind the protective shield and take potshots at people.

    I like the design of the spawn room, but the shields need to block all fire from both directions, and they should go off and the spawns should stop working once the base is hacked.

    That would stop the camping on both sides of the shields.
  2. HadesR

    It would make it worse than it is now ... Since with no threat people would be able to camp right out side the door ..
  3. Arcanum

    You will be probably be able to shoot flak through the roof on the new spawn rooms though. That stops them from hovering above you, I don't know about stopping them from killing your team after you push out.
  4. Degenatron

    Once the base is hacked, the spawn tubes and shields on the spawn room shut off. There is no camping then. The spawn room is non-functional.

    Why? Because the object is to stop the base from being hacked, not sit in a spawn room farming easy kills from a protective shield.

    Let me be clear about something: I don't camp a spawn room because I want to, I do it because I have to. Not locking down a spawn room when you are trying to capture a base is irresponsible.
    • Up x 1
  5. HadesR

    Personally IMO that would move the game closer to being even more easy and it would make trying to defend worse ..
    Removing peoples ability to spawn into the base and recapture the cap point is just playing into the hands of back capping or zerg's .. No skill, no brainer gameplay
  6. Degenatron

    The problem is that never happens. I never see anyone recapture after the base is hacked and the spawn room is camped. How exactly do you propose to make it so people can spawn in and NOT be camped? This happened in just as much in Planetside 1, if not more. In PS1, you didn't even get out of the spawn tube before getting mowed down.

    Base defense shouldn't start when the enemy are already on your control point. It's too late by then. People need to realize that this idealized notion of a dramatic rescue at the 11th hour from within the spawn room is a pipe dream. Defend BEFORE it's too late.
  7. HadesR

    But the spawn room isn't always camped is it ? Countless times I have logged in and spawned into a base to find the cap flipped and just a small squad of enemy player's attacking .. and countless times we have driven off the 5 or 6 people and recapped the base..

    Your suggestion would make that impossible and just makes it easier for lone wolves and back cappers

    Yes it is but not impossible ... but its not always about trying to break out the camped spawn .. Those people camping the spawn are not watching the rest of the base , they are not defending against a counter push from another location .. Keeping people busy camping a spawn is a viable tactic if done properly
  8. Degenatron

    It sure would, but it'd be just as easy to drop pod in or deploy an AMS.

    And what's the design goal? Is the game to be designed for small 5v5 skirmishes, or massive 300v300 battles? I would hope the latter.

    And you never did put forth an alternative. The spawn rooms in the video will only encourage more "safe house sniping" and nothing else.
  9. HadesR

    The games is designed to be a 24/7 persistent battle so 300 v 300 fights are impossible all the time , also due to the size of the maps its not going happen.

    As for an alternative .. I'll compromise with you :) .. Remove all SCU's but the spawn room shields / tubes drop when the base has flipped to 80 - 90 %
  10. 13lackCats


    Easy: Fall back to the next base.

    Advanced: Recognize what is happening and stop it.

    Yes, you are right. Defensive sundys are worthless if people don't "get it". Thinking that the only solution is a spawn fortress isn't "getting it".
  11. 13lackCats

    The root camp of camping is the campee. Giving them more campahol will not help their problem.
  12. 13lackCats

    So you agree that better players is a more realistic solution than better spawn fortresses?
  13. Cpu46

    I'm not making excuses. I am just pointing out that the spawn door exit was a choke point that was easily exploited by attacking forces and made base capture formulaic to the point of boredom and defending a depressing and useless struggle.

    I spend a good portion of my time in open battle. Often against overwhelming odds. I love these fights because there is the possibility of victory but I will accept a loss without getting upset about it.

    However...

    Spawn rooms can be camped by a disproportionately small force using minimal effort and all anyone says is to spawn elsewhere. I'm sorry but I believe that a defense should be able to reclaim a base from the inside if the defending force has the size or skill.
    • Up x 1
  14. 13lackCats

    It is the player's fault that battles revolve around the spawn rooms. It can be directly traced to campaholism.

    Battles are over once the spawn room is camped. Should have stopped the camp long before it even got close to its destination.

    this is the difference between our positions: I own the requirement to defeat the enemy. You demand entitlement to not do any more work than spawning into a fortress and shooting out of it.

    What will you do when you're sitting in your fortress, you see a ton of blue triangles in the distance and you hear a lot of explosions? Will you sit in your fortress, or will you go out and join the battle?
  15. Keiichi25

    And once again, you fail to use 'basic reading comprehension'.

    And no, 13lackCats... Better players Evolve from the solution of the 'spawn fortress' because the defensive aspect is more realistic. Of course, since you are currently lacking the 'basic reading comprehension' and also fail at understanding defense measures... I'm now writing you off as a lost cause.

    For those who actually understand basic reading comprehension and defense measure, falling back to the next base which is camped != defense. Giving up a base before it is flipped, not even trying to break out != Defense.

    What !3lackCats and the other naysayers want = VehicleSide, Forget (in polite terms, since it would censor the TRUE word people really want to use) Bases in general. Just launch from warpgate and bash each others heads. Cause that is what is implied here. We obviously don't need infantry in this game what so ever, because this isn't about infantry, despite what the Devs are trying to encourage that should be in there.
  16. Keiichi25

    Don't bother... This is all what !3lackCats and the other naysayers want.

    That it is perfectly fine to use those choke points because you 'lost the base'. Ignoring the fact that people use this when the defenders haven't even started to defend because the vehicles are there ready to cap that as soon as the next place is capped.

    Note THEY DON'T CARE.

    They only care about bashing heads like neanderthals and blame people who try to defend as sheep.
  17. Pinchy

    The DAMAGE may be blocked from outside, but is the system still showing explosion animations through walls?
  18. Pockets

    I don't why you expect significant amounts of people to be hanging around these bases and outposts to defend. Until the enemy shows up there is absolutely nothing to do, and while you know the general direction the enemy might be headed you don't when they'll hit you or if they'll get hit by your allies in the area on the way.

    I'm not going to sit around bored for twenty minutes because they'll be here "any minute now". Guard duty isn't all that fun.
    • Up x 1
  19. Keiichi25

    No, actually in encourages camping from the attacker side more, because there is now visibility for both sides, but no way to discourage the attacker to take a position that doesn't take up a blind spot with direct line of sight of the exit point. While a defender can go out and shoot, preventing the defender from shooting will not allow the defender to push out properly or venture beyond the room. While yes, will make people hunker down and try to farm the stupid attackers who do it, the problem is that the blind spots outside of the Spawn room locations and the inability to shoo away armor or air because of those blindspots make actual defense impossible which makes people hunker down and not bother trying. With this implementation will no longer make it so the defenders are 'sheep' and encourage actual attempts at defending. Otherwise, you are now a subscriber to the 'don't bother to defend, just keep falling back and attack like a mindless lemming with the rest of the zerg attack force.'
  20. Keiichi25

    Because he doesn't believe in defense. He believes in people throwing themselves into a mindless attack zerg and that's it. There is no point in having bases or even points to capture. This whole game should be the way he sees it, flying or driving out of the warpgate and shooting each other like lemmings versus actually trying to defend.