Please do something about the spawn room warriors

Discussion in 'PlanetSide 2 Gameplay Discussion' started by treeHamster, Feb 5, 2014.

  1. Aesir

    In general, Spawn Room Warriors and Campers are created through base design and the lack of an encouraging activity elsewhere.

    Spawn Room Warriors
    • Safe and easy kills, since you are mostly invulnerable behind the shield, while still being able to shoot through
    • No reason to leave, so why leave? You don't get any benefit for leaving a spawn. As long as there is just the chance to get a kill/assist from spawn, people will stay inside, since that's all that is important in this game.
    • No body can make you leave, you have to get out on your own, though it than is questionable why you play this game in the first place ...
    • Being outnumbered or not is not always the reason why people stay inside, this has more with placement of the spawn room to do than most think. I had situations were almost everybody stayed inside, despite not being camped or outnumbered, but because they had something to shoot.
    Spawn Campers
    • Farming, mostly in Viper/HE/RocketPod setups. Because most spawn rooms are designed ideally to splash those Infantry out or direct hit them in the long open paths past the blast shields.
    • Nothing else to do, once the objective has been taken. Most naturally move towards the direction from which the enemy comes, in persuade of more kills. Because the objective ultimately is not important.
    There are far more reasons to be a Warrior, than being a Camper, but camping is more natural because the objectives don't mean much to most.

    So how could we actually fix those issues? Well we could start with a proper spawn building or rather spawn room, inside a larger building or underground. One from which you can not fire towards the capture points.

    Second, we would need to change the general layout and "flow" of a base. If some of you played RtCW:ET or similar games or actually played PlanetSide 1 and remember the maps, camping was an issue.

    Though it was not as easy to do, because you just had to many ways out on most spawns and the campers usually had to run longer ways to reach the secondary and tertiary exits, while the defenders could reach them relatively quickly.

    Here, a PS1 Biolab ground floor, which was entirely underground ...

    [IMG]

    Defenders could go the short way directly to the control point, flank to the left way and reach easier for the back door entrance. And than was there the long way through the stairs, one level deeper underground were they could come out in the corridor left of the spawn room.

    (Ignore the Alternate Back Door, it never was there)

    And a Tech Plant floor ...
    [IMG]

    The new PS2 Tunnels try to fix this issue, but they are only on large bases, not outposts and they also exit always into a building were you can park a Vehicle right next to, camping the exit with very little effort.

    Third, they also often had(not always) oneway doors laid into the complex to limit the flow of the attacker and allowed defenders more freedom. While not directly the case in PS1, RtCW:ET actually had quite a lot of those.

    There I said it, we need doors back ... it also removed parts of the long hallway camping.

    Forth, we need some motivation to stay around the cap, instead of farming the spawn. They already implemented the lower EXP amount for somebody that just respawned or got revived. But it's not really conveyed very good to the Players.

    I would rather see that you get exp per capture tick or fixed intervals while being around a capture point. So that not everybody will move and camp the spawn the second you control the point/s.

    While defenders need a significant exp multiplier for everything they do, which actually is already, but the "skewy" bonus % XP again doesn't really tell players this. There needs to be a section that says like "X% Defender bonus", so people actually know why their XP income is increased.

    Than we need more global or base specific bonus for holding ground, but this feeds more into the strategical and tactical metagameplay, which would be even more wall of text ...

    TL:TR
    We need better base design, doors, better "flow" of troops coming from the spawn, reasons to not stay in or camp the spawn but also tools to prevent effective spawn warrioring and camping.
    • Up x 7
  2. DeadAlive99

    Well, yes and no. Remember, people farm all over the map, it's just that spawn room farming is the most disruptive to the flow of the game.

    People farm because it's easy xp. So, imagine that your spawn is surrounded with plenty of fresh meat to take gravy shots at. Now, your typical farmer can continue to take shots from behind the shield, or, by making it easy to get safely out of spawn, they can then run around and take shots while being totally exposed and die a lot in the process, with no xp being earned between deaths.

    My point: It's extremely difficult to beat shield farming. Safe farming, vs. Dangerous farming. Which one does the farmer choose? Personally, speaking as someone who does a fair amount of farming (but also would prefer the game redesigned), I'm telling you that I'm going to take the safe route and stay in spawn, unless I'm just in the mood to take the base back, which.....for what purpose was that again......? Why take the base back?...don't need it....only need to farm.

    I believe we need quality meta changes, serious incentives to conquer and hold territory, and a totally separate solution to the spawn camp issue, one that makes shield farming either impossible, or very unrewarding.
  3. OldMaster80

    This is the point: Why Aren't they interested? Because sitting in the spawn room snd farming the enemy is much more rewarding than try to come out and pushing attackers back. In addition many just do not want to see their kdr to drop down: it's better to let the base fall and get some xp from a safe position than screw thr prrcious kdr.
  4. HadesR


    Pretty much it TBH .. It's not a quick easy fix .. Well not unless we want even less people to try to defend than already do, considering the game is pretty much AttackZergSide as it is .
  5. DeadAlive99

    Well....don't most spawn rooms have doors on more than one side of the building? Many times all sides? I can see the complaint if the doors are just on one side.

    But this also reminds me of just how much I despise the entire spawn system in this game. I don't think there's any part of it that I actually like. There is waaaaaaaaaaay too much sprinting around by infantry in this game, much of it due to lousy spawn points.

    I've been giving my redeploy button a workout, because if I don't like the spawn, I don't feel like running all over the place, or running a mile to get to a V pad. Maybe it doesn't bother others, but I used to refer to this game as MarathonSide 2. Anyway, I would redesign the spawn system from top to bottom, and THAT.....would fix this camping issue for sure! :D
  6. HadesR


    It varies .. Some doors and windows seemed to have been closed in the name of optimization , so MBT's set up parallel can farm both exits and the roof ..
  7. OldMaster80

    This is a quite complex thing to improve. I'd say that giving 0 xp for kills inside and from the spawn room is a first step in the right direction. And you shouldn't even get a kill counter.
  8. RHINO_Mk.II

    Are you mentally challenged? There is literally zero punishment to dying in this game. You can deploy again within 10 seconds with a full, fresh kit.

    Dying. Does. Not. Matter.

    So get your pansy little candy-arse out of the spawn room and fight like a man for once.
  9. Hiding in VR

    Actually ... the people sitting in the spawn room are doing an extremely valuable job, they are acting as bait to the spawn room campers, keeping them distracted with the potential of easy kills, making it easier for others to spawn outside, flank and destroy them.

    You should be thanking and encouraging them.
    • Up x 1
  10. RHINO_Mk.II

    Let me just say it's a lot more effective the second time... ;)

    On a more serious note, we had even pop at Quartz Ridge but there was a clump of 7 snipers being spawnroom derps. After I employed my "encouragement" we pushed down the hill through enemy infantry, air, and armor, and secured a control point.
  11. DQCraze

    Just make it so once the timer flips to the other faction the spawn point becomes neutral just like when a scu is destroyed.
  12. RHINO_Mk.II


    [IMG]
  13. Phyr

    Dying also doesn't offer you any reward, while benefiting your enemy.
    • Up x 2
  14. RHINO_Mk.II

    My friend, it offers you the greatest of rewards: the opportunity to make a difference.

    A wise man once said:
    "Aye, fight and you may die. Hide in spawn, and you'll live... at least a while. And dying when the base flips, many minutes from now, would you be willin' to trade ALL the seconds, from this one to that, for one chance, just one chance, to come back here and tell our enemies that they may take our lives, but they'll never take... OUR FREEDOM!"
    • Up x 1
  15. Dalek

    Very very simple fix. Very simple.

    Three teleporters per spawn room. Three different shielded rooms + spawn room. Defenders can then disperse the attackers from different directions around the base.

    Four shielded rooms for small facilities.
    Six shielded rooms for large facilities.
    Eight shielded rooms for major facilities.

    Job done.
    • Up x 1
  16. Aesir


    The teleporter idea isn't helping, bases on Esamir already have them ... it's not even worth spawncamping those, since nobody uses them ... or even know they exist ...

    It's the same about tunnels, nobody really uses them. At least not 0815 bob and his zergling family. They rather stay behind the shields and spawn warrior to the max!
  17. Booface


    Yeah, the whole "waiting for the timer to run down" thing is silly. In PS1 you could take down the tubes. If a base is ridiculously outmatched, the spawn rooms should be able to be destroyed to alleviate camping and speed things along so the zerg quickly runs into a real fight.
  18. Pondera

    I think I may have a solution to this. It's not about changing the design of the base or making those cowards hiding inside the spawn understand that death, LITERALLY, has no penalty in this game and come out and fight, it's about stream lining the assault process.

    Large bases have SCU units that are exposed when its generator is destroyed. Give all the bases this, and minorly tweak the system so that it's not generator reliant, but the shields drop when an occupying force has captured all of a base's points. Once the SCU is destroyed, no more spawns are permitted for that territory, and the time to capture is cut down to fraction of what it originally was. Perhaps make this reduction based on how many defenders are still fighting the epic struggle?

    Honestly this is something that's always bugged me about PS2 as well. From the defending angle, once things get to a certain point, you're just being farmed and there's no hope of pulling off a victory. The only reasonable course of action there is to try and get a few revenge kills and some CERTs for your troubles. From the attacking angle, IT IS BORING. You're stuck there, waiting for a timer to tick down while the only source of CERTs lies behind an invincible force field, waiting for you to poke your head out so they can feel better about their situation by killing you.

    This new system will drastically reduce the issue of spawn killing and spawn camping, and allow zergs to move into enemy territory much more rapidly. Besides, it makes NO sense for large bases to require an SCU, but the smaller bases and outposts do not need this tech to make their rebirthing chambers work.
  19. z1967

    What if we indirectly solve the problem by doing two things.
    -Offering XP bonuses for defending within 50m of the point (vehicles get it as long as they are in the hex), something small but noticeable like 10%
    -Offering steady XP for holding the point during a cap (eg. 25 xp every 30 secs) as long as you are on the point or within 30m of it. This applies to defenders and attackers and only is in effect when the countdown timer has been initiated. ex. Its two minutes till cap, I take back the point. I get 25 xp per 30 secs for babysitting the point for 2 minutes. That is 100xp for sticking to the point. Similar for vehicles in the hex except they get xp bonuses so that vehicles will be encouraged to do something other than sit there and wait for the cap.

    Numbers are arbitrary and could be adjusted. It does not punish anyone, but it rewards them for sticking to the point or pushing to the point. Spawn campers will be more inclined to sit on the point since they can get more XP, defenders have a reason to try and push out, and get rewarded for it. Also, kills made inside the spawn should count as spawn kills and kills made on those who just passed through the shield also will count as spawn kills.
    • Up x 1
  20. acksbox

    This is when I shoot you in the back of the head and redeploy to a different battle.

    There is often no such opportunity if you are surrounded and significantly outnumbered.

    You can either rush out and die almost immediately to nil effect except handing your opponent free experience, or you can take potshots from the spawn room, and maybe cost the enemy some resources, or you can redeploy and (numbers permitting), counter attack from another vector.

    If, In my estimation, rushing out of the spawn room will not have any appreciable chance of changing the tide of the battle, God/Vanu himself could not remove me. I will stay in that spawn room until population figures change, an external counterattack creates an opening, I am unable to take potshots at the enemy (in which case I redeploy), or the timer gets down to 15 seconds (also redeploy time).

    The problem with this approach is that despite frequently being a spawn room warrior, I am vastly better at killing people in straight up fights than most people who have a problem with me staying in the spawn room, and when they shoot me or seem like they might, they usually wind up on the losing end.

    I am neither a bad player or incompetent fighter, I just have different goals and standards of courage than some of these LeRoy Jinkins types who will gladly hand an enemy 5,000 exp to get a single kill.

    If you, or anyone else, doesn't like how I play...well there isn't really a damn thing you can do about it.
    • Up x 1