Please do something about the spawn room warriors

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

  1. Dalek

    Another attempt at a solution, less rushed this time...

    Four spawn rooms per base. All underground with tunnels leading from the spawn rooms to various areas of the base. Twelve exit points in total. (3 tunnels per spawn room)

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    New Generator: 'Amplification Generator'.

    If the amplification generator is still operative and the control point is still under the control of the defenders then all defenders within the hex get a 10% boost to HP, Shields and damage with all weapons but the amplification doesn't affect those within spawn rooms. If the attackers get control of the control point or the generator is destroyed then nobody gets a boost. Only 30 seconds overload time required to destroy the generator.

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    New Generator: 'Major Amplification Generator'

    Only found at major facilities. Same as the smaller type, except a 20% boost instead and 1 minute overload time to destroy the generator.

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    Additional Benefit: Controlling an amp station that is connected by lattice to other facilities that you control, boosts the amplification generator power by 2% and the major amplification generator by 5% at these facilities.

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    Defenders get a chance to defend the facility against superior numbers with more exits and spawn rooms. Attackers must be co-ordinated to succeed. The issue of spawn camping and zergfits reduced considerably.
  2. Wecomeinpeace

    Aesir made a great post, i would like to add on that.

    The main, core, flaw of this game is its base design. PS1 base capturing or RTCW(ET) which aesir mentioned worked like the "assault" game mode in Unreal Tournament for the most part:


    Admittedly PS1 could have used more "Assault" in their base capturing as there were only really like two or three "stages", but for the purpose of this post that was the general idea. You progress through different "stages" when capturing a base. And aside from different spawn locations the base design reflected that in a way.

    PS2 on the other hand treats bases like simple teamdeathmatch maps, or to stay in Unreal Tournament terms, "domination" maps:


    These don't have a "stage" design, they are "circular" tdm like maps with no dead ends or side specific areas.

    So the solution to many problems in this game including spawn room placement is the base design. They need to be mapped with "assault" in mind, not with "tdm" or "domination". Doors would also help a lot with that.
    And while we're at it, why not make the whole ordeal more diverse and fun? Why not have different working bases, like the "LLU" mechanic in PS1 for example.
    Hell, go crazy, with the "assault" based map design you can add more stages/layers as you wish. Expand underground, have mini ctf bases, or a classic hack n' hold.

    Bottomline: The solution to this problem and to many, many other problems lies in the base design and capturing mechanic. Which is awful and uninspired in this game. And that's a problem. Especially since those were PS1s outstanding features.
    • Up x 1
  3. RHINO_Mk.II

    [IMG]
  4. acksbox

    I readily admit avoiding death gives me a great deal of satisfaction, even if I have to sacrifice a few kills or some certs for it.

    If you don't feel the same way, well, I'm not the one trying to tell you how to play.
  5. RHINO_Mk.II

    I note that you are afraid to reveal your character name in an effort to prevent people from looking up your stats and then laughing in your face.
  6. Aesir


    The problem in this is that it needs to be conveyed to the Player in a good way. Average jo doesn't know about bonus %, nor does he read patch notes or the likes.

    Basically this ...

    [IMG]

    Auraxium Medals = Achievements ... just saying ...
    • Up x 1
  7. acksbox

    You didn't ask for my character name.
  8. bubbacon

    As stated...there is zero reward for dying in this game.

    So dont be a tool and try to play Hero against over whelming odds. I'll spawn camp in a New York second against over whelming odds and laugh all the way to the Cert farm at any ****** that gets in my line of sight. If the odds are even or slightly less, sure lets try to push out and take it, but your a fool if you think your going to make a damn bit of difference if your facing 3 platoons vs 1 platoon.

    Oh, and to those that try to threaten ppl in spawn rooms with Nades, C4, ...yeah right. Try that when I'm in a spawn room and you'll find yourself floating dead over the map wondering where you want to pop in at next.
    • Up x 2
  9. Ghosty11

    Well there is the real problem. Mattherson VS are mostly a bunch of campers. They literally don't know how to do anything else besides camp in a zerg from one side of the shield or the other.
  10. BioPhysics

    The spawn rooms need a redesign, having them underground would be a good solution. They could have a tunnel system where they can exit at multiple places, kind of like the tech plants but with more tunnelling options.
  11. OldMaster80

    But there is actually a penalty: you give enemies free xp and your kdr drops down. Many don't care but many others do not waste time to resecure a base when theynget more xp at sniping from behind the shield. And their kdr still proves they are godd of ps2.
    • Up x 1
  12. FocusLight

    Sure, you are. You are so awesome, you get more kills and score staying in the spawn room affecting a limited area around it while people like me go deal with the objective as long as possible. You are so awesome it's impossible for me to out-score you while accepting the risk of being outside of your comfort-zone.

    Here is my problem with window-lickers in two different ways.

    Firstly, if you stay in the spawn room when the rest go to defend the objective(s) and get kills along the way - the enemy will be going for them first so finding them is not hard - then you are directly hampering our efforts by being one more number that is not contributing anything of value. A 12v12 is meaningless if it's 12vs5 opponents and 6 window-lickers.

    Secondly, after not helping to hold the objective(s) and this the base the window-lickers stick around to compete with each other shooting whatever few idiots outside don't stay in cover waiting for *you to exit*. This time you spend here could be spent re-deploying to the next base to set up a defense or actively counter-attacking the base under siege from a new angle. All to often do I see a base fall and the campers join in the new base when a good vanguard of the enemy is already all over the perimeter of the new base. At this point the previous scenario only repeats itself.

    This makes window-lickers a drain on your forces and a waste, a direct hampering on the play-styles of everyone that do indeed exit spawn because guess what? More kills to be had outside, and we prefer to fight with a purpose bigger than padding a meaningless stat from the safety of what is effectively a localized god-mode. If I wanted an endless stream of pixelated humanoids to shoot I'd go to VR and pop the dummies for an hour.

    Oh wait, I forgot. That won't boost the almighty K/D ratio that all the cowards worship like a God.

    In short then, the solution is to foster a game culture where anyone insistently window-licking and not contributing will be punished for this cowardice by hitting them where it hurts the most - their precious K/D status. This will have to be enforced until some kind of change is introduced that devalues camping in spawn and it becomes something that is only done in preparation of a counter-attack.

    Until then, any complaints from your kind will be summarily ignored.
  13. iccle

    Problem is really neither base design nor spawn room location, the main thing that needs redesigned is players, ie those who cannot accept when they are beat/outnumbered, and those who do not know when the tactics they are adopting are having no effect on the battle.

    Whatever the base design of the spawn area is it will be camped when you are pushed back into the spawns, no matter what SOE do this will happen. In PS1 the attackers could at least destroy the spawn tubes preventing further spawns, issue sorted.

    I would wager that if SOE removed the one way shield (either removed completely or made it unable to be shot out of) then 90% of the people who remain in the spawns at a lost base, would move on to try and get free certs elsewhere.
  14. Phazaar


    A better time for the 'C4' button, imho...
  15. Hiding in VR

    Wow, this post just oozes entitlement. You do realise all this game is is "an endless stream of pixelated humanoids"? :rolleyes:
  16. Kristan

    What a nice unrelated smacktalk by someone who didn't understand the context. Way to go, brah.
    • Up x 1
  17. FocusLight

    Yes I do. Do you realize that outside the VR every.single.hostile.pile.of.pixels has a human intellect behind it?

    That makes the difference. THAT is what matters. I don't, ultimately, care for just shooting the pixelated humanoids - I can do that in ANY PVE game. I care for the fact that all the pixelated humanoids I find in the field are run by genuine humans who oppose me, and I would appreciate it if the properly color-coded pixels I'm not supposed to shoot would help me out.

    When they insist not to, I will insist in doing something about that.
    • Up x 1
  18. Hiding in VR

    Modify that attitude, drop the insults and they might.

    Back to the entitlement again. Imagine for a moment, you were playing Planetside 2 and some guy with an ego comes up and tells you how he wants you to play, what would be your response?

    And that's what the spawn campers are shoot at, other players. Again, sorry that none of them are playing the game the way YOU want. If you can just accept that these are separate individuals you will be a lot less frustrated and you can get back to enjoying your game.
  19. OldMaster80

    This is all we have to know about this topic. Forcing people to play a certain way is not the way to go: encouraging them to do some things is what devs have to do. Current system rewards those who sit behind the shield more than those who fight to resecure a base, that's all.
    And the cause is a mix of factors, which in some cases also includes some bad bases design.

    But giving people no XP for fighting from the spawn room (and possibly neither Kill counters for that) is definitely the first step. Make players understand that the game is more about territory control, capturing and defending bases than just grinding KdR and they will suddenly behave in a different way.
  20. Hiding in VR

    I disagree. You will just clear out the spawn room, and there will never be enough people to attempt to take back the base. During my last but one session, bases were taken back twice by random spawn campers clearing the immediate vicinity and then deciding to "go for it". That will never happen again under your suggestion.

    Better to not reward XP or Kill counters for killing someone in no deploy zones. That "might" make vehicle spamming spawn rooms a lot less desirable.