Please do something about the spawn room warriors

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

  1. SILBOT

    I'm going to chime in on this. Devs have 2 options here to make this less common.

    Option 1. Change spawn rooms for 98% of the bases out there to be out of line of sight to avoid camping on both sides.

    Option 2. Overshield mechanic that gives a quickly deteriorating shield that can be used to help people leave spawn rooms that are being camped. You won't have someone aiming at a soldier who exits the spawn room with a charged overshield that cuts damage by 99%... Of course maybe 5-10 seconds later that shield can have worn off, but it got him where he needed to go.
  2. PhantomOfKrankor

    Sure, if killing a defender within 10 seconds of him leaving the spawn room also gives no XP.
    • Up x 1
  3. Cinnamon

    If they could make it so kills you get from inside spawn were not recorded in any stats and did not give xp then I think that would be a good change.
  4. HadesR


    Fine by me :)
  5. LonelyTerran

    So you punish 1 side and reward the other for being just as bad?(spawn campers)
    [IMG]
    • Up x 1
  6. acksbox

    If going out and dealing with the objective was viable, I'd be out dealing with the objective. I don't prioritize the transient life of my character more than being effective, just more than death without clear purpose.

    The situations being discussed are those where the defenders are vastly out numbered, where leaving the spawn room is pure suicide, and where counter attacking from elsewhere would be ineffectual.

    And no, the overwhelming majority of my kills/score does not come from being in a spawn room, and my kills/score acrue much faster when I am being active in the open, assuming I am not outnumbered to the point of futility.

    Your assumptions are asinine, utterly unfounded, and completely inapplicable to my playstyle.

    I'm doubtful. It's best to kill people whenever you can, so they have as little chance as possible of taking back that cap point.

    Precisely this. This game is a war of attrition, and this is the resources that matter.
    • Up x 3
  7. Noppa

    Naah it aint that hard, just need some team work to do it and go all at once rather than go die 1 by 1.. me personally hate campers behind the shield(althought i do it my self too sometimes) :)
  8. Boomotang

    Hey, if you can't convert the unproductive spawn room baby warriors to spawn somewhere else and help out, might as well be as unproductive as them. :eek:

    What... did you lose a precious kill streak?:(
  9. Boomotang

    But equal counter-tactics are not being employed. "Spawn campers" stop the enemy from retaking the point. Spawn room baby warriors are not retaking the point.

    The goal of attacking a base: To take the point and hold it as long as you can.

    The goal of defending a base: To stop the enemy from taking the point, and retake the point in the case of losing it.

    Seems to me that one side is doing it's job. The other isn't.
    • Up x 1
  10. Koldorn

    "Pull your weight out there!"

    check population pie chart
    > 20%/80%

    Heh, nope.

    There are times, when a base is just @&%(ed. If the attackers are standing in plain sight; I'm going to pop a few heads before moving on. Because there is just no possible chance of the defenders getting the point back.
    • Up x 3
  11. Desann

    There's 2 main things that make the spawn camping annoying in PS2, compared to PS1. There's really not a whole lot you can do against a large zerg, and yes in the first game large zergs would steamroll bases. BUT there's a big difference, in PS1 every tower/base had destroy-able spawn tubes. The spawn rooms had pain fields to DISCOURAGE enemy entry, but they could still get in. I understand PS1 is different, but the concepts can be modeled after.

    The 2 main things:

    1: Spawns are NOT destroy-able in smaller bases. This gives the "defenders" the ability to sit in a room while the "attackers" surround them and prevent anyone from escaping.

    2: The concept of D E F E N S E. If the enemy has already surrounded your spawn room, you have F A I L E D to D E F E N D the facility. ITS LOST, ITS OVER, they are inside and by right the base is now under their control.

    #1 can be fixed by adding new mechanics to destroy spawn capability (just like the first game) and remove the "spawn camp" gameplay. This FORCES "defenders" to spawn at the NEXT base and begin setting up DEFENSE.

    #2 kind of piggy backs off the first. The problem in PS2 is that players will continue to spawn in a hopelessly lost base until the last second of the capture. Instead FALL BACK, and setup a nice defense network of AA, AV, and AI measures to stop them from getting in. Some outfits are smart enough to do this, but sheer numbers have a heavy weight on victory. Not much 10 guys can do against 200...thats just how it goes. But at least you TRY to defend and hopefully slow them down until help arrives...hopefully..
  12. Cinnamon

    OK. I also don't think that you should get rewarded for killing people who are inside the spawn shield although that is rarer.
  13. Boomotang

    Yes, I say either take away kills and xp for kills inside (because leaving spawn capability until the end can be deadly if used by a large coordinated force), or add mechanics to destroy the spawn capability.

    Either of these two options would encourage much better gameplay.
  14. Epic High Five

    Look man this Gauss Rifle Burst ain't gonna aurax itself, and it sure ain't gonna do it in a live fire situation.

    If you REALLY want to push people out of a spawn then nothing beats smoking the room out.
  15. TomaHawk


    How many times is the spawn room thoroughly camped like that and your side overcomes those odds to take the place back? Exactly, it rarely happens.

    So, have some fun with it.

    I get LMG and Devastator on HA and snipe people. In close quarters, as camped spawn rooms become, I kill stupid campers routinely. What's there not to like? 100% safe killing of people? I'll take two, please!

    Second, get some C4, tanks mines, and AP mines, grenade bandolier, and line the room with explosives. In towers, I lay down claymores near the spawn doors, then switch to LA with C4, and I camp the ledge right above the doors. When we lose the place and mor ons come streaming in to detonate my claymores, I drop C4, detonate, throw grenade, drop 2nd C4, detonate, and then all remaining grenades from there, then drop down with my shotgun and go to town. I die soon after but not without a ear to ear grin on my face. My personal record is 8, but I am sure that's low and I love the practice. Try it, its seriously fun.

    When life gives you lemons, you deonate some explosives!!!11 ;)
    • Up x 1
  16. Camycamera

    THIS. and it is strange because some people seem to be OKAY with spawn camping. and when getting camped, i seem to be the only one going out and actually trying to fight back lol, while the spawnroom warriors and the bored cappers/spawn campers battle it out with a game of whackamole.

    i have said this so many times throughout the forums, and i hope this gets attention but spawn rooms need to be like PS1. basically, they need to be UNDERGROUND in an infantry only arena area under every base, like we currently have on new amerish. we need destructible spawn tubes. SCUs at every base. the closest we have so far of spawn rooms like PS1 is one of the amp stations Freyr i think (but i also heard that they also moved the spawn room design to other amp stations as well :D).


    but correct me if i am wrong, but does new amerish have spawn rooms underground with the underground fighting areas?

    i hope it does, then it is just a step closer.
  17. HadesR


    I would also in that regard like them to increase defense XP outside the spawn ( 5% we get now if pretty much worthless ) .. You give people a nice carrot then and options ..

    They can sit in the spawn and get zero XP
    Attempt to push out and get a shed tonne of XP
    Or redeploy and set up a proper defense at the next base to get a shed tonne of XP

    Maybe they can do a climbing scale .. The longer you defend a base the greater +XP% bonus you receive..



    As for pain fields etc .. Yeah we should penalize the defenders that way because it's all their own fault :rolleyes:

    [IMG]
  18. EmmettLBrown

    There's a thing on the map when you die called respawn. Sometimes it even lets you pick where you can start at. Has this argument really degraded to the point of you worried about dieing in a MMOFPS?
  19. Tuco

    Amerish is sooo popular.
  20. Tuco

    And the only reason why every battle in PS1 didn't start and end with the zerg rolling in and immediately destroying the spawn tubes is because Command Experience was tied to how many players were defending the base, and everyone wants their I-win buttons. None of those are in PS2, so you can't just copy and paste that mechanic into PS2 and expect the same results.