Shielded Spawn Room Warriors

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Malanga, Jul 7, 2013.

  1. Spookydodger

    I'd have to say that removing XP for kills from the spawn room sounds like the best, easiest idea to implement. That way if you REALLY want to play DUCKHUNT, you still can. Relax away and teach those campers a lesson. Otherwise, go somewhere useful and stop farming in ways that ultimately is deleterious to your faction's efforts.
  2. IamDH

    and vehicles would have a role that way, while being in danger
  3. cfnz

    This has come up a lot of times in other discussions and I still view this as a poor solution and one that doesn't really address the problems. If people view it as more beneficial to sit in a spawn room and shoot people out of it in situations where they could easily retake the base then there really is a problem with the relitive importance of base ownership to players. Removing XP gain isn't going to necessarily get them out and defending, they might just go somewhere else. There could also be an element of player confidence/skill in the decision to remain in a spawn room, i.e the players that aren't as confident in their abilities at closer ranged combat (they die quickly and repeatedly) may stay in the spawn room and try to 'help' by shooting at what they can.

    Incentivising via certs may be a good option in this case but I don't think it should be as proposed because that has other ramifications beyond the perhaps less common situation where defenders outnumber attackers but still stay in the spawn room.

    Then there's the other side where the spawn room is heavily camped, in this case your solution only imposes an arbitrary punishment on one of the two sides involved. The attackers are as much to blame in spawn camping as the defenders, if not more.

    I keep coming back to the fact that if there wasn't anyone to shoot at, people wouldn't be shoting out of spawn rooms. Part of this is a base design issue as some spawn rooms have too much line of sight (los) around. So, why do people camp spawns then? I suspect most are trying to farm certs. You can argue that it's a way to stop the defenders from retaking the base but you don't need to be standing in los of the spawn room to do this.

    If you want to get defenders out of the spawn room in situations where the base is overrun I think you need to force them out, i.e. SCU + lowering of shields.
  4. Tekuila

    Why not both? Remove xp gain from shooting out and then when the scu or halfway done a cap the shields go down. Spawn camping issues solved.
  5. Macchus


    SOE has basically created Reverse or bizzaro spawn camping .

    [IMG]
  6. Coffee Hound

    The real problem is putting most spawn room exits in locations that can be barraged by vehicles and aircraft. Drivers/pilots love farming easy kills, so they don't want anyone to try and clear away farmers before exiting the spawnroom. I'm sure everyone wants to see people exit the spawn room and join the fight, but making the shields impenetrable (like in towers) is not a good solution.
  7. TerribleAtThisGame

    Gee, it's almost like the hilariously stupid base designs have anything to do with this.

    Now people, including the devs apparently, want to include all these work around ideas to combat "spawn room warriors", players who don't have a ******* chance in hell to get two steps out of the spawn room before the encircled armor obliterates them, instead of fixing the real problem - the hilariously stupid base designs.

    Remove exp shooting out, shields go down after the cap changes? Why not just remove these bases all together? Since it would make this game even more boring for the zerging faction that these "spawn room warriors" are such a burden to. Which I really don't know why it's such a problem:

    It's almost like you can cover the spawn room WITHOUT exposing yourself to these players. I have NEVER been killed by someone in a spawn room. In fact, these hilariously stupid base designs provide ample cover of the spawn room doors at a vast majority of them. If you clowns weren't fighting over each other to kill the player just walking out of the spawn room, you probably wouldn't get killed by players in the spawn room. Hell, If I was in a spawn room and only shot players who ran up and kissed the shield, I'd still walk away with at least two kills.

    In my opinion, there are way more pressing matters in this game then "spawn room warriors". But I can't wait to see the short-sighted, Dora the Explorer Band-Aid thrown on this "problem".
    • Up x 1
  8. WTSherman

    While base design certainly needs to be improved, having invincible shielded spawnrooms is a crutch that severely disrupts gameplay for both attackers and defenders. Attackers have to camp out around the shields waiting for the timer to wind down, while defenders have to deal with having a death trap for a spawn point.

    My solution is to either do away with these camp magnets, forcing everyone to make their own spawn points with sundies and beacons, or provide a defensible objective that eliminates the spawn room from play when lost, just like a Biolab SCU. This is based on the simple premise that you can't camp something that isn't there.

    I believe the all-Sunderer option could be quite viable if Sundies were made more defensible when deployed and a few changes were made to the cap system in order to allow them to be deployed more flexibly. Details are in my sig, as well as quite a bit of discussion addressing some of the problems this suggestion might have. Alternatively, you can check out the link here: https://forums.station.sony.com/ps2/index.php?threads/major-spawn-cap-system-overhaul.137429/
  9. HadesR


    Yeah a mentioned something similar in another thread .. But I would allow spawning at Facilities .. AMP/BIO/TECH bases .. to

    A) Not make it such a chore coming back from the WG is all Sundies are destroyed
    B) To add a few focal points
    C) To allow for re-deploy and staging areas
  10. vincent-

    I've said my share on this subject mainly no xp inside but it's also the biggest issue is the base design. It's worst at the tech bases.
  11. WTSherman

    That was actually brought up in discussion, and I agree that would help break up the map into manageable chunks as well as giving those facilities unique value. Plus, the fact that those bases already have SCUs fits perfectly with the concept of being able to remove spawn points from play. Amp Stations and Tech Plants would just need to get their SCU generators back, so that it's an actual objective that can be fought over rather than being tied to an arbitrary timer.
  12. Eclipson

    Spawn room camping is boring for both sides. I would say its one of the most pressing matters in the game, because it simply kills fights when the defenders would rather stay in the spawn room and farm for xp then actually pushing out. You can pretend that its not a problem, but its one of the biggest issues in the game currently. Luckily, there are a lot of other people who have recognized this issue, including SOE.
  13. Tow2Bravo

    If XP is taken away from people camping inside the spawn room (which is fine), get rid of the campers XP as well. This isn't a one sided problem.
  14. Haruk

    Not true, Mines still grant certs after death. Your debris might as well.

    Deployables like ammo packs, recon darts and sunderers will too.
  15. St0mpy

    I dont care how its fixed as long as its done soon. Its become a habit for some players, so much so they ignore all tactics just to shoot from behind the shield.

    EG yesterday we had the population and the right balance of classes to push back out to the cap point but it was just me and one other who actually recapped, killed the sundy, killed the enemy maxes while about two dozen just farted about in the spawn room ... after some choice words in /re (i think i used cowards a few times, and pointed out things like look, ive killed the max for you, the other guy capped the point for you, just move u ...... ..... .....) a few of them got the message and we took back the base at the last minute, but if it wasnt for the /re we would have lost the base entirely, thanks to the spawn hobbits who simply wont move their backsides from their safe little camp.
  16. Odan.be

    Do something like PS 1.

    Doors wich can be hacked... you enter the painfield, and try to destroy the spawntubes...
    so 1) you have to come out to prevent hacking and entering 2) no endeless spawncamping from the attacker.

    This asks for another base/spawnroom design though
  17. HadesR


    Was thinking the same .. Each spawn room should have a no XP radius around it or some kind of mechanic ... So NEITHER camping side gets any XP benefit for doing so, because as you say this is a two sided problem.

    Removing the XP gain will only penalize those who want to farm XP ( no one cares if it hurts those type of players ) while still allowing those defenders who want to attempt to clear the area with the goal of pushing out to do so.
  18. Jad

    So another day another base fight...

    VS have the spawn room surrounded and are shooting down on the doors from the tops of buildings, everybody who steps outside dies almost instantly while any deaths on the VS campers are quickly rez’d by a Medic. A couple of players go Infil and break out their bolt action rifles, 1 shot from inside the shield and the Medic is down, suddenly there’s nobody to rez the VS ontop of the building. Another shot and an HA goes down, the guy next to him sees the risk and backs off. Shots 3 and 4 take out an Engineer on a mana turret and another random VS. :eek:

    Suddenly the fire on the door is way less and when the defending HAs push out not only do they survive crossing the shield threshold but they get to start firing up at the last few guys on the roof. More troops push out and the base is recaptured less than a min later.

    But the 2 snipers “did nothing to help their Empire” because they took their first few shots from behind a shield and should get no xp... o_O

    Sometimes the most useful place a person can be is behind the shield as long as they know when the time comes to take the fight outside. Sure some will stay behind the shield no matter what, others will run out and do nothing but get themselves killed over and over. I’d rather be in a spawn room of people who know which to do and will adapt to the situation but it seems the Devs can’t code a mechanic for common sense...


    So leave it as it is, you are never going to make somebody leave a spawn room. You can take away their xp, TK them, scream at them on prox chat, if they are not going to go out they wont go out. Same as the guys who stand in front of the shields waiting to get shot, I’ve seen plenty of /yell chat telling people “Don’t stand in front of the shield!” They still stand there, and get shot, and then come back and stand in the same spot. :confused:
  19. ExarRazor

    I agree that there needs to be a 'no exp radius' around spawnrooms

    it would help deter spawn shield warriors AND spawn room campers
  20. vnps

    Everyone here realizes you have to be camping a spawn room in order to get killed by players inside of it, right? You're creating this problem for yourself. "Spawn Room Warriors" aren't a problem for me, because, get this, I don't camp spawn rooms! That's not what I came here to post. Few of you are addressing the real issue: Why can spawn rooms be camped in the first place?

    Base design in PS2 is terrible at best. The attacking force being able to park armor at the defender's spawn room door is simply laughable. Why aren't spawn rooms inside, underneath the base? They've had to waste time with underground zip lines, spawn room overhauls, and structural band-aids preventing vehicle spam indoors trying to make flawed base designs work. We currently have tacky, out-of-place shields hovering 30m off the ground on the test server. Now SOE has to discuss what to do about this "problem." So much wasted time... (sigh).

    Base overhauls won't happen, though. At least not in this year. It would require far too much time for the level designers to concept, implement, and - I'm using this word loosely - test. Perhaps working on one or two bases a patch at a time? At least players could see progress and sniff out any flaws to be fixed quickly on the first couple of additions and going forward.

    Anyway, this isn't the end of the SRW "problem." Today it's "No experience!!" Tomorrow it'll be, "SRWs are hurting my pro K/DR!!" Nothing will change. These dullards will continue standing out in the open, trying to get easy kills, and complain when they die. The SRWs will continue to kill said dullards, even without experience, because it's funny to see them coming back for more. "Mayb muh bullits work go thru this time, huehue."

    There are more important issues to work on right now, like the game-breaking flak bug and frame rate stutter/lockups.