Solid spawn room shields are a good step.

Discussion in 'Test Server: Discussion' started by UberBonisseur, May 9, 2013.

  1. UberBonisseur

    At least it will force the bazillion people sitting behind the shields out.

    But it's not enough.
    1-way shields were implemented as a way to alleviate spawn camping, however it mentally imprisoned half of the defenders to grab quick certs in complete safety.
    Solid shields would in return become too attacker-friendly if solid shields were implemented.

    Some improvements can be made:

    -Open ALL the exits
    Those exits were shut down to prevent infantry from shooting tanks within the room.
    In the examples below, spawn room can cover a open area of desert. Solid shields would make this restriction obsolete.
    [IMG]
    [IMG]


    -Shield opacity
    Attackers simply should not be able to point their guns at defenders and shoot as they cross the shield.
    From outside, spawn shields should be opaque.

    -Wider exits
    Obviously, to prevent saturating a spawn exit with constant bullet fire
    [IMG]
    -Temporary Explosive resistance/immunity
    Just like grav lifts give you a temporary fall damage immunity, crossing a spawn shield should give a temporary explosive immunity; or, alternatively....

    -Projectile cancelling
    ...the shield could just "eat" projectiles without detonating them. Which means you can't use the shield to trigger AoE damage and easily kill defenders getting out. Would not fix Liberators though.

    -Locking out defenders
    Aka not letting defenders enter the spawn room again for 2 seconds after leaving them. Popping a pixel out to shoot a rocket then going back in has to be avoided.
    • Up x 1
  2. Ash87

    The Temp immunity sounds like a good idea, but it would have to be carefully tweaked to prevent it being abused.

    It's kind of rough to say where the line should be drawn for spawn rooms. I mean on one hand if they would empty into tunnels beneath the base, it would alleviate vehicle camp (Maybe make a little hatch you can exit to get into the open right above the spawn room, but nothing more), but you'd run into people crammed into hallways and fighting therein. If you put the shields at the edge of the tunnels, that problem is solved, but we're right back where we started, with predictable places to camp.
  3. Blackbird

    Im so tired of seeing this . The current Spawn sheilds are the ONLY viable way to fight your way out of a spawn room . I for one shake my head at the idoits that run out and feed the enemy XP . We all have seen it . That HA that thinks he can save the day and pops out of the sheild to shoot his rocket and feeds the enemy another 155 xp If the base is lost its ******* lost get over it .
    • Up x 1
  4. MasonSTL

    I completely agree. If you remove the ability to shot out of the spawn you remove the ability to fight your way out of it. Don't punish the defenders because some idiot on the attacking team gets killed because he walked in front of their spawn. Implementing the completely impenetrable shields is pretty much nullifying the revamps of the spawn room design an is a step backwards. The idiots that sit in the spawn room that kill other idiots isn't SOEs problem (as a matter of fact that is probably the greatest break though in human society I have ever seen to get rid of dumb people). You can't fix stupid so I don't think it is appropriate to ask the devs to do just that.

    I am going to make a thread of an Idea I had to help with this problem WITH OUT removing the current half way shields.

    Removing the shields when the SCU goes down I think is good though.

    The only problem that we have is that the SCU shield doesn't go down until there is 2.5 minutes left to capture, and the SCU itself takes 3 minutes to destroy. So basically the SCU is destroyed when the base is already in my possession. I don't understand that at all.
  5. UberBonisseur

    You also force the ~10 guys inside the room shooting through shields instead of charging the point.

    Face it:
    Any of those do not "fight their way out of it".
    They stay inside and grab easy kills, getting out would mean missing certs
  6. Qaz

    The problem with impenetrable shields is that it gives attackers complete freedom over positioning. Currently, they're forced into sub-optimal positions, making breakouts often easier. Also, you could just position tanks or ESF so that they have the spawn exits in their arcs, meaning that basically nothing could ever escape without being splashed down. In this scenario, there is literally nothing the attackers could do, while a tank that's too close is nothing but free xp at the moment. And no, it's impossible to design all spawns so that tanks can't shoot them, unless you completely surround all facilities and make them the highest points in the area.
    • Up x 2
  7. Ash87

    Yeah, if your in the spawn room you aren't "Fighting your way out of the spawn room"

    And your not "Contributing to the battle" your sitting on your but and shooting wildly in every direction.

    Your contributing to the 20m around the spawn room... which is to say you are contributing to nothing.
  8. MasonSTL

    Exactly. Basically doing this just reverses the roles but more in favor towards the attackers. With the impenetrable shields the attackers just shoot anything that moves out side of the shield with out any resistance. And those kills are not only people that don't want to recap a base but the one that also want to organize and play the objective.

    How does it FORCE them to stay and shoot? They can redeploy, use a tunnel (depending on the base) or run out and attack. Staying there is a decision they make. I think if you are concerned about these people getting easy certs a better idea would be to cut down on the XP that they receive when they get a kill from inside the shields. At this point they would have to move out to get the full XP they want.

    Impenetrable shields also changes the objective for the attackers. Because if they can keep anyone from getting out of the spawn what's the point of going for the SCU and SCU gen? Heck a facility could be taken with out even taking the vehicle shields down if infantry can surround the spawn.

    EDIT: Another better change is to make SCU gens on every base, that would also drops the shields when destroyed.
  9. Hosp

    This is quite the Catch-22. Defenders need a valid way to exit and defend, but they can't be allowed complete safety while farming kills and doing nothing more to contribute.

    Some of Uber's ideas aren't bad, however they might just have the opposite effect. Instead, zergling will know they can't farm some kills and will fall back immediately...thus leaving people who can still possibly defend undermanned.

    This might be a case of we'll need to wait until we see the refurbished bases that come with lattice to see how things should proceed, because that will have quite a large effect as well.
    • Up x 1
  10. Ravenorth

    I´ve never understanded why this whole spawn camping is so big issue for everyone, when there is massive enemy forces waiting for me outside of the spawn and just few defenders, I´ll just redeploy to another base. If your problem are those who stay within the shields trying to shoot some idiots who think they invincible supermen when they are popping in and out like some whack-a-moles, then just dont be that idiot? Take a good defensive positions with everyone and wait for the for defenders to cross your line of sight if they dare to come out.

    These new shields wont make defenders trying to break out, it just makes it even worse when attackers can freely position themselves on around the spawn without any threat. No hope for anyone trying to break out, just bring bunch of attackers to stand in a ring around the spawn and let one man cap all the points. I could see majority of outfits operating like this with Galaxies, bringing bunch of people to camp at the spawn on the very start preventing anyone to get out defending the base.

    I´ve seen many times defenders breaking out of the spawn in the last minute when enough people spawned there, bring these shields and it wont be happening anymore and soon you´ll have the most boring base fights in the small history of PS2
    • Up x 2
  11. CMouse

    We need 1-2 second immunity when leaving the spawn but also a 5 second inability to return to spawn (locked out)
  12. HadesR

    Bad idea with the current base design, they would need a major exit revamp before it even became plausible and even then it would still be iffy.
  13. BuffMcBicep

    The reason it's an issue is because it's not fun, not tactical, not compelling gameplay and every base capture comes down to camping the spawn room (often for several minutes.)

    It would be more ideal if there were an actual game being played at this point of base capture instead of "Wack-a-mole."
  14. MasonSTL

    I KNOW RIGHT!
  15. OldMaster80

    I agree as well. Removing the one-way shields would makes sense if people inside had a chance to counter those who camp outside. But spawn rooms only a few doors, and protections on rooftop do not work so well: tanks and aircraft can still farm infantry too easily. Even today with those shields there's no way for people inside to clear the area and counterattack, with solid gates it will be even worse.
    I'm up for 1-way shields removal only if they increase infantry protection and prevent enemy vehicles from camping the room. Otherwise it's just a bad idea.

    The problem is in many bases redeploying is not an option: it THE ONLY option. As many outposts and bases are designed today, spawn rooms can easily be surrounded by ESF and ground vehicles, basically reducing the chances defenders have to counterattack to zero.
    Devs struggle to change those game mechanics that make the battle over before the fight even starts (see recent changes to SCU), and spawn room design and spawn camping are exactly the first problem. ;)
  16. UberBonisseur

    Somewhat true.
    However, you have suboptimal positions with "low" ammounts of target, and I believe getting people out of the room outweighs this factor.

    Most importantly, it's a base design thing.
    AMP stations and Tech plants should have had spawn exits within the base in the first place (and I'm not talking about tunnels).
    I mean, sounds crazy, right ?
    [IMG]


    Also consider that between the 4 types of spawn rooms:
    -Shack (size of Biolab TP room)
    -Small (see picture)
    -Big
    -Facility

    The big version is much, much harder to camp; although it eats up quite a lot of space.
  17. MasonSTL

    So.... are you the one sitting in the spawn? You know you can leave it right?
  18. MasonSTL

    I'm posting a link to a thread I just created. Uber I think you might like this one! It should eliminate spawn sitting in a more balanced way I feel.
  19. UberBonisseur

    Oh :eek:

    But you know what I think about drop pods.
    If PS2 ever goes into Esports the game will consist in abusing Squad deploy, beacons, and Light Assault drops on Sundies.
  20. Sumguy720

    We need spawn rooms that empty into tunnels with one way shields AND that have cover further down the hallway. That way they can fight their way out.