[Video] Spawncamping - Still a problem?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Matti, Mar 23, 2013.

  1. Matti

    Hi all!

    A lot have changed to bases and spawn rooms. We also see less vehicles
    spamming said areas with splash damage like before. I think it's become
    a lot better lately, what do you guys think?
    • Up x 2
  2. Kireles

    I think it's fine as it is now. If it was any easier to get out of a spawn room lock-down then it would be needlessly difficult to actually capture a location after killing the defenders, and that would break the game IMO.
    • Up x 3
  3. MarlboroMan-E

    Some spawncamping is inevitable - once you've capped a point, it just makes sense to keep the enemy from taking it back. That being said, it's gotten a ton better since you can see and shoot out of the spawn rooms now ... makes it easier to not get camped.
    • Up x 3
  4. S1eB

    It's a lot better than it was but it still needs a bit more work.
    • Up x 3
  5. NinjaTurtle

    Spawn camping is a logical, effective and efficient tactic to taking a base.

    You want to reduce the chances of the defending team getting to the cap points as much as possible. Camping spawns reduces one avenue of them being able to do so.

    It forces the defending team to defend in another way such as maybe pulling a sundy from an outlying base and spawning from somewhere else that is not covered.
    • Up x 5
  6. DuckSauce

    I think the changes have been great. It's harder for default tanks to completely shut down a fight without infantry support, while skilled drivers can still do very well with close splash or direct hits. The anti-infantry secondaries have been left alone leaving 2/2 anti-infantry tanks pretty potent.

    I think lolpods need another splash nerf to really define them as anti-armor weapons. If pilots want to strafe infantry and score kills without actually aiming at them, they should need to use the anti-infantry noseguns (or a rotary and skill).
    • Up x 2
  7. waldizzo

    For outposts and towers, I think having some form of destroy-able spawn tubes in a defensible area would go a long way to stopping spawn camping. The SCU's we had in beta were out in the open and easy for attackers to get at which ended a fight before it started.

    My suggestion is to have the SCU for outposts and towers in an area that cannot be targeted by air or tanks. An area that can only be reached by infantry. It could not be destroyed until the defenders lost their entire bar of cap time or some other measure of offensive dominance. In my opinion, this would make the game more about taking and defending objectives and less about spawn room camping.
    • Up x 1
  8. Matti

    I think your right, this seems to really have been fixed
    • Up x 1
  9. Badname2490

    EVERY TIME! This stupid spawn **** turns this game into Wacoside 2.

    I get really tired of this ****. Make the shields zero-way. Can't shoot in and can't shoot out. Once the SCU goes down a pain field is trigger inside the spawn.
  10. Pat Cleburne

    There are 3 continents of spawn points to choose from. Being spawn camped is an error 16. Meaning the problem is 16 inches from the keyboard.
    • Up x 1
  11. FateJH

    The question I have, before I even try to ask about spawn camping, is "which side complains?" The mass of vehicles and attackers who huddle just outside of the spawn building and the transport tubes, or the people inside the building who are still looking to fight back out?
  12. ent|ty

    Yeah because it makes a whole lot of sense that the defender has to 'defend' from outside a base, while the attacker can just roll into the center of a base and set up a Sundie, then camp the spawn so people cant get out to blow up the Sundy....
    • Up x 1
  13. Matti

    I think that question was a good answer, what I considered a big problem about spawncamping was the way it was before, when
    it was almost impossible to get out of any spawn. They used to be to easy to camp with explosives.
  14. Nocturnal7x

    Haha no. Not sure its really an issue though. If the base in camped DEL
  15. queue

    of course it is still a problem. 27 tanks surrounding the spawn with 27 engineers reping the rocket damage fired from inside the spawn room and the point is 1/6.

    If you aren't going to fix it, just make the spawn room the point.
    • Up x 1
  16. silentwisher

    Spawning camping is tons better than what it was, with that being said it does need some very minor adjustments. Also, I wish I could run my game on graphics like that!
  17. Takoita

    You almost make it sound like spawncamping has been reduced :D

    The spawnshack has windows to shoot out now and AA actually works (especially compared to November-January period), so the situation is not THAT hopeless.

    But to imply that it was fixed? Are you serious?

    Any and all routes from the spawn to the capture point are still perfectly campable by any vehicle from all angles - redcution of AoE damage radius is pure cosmetic when you have 10+ tanks and a couple of libs in position. The only exception being those tower sub-bases at the bigger facilities - the spawn-cappoint route is almost covered there (keyword "almost" - I've seen a reaver stuffing his nosegun through the half-closed shutter in the caproom and murdering ~5 people inside just yesterday).

    There are tunnels now in some bases, but their implementation is very basic (and very campable). The only one to speak of (out of what I've seen personally) is the one in Stronghold - we need more stuff like this!
    • Up x 1
  18. Matti

    I'm saying it's better than before when libs and other AOE weapons just spammed the exits, denying any chance of leaving spawn.
    You can't really say it's the same as a few months back
  19. Phazaar

    Spawncamping never was a problem for anyone playing the game with an IQ over 4. Now it's just boring as hell to get anywhere near the invulnerable spawnturret. It'll spew AA MAX fire, AV rockets, whatever it wants really. And you can't do a damned thing about it.

    YAY for great design.
  20. Takoita

    It is certainly better than it was in November when I've just joined in. But 'fixed'? Not by a longshot.
    • Up x 1