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[Veteran_Sandrock Alabaster]
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Posted - 2012.05.31 03:12:00 -
[1] - Quote
One thing I noticed as the weekend went on was that spawn camping was getting really bad. (I was doing it myself ) It takes a second or two after you spawn in the game for you to have control over your character. Right now you can easily get mowed down in that time by a person or two. One game I was in the entire enemy team was sitting on the two spawn points the defenders can use near the control points A and C. We would spawn, have half health, and die with only taking a step or two.
It wouldn't be as bad if everyone didn't spawn in the EXACT same spot stacked on top of each other. Please increase the actual spawn location's area and randomize a bit where players will spawn in it. I know it's impossible to get rid of spawn camping when your game uses specific spawn points, but a little bit of variety will prevent someone from aiming at the same point and just waiting for the fresh bodies to appear already in their crosshairs.
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[Veteran_Bzeer]
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Posted - 2012.05.31 04:17:00 -
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TOTALLY AGREE. |
[Veteran_GM Fabulous]
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Posted - 2012.05.31 17:09:00 -
[3] - Quote
Hey there, thanks for the feedback!
This is a bug, players should not always spawn in exactly the same spot. We're looking into this. |
[Veteran_EnglishSnake]
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Posted - 2012.05.31 17:14:00 -
[4] - Quote
GM Fabulous wrote:Hey there, thanks for the feedback!
This is a bug, players should not always spawn in exactly the same spot. We're looking into this.
TBH it should be like when you jump systems and randomly spawn somewhere in the location of the gate you just jumped |
[Veteran_Kiyo Sohma]
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Posted - 2012.05.31 17:25:00 -
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EnglishSnake wrote:GM Fabulous wrote:Hey there, thanks for the feedback!
This is a bug, players should not always spawn in exactly the same spot. We're looking into this. TBH it should be like when you jump systems and randomly spawn somewhere in the location of the gate you just jumped
Just to clarify, not sure if you meant it or not, but starting invisible till you turn or what not.
As well I've noticed that before people spawn your crosshairs go red on them and then they spawn... This I think is a bug? if not it should be removed. |
[Veteran_havok]
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Posted - 2012.05.31 17:37:00 -
[6] - Quote
Getting rid of the fade from black would be nice as well. Having two seconds where you're vulnerable and can move, but can't see anything, is quite annoying. |
[Veteran_Kiyo Sohma]
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Posted - 2012.05.31 17:40:00 -
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havok wrote:Getting rid of the fade from black would be nice as well. Having two seconds where you're vulnerable and can move, but can't see anything, is quite annoying.
This fade from black is probably loading graphics, along with the enemy loading graphics of you, which is why the cursor says they are there, but the graphics haven't rendered it yet. There should be no way to tell someone is there until they are fully aware that they have spawned. |
[Veteran_Alpha SnakeBlood]
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Posted - 2012.05.31 18:16:00 -
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I agree its very easy to spawn camp A and B, C not so much there is a fair bit of cover but mabye if once you pick a destination you can choose a spawning destination mabye 3 distinctive areas per objective or outpost, examples would be to spawn on the high ground, or on a minor flank of the main spawn.
Another suggestion would be mabye to have spawning grounds as actual building that you spawn inside of but there is a force feild doors to prevent people from entering or shooting in(and out to prevent people hiding in and shooting out) this would probablt kill 2 birds with one stone also as then there is a spawning vats rather than the troops apparing out of nowwhere unless there is lore to how they get there that i dont know yet not a expert/vet i aint. |
[Veteran_Ethereal3600 3600]
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Posted - 2012.06.02 19:09:00 -
[9] - Quote
Spawning- this is easly the single biggest f up in every fps ever made and dust is set up to fix this totaly. the current problem is you can spawn dam near anywere you want even at a base thats still beeing contested this is stupid for both sides as the attackers are dealing with constant and instant renforcements and the defenders are spawning into the line of fire with lots of expancive equipment pluss with a mobile spawn point the attackers are renforcing just as fast now theres no real penility for dieing so players dive in and die in seconds now you have a mosh pit of bunny hopping, spawn death, quick scoping and spawn campers aka the problem with every fps out there makeing dust no diffrent HOW TO FIX IT in dust you spawn via clone bay witch should be a huge installment that is only in 3 places. 1 in a space ship 2 the mcc 3 the main base, this meens more spawing styles and less spawning locations. say you spawn at base you come out of your big test tube take a few seconds to equip and run to the near by hanger were either a player or npc fariys you to certin points on the field as said by your commander. say you spawn at the mcc now you come out of your tube equip and hop into a drone you tell it were to go and it takes you to a certin altitude over a set LZ or mobile LZ marker and you drop in like a awsome parra trooper with cool effect. say you spawn in space you spend a decet amount isk for a drop pod and it hot drops you were ever you need. all while your seeing commanders orders on the battle map telling you were your most needed
now your players are spawning instantly but it takes time to equip and be tanken to the fight a good full min give or take now they will die less useing a more practial amount of equipment and they are forced to be more carfull on the field witch will change tactics and encurage more team work also adding a new level of realisim never seen in any game let alone a sifi
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[Veteran_Wilbur Robinson]
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Posted - 2012.06.02 19:57:00 -
[10] - Quote
I like the drop-pod choice..maybe CCP can add that as an expensive alternative and give the player the ability to create their own short-term spawn point.. (the players individual LZ).
In real life the LZ has to be secure or you are coming into a "hot" LZ with AK 47 rounds peppering the chopper.. not fun I imagine.. any former military guys in this Beta? As soon as the enemy knows where you are landing you'd better have some resources protecting it.
How about a couple of guys in drop ships strafing the spawn-site campers? I've tried to call in an LAV and will try getting an HAV called in as soon as I spawn, but as mentioned.. doesn't take long for the campers to mow you down. Best defense is to send in some heavies first.. oh wait.. we can't control who goes first.. can we? I think that would be a GREAT addition to the game. If the LZ is "hot" drop some heavies in first to take agro from the campers and tank the rounds giving the rest of the team a chance to spawn. of course this all requires planning before dropping in.. something I see is lacking so far in this game... and there's no one on the ground to call in on the comms that the LZ is "hot"!
(ah.. got an idea.. stealth suits.. drop in cloaked.. see if the LZ is "hot" and sneak up around the buggers if so and BLAST them!.. {grin.. I LIKE it!} )
Is there a separate forum entry where we can organize an op like this to see how to break a gate--er "spawn" camp? {grin} |
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[Veteran_Asno Masamang]
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Posted - 2012.06.02 21:06:00 -
[11] - Quote
Greetings,
Kiyo Sohma wrote:Just to clarify, not sure if you meant it or not, but starting invisible till you turn or what not. I think the mechanic in Dust needs to be more like a combination of undock and gate jump in EVE. You spawn invisible and invulnerable for up to 20 seconds or until you act in any way. Last night I was in a tank using one of it's guns to spawn camp the A spawn and I could just hurl missiles every time it refreshed. No one got out of that area alive.
If they added the 20 seconds of invisibility and invulnerability, they have a few seconds to time the incoming shots and determine what to do about it.
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[Veteran_Zat Earthshatter]
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Posted - 2012.06.03 04:55:00 -
[12] - Quote
GM Fabulous wrote:Hey there, thanks for the feedback!
This is a bug, players should not always spawn in exactly the same spot. We're looking into this. Could you put that quote in a sticky thread please? we're still getting lots of threads about spawn camping on all three forum pages. Thanks! |
[Veteran_Alunnite]
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Posted - 2012.06.03 11:13:00 -
[13] - Quote
GM Fabulous wrote:Hey there, thanks for the feedback!
This is a bug, players should not always spawn in exactly the same spot. We're looking into this. Is it possible we can see a system similar to what we see that the beginning of a battlefield game. Where the player is loaded into the map as soon as they select their fitting, but hey still have the 10 second wait. They are in a ghost mode so team members can see them, but enemies can't. They can look around, and quick change their fitting if they fell the need without going back to the map view. I think this would also help out the after-spawn jitters as more loading can be done during the wait time. |
[Veteran_UltraMind Regenersis]
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Posted - 2012.06.04 12:03:00 -
[14] - Quote
On a side note- on 32player biomass - spawning at A in base. Ocasionally if there a few spawning at once I end up the other side of the fence and cant get out so have to suicide. |
[Veteran_Zat Earthshatter]
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Posted - 2012.06.12 02:30:00 -
[15] - Quote
No clue why "this is a bug" hasn't been put on a sticky yet. I still notice a truckload of "fix spawn camping" posts even though it's clearly being worked on. If it has been stickied, could we get a link in this thread? EDIT: just saw I already posted the same thing when thread was still fresh. My apologies, even though it felt necessary to remind. |
[Veteran_Bob Deorum]
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Posted - 2012.06.12 06:45:00 -
[16] - Quote
ya devs are not great at keeping the known bugs post up to date |
[Veteran_Mitch The Man]
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Posted - 2012.06.12 12:27:00 -
[17] - Quote
Adding more random spawn locations might not fix all of it. Make the spawned player invulnerable for 5 seconds or until he fires (or something like that, like in eve on jump in), and the player would be able to get away before spawn campers could kill him, hence making spawn camping not worthwhile in its current form. |
[Veteran_fenrir storm]
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Posted - 2012.06.12 13:34:00 -
[18] - Quote
Simple solution is to not allow you to spawn within x amount of distance of an enemy simple code to implement and an easy fix |
[Veteran_ShaggyPR]
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Posted - 2012.06.12 13:42:00 -
[19] - Quote
I really like the drop-in capsule options if implemented and if you can choose were to drop even better. IMO this option will tie really well with the EVE universe. |
[Veteran_EnglishSnake]
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Posted - 2012.06.12 14:05:00 -
[20] - Quote
Kiyo Sohma wrote:EnglishSnake wrote:GM Fabulous wrote:Hey there, thanks for the feedback!
This is a bug, players should not always spawn in exactly the same spot. We're looking into this. TBH it should be like when you jump systems and randomly spawn somewhere in the location of the gate you just jumped Just to clarify, not sure if you meant it or not, but starting invisible till you turn or what not. As well I've noticed that before people spawn your crosshairs go red on them and then they spawn... This I think is a bug? if not it should be removed.
But if you were cloaked when you spawned in it would stop spawn camping quite well since they wouldnt know your in the match until you moved and you could be anywhere when the spawn system works |
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[Veteran_Markus]
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Posted - 2012.06.12 15:06:00 -
[21] - Quote
To steal from another game *PLANETSIDE* There is a cloning room inside the facility that is closed behind a door that must be hacked by the other side to open. Inside this room is our version of supply depots where you can change out your fittings and the cloaning bays themselves.
For the enemy this room is protected but not invincible once the door is hacked you can enter the room and immidiatly start taking an AOE effect damage just from being in the room. However the the clone bays and the supply depot section and can damaged but not destroyed. In order to restore the cloaning room it must be repaired. I know its a steal from Planetside but it worked. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.12 15:25:00 -
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If a scout spawns and cant be hit for 5 seconds hes going to go get some very easy kills. Bad idea me thinks just let devs find out why its spawning all in same location then all will be well no ? |
[Veteran_Trevak Shi]
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Posted - 2012.06.19 00:40:00 -
[23] - Quote
Wilbur Robinson wrote:I like the drop-pod choice..maybe CCP can add that as an expensive alternative and give the player the ability to create their own short-term spawn point.. (the players individual LZ).
In real life the LZ has to be secure or you are coming into a "hot" LZ with AK 47 rounds peppering the chopper.. not fun I imagine.. any former military guys in this Beta? As soon as the enemy knows where you are landing you'd better have some resources protecting it.
How about a couple of guys in drop ships strafing the spawn-site campers? I've tried to call in an LAV and will try getting an HAV called in as soon as I spawn, but as mentioned.. doesn't take long for the campers to mow you down. Best defense is to send in some heavies first.. oh wait.. we can't control who goes first.. can we? I think that would be a GREAT addition to the game. If the LZ is "hot" drop some heavies in first to take agro from the campers and tank the rounds giving the rest of the team a chance to spawn. of course this all requires planning before dropping in.. something I see is lacking so far in this game... and there's no one on the ground to call in on the comms that the LZ is "hot"!
(ah.. got an idea.. stealth suits.. drop in cloaked.. see if the LZ is "hot" and sneak up around the buggers if so and BLAST them!.. {grin.. I LIKE it!} )
Is there a separate forum entry where we can organize an op like this to see how to break a gate--er "spawn" camp? {grin}
this can be done when cloaking (i.e., black ops ships and drop suits are available). What you need is a drop ship pilot with a mobile spawn beacon and set it up like a chopper blast or an air assault mission. Definite needs more coordination and the fact that most of the EVE are not on the PS3 VOIP, but rather sitting on Mumble or TS3 chit chatting instead of communicating with their squad mates. Can build team cohesion when every one is doing their own F'ning thing, now can ya? I know this cause my own corp mates do it, and so have I until recently.
Being former infantry and since this is not RL, I rely on voice comms instead of the real way we communicate in the field through a developed language of hand signals. But since we are in the future with sealed suits and linked comms, then voice is jet as good in a game. Just more people need to use it.
As for the spawn camping, the drop pod idea is great to come in from either the MCC or the Warbarge. Locally the CRU's have become an issue since players do appear out of no where and an observant opponent will just sit there and slaughter people. More player control and options would be nice int he aspect of spawning. I will have to take more time to come up with alternatives other than the good ideas proposed by the OP's.
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