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[Veteran_Cantus]
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Posted - 2012.06.08 19:01:00 -
[1] - Quote
As the title of this thread implies, I have come to realize how useful the drop uplinks really are in terms of dealing with the spawn camp issue. It's really not that hard to train up to and a half-decent scout can plant a few of these with no problem in areas that are least likely to get camped.
In one match, one player thanked another player for planting these drop uplinks because they were getting frustrated with the default spawn points getting camped.
Of course, the current uplinks have a limit of how many it can spawn before breaking down and how many you can have active at one time.
Overall, we appear to already have a temporary solution to the camping problem. But it's only temporary because there are still noobs out there who don't know that these things exist and therefore are least likely to try looking for them on the map when they try to respawn. I also still like to see default spawn points to be more random for those who have not been able to use the uplinks or can't find any on the respawn map. |
[Veteran_Nova Knife]
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Posted - 2012.06.08 19:04:00 -
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Logistics dropships are also an amazing thing to do this with. They have no limit to their spawns, and if you park it on a roof your team is essentially uncampable, as you can simply move it around out/around the base as necessary. |
[Veteran_Bob Deorum]
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Posted - 2012.06.08 19:06:00 -
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i agree, tbh I never have a issue with spawn camping because if i see like 10 enemies at a point dam straight I am not going to spawn there if you do then you are a dumb ass and deserve to be spawned camped. haha
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[Veteran_Kev Willson]
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Posted - 2012.06.08 19:51:00 -
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Spawn camping should not be able to occur at all. Spawn points should be covered from enemy fire and unreachable by the enemy. If a tank parks there, it's game over.... and that's how PS3s get broken. |
[Veteran_Waruiko DUST]
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Posted - 2012.06.08 21:56:00 -
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Part of the reason no one uses drop links is the long time it takes to spawn on them. I think we would see more of their use if the time was reduced to a more manageable number.
Also We should have sighting of everything within our default indestructible spawns so we know if we're spawning into 5 dudes camping the spawn area. |
[Veteran_usrevenge]
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Posted - 2012.06.08 22:48:00 -
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or you know, a 2 second spawn shield. usually your shot while your screen is still black. spawn shields are great as long as you lose it soon as you shoot. |
[Veteran_NewOldMan]
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Posted - 2012.06.08 23:49:00 -
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I agree with the sheer importance of being able to have a static spawn point outside of the general hectic battlefield. Although I don't have access to them yet I plan on getting them soon (with a logistics suit as well) that way even if the CRU's are taken or destroyed. My team will still have access to a semi close spawn point that the enemy team won't readily be available to camp. |
[Veteran_Ima Leet]
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Posted - 2012.06.09 00:56:00 -
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i've gotten me some drop uplinks and anytime i'm attacking now that is my first suit, run out, drop it and hope all is well lol |
[Veteran_TheAmazing FlyingPig]
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Posted - 2012.06.09 01:03:00 -
[9] - Quote
I think the problem with the drop uplinks is not in how long it takes to use them, but the fact that the "kick" timer doesn't stop even after you pick a spot. I think that the timer needs to stop as soon as you select a spawn point. If you cancel the spawn, take half of the spawn time and add it to your kick timer to lessen abuse of this mechanic (so you can't just stay on the spawn screen until it's all clear). |
[Veteran_Traynor Youngs]
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Posted - 2012.06.09 03:21:00 -
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So spawn camps seem to be a horse that is getting beaten to death.
I think that a good rule of thumb that I would like to see CCP adopt (though I think for the most part they already have) is to never just make something impossible, just make it hard or unrewarding.
In that vein, I think that the way the spawn points should work is they should have some short range scan on them, and so you should see red blips on the map when you are choosing a place to spawn and so you can avoid the camped spots. This also still allows a well intentioned sniper his day in the sun sniping you as you spawn.
The ability to spawn on logistics dropships is perfect.
The ability to create new spawn points is also perfect.
I am not sure if any other vehicles can do it but that is perfect too.
All in all, since there is a lot of discussion about it, I think that means it is working as intended.
The worst thing that CCP could do is make this "just a game" by putting in arbitrary rules to make it "fair", like 5 second invulnerability after spawning or something like that. |
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[Veteran_Dargondarkfire darkfire]
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Posted - 2012.06.09 03:59:00 -
[11] - Quote
Traynor Youngs wrote:So spawn camps seem to be a horse that is getting beaten to death.
I think that a good rule of thumb that I would like to see CCP adopt (though I think for the most part they already have) is to never just make something impossible, just make it hard or unrewarding.
In that vein, I think that the way the spawn points should work is they should have some short range scan on them, and so you should see red blips on the map when you are choosing a place to spawn and so you can avoid the camped spots. This also still allows a well intentioned sniper his day in the sun sniping you as you spawn.
The ability to spawn on logistics dropships is perfect.
The ability to create new spawn points is also perfect.
I am not sure if any other vehicles can do it but that is perfect too.
All in all, since there is a lot of discussion about it, I think that means it is working as intended.
The worst thing that CCP could do is make this "just a game" by putting in arbitrary rules to make it "fair", like 5 second invulnerability after spawning or something like that.
you haven't seen a team destroy all but one spawn point and then camp it have you?
besides i bet ccp will fix it the way you don't want because they fixed the ability for players to destroy gates and npc stations in eve. |
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