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[Veteran_Ourors]
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Posted - 2012.06.09 21:15:00 -
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i'm getting very tired of spawn campers right now. the fact we need to wait three more weeks for MAYBE a fix isn't helping much
but in that 29th build, there needs to be some deterrent to spawn camping. right now there isn't an effective counter short of spending 100,000 isk on a tank, which isn't appropriate considering it's just four guys in militia suits standing around shooting anything.
possibly make drop uplinks despawn when too many enemies are nearby, or if too many players die within X seconds after spawning there. as it stands they either need to be shot at, or allowed to fade off, allowing for some hilarious camping antics |
[Veteran_Grit Breather]
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Posted - 2012.06.09 21:51:00 -
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Why is this a dev issue? I've been hearing cries about this since I joined Dust and I really don't get it.
There are spawn points. There should be coordinated team work. If a commander (granted, there won't really be commanders until the next build) can't keep his spawn points safe(ish) then someone else needs to be in command. It's just the plain and simple. Spawn point defence is a military issue, not a game physics issue. |
[Veteran_Noah Om]
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Posted - 2012.06.09 21:54:00 -
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I don't find spawn camping to be much of a problem on skirmish, but while playing ambush I have been spawned multiple times right next to an enemy who proceeds to kill me instantly. I think that on skirmish since you have the option to choose where to spawn this isn't a problem but on ambush where you just have a default spawn it is. |
[Veteran_Grit Breather]
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Posted - 2012.06.09 22:00:00 -
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I still believe this is a military issue. Even in Ambush you're playing as a team. Teams should have a chain of command and objectives. In a world where CCP allowed an event such as Burn Jita to happen and just stated that if the game allows it go ahead, this should be left to the players.
However, I suppose adding a 2-3 second extended shield for spawned mercs is logical under battle conditions. They could even draw the power for this from the clone generator itself storywise. |
[Veteran_Noah Om]
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Posted - 2012.06.09 22:12:00 -
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Grit Breather wrote:However, I suppose adding a 2-3 second extended shield for spawned mercs is logical under battle conditions. They could even draw the power for this from the clone generator itself storywise.
Yes, I agree with that completely. In that case, you would have a chance to get away from the person you spawned next to. |
[Veteran_Dirk Bungler]
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Posted - 2012.06.09 23:29:00 -
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Doesn't help that when you respawn the screen fades in from black slowly...giving you a few seconds where you're completely blind and being fired on. |
[Veteran_Wiz Minkey]
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Posted - 2012.06.10 00:03:00 -
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While it's great to say "it's a tactics thing, learn not to spawn where you're being camped," how are we supposed to communicate which spawn point is being camped? There is no differing names between the spawn points, and they're scattered so haphazardly it takes 10 seconds to describe the area they're in :P
"Hey guys, I just got spawn camped at... uh... the spawn point kinda near the middle, but a bit to the west... between the rocks that kinda look like Italy and France... you know, over by the turret? Yeah, anyway... look out for that."
Would be nice to have the various spawn points and turrets numbered or some other method that differentiates them quickly. Maybe give us map sector blocks to reference as well when discussing tactics on the fly:
"Guys, regroup at A2, then we'll sweep east and then south towards C5 to cap that spawn point."
Hm... I like the idea of Map Grids the more I think of it ;) |
[Veteran_art monkey71]
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Posted - 2012.06.10 18:00:00 -
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I haven't encountered spawn campers as such yet (I'm sure they are there) but have been instantly killed after spawning in with the dark screen a few times.
Wouldn't it be better to spawn inside the Clone Unit and then exit?
Or how about a drop shield like the trailers had?
just my thoughts... |
[Veteran_Johnny Guilt]
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Posted - 2012.06.10 18:33:00 -
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it's dont fun being spawn trapped by a tank on both spawns,spawn trapping turns me off from any game i play(starhawk,resistance 3,killzone 3) and the problem is never fixed fully from my experience because everyone always finds away around it.It's not worth playing a game if all i have to do is spawn trap or be swapn trapped(lol tactics and strategy) and if you think it's bad now just wait till the clans get a hold of it,no ones going to bother playing for long if thats the case. |
[Veteran_Killerpoodle1]
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Posted - 2012.06.10 18:59:00 -
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What about the times when it's unavoidable? So many times i've been going to attack a clone unit and someone just appears ahead of me. Or I've hacked A, B or C.. surely it's silly to not look at the direction they are most likely to come at me from.
So I don't think it should be punished, Unless of course there is only that one spawn point and someones sat behind it with a bloomin great gun riddling you with death everytime. Just make it more Random and unpredictable within a certain distance of the point. So if you try to spawn camp you end up with a squad spawning behind you instead.
Or of course, the classic Vote to kick system.
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[Veteran_UltraMind Regenersis]
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Posted - 2012.06.10 19:25:00 -
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What about the fact that its a known bug that will be fixed next patch as its supposed to be random within an area |
[Veteran_Eco Esper]
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Posted - 2012.06.10 22:49:00 -
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Wiz Minkey wrote:While it's great to say "it's a tactics thing, learn not to spawn where you're being camped," how are we supposed to communicate which spawn point is being camped? There is no differing names between the spawn points, and they're scattered so haphazardly it takes 10 seconds to describe the area they're in :P
"Hey guys, I just got spawn camped at... uh... the spawn point kinda near the middle, but a bit to the west... between the rocks that kinda look like Italy and France... you know, over by the turret? Yeah, anyway... look out for that."
Would be nice to have the various spawn points and turrets numbered or some other method that differentiates them quickly. Maybe give us map sector blocks to reference as well when discussing tactics on the fly:
"Guys, regroup at A2, then we'll sweep east and then south towards C5 to cap that spawn point."
Hm... I like the idea of Map Grids the more I think of it ;)
Me too, I like the idea of sectoring the maps into grids with x,y coordinates. This was brought up in another thread where the poster proposed implementing a numerical system for bug reporting similar to what was in MAG(never played it). I believe his example was "I tried jumping on the lower rock at 143.278 and became stuck". With the massive maps that are being promised, a coordinated map system will be needed for the more involved corp battles.
P.S. this draft auto-save feature is annoying as hell. The text box keeps jumping around like bunnie hopping kids on meth. |
[Veteran_Nomex Gallatin]
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Posted - 2012.06.11 03:06:00 -
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It's aggravating (has happened to me plenty), but it's a legitimate tactic.
To get around this, have someone (or a couple of someone's in your team/squad carry a drop uplink and use that as an alternate spawn point. Works like a charm and it's always nice to get the shock and awe of bringing your team out of an unexpected area and turning the table on the campers.
- Nomex |
[Veteran_Deacyde Widowtaker]
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Posted - 2012.06.11 03:15:00 -
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To solve spawn camping follow these simple steps:
1. Purchase and train to level 1 - remote explosives
2. select said suit with explosives and spawn
3. scroll to explosives upon spawn, throw out all of em while chasing enemy
4. boom
5. teabag said body
6. profit |
[Veteran_Bzeer]
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Posted - 2012.06.13 00:46:00 -
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the devs have already put a device in the game that lets you set up spawn points wherever you like, they are called mobile droplinks, and I use them way more often than people pray for salvation. It should be noted once we reach a certian level of player advancement during after release play even the RCU locations will have to be purchased and deployed by the players. I know it sucks to get toasted right at spawn, but it's right in line with how much a distopia the EVE universe is. But there is some good news, people shouldn't be spawning in exactly the same spots and the devs have already said (in another post on this same topic) they are going to correct this by increasing the randomness of where people spawn around spawn locations.
My advice to everyone on this issue is HTFU.
afterthoughts: regarding communication numbering spawnpoints (1 through however many there happen to be) would be a great-great ad for coordinating attacks. Especially if mobile uplinks also got tagged. Will put this in the REQUEST forum for input, and credit the guy who brought it up. |
[Veteran_Ghural]
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Posted - 2012.06.13 05:43:00 -
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If one team has lost it's cloning units, and holds no objectives then they will spawn only in those default locations. Which pretty much means they are screwed as those points are almost always camped.
Regarding the previous poster. Your response is idiotic. Players are spawning ingame whilst their screen is still black, so they have no chance to respond to attackers. If you think saying HTFU is constructive, I suggest you GTFO now.
Spawn camping needs to be addressed. |
[Veteran_Citrute]
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Posted - 2012.06.13 05:57:00 -
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step 1) use a droplink before spawn camping can happen step 2) spawn camp the other team and laugh at 16 dudes, of which none had the foresight to drop an uplink
tl;dr HTFU and learn 2 tacticool. |
[Veteran_Ghural]
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Posted - 2012.06.13 06:19:00 -
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Citrute wrote:step 1) use a droplink before spawn camping can happen step 2) spawn camp the other team and laugh at 16 dudes, of which none had the foresight to drop an uplink
tl;dr HTFU and learn 2 tacticool.
You also need to remember that new players won't have access to droplinks. Unless they make a militia version. |
[Veteran_Adamantium Claws]
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Posted - 2012.06.13 20:35:00 -
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Grit Breather wrote:Why is this a dev issue? I've been hearing cries about this since I joined Dust and I really don't get it.
There are spawn points. There should be coordinated team work. If a commander (granted, there won't really be commanders until the next build) can't keep his spawn points safe(ish) then someone else needs to be in command. It's just the plain and simple. Spawn point defence is a military issue, not a game physics issue.
im guessing you do NOT see people abuse Tanks & Launchers to FORCE the spawns. Then your basically stuck if your Defending inside the ABC Base or Attacking your only default spawn is in that Cliffside area. Once your spawn trapped you can NOT get out to use Droplinks with the current abuse by Tanks & Launchers. |
[Veteran_GraphiiiX 117]
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Posted - 2012.06.14 00:03:00 -
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Adamantium Claws wrote:Grit Breather wrote:Why is this a dev issue? I've been hearing cries about this since I joined Dust and I really don't get it.
There are spawn points. There should be coordinated team work. If a commander (granted, there won't really be commanders until the next build) can't keep his spawn points safe(ish) then someone else needs to be in command. It's just the plain and simple. Spawn point defence is a military issue, not a game physics issue. im guessing you do NOT see people abuse Tanks & Launchers to FORCE the spawns. Then your basically stuck if your Defending inside the ABC Base or Attacking your only default spawn is in that Cliffside area. Once your spawn trapped you can NOT get out to use Droplinks with the current abuse by Tanks & Launchers.
Agreed, that happened to me first game i ever played of DUST 514, what a opener xD:
Cheers.
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[Veteran_bjorn morkai]
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Posted - 2012.06.14 00:14:00 -
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or instead, do what other games do and make the player invulnerable for like 3-4 seconds. |
[Veteran_KEQ Chinduko]
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Posted - 2012.06.14 17:49:00 -
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For now, get drop uplinks (L4 electronics & L1 Dropuplink) toss one down in a secure location near an objective or not, up to the player. As long as no hostile locates it, you won't get spawn camped. I carry one on every assault and scout loadout I have. |
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