spawn killing?

Discussion in 'Monday Night Combat 360 Wishlist' started by TOM12121112, October 16, 2010.

  1. Hiero Glyph

    Hiero Glyph New Member

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    They have made it blatantly obvious that they simply do not care.

    EDIT: The easiest solution is to fine the player during that game, just like professional sports. The first spawn kill is a warning, the second kill is a fine and each repeat offense increases the fine's amount. If the player has no money to pay the fine the penalty could be more severe such as death. The concept needs a more thorough explanation but without knowing what the game can manage there is no way to refine it further.
    Last edited: October 22, 2010
  2. Im Hudson

    Im Hudson New Member

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    I'm done talking to you both now. There is zero point in talking to you.
  3. BroTranquilty

    BroTranquilty New Member

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    lol, a lot of arguing happens in these threads.

    for those of you who think spawn-killing is not a good thing, the game already tries to thwart it, and you could simply try to return fire from a (usually)secure spawnroom.

    for those who think its the teams job to defend the spawn, it really is. maybe the best balanced idea is to create actual team balance first, and then see if spawn-killing is still a problem.

    in my own personal opinion, maybe the annihilator should "malfunction" to kill the enemy team out of the spawn when spawnkilling is detected.

    but maybe, like c&c renegade, maybe you should just simply die repetitively and lose as punishment and result of your base being destroyed and breached that well. in c&c renegade, if they have 5 mammoth tanks in your base and you die repetitively, its because you let them destroy your Obelisk of Light.

    the game starts the same as c&c renegade. your base is well defended from spawn-killing. you have a spawn-room (spawn in a building in renegade), in the middle of base defences (Advanced Guard Tower and Obelisk of Light in renegade), with a goal to maintain moneyball/base integrity (keep base buildings alive in renegade). failing that goal in renegade resulted in failure and massive amounts of up-hill fighting just to have the privilege not to spawn stillborn.

    i actually enjoy a good firefight to kill as many enemies who have already won just before i die/lose. when the game is lost, you can still make it cost the enemy as much as possible in k/d. i actually wish i could tell y'all what the game-makers intended, but they gave it a try to make it fair to spawn.
    Last edited: October 22, 2010
  4. southsidesox24

    southsidesox24 New Member

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    Whatever you say man, I'm not the one avoiding the question.
  5. Scented Midget

    Scented Midget New Member

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    I have an idea.

    If any of you forum guys have played Blacklight Tango Down. You have seen the auto-turret in your base. That turret is right next to where you spawn and will kill anyone on the opposite team that tries to spawn kill.

    I would like to see something incorporated into MNC like a turret that will never die, but keeps the notorious spawn campers from killing masses upon masses of your team.
    ....deadeye.....

    Admin's thoughts?
    Developer's thoughts?
    Forum guy's thoughts?
    Randy tryhard's thoughts? :lol:
    And my thoughts... I would love to see this.
    It would make an appropriate balance of people being able to walk out of their base and for people who love to get kills can always wait until they come out a little bit farther to kill them.
  6. rudigarmc

    rudigarmc New Member

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    If you have been killed the last 2 times exiting your spawn, it is safe to assume there is someone spawn camping. So have more than one person leave the spawn at different exits. One of you will probably end up being bait, while the other killed the camper. Now if you have multiple spawn campers, you probably boned.
  7. BoltAktion

    BoltAktion New Member

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    It honestly comes down to this.

    You just let the enemy team, push your entire team into your spawn, and kill off all your turrets and drop your ball.

    YOU.LOST.

    There are only a billion ways to push out of The saftey of your spawn room, many of which have been posted in here.
    Not that it matters, because you already lost.
  8. Im Hudson

    Im Hudson New Member

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    Way to kill the community, jerk.
  9. TOM12121112

    TOM12121112 New Member

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    i dont have any problem with losing, i have a problem with the fact that many times, my ball just goes back up because all the other team is concerned about is killing.

    and can we please get over the "get better" thing? it is not the correct answer.
  10. Im Hudson

    Im Hudson New Member

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    I totally think that people should play with/as a team in a team based game and acquire a basic understanding and skill set within the game before dismissing something as a problem that calls for a patch rather than a player based solution.
  11. TOM12121112

    TOM12121112 New Member

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    viewtopic.php?f=17&t=3451&start=84
  12. rudigarmc

    rudigarmc New Member

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    Tom2112, look we gave you options. Get a better team that communicates, don't let people push into your base, and if you are playing with griefers, go to a new game.
  13. PohTayToez

    PohTayToez New Member

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    I'll admit it, when the enemy team is getting steamrolled I'll jump up there for some kills. It may seem like a **** move, but what are the other options? I could back off and let them take about two steps out of their spawn before killing them (I don't see how that would be any less frustrating), I could kill the moneyball and end the game two minutes in, or I can back off, in which case the randoms on my team will mop up which usually results in the game still ending pretty quickly. Either way the game is going to pretty much suck for the losing team.

    Trust me, if there was a way to reliably get harder opponents I would jump at it, but right now the only option is to either quit and find a new game or make your opponent do the same.

    To me, spawn camping seems to be almost part of the game. I mean, the main objective is directly in front of the spawn point. Even in more challenging games you better bet that I'll be throwing traps to the upper ring if I'm escorting bots or hitting the inner turrets/moneyball at close range.

    And I know that I have plenty more experience with the game than the people that I'm walking over, but honestly, if you're getting killed over and over again then you're probably doing something wrong and need to try something else. It sure didn't take me very long to figure out that if I'm being spawn camped I need to change up my gameplay a bit.

    Finally, something to think about: look how Ammo Mule is designed. With that easy access into the base, how is it possible that the developers would not have thought that fighting would be taking place right in front of the spawn.
  14. rudigarmc

    rudigarmc New Member

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    it is frustrating to be losing to bad, but the other team is toying with you, I understand that. But asking for a kill switch from behind the spawn is equally as cheap.
  15. DeadStretch

    DeadStretch Post Master General

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    My team can still lock down the spawn exits. Btw MNC does has a very similar spawn. Idk maybe the fact that the spawn room doesn't allow enemies inside.
  16. Hiero Glyph

    Hiero Glyph New Member

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    So if you admit that this issue is caused by players then why continue to be part of the problem? You have admitted to spawn camping and letting your bots destroy the moneyball just to extend the length of the game. How is that helping the community to get better? Why not play solo and teach the players what to do? Be a solution and not part of the problem. Help MNC to become a better game since in your own words it needs 'a player based solution'.

    If MNC wanted to force teams to communicate it would force them to all be in the game chat. If MNC combat wanted you to be in a party then it would not let you search for a Crossfire match without one. If MNC wanted to make sure you had a basic understanding of the game before playing then it would have detailed tutorials for every class and map. I guess we are playing different games because the one I have does not have any of the things you claim are required. Heck, back when I first started playing I never learned that you could buy juice until I read about it on the forums. How's that for a basic understanding?
    Last edited: October 22, 2010
  17. Hiero Glyph

    Hiero Glyph New Member

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    So to new players with this problems your solutions are to, in order: quit, play better, quit. Genius! I can see this community thriving with solutions like these. For the record where does a player go to find a better team that communicates? Where does the player learn how to improve so that the other team won't push into their base? The griefer one is obvious but does not resolve the actual problem, it merely avoids it.
  18. rudigarmc

    rudigarmc New Member

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    perhaps there should be some sort of lobbies rated on skill as well.
  19. PohTayToez

    PohTayToez New Member

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    I would absolutely love that, but skill based matchmaking is pretty complex and I'm guessing would require too big of an overhaul. That's why I would like to see playlists that are restricted based on experience. We already have a way of tracking experience, it's your level/money. That would be far better than just matching based on connection only.
  20. rudigarmc

    rudigarmc New Member

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    Yeah, that is what I meant. Like level 0-30 would be one lobby, 31 - 60, and 61 - 99 makes sense.

    But also this is a team base game and you will get rolled if you don't play as a team.

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