Lotsa folks been arguing over spawn killing here, getting all binicky and flaming each other. Let's try not to do that here. What could be done to solve the spawn killing problem? How could it be made easier to fight back against being locked in your spawn? An obvious solution is putting the moneyball farther away from the spawns. As things are now, you NEED to spawncamp to some extent to be able to break the moneyball. However that requires a total reworking of all the maps... The spawn rings could be changed to function like the tops of the bot spawners, though only to the other team. It'll allow defenders to get farther out of their spawn into an area where they have more room to maneuver and fight the spawncampers. Another idea I had was to put an ejector under the spawn rings. The ejector would only be available if your moneyball was down, and the button is inside the spawn room so it's only available to one team. Any other ideas, people?
making the spawnroom doors able to shoot out of, but not into. or putting a barrier like that around the upper spawn ring or something, except both teams can enter it, just not shoot in or out of it... but i liked your two ideas too. i dont think the penalty should be that great tho.
I'll be completely honest, I haven't really seen a problem with spawn killing, and don't understand what the problem is. I'm not even sure that spawn killing exists in this game. It must be because I haven't played much recently. I do know the DLC is trying to fix it. I think they added heat lamps or something around the spawn, so opposition gets hurt. I'm not sure how to deter spawn killing myself, but stronger turrets might do something.
I do hope something is solved about the spawn killing problem. It's annoying when say an Assassin will be invisible on the otherside and once you go through she stabs you. Or a gunner deployed to point at your door. Or the Assault slapping his bombs on entrance doorways. I don't like it when people do that and I've had it happen to me before. It can quickly become frustrating since killing the opposers is tough and they have all their team with them.
I kind of don't like the idea of being able to shoot out of the spawn doors. I think that if a team gets pushed back to their base, it will encourage people to just camp and take potshots from the safety of their spawn rather than actually trying to push back out of their base.
most maps you cant shoot past 1/3 of the map from your base. it would give defenders the chance they need, since i think defending might be less balanced atm. idk... they are just ideas lmao.
I don't mean people camping in the base from the beginning, I mean camping in the base when they get pushed back, and all the action is only happening on 1/3 of the map. Someone that doesn't care about winning and wants to protect their K/D is just going to sit back in the spawn and snipe/bomb/airstrike/etc out the door and not leave and risk a death.
My thoughts since I'm so very, very much important around here...That was roughly 357825428 metric tons of sarcasm, by the way. Well, I think this would just compound the problems. 1: If a team decides to camp against an inferior team, they're going to go right past the moneyball camp anyways. 2: It's going to make pulling victory from the jaws of defeat pretty tough. As it stands, getting your money ball shields knocked down already ruins everything...Spawning a further distance from it just compounds the problem. Of course things should be weighed in the favor of offense rather than defense, but in my opinion this would tip the scales a bit too far. 3: Most important of all, it doesn't give the losing team a chance to appear on camera if they just spawned! You're a terrible person for even thinking like that! I believe that's what the DLC-update will actually do. Would this do much of anything about spawncamping though? To me it sounds more like an easy way to defend the moneyball rather than stop spawncamping. Not really sure about it. It'd also be less effective against Gunners and Tanks. If they're determined to spawncamp and they know there's an Ejector, they could well watch over it like a hawk and deploy to avoid being knocked away(they'll still take damage but they *DO* have the much-higher base HP to work with and possibly the defense bonuses from deployimg). Agreed. That isn't too bad, but Assaults(bomb jump) and Assassins could still reach that high and if there's no way to break the fall of the spawning team, they'd lose a bit of health every time they'd spawn :| Other than that, I like it. There is only so much Assaults or Assassins could do for spawncamping if Gunners, Tanks, and Supports are involved :twisted:
What have I done. I missed something really important in my description of my idea, my bad! The ejector button would be inside of the team's spawn room, and the idea is best coupled with the whole 'spawn rings hurt other team' thing.
I might be mistaken, but I am fairly certain that only on top of the spawn entrances burns. I took this to mean that the arches above the spawn have heat vents on them. The real problem is spawn camping, not spawn killing. I really cannot think of a proper way to eliminate this, based on the proximity of the objective to the spawn (which I feel is necessary). I would say something along the lines of a timeclock for how long somebody is up on the upper ring that doesn't go away until you have touched the ground and causes spontaneous combustion. Here is a basic layout: Personal Time-clock is at 15 seconds. Counter counts down when standing on enemy spawn ring. Counter doesn't count down but also doesn't reset when on ground directly underneath the spawn/spawn ring. Counter resets to 15 seconds when you touch the ground outside of the spawn area. If counter reaches zero, you explode. While this is humorous, it is needlessly complex. However, I feel like it would actually solve the issue while not providing incentive to camp in your own base. Edit: Woohoo, post 200!
I'd imagine you are or I'm misinterpreting it. Camping on top of the building that houses the spawn area(as opposed to the spawn ring) wouldn't even make any sense. Not too bad, but it does seem a bit complex. I'm liking the interpretation of THE ENEMY SPAWN RING WILL BURN YOU a bit better, though.
I have to say this A lot of the teams that get pushed back in their spawn are to busy camping in their spawn already. meaning supports just standing in the base(which is fine to an extent) and sniper standing back killing bots.. if you have 2-3 out of 6 people pushing up to control lanes and bots against 5 good players 9/10 you're going to get pushed back. I honestly don't see anything wrong with the way it's setup right now. I think all these changes will just make the game boring. Leave it the way it is and fix other issues like getting split from your team for no good reason. Also shooting out the spawn door is a horrible Idea. people already hide in there no need to let them shoot out.
The issues are a bit more complicated than that, I think. 1: New players aren't going to know how to play well. With no prompts beyond trial and error(which mind you most people fail to employ due to stubbornness/ego/whatever), they aren't going to realize they should find a needed niche on their team. It can't be helped so much with children or just simply dimmer individuals, they're going to need a *LOT* more to figure things out than failing at everything they try. Maybe something like barring the more 1337 classes(Assassin and Sniper in particular) until a player has played X amount of time would help, at least then they'd have experience under their belt and understand the game enough to not drag their team down so much. 2: Spawncamping is just too easy currently if the teams are separated by a significant enough gap in skill or in number of players. There are really no games at all where spawncamping should not be deterred. It's a form of griefing and has zero benefits beyond allowing more immature, experienced players to stroke their egos with minimal chances of getting shown up. It's not going to teach the undermanned and outgunned team anything about how to play the game and it's not going to provide them any incentive to do anything but quit playing the game. 3: Imbalanced teams, the current lack of team/single playlists, and the game's party system promote imbalance in public matches. It's a bad setup. No class and no player is an island(nor should be), so a team with six competent players is inevitably going to outperform a team with one excellent player and two players that've never played the game before...We shouldn't be penalized for hitting that Quick Match button now, should we?