Why not? I love it. Spawn in some vehicle with good pen and get 2-3 free kills until you are killed. A good way to get some SL and RP out of a lost match ;)
Personally, I think you can only fix spawn camping indirectly as a byproduct of overhauling how maps and objectives work. As long as maps and objectives are what they currently are with static spawns that never change, spawn camping will always be rampant.
What I would love to experiment with:
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Take a page from Naval EC, where spawns and caps are merged into units with both functions. With tanks, this means current caps double as spawns for the team controlling them, and current spawns double as caps. Many maps sadly force spawn camping if you clear a flank after capping and want to keep it clear. Japanese Garden comes to mind.
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Much like Naval EC, surround the fused objectives with AI bunkers that have working guns. Some open AT guns and maybe even fixed AA emplacements might also be a good idea. These would spawn when a zone is taken over by a team. They would be worth tickets when killed like players are, and would need to be killed to begin decapping a zone like in Naval EC.
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This also helps solve the CAS dilemma, by giving CAS something actually important to go kill besides player tanks. CAS can now preemptively soften up caps to help their team advance by snuffing out the bunkers and stationary guns. Every piece of ordinance sent at an NPC means one less player tank eating that (and then screaming on the forums).
The game has the solutions to all its problems.
Or, hear me out, simply dont allow yourself to get spawncamped.
Unlike CAS, this is something ground units can solve without needing to abandon their current vehicle.
You have half a minute of spawn protection?
I’m looking at the bigger picture.
Spawn camping is common because maps are small, spawns are in fixed locations, enemy spawns are marked on the map, and because you can’t actually keep a flank clear without camping the routes leading to the cap from their spawn.
Without addressing those, there really is no solution. There are many times where I feel forced to spawn camp to keep a flank clear when I don’t actually want to - it’s either I spawn camp or I get shot in the rear trying to flank their front line.
Im going to remove tracking for this thread, not going there again
Simple solution Plan B to Spawn Camping:
- Remove all ammo so players’ vehicles are not damaged
- Only allow one size tank so that there is no unfair weight/size advantage (like NASCAR)
- Remove all engines so a player will not be threatened by a possible bumper car scenario
I enjoy spawn camping. If the enemy team all zerg towards one objective and let me waltz up and pick off people who come out of their spawn I should be able to do that IMO. It encourages tactical and positional play not just holding W.
There are already protections from spawn camping - the detection zone and spawn immunity. Going into the detection zone is usually a terrible idea and teams usually only do it because they have a massive advantage already. But when they do it it’s free kills for the defenders, who can get at least one free kill and often more during spawn immunity.
The real problem with spawn camping is tanks in combination with CAS. Spawn in a tank? Get bombed. Spawn in SPAA? Get spawn camped by a tank.
Ehhhh, I wouldn’t really call CAS bombing tanks or AA a “problem” so much.
If your team didn’t keep the sky clear of enemy fliers with their own, you lost the aerial flank, and should expect steel rain. Really no different than losing a flank on the ground and being shot from that direction.
I partially agree with your sentiments, but there is more to it that “just deal with it” . . imho. I do not think there is anyway to eliminate spawn camping from the game, but there are some easier ways to “lessen” how it goes. First we need to recognize there is a difference in what spawn camping actually is for the different modes, because in many ground battles, pushing the enemy back to their spawn is winning the game, not actual spawn camping, naval is somewhat similar, but slower moving overall, so it happens less like that there & air it doesn’t really come into play.
First thing I would suggest is no maps having less than 2 spawn points, ever & simply remove the markers for enemy spawn points from the map. This way dedicated spawn campers could still do their thing, they would simply have to look for the spawns and work for it a bit more. Again, doesn’t eliminate it, but lessens how it goes in many cases.
Secondly, add 2 or 3 more variations of each map’s layout, where the cap & spawn points are . . add variety. Ground maps are particularly static and every approach, route and chokepoint are well known to almost all players. Add some actual recon/seek & destroy to the matches . . . variety.
Progressive spawn points might help as well. If you team captures a point or in air bombs out a base, it would open another spawn point in that general area closer to the battle front. As in real war, advancing across territory grants easier access.
Removing the “default” spawning point would also help things a lot too imho. Either take away the option to choose your spawn at the beginning of the game & divide players equally among the spawns or if choice is still available, those that do not select a spawn(I think a great many let the game do it for them now as it is) should be divided up equally among the spawn points. More spawns are better than fewer. I was really glad to see an older version of Carpathians return that has 2 spawns per side instead of the “dump the entire team in a hole and watch the chaos” of the single spawn mess. Spawn rage from those types of maps/spawns is prolly the single biggest factor in removing friendly fire . . .lol.
At any rate, just some thoughts/ideas that might improve things & evolve game play a little to make things more interesting. Many suggest the idea that spawns are “bases” to be protected, I disagree with this concept entirely. Spawn points have ZERO point value and contribute nothing to ticket bleed. If they actually were “bases” then why is there no Ai defenses like an AF has in Air combat? With games being determined by “ticket bleed”, it makes no sense to “protect/defend” an area of the map that has no part in that ticket bleed. Why was time, energy & resources for no benefit? A team that actually tries to defend their spawn, gives up the ability to capture points and is doomed to fail.
At any rate, sorry, not directed at you personally, just wanted get the ideas out there. . .
All spawn camping can be fixed in 2 minutes per map with CDK but devs don’t care at all so just ODL every game
Both get lumped together by “these” people. I try to refer to pushing the enemy spawn as “boxing them in” but i cant be bothered to type it out all the time.
It doesnt matter if you won the control of entire map or just rushed towards with hellcat, to “them” its still spawncamping and you should be punished for it, something i dont agree with.
I mean sure, it “fixed” carpathians.
For CAS sure, but i dont think it would affect the ground units that much.
I would be all for that, its just that some maps become unplayable when the spawns get shifted around. Example would be mozdok. As long as that is fixed im all for it.
Not a fan, this would MASSIVELY benefit anyone who caps first on large map and would allow them to snowball more and would leave to more boxing in the enemy team in their spawn.
Absolutely not. Dont take away control away from the player.
This would screw over people that took suboptimal choices for the place game spawns them. Wanted to play your paper thin armor TD on the more open side of the map? Tough luck, into the CQB box with you.
Didnt carpathians just get two spawn variant farily recently?
I know its in the game as i played four games on it yesterday.
Agree.
Not neccesarily. By estabilishing proper frontline on both flanks and the middle around cap points and excercising proper map control, you are by extension protecting the spawn.
No proble here, even if it was directed at me, it would be foolish to take such thing seriously. Its a forum about videogame, not court of law.
There is nothing to stop any player from spawning and then taking a hard left or right before proceeding down the map.
There is also nothing to stop a player from spawning at one point in order to kill Spawn campers at the other point.
Easy kills for a losing team.
How many times have the Spawn campers rushed in only for somebody to retake all the caps zones behind them as they greedily give up the win for solo kills? Leave the game as Gaijin made it and have the freedom of choice.
Are we wrong tho?
If you dont lose control of the map, you dont get spawncamped.
And unlike cas, ground units are, suprisingly, something ground units can deal with without need of switching the vehicle.
Why move the responsibility for winning away from player and pushing it onto the game itself?
Why punish players that actually manage to win the map control and push the enemy team into their spawn?
Every suggestion to “fix” spawncamping presents some weird “le circle of friendship and tolerance” which at worst straight up punishes the player and at best is annoying because losing team after losing their control of the map should be able to gain it back.
Like why? Whats the point?
Both teams have equall opportunity, these people are pushing for equall results.
Best solution for spawn camping is not worry about it.
A little cover and even a few rolling hills would be nice but otherwise its just part of the game.
The best solution has been the battle line divided into two halves left and right .
Spawn campers during a loss are a source of kills to be honest and just before the end where they are welcome.