Heres an easy fix for spawn camping: no new deployment zone or anything that would take the devs a long time to implement
increase spawn protection timer to 20 seconds, decreasing by 1 second additionally for every 10 meters or so travelled
reset the spawn protection timer every time it gets activated (would be hilarious too)
:DDD
Edit:
I’m not talking about choke pointing spawn exits, which I see as a fair fight.
The main problem I want to see addressed is to give spawning vehicles a chance to maneuver out of the open spawn point (not spawn area), over which they had no control over. Basically, the invul should be reworked to allow vehicles to manuver to any desired cover within 100 meters or so.
If I were not punished for leaving a game early with potentially locked crews, I would be more receptive to the just leave argument. Even then, I think longer matches where teams at least try to duke it out are more fun.
Spawn camping means its time to leave the match and save yourself some repair costs. There’s no reason to continue playing. You could spawn in something like an adats for a few free kills before leaving ;)
by this logic, isn’t the current implementation of spawn protection and detection zone punishing players for doing nothing wrong?
I don’t see how maps BR compression is related to an entire team just giving up once they think their team has lost. I’ve also played a not-significant number of matches where teams made a comeback after being pushed to their spawn
Ofcourse, it would be asinine to ban players for doing what the game allows or even incentivizes. WT is obviously already trying to de-incentivize spawn camping through spawn protection and detection zone, to very limited effect.
I’ve had a not-insignicant number of matches where a team made a comeback after being pushed back to spawn, and those tend to be rather good matches imo.
As far as prolonged suffering is concerned, I rarely see matches end because all enemy vehicles are destroyed. I’d rather a much accelerated ticket drain rate if all control points are controlled by the enemy or something.
Not saying it cant be done but again, having longer period of invunerability isnt the reason - its players punishing mistakes of the enemy, punishing that they left better positions (and doing so gave up map control) for chance of getting a kill at the enemy spawn.
Like, sure, make invunerability last 30 seconds instead of 20.
Im still gonna be sitting at proper position locking down 1/4 of the map instead of sitting in your spawn and 30 seconds isnt gonna help you against me.
Chances are that if the enemy team pushed your spawn they have all or almost all control points already.
Again if you are being spawncamped chances are you lost the game 10 minutes ago.
I don’t think it really makes much difference whether the spawn protection timer is set to 10, 20, or even 30 seconds—most spawn campers aren’t reckless enough to hang around in the open that long. Besides, if multiple enemies are already set up around your spawn zone, chances are your team has already lost control of the map. Honestly, I don’t think there’s a reliable fix for spawn camping. You can design maps with elevated terrain to block direct lines of sight into the spawn area, but players will still be able to hold angles and chokepoint the exits.
Yes, so make the maps larger (deeper and wider, not just length) so that players can only camp intentionally and not as efficient (by spawn layout, spawn landscape etc.)
And may help with the reversal part for more non-frontal engagements.
Mainly a 10.7 prem vs 11.7 prem thing, and at top tier ariete = bvm = a7v = 11.7+0.3.
Should help with holding the line before the team disappears but… yea maybe a bit off topic
These spots can be in mid map (to 2/3 map)quite often lmao
Not always true, its pretty common for some rat to avoid every objective and take the longest possible route around the entire map just to spawncamp, usually while their team is loaing
I’m in the other camp, if my team is losing, it’s often beneficial for the enemy to come spawn camp me, because they’ll often get cocky and start driving through my spawn. I then spawn something that can net me a bunch of kills, SL, RP, in quick order, while sitting there with spawn protection.
Heck, you can often turn a nothing game into one that nets you quite a large profit.
So yeah, I don’t think anything needs changing. The best way to not be spawn camped is to not be a one death leaver who leaves your team outnumbered and pushed back to spawn.
There is a fix for it if it was absolutely necessary. Gaijin could make the spawns out of bounds locations. If enemy tanks drive close enough, they get leaving the battle notifications. Then again SPAA wouldn’t be able to be killed by ground tanks. I’d rather just leave it how it is now. I’m not sure why people are complaining about spawn camping. The battle is lost. Just leave
the one that might or might not be filled to the brim with indestructible tanks?
again, its gaijin faults such spawn system exists in the first place, no doubt.
But if your team eventually get pushed into the spawn, that did not happen in span of 5 seconds; enemy team likely wrestled the map control from your team ten minutes ago and for the past five minutes your team was struggling to gain back the foothold.
i mean would longer invulnerability fix this issue?
better yet, instead of longer invulnerability, wouldnt it be easier to simply not allow such rat to get in spawncamping position in the first place?
or once he is there, call him out to your team so that they can take him out? (lot of randoms dont do this for whatever reason and its driving me nuts).