Easy Fix for Spawn Camping

Players already complain about fog of war playing CAS in some maps and I remind you that WT is not the only tank simulator game in the world. You have Armored Warfare and World of Tanks give similiar experiment like WT.

imagine having AI anti tank placements guarding spawns
Drive too close to the enemy spawn and you might get hit by a RPG

Downside:
Custom placement for each map. (Lots of work)
Different anti tank solutions for each Rank.
AI placements could interrupt normal gameplay close to spawn
Doesn’t address people camping right outside spawn
Limited range or angles

Upside:
Enemy hesitates rushing spawn
Destructible AI target that can be picked apart by the enemies late game anyway

Rank I, II : Anti tank rifle
Rank III, IV: Anti tank gun
Rank V, VI: RPG (early shaped charge)
Rank VII, VIII: RPG (tandem warhead)

Placements meant to be firing at a set distance from spawn like 200m or shooting at people shooting into spawn (like that marker that pops up when someone shoot into spawn)

ALTERNATIVELY…
if you shoot into spawn
you get an artillery strike called upon you regularly.

that could be something more universal and easier to implement if you shoot into spawn then you cause an artillery strike upon your position.

so someone sitting on a hill across the whole map and firing into your spawn will get artillery called onto their position. A regular artillery strike as most medium tanks have with the warning smoke and then the normal artillery shells.

It would make it harder for people camping specific hull down spots that are hard to hit
having endless artillery bombarding them unless they actively move around.

The artillery cooldown is basically just the duration of the previous artillery strike call in time.

It’s not a complete solution to the problem but it is an aid to the problem.

The players in A2 and B3 would be in the fog they are too close to the spawn and showing in the “alert” area. So sectors of A2-A6 & B2- B6 would present as fog. The guy setting in C2 would have a clear screen.

If you set up bullseyes on the the spawns using red team as an example here (Center out)
Red/center: No Lions/Ep
Pink: 25% of reward.
Yellow:50% of reward.
Blue: 75% of reward.
obviously there is terrain to considered in this.

A player could set in the red zone and kill but they wouldn’t get any thing for is out side of a kill count. No SP, No Lions, No XP and this would make players think twice about pushing in to the spawns.

in my opinion anyone that thinks spawn camping isn’t a problem are the same people that go fishing with a shotgun and the fish are in a barrel. It takes very little skill to do.

Screenshot 2026-07-26 151224

Screenshot 2026-07-26 151223

They could also give control to players that have run out of Spawn Points to help them get back in the fight. Once a player has enough spawn points they are kicked out into a Tank again. That way people don’t just set there.

Seems to artificial in my opinion.

Either increase the size of the maps and add zones were you can neither fire from nor be fired at yourself or allow for all out conflict were flanking and cutting of the enemy is rewarded.

Figgting for sectors as you do in some mil sim fps could be interesting especially with infantry added to the mix later on.

Having 3 unmovable cap zones which drain tickets on small maps just isn’t ideal.

The red zone spotting is already to much in my opinion.
The maps are not designed for any spawn protections. You would create areas were people are almost uncontested while getting into dominant positions.
It’s like aa spawning below your aircraft granting you to it on a silver platter.

Less respawns, bigger maps, better objectives and more dynamic gameplay would be the best solution.

2 Likes

You realize that players (enemies) in the red probably won’t last long. Spawn protection typically lasts long enough for a player to take out 1-2 enemies safely unless they have something like a russian 122mm gun. Then it’s more like 1 player. Spawn - don’t move - and shoot. Enemy dead.

when you have enemies at your 12-3-9 and rocks at your 6 good luck killing 1-2 enemies maybe one yes (with reload and turret rotation) that’s if they aren’t hill peaking on you. There is no strategy for 3 enemies on your 12 and one at your 3 though. I played some today, half the time most of my team was just not spawning in any more or had spent their SP and left in Top tier.

Your example is a situation where the battle is already lost. The enemies in all likelihood have all the caps by this time. Why spawn another tank? Just let the battle finish.

Alternately, spawn a tank and get a kill, even knowing you will likely die. I do this and take the points.

Thoughts on Automatic artillery called upon people who shoot into spawn?
It would add more risk for sitting still and spawncamping

Not really on board with automatic artillery that targets a vehicle “across the map”.

Better map design is the answer.

Perhaps we should all just call the game once the team has captured all the points then.

Why?
Controlling 3 Caps does not automatically make spawn-camping possible. The two are not mutually inclusive.

But when 3+ enemies are able to spawn-camp and your team can’t easily get rid them, indicates the battle is more than likely out of hand.

only targets people shooting into spawn with the same artillery mechanic that is on tanks.

  • Artillery warning
  • Ranging Smoke
  • Artillery Strike

They should still do that. Any map that has open spawns I have no problem with 1dl concept

Well, how many maps are there that enemies can target the spawn area from “the other side of the map”? And where do you draw the line?

And on those maps, what if players don’t leave the spawn and start shooting at enemies within sight? Get to keep the advantage of bonus artillery for entire battle?

Just don’t see how this can work.

stop leaving the game and the team not will be spawn camped, just a cause of coward players acting like a …