Easy Fix for Spawn Camping

No need to fix, i like spawncamping, and if i am getting spawncamped, i just leave.

The fix to spawn camping is proper map design with diverse objectives and wide spawn zones rather than a singular spawn point or two with easily controlled chokepoints.

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The suggestion isn’t a longer invul time. I think someone even pointed it out. The dilemma faced by the losing team is that they can either have 20 seconds of invul (e.g. 3 or so free shots) or try to position. Considering how short the invul timer is once a vehicle moves, the calculus is always going to favor sitting still. The fix this suggestion is going for is to allow the losing team a chance to reposition to some nearby cover/terrain from the often too open spawn point.

Probably. But I dont want to have my crew locked or have to feed a couple kills to the enemy. You’re missing the point that even with all 3 points capped by the enemy team, I’m still stuck in a lost match unless I take some sort of punishment.

Again, the proposal isn’t a longer invul time, but an invul that’s structured to allow spawning players to reposition from the abysmal spawn point. It could be a building 50 meters away. The current invul is structured to incentivize players to sit still and stare at an enemy in cover, and once invul runs out they are in the open.

And, I don’t even have a problem with choke pointing the exits. That’s still a fair fight.

A proper fix could be to allow players an indefinite invul while driving around within spawn, until they choose to properly spawn in with an unloaded gun. This would effectively allow players to position themselves within spawn

I remember there used to be very large maps. What happened to them? Besides, proper map design is hard, and this is proposed as an easy fix.

The logic doesn’t work this way for the individual though. Leaving after one death is precisely what prevents them (individually) from getting spawn camped.

Spawn camping problems thread #473629495793223

Not one time anybody mention that planes can drop bombs into the spawn point, like ok with this and not ok with another lol

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Indeed.

No, such proposed fix is only haldholding for losing team for whatever reason. Should losing team take ground it needs to come from their skill, not game taking a pity.

Absolutely not lmao. Without upper limit for such proposal, imagine a SPAA driving in circles and not firing, prolonging the match (since enemy team has spawned vehicle) for the winning team because they can.

What would immensely help is to change spawn points themselves instead of giving losing team every bit of advantage “because its fair”. The spawn points themselves are flawed, not player behaviour. As such any fix needs to adress the spawn point themselves, not punish good players and throw a bone to the bad players.

Few things can be done in that regard:

  • Block line of sights that allow for crossmap sniping.

  • Enlarge the zones where players can spawn,

  • Give more control to players over where exactly they spawn within a spawn zone.

This is literally to offset the game screwing over spawning players by placing them in the open. How is this the game somehow taking pity?

This is already possible by staying in vehicle selection or otherwise hiding in some remote corner of map. How often do you win a match by destroying all vehicles anyway?

good map design is hard. None of this is giving the losing team any advantage so much as mitigating the handicap forced on them by the spawn design. As I’ve tried to explain, the current design gives the winning team cascading advantages that places the losing team in a death trap and encourage early quitting.

This is all that’s needed in essence, imo. An invul that doesnt just disappear upon moving would be one way to achieve this.