Spawns/spawncamping, possible solution?

There will always be a point where I can put an ambush. I myself refrain from spawn camping from a sporting point of view but do not expect others to do so.
In the meantime, it has proven to be much more efficient for me to wait until my opponent feels safe while driving into my trap, which is usually 500 metres away from the spawn.

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Just prevent spawn camping on every BR by any means necessary or the new players won’t play for long

The idea of a spawn line is good and would prevent the traffic james but how do you decide which side of the map you are going to be on and where you will start?

I can imagine the complins from people who started where they didn’t want to be.

The other issue is that when we begin the game we are cannon fodder for the experienced and only by using the enemy spawn point as a reference do we develop an idea of where the enemy will come from in order to meet them and possible ambush them.

Not knowing where the enemy are coming from would change the game. Now would that be a good thing or a bad thing. Many of us work out our tactics from knowing where the enemy spawn from and have done for years, it might give newbies a foot in the door, but it would upset the old veterans.

Again, would that be good or bad. Things that seem like small changes can have much wider repercussions.

One thing that would change is CAS not knowing where to find kills, again great for those who don’t fly and harder for those who do.

Personally, a portion of my CAS reforms is intended to address this very issue.

Taking inspiration from classic shooters like Star Wars Battlefront II (PS2) where spawns and caps were merged together, as well as Naval EC that already has the same concept, I would see current caps double as spawns for the team controlling them, and current spawns double as caps. Thus your typical Domination map would now have seven caps instead of three.

Each team starts with ONE cap automatically under their control to spawn at. Once initial caps have been taken, when you inevitably die from something, you can respawn much closer to the front line than current larger maps (take European Province for example) allow. To prevent any person from “building a wall of their own bodies” to block a cap from being taken (as is sometimes a problem in Naval EC), if you die near enough to a given spawn you can’t spawn there for at least 30 seconds, if not 2 min, but you can spawn instantly anywhere else your team has available.

I’d go a step further and surround those combined objectives with a mixture of AI AT guns, bunkers with working guns/missile launchers, and possibly AI tanks, which much like Naval EC coastal artillery must be destroyed to begin de-capping the zone.

It becomes harder for one YOLO guy to turn the tide on his own, and also gives CAS something critically important to kill to help their team advance that isn’t player tanks.

Every piece of ordinance thrown at an AI is one less potential rant thread on the forums or Reddit.

make new modes and half the maps huge for 8.0br+ and things like this will never be an issue (multiple spawns around the maps after completed objectives old ones disappearing)

Huge maps run into the paradoxical issue of people complaining about long drives before reaching action. Especially after dying once when someone could be camping damn near anywhere. Hence why most maps are short range clusterxxxxs.

thats why the modes should be redone at these highers BRs and maps not just one that pulls everyone into 1-3 centered caps

a 10+ mile map with multiple objectives in the match would make all the difference like i said before imagine pushing 10-12 mile inland to the beaches of normandy (as an example) you’ve capped held and or destroyed objectives along the way and then you end up fighting the enemy at the beaches and ships at sea too

What I’m saying is that the game already has the tools needed to fix this mess, in Naval EC maps, with only minor modifications needed. It doesn’t even need something that dramatic.

its more about gaijins potential and fun largely its also quelling issue with cas spawn camping and a heavier workload for gaijin thats comes with multiple consistent small issues etc its a byproduct

Except queues are already near-instantaneous in all modes except Naval, which has always struggled with population issues.