Seriously though, how did this even happen where an online competitive shooter allows either team to just walk into the other team’s spawn? Last night I played a game where my entire team got stuck in the spawn area because we couldn’t leave as the enemy team sat on our spawns and insta-killed us. At the end of the game, their LOWEST player had 12x the points of our HIGHEST player…it’s super simple, don’t allow enemy players in the spawn box.
Crazy Idea Here...But How About NO EFFIN SPAWN CAMPING?
If I’m ever in a game like that I don’t respawn. Perfect excuse to get the kettle on 
I regret I had but one “Agree” to give.
In this day and age of game design how is that even allowed in map design boggles the mind.
This is a problem. It’s such a pain. Happened to my team for the 10,000th time last night, but I was able to make them tuck tail and run when I swapped to Nader and started blasting right out of re-spawn.
Maybe try that for pleb control if opposition boxes you in until something (if anything) is done about it.
The bright side is the enemy team is so focused on being douchecanoes that they tend to forget there’s an objective. If you can sneak by, you can sometimes get the objective and that’ll get the opposition focused back on the game instead of airjerking with their Doritos that they’re killing you so easy out of spawn.
It’s actually really easy to get out of spawn if your team is even remotely as skilled as the other team. It might be hard to push up and take an objective but simply getting out of the spawn is pretty easy. If you do get spawn trapped, that just means your team is way worse than the other one…
Have to agree with ChinaRep. The only game I’ve played that we got so pushed so far back that no one could exit the spawn, was when an obvious aim-botter was on the server.
If we are ever boxed in tight there’s usually a chance someone could break through, and like hiddenSpring mentioned, get to the objective.
Having the spawns locked off to the other side would prove difficult. Some of them are so close to the objectives I could see them easily open to abuse.
You do spawn with a short invulnerable shield, don’t move or shoot and that should give you a couple of seconds to assess the situation.
Or, if it’s that bad, like I mentioned: get the kettle on 
I went to the attacker’s spawn on Bridge as Rhino and they definitely had some sort of invulnerability or damage reduction because I sprayed two of them with enough bullets to kill them and they only had 55% health when I was killed by one of them.
Using hyperbole does not help your case. There is no such thing as “insta-killing” in Dirty Bomb. Each player receives a 5 or so second invulnerability shield after spawning. The only way for that shield to vanish earlier than the 5 or so seconds it lasts for is to fire your weapon. You have plenty of time to react to your surroundings and properly engage your targets before this shield vanishes. It also goes without saying that each time you kill an opponent, they spawn on the other side of the map, thus giving you an advantage the closer you are to your spawn. If you can not push them out of your side of the map, your team is just bad. Even if they couldn’t enter your spawn, in situations like that, they would still camp outside of the spawn and kill your team when they came out. There is nothing they can do about competent teams just outright curb stomping bad teams. This is coming from multiple decades of fps experience, including a few years of testing Dirty Bomb.
Don’t be a jerk.
Where is the fun in spawn killing? Do you really make yourself feel better if the teams are so uneven? How about calling for a shuffle or swapping teams yourself?
[quote=“OCB alphabeta;32144”]Don’t be a jerk.
Where is the fun in spawn killing? Do you really make yourself feel better if the teams are so uneven? How about calling for a shuffle or swapping teams yourself?[/quote]
Personally I’ve never seen a scramble vote go through, all these kids just want to be on the better/more populated team.
The OP’s problem are unbalanced teams - NOT spawncamping.
Spawncamping - as in - setting up an ambush between objective-area and the reinforcement wave is a perfectly valid tactic, and multiple abilities in the game benefit from ambushes (mines, sticky bombs, turrets, healing stations, heartbeat sensors, grenade launcher, frag grenade, airstrikes, lazor, artillery…)
Spawncamping - as in - completely locking your opponent down in their spawn for the rest of the map is a sad result of unbalanced teams, AND NOT the dubious desire of one team to ‘spawncamp’.
I completely understand that you do not want to spend your time playing the game by waiting for each new wave, facing overwhelming odds as soon as you spawn. But if some anti-spawn camping solution is devised, you would face the same overwhelming odds as soon as you leave your spawn area. Don’t really see how that is so much more enjoyable, guess there is 5 more seconds of pressing ‘sprint’.
Quake wars had all the necessary features to prevent ‘spawncamping’ - your main base had protective walls, indestructible (and deadly) automatic turrets, the majority of your vehicular arsenal would spawn here, for you to peruse… but that still didn’t make unbalanced teams more enjoyable. If you were unlucky to be on the losing side, you’d face a grind against a brick wall on attack, or a hopeless attempt to stop an enemy’s steamroll on defense.
Szak +1000
If some spawncamping ability is made, then the problem you faced will appear 20m later at spawn exit.
The only thing I’d like is some 2 seconds complete invulnerability (even when firing), so that people actually in your spawn room cannot make it look like it’s an instakill slaughter.
But that will not remove the pain of unbalanced games in any way.
At least if you limit people getting into spawn and setting multiple bushwhacker turrets, and an aura protected rhino they have a chance of getting out of it. If you are smashed with a hail of gunfire on spawn, even with a 5 second invunerability, its downright impossible.
You cant group up and make a united effort to free up an exit, you are just dead.
If my team starts spawn camping I just sit back and farm support XP.
I agree that spawncamping is a symptom of unbalanced teams, and not a separately treatable issue.
Maybe we could make team shuffling votes easier to carry or something, but can’t really force it.
I think we’ll just need to accept that bad matchups happen. It’s kind of the crappy side effect of random team compositions.
Best we can do is try to balance the teams when we can. If there’s a slot open on the severely losing side, maybe switch over and even it out. I’ve had occasion to do that once or twice, and I’ve seen a couple other top scorers do that too and I really appreciated that.
The trouble with Shuffle in a game like this is that I decide my mercs based on whether im defending or attacking (for objective mode), or whatever we are doing first in Stopwatch. If others do this they will likely not want to vote yes to a shuffle. I still call it anyway if I know its going to be a stack but ive never had a shuffle vote pass.
Maybe a change to the shuffle routine. Shuffle before teams lock in. lock teams in and then give time to lock in loadouts, a quicker synchronise (if possible) and then into the game. Shuffling after merc choice is part of the problem I think.
This game allows a group of enemies to set up in your spawn. It’s not impossible to overcome your new house mates. No one is suggesting it can’t be countered. It’s in the game and until I hear otherwise, I’ll assume it’s a ‘feature’.
I’ve heard a number of new players make negative comments about the game in chat, as we are being spawncamped. It’s not good for the future of the game. People who don’t enjoy spawning with stickybombs under their feet will not buy mercs and booster packs. They won’t play at all.
Even if things are changed, those who have already left will not likely hear about the awesome new spawn protection measures. It’s a first impression thing. Better to go overboard on spawn protection and pull back as needed than to run off a portion of your player base. We need those people to sink $ into mercs so they are invested enough to tolerate the growing pains of open beta.
GIT GUD comments don’t keep the lights on.