spawn camping at railgun hmmmmm lovely


(skybuck) #1

Spawn camping at the railgun map is so relaxed…

allies bombing the house were axis come out…

Oeeeehhh… I had a good time today ! :slight_smile:

LMS is good too :slight_smile:


(GrumpyDog) #2

I play on both sides from time to time. That is the problem with that map. The Axis need another way out the house, mabey a tunnel through the floor or something. Even an additional spawn (up in the tower?) all together would help. It is not hard to push the axis into a corner, espescially if they hunker down and you keep splatting’em. It’s such a dead-end alley and once you got them trapped it dosen’t take much skill to keep them there.

I hate it when the map de-generates into sp-camping but sometimes the situation sets itself up that way. As the Axis, it’s hard to bust out when that happens.

:beer:


(Englander) #3

If the Axis capture the flag ,like they should ,they spawn at the depot.This solves the SC.


(weasel) #4

Allies shouldn’t be able to go behind the wall. There ought to be a big wall with a door or something. If allies stay behind the wall, axis at least has a chance, but once the grenades start coming in through the windows, game over.


(The W00dsm4n) #5

wasnt I playin in that game with you skybuck?


(skybuck) #6

Maybe dude… :slight_smile:

I did you see you :slight_smile:

I get the tactic from someone else.

Then later I learned it to others…


(skybuck) #7

I haven’t played it the other way around yet…

Then I would first have to get all allies spawn camping which is not to hard but takes a few minutes.

And then join the axis…

I am sure it’s possible to break out by bombing them back :slight_smile: etc :slight_smile:


(FallenMatt) #8
  1. the tug sits right next to the axi spawn, this is the problem with the map because allies would be stupid to NOT to defend the tug and that brings them (and airstrikes and what not ) right at the axis spawn
  2. of course if you keep on running throught the front door in this situation you will get wasted again and again. But that house has few windows, including one at the back. So you can use them as exits. If you time it right you will still have “shield” when you jump out so you will be able to kill whoever is sitting there waiting for you.

but in general that spawn point is waaay too close to the objective and that’s the problem

about the other spawn point - while thats a valid point if you didn’t get the tug moving yet you will have a loong trek back to get the tug


(Lt. Jones) #9

The axis spawn point on this map is absolutely pathetic. :angry:


(wudan) #10

The Axis can work their way out, and there is more than one way out of that cabin - the windows all fit someone who jumps and ducks through them.

I’ve been camped on that map, and I’ve set up a mobile mg42, and got lots of XP for it. It’s the only Axis-Offense map, so if it goes for the entire duration of the round and I keep getting kills, more XP makes for a better next round.

I understand the need to fulfil objectives, in fact, I’ve been in situations where the Axis team was camped and turned the tide and won the game, but a soldiers only priorities as a class are suppression and oppression.


(Formaldehyde) #11

If you effectively use your invulnterability time and your team isn’t hopelessly inept I think you should be able to get out from under virtually any spawn camping attempts.


(SCDS_reyalP) #12

The only times I’ve seen axis pinned in base on that map is when the teams were completely unbalanced in terms of number or skill. No map changes can fix that :stuck_out_tongue:


(U R Sux) #13

This is why its imperitive for Axis to set up a solid defense BEFORE the allies plant the dynamite.


(Flash95) #14

see this thread…

http://www.splashdamage.com/forums/viewtopic.php?t=1781


(GrumpyDog) #15

I agree with FallenMatt, the map design makes it hard not to bring the artillery literally to the “door step” of the Axis spawn house. One thought, I would replace the walled off house section with a big warehouse/garage at the end of the line with an upper outer catwalk that would give the axis a two level vista on the rail yard. Make it so that if the Allies get to close to the end of the track they face a emplacement of some sort.

:beer:


(Brinkman) #16

things wrong with the map:

  1. axis spawn is too close to the trains (the main objectives of the map) to prevent axis from taking the train the allies can just camp the train and still be in rage to spawn camp

  2. allies spawn is farther away from the action points so there is really no reason for axis to come even close to their spawn

  3. allies have a huge elevated hill seperating them from the action points

i think to fix this… the axis spawn should be farther back


(Vaticool) #17

Playing axis on this map can be very boring :angry:

I agree with the fact that this map would be better with a larger area for axis spawn or a way to escape.

3 good allies field ops & a few noobs in axis and the game is over.

Even if teams were balanced at the beginning of the game, when railgun mission ended, allies will have much greater XP than axis…
and some allies say : “Obviously, all the axis players were noobs” :drink:


(frito) #18

The problem is not with the map… sort of.

If all non-noobs would quit joining the stacked teams, then spawn camping would be a lot harder too pull off. Try and play a balanced game, it is more fun. :moo:


(Formaldehyde) #19

It is a poor workman who blames his tools. If the axis ever get backed up to the point where they can’t even spawn it’s not due to some inherent flaw in the map. It’s usually team balance and/or lack of strategy.