Spawn camping on Railgun


(Jahuu) #1

You all know the case: Allies spawn raping the axis.

I mean it is ridiculously easy:

1.Get a temporary edge on axis.
2.Go to their spawn.
3.Make sure to capture thestation (ie. the other spawn)
4.Stuck the other hole in the fence with the tug. (ie. drive it halfway in and stop.)
5.Get MGs, snipers, and artillery firing their spawn.
6.Get service personnel (FOP and medic.)

My suggestion: Make the tug move automatically to the end after the tower (ie. It should have an “automatic zone”, in which it moves without touch.)


(Machine for to kill) #2

The axis spawn in this one hasn’t been well designed. Splash damage broke their own rules with this one. It doesn’t have two different exits, it’s mostly outdoors, and it’s in a narrow space. Then again axis team has to be pretty bad to be camped here.

You should try setting a satchel at their door and blow it when they get out…loads of fun.


(SJ_Frankenstein) #3

hehe, great place huh? i like racking up a few kills there myself!


(SwordOfDamocles) #4

Imo it is a poorly designed map in that as stated above…allies only have to gain a temporary edge for axis to be in serious truoble for the entire game.

H8 the positioning of the 2nd axis spawn too on Goldrush


(Boeiend) #5

dynamiting their spawn is even more fun :)[/quote]


(amazinglarry) #6

Sure it does… and it’s called “Windows.” You can jump out of them you know. You don’t HAVE to go out the door.

And Jahuu, they’re not going to change anything because you’re not good enough to get out of that spawn. So deal with it. :banana:


(Englander) #7

I dont see that much of a problem for Axis on this map,its only a really weak Axis team what will get pinned back to their spawn,from the amount of times ive played it Axis win 80% of times.

It does seem to be a map were people dont comprehend what u after do,most times I play it I see people who never go near the tug the whole game.


(Jahuu) #8

And Jahuu, they’re not going to change anything because you’re not good enough to get out of that spawn. So deal with it. :banana:

I survive it, but the others, they, they, well they just SUCK!!!

But it is hard to make your exit through the 2m gap, being covop and stealing an uni and capturing the depot yard helps though.[/quote]


(Warskull) #9

I kind of have to agree that this map needs a little help. The spawn is a bit and you rarely ever get a really good game on this map. Either the axis hits the allies so fast the barely have a chance to realize it is over or a slow painful spawncamping death occurs for the axis. This map seems to amplify any imbalances in team skill.


(Cyber-Knight) #10

regardless if you are playing against a crappy axis team or not, you must admit it’s a poorly designed spawn.

Same with the Old City spawn, that’s a pretty poorly designed spawn as well.

The Axis spawn ont he Old City isn’t so bad. You aren’t cramped up (as those other two spawns above) and you can actually use your spawn shield and escape any artillery the Allies have placed there.

I think all good spawns should have the following:
-overhead cover
-non cramped, roomy
-paths for the entire team to quickly get out with the first 5 seconds of movement to avoid cheap spawn killing.
-more than one way to exit.


(Depth_Charge) #11

It does get very annoying but they made the spawns like that for that exact tactic. it challenges the player to make the game interesting. After all why play a game that is easy?


(DG) #12

I find some of the problem comes from all the unnecessary stuff in the spawn area, tree’s, fence, hole around the left railway… just gets in the way when trying to aviod support fire. You can go out the back window of the spawn, but the two exits at the wall are very close together, and axis get funneled in due to all the objects - it tends to be here that axis get camped imo.


(SCDS_reyalP) #13

TBH I only see the axis get spawncamped for long if the teams have a fairly large skill imbalance. All it takes is one successful rush and the allies have to fall back. This works especially well if they are spawning at the depot yard, because they can’t catch up to the tug until it is well away from the spawn.

The axis gets in trouble when they don’t focus on the tug, and when they try to stay alive near the spawn rather than rushing. I never ceases to amaze me how many people fall back into defensive positions when they are getting spawn camped… Of course you will be camped if you don’t make every effort to leave spawn. Conversely, if just a few people get out of spawn, the spawn campers are suddenly at a disadvantage, because they are nowhere near the objective. People get frustrated rushing and dieing repeatedly, but in a ULTL game, that isn’t really a big deal.

Railgun could certainly be improved by a less campable spawn exit, but since there is zero chance of it being changed, it is a pretty pointless discussion.


(Depth_Charge) #14

i can rush with a cvop k43 and get thru (w/o a uni) and go on railgun and snipe them from behind (only works on limited lives) if it isnt limited live i can rush fop class and get on the tower and throw airstrikes and do artillery to clear those american capitalist out of teh spawn area


(Rippin Kitten) #15

Airstrikes. Its how you get out of any bind. You can walk the allies back from the axis spawn with a series of airstrikes and give your team some breathing room. Doesn’t matter if you get killed either since you’ll respawn with a full charge to toss another.

Do not, in this situation, call arty strikes. They have too long of a lead time, take far too long to clear, and simply don’t inflict enough damage. Think of airstrikes as “offensive” support, and arty as “defensive” support.

This is the kind of situation that seperates the good FOs from the rest.

RK


(Depth_Charge) #16

any1 know y axis aer always in the defensive position? out of all teh new levels i have (45) only 2 or 3 have the axis attacking.


(petlion) #17

yes this is one of the reasons i dont really like playing for axis , there always on defense although railgun might be exception and couple others but in mostly seem to be on defense just waiting to kill an engineer lol :drink: :drink: :drink:


(Kendle) #18

This is so true, and it also applies on FuelDump when Allies get pinned into first spawn, as can happen. All it takes is a bit of aggression and for all players to push forward.

Unfortunately too many people take the “you first” approach and wait for someone else to break the deadlock, and there are too many Cov-Ops who are crap when it comes to pushing forward agressively (trying to Snipe from spawn is just stupid).


(fattakin) #19

If axis are being camped, if i can managed to get past the allies thru a bit of dodging and luck, i make a bee line for the Depot and thats cuts off their easy ruote to spawncamping - a decent covert ops should be able to get past (after dying a few times!)


(Juan) #20

Any map is bad when the teams are bad.

Having an auto section near the wall seems like a good idea at first, but I think it will be a disadvantage more importantly where the teams are ok.

Really it would need to completely pass it to be of benefit and having to double back as it passes you and wait for it to stop is time wasted.

I could see some strats developing around it like sending it back into the spawn with a satchel/dyno.