Spawn Site Camping


(RaubRitter) #1

New strategy seems to be rush the spawn site as defenders. Kill players as they spawn and before they can even move.

Suggest making spawn sites a no-fire zone to give players a chance to set up and get orientated.


(Ardez1) #2

This is not a bug… Moving thread.


(Amerika) #3

It happens from time to time. Either leave the server if you find it frustrating and your team can’t dig out of a hole or use your shield. You do get a spawn shield as long as you don’t fire a weapon. So your statement about how people are dying to nades before they can even move isn’t accurate at all. Yes, more should be done to prevent spawn camping but it sounds like you aren’t using or understand the tools you are given.


(RaubRitter) #4

Thanks did NOT know about the spawn shield. Unfortunately, lots of us in my last game were dying to nades, bullets or death rays (LOL) as we spawned.

Will run like hell in the future!


(dynamicOctagon) #5

Never had them IN my spawn, but they were usually just right outside it in the alleys…

Map balancing is seriously fucked up in this game, from the 5 maps, only ONE is decently balanced (I say decent, not good). And that is Trainyard. Chapel, Bridge and Underground are just HORRIBLE in my opinion with the worst being terminal. at the first objective…


(Amerika) #6

Chapel is just fine if you have engineers who don’t mind dying. Get the EV repaired and spawns change the map up drastically. Bridge, during the first objective, can be pretty riling though even if you have engineers who will suicide rush repair because there are just wayyyyyyy too many good spots for defenders to sit with turrets/mines/rhinos in good spots. Underground is pretty balanced too I think and can lead to a lot of tense moments.

I think the worst one for pub play is Terminal. This is mostly due to the defenders having the option to fully cut off one great route out of spawn. I think that side objective should be removed or reworked entirely.


(dynamicOctagon) #7

[quote=“Amerika;35629”]Chapel is just fine if you have engineers who don’t mind dying. Get the EV repaired and spawns change the map up drastically. Bridge, during the first objective, can be pretty riling though even if you have engineers who will suicide rush repair because there are just wayyyyyyy too many good spots for defenders to sit with turrets/mines/rhinos in good spots. Underground is pretty balanced too I think and can lead to a lot of tense moments.

I think the worst one for pub play is Terminal. This is mostly due to the defenders having the option to fully cut off one great route out of spawn. I think that side objective should be removed or reworked entirely.[/quote]

Yes WHAT IF.

They’ve designed the maps terrible, and at terminal you took the words out of my mouth there with the cut off route.

These maps should be opened up more, camping is too great of an issue to ignore in this game. Okay, defenders should camp their objectives. But when attackers start doing it at the last objective. (Underground, Chapel & Terminal looking at you! then it aint much fun anymore.


(MuhQ) #8

Some of the maps really could use an extra route from base so players cant get base camped so easily… And they tried to block the route to base in Chapel but its still super easy to do, so if they just fix that it would help Chapel a lot. And underground could use third path out of base, maybe some kind of underground path from the base to the middle front of the wall…


(D'@athi) #9

Could be they designed the maps terrible, yes. But on the other side they probably just didn’t design the maps for cowards hiding when they fear their kdr going to low…

Ffs it’s gotten this bad, even I get my sniper out at least two times a day, take a shit on the team, and start playing tdm.
Had this just today, two people looking after the tank, startet doing the lemming, got it repaired and we drove it down the street around the corner, by probably dying ten times. All this, just to see our team hiding behind the crate on the left side before it opens up, spawn after spawn, instead of helping to repair it and drive it further.
But hey, when you think it can’t get worse and already gave up on the team, there’s always a little guy on voice telling you, you, the highlvl, should start doing the objective.

So fuck off, if you get spawncamped, either the other team is really this good and you should bow down before them, or you are just lurking around and still deserve to get camped.

Just saying, L2Lemming, if it has to be.


(Amerika) #10

See, the maps are designed with “action points” in mind. They want to have certain choke points where action will be forced. Here is a tale of two different worlds. Wolf and ET had some maps that were incredibly wide open. Probably too big. It took a lot of time to get from one point to another only to run into a brick wall on defense. And on your route there you could get hit by a crafty guy with a panzer. So you had to start back over again. Fast forward to Bring where they tried to fix this issue by making spawns, at least with the maps I played at release, super close to choke points. The reasoning was to get people to the action faster. But what happened is every choke point became a meat grinder and it wasn’t very fun from my perspective and that of my friends and most likely many others.

Dirty Bomb maps seem to be a bit in between both of these styles. You’re close enough to not have to spend a lot of time getting to the action regardless of where the main push point is on both offense and defense. And you’re far enough away so that the maps don’t usually turn into meat grinders.

However, when there is an imbalance in skill between the teams DB maps can turn into a meat grinder. But it’s definitely not as bad as seen in Brink. Or at least what I saw in Brink. And at least you’re not running forever like you would sometimes in ET.

So I actually like most of the maps in DB. I just think spawn protection could be improved on some maps and that a few side objectives should be reworked, removed or added.


(watsyurdeal) #11

Honestly if there were at least more than 2 spawn points per spot on the map that we could choose from, that might solve a problem or two.