White Chapel - Spawn Camp Improved?


(PixelTwitch) #1

Hello guys,

Could you please comment in this thread if end up being spawn camped in White Chapel at the first Attacker spawn. In the latest patch this was supposed to be addressed but I feel that the changes my actually result more small spawn camps at the start.

It is also worth noting that all the jumps into the spawn area are still possible (infact they have been made easier for heavier Mercs).

//youtu.be/I24k0pk7_xQ

What do you think could improve here?
Is it normally airstrikes your getting camped with?
are you finding people camping in your spawn more frequently?


(jazevec) #2

In my opinion Chapel’s spawn problems are these:
There is only one decent attack direction: the rightmost route. You have some cover, and you can choose between going for EV directly or flanking the MG. Approaching the left stairs or getting caught in the open is a disaster. Routes other than rightmost make you jump over the railings, right into the waiting arms of snipers. Left routes are cumbersome to exit and lack cover once you jump down. The left routes are only useful for preventing the other team from completely blocking the primary (rightmost) route with fire support.


(alphabeta) #3

The update to “fix” the spawn camping on Chapel did not help. I have seen players of very humble skills take it upon themselves to run into the easily accessible attackers spawn.


(fubar) #4

I still don’t see the issue. You’re at the advantage when getting “spawnkilled”. Use it. Punish them and enjoy an entire objective for free due to them having given up any and all defensive positions only to enjoy full spawns.


(alphabeta) #5

I have never had an issue personally fighting my way out. But in a match a couple days ago, several Level 1-4 players were being killed in their spawn by a couple Level15 and some level 1-4 players. They were putting mines and turrets in the spawn. When I joined the match I was put on defenders, but switched quickly to attackers because this was so freaking obnoxious. (BTW I encourage other players to do this; make your matches competitive and they will be more fun, because the match-making system as it stands does a poor job.)

It is discouraging to entry level players for this to be able to happen and that is why I commented. We all want the game to successful right? That is why we have been here in the Alpha & Beta stages, helping the developers to produce a great game with staying power? So that we can play (like ETQW) for years with fun intense competitions, big clans, etc. One of the ways to do this is to make sure that the new and inexperienced players do not lose their enthusiasm by being so easily owned.


(Szakalot) #6

[QUOTE=alphabeta;533193]I have never had an issue personally fighting my way out. But in a match a couple days ago, several Level 1-4 players were being killed in their spawn by a couple Level15 and some level 1-4 players. They were putting mines and turrets in the spawn. When I joined the match I was put on defenders, but switched quickly to attackers because this was so freaking obnoxious. (BTW I encourage other players to do this; make your matches competitive and they will be more fun, because the match-making system as it stands does a poor job.)

It is discouraging to entry level players for this to be able to happen and that is why I commented. We all want the game to successful right? That is why we have been here in the Alpha & Beta stages, helping the developers to produce a great game with staying power? So that we can play (like ETQW) for years with fun intense competitions, big clans, etc. One of the ways to do this is to make sure that the new and inexperienced players do not lose their enthusiasm by being so easily owned.[/QUOTE]

its not about spawncamping, its about lvl1-4 playing against lvl15 and higher.

spawncamping is just a result of unbalanced teams.

Unbalanced teams is a big problem in DB at the moment, but at least those lvl1-4 players could consider joining a max lvl 5 server


(Rémy Cabresin) #7

Most of the changes didn’t do much for more skilled trickjumpers(you can also jump from the van over the middle bit which is much easier than what you did :P) but atleast the spawn is less accessible for airstrikes/nades. Though those 2 little chokepoints are a a deathtrap as-well :confused: doesn’t really feel like a proper fix but then again there is no 100% fix to it.


(PixelTwitch) #8

I would have done a drop down from spawn to some stairs coming up at the bell factory (house on right from spawn) so under the road. Will take a while to get to, cannot go though to get into the spawn but is a nice exit if you do get camped :slight_smile:


(Violator) #9

Not tried the new patch yet but this should fix it:

Pipe between the stack and the wall - will stop any jumps over the fence but still allow to shoot over it from defence. It should be high enough to prevent jumping onto the pipe itself.


Extend the mesh fence all the way along. Allow it to be shot through / over but the extra height should prevent even Pixel jumping over :wink:



(Glottis-3D) #10

agree with Vio!


(BomBaKlaK) #11

Spawn camp still to easy, maybe easier than before … 1 more exit is a good point, but for the rest nothing change … is this the only map improvement ? cause there is a lot to talk about the last chapel objective, the first objective of Terminal, etc …

look like a bad joke


(Humbugsen) #12

Proudly presenting ET_chapel xD



Wall destroyed -> forward spawn permanently captured (the forward spawn is meant to be directly in front of the chapel).
Steal (from building) and secure (somewhere near EV garage) can be done without destroying the wall, using the trickjump at forward spawn
Just need selectable spawns and spawnflags (forgot: defenders need a team door at the wall of course :D)

This would make the map way more dynamic and exciting in my opinion
Spawnkilling also wouldn’t work, because its easy to sneak to the forward spawn or plant or even do the trickjump and secure the first objective!


(Szakalot) #13

why not another forward spawn in the garage?

btw. this minimap is outdated and doesnt show some paths.


(Humbugsen) #14

[QUOTE=Szakalot;528543]why not another forward spawn in the garage?

btw. this minimap is outdated and doesnt show some paths.[/QUOTE]

to make securing harder. Almost in the middle between attacker and defender spawn
and it’s already pretty close anyway

picking up the objective should take a little longer and returning a little shorter.
different merc speeds don’t matter at all at the moment regarding objectives. Steal and secure would change this.
Maybe no sprinting when you have the objective, to give defenders a fair chance to return.


(Neo_TA) #15

im not a very good jumper with the double jumps and long jump but i can still get to sniper ally from the ground using the old fashioned way with the longer in the air jumps i can easily clear the wall a lot easier than it was


(jazevec) #16

That said, Fragger in the last defender spawn is not fun. I don’t know how he got there, but if he did, why not a Bushwacker, Proxy, Skyhammer or Rhino with Aura ?


(ispellcorrectly) #17

[QUOTE=Violator;528445]Not tried the new patch yet but this should fix it:

Pipe between the stack and the wall - will stop any jumps over the fence but still allow to shoot over it from defence. It should be high enough to prevent jumping onto the pipe itself.


Extend the mesh fence all the way along. Allow it to be shot through / over but the extra height should prevent even Pixel jumping over :wink:


[/QUOTE]

First one won’t solve anything, I get to that spot easy, first time every time and I never came across the trickjump in that video.

I will be trying it while I can though! :smiley: