"Spawn camping increases my K/D ratio, therefore it's a good thing"
"Spawn camping increases my K/D ratio, therefore it's a good thing"
well if you enjoy spawncamping, have yourself a cookie and congratulate yourself on ruining a game for others. Heres hoping they'll fix this in the next update.
+1
I've played RO2 for the past 3 weeks, and I frequently (= every 15 minutes) saw soldiers doing everything they can to spawn camp.
nb: Instant spawn kill is just lame and should be a kick + temporary ban in my opinion, it's not improving the gameplay nor the realism/immersion, it's just some players exploiting a game flaw.
Same with arty on spawn, it should get you kicked.
The exact same thing is done frequently on Call of Duty and Battlefield ("baserape" "basecamp") games and is often a reason for a temp-ban/perma-ban from the server.
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It's really sad to see that,
especially when they are on your team :
a) If you're losing because there's not enough people in the capzone, you know who's missing, who's not here, doing cheap kills and ruining the fun for the enemy team.
b) If you're winning, it feels so much like a stolen victory, you just want to stop playing and wait for round restart/map change, the disgust is too much to handle. What's the point in playing 14 vs 6, just because some of your teamate decided to spawn camp ?
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In a team of 16-20 players, you can be sure there is ALWAYS 3 to 5 players who won't play the objectives at all, but will use the longest route to get as close as they can to the enemy spawn.
Spawn zones camp (= players camping spawn area, but not always instantly killing the spawning players) is still a strong problem in RO2.
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Example :
Map is made of A, B, C, D, E, F capture zone.
Team-1 captured A, B, C, D.
3 to 5
Team-2 players will avoid any combat, they'll never try to capture D or defend E.
Instead, they'll sneak right next to the Team 1 spawn.
Then they'll get 5 to 10 cheap kills, then get shot.
Then they'll come back at a slightly different spot, 5 to 10 cheap kills, rinse and repeat.
=> with a standard 150-200 reinforcement, that's about 30% of reinforcements wasted on that for the spawn-camped team.
Way enough to lose.
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Valid tactic ?
Yes it is. When the hell is it not fun so get a crapload of kills? That's the whole point of an FPS.
When the point of the game is to reach the highest amount of kills first, spawn camping is a good tactic (this should be obvious).
Just because people get pissed at it doesn't make it "unethical."
^
seen on a Halo forum
I personally believe that it's a very good tactic to use and I use it myself.a lot people frown upon it. But that's usually is because the team sucks and they're the ones were doing it to. I mean who in their on right mind would give up a chance to get a team in a spawn lock.
Spawn killing is a valid in objective games. It keeps the enemy where you want them, otherwise you can lose control of the objective which is the point of the game. If you're not spawn killing, you're doing something wrong.
Its fun to do but when it gets done to you it is very annoying
^ seen on a Call of Duty forum
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"It's a valid tactic ! if you're not happy, go play something else !

"
"L2P NUB

"
"It can easily be fixed with teamwork

"
Got anything else to add ?
Right.
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Spawn camping, even if the spawn camped can
actually run 3 meters before getting shot, is a disaster in terms of gameplay experience.
1) It shifts the focus from capture zones to the spawn zones.
Problems:
a) Maps are NOT made for that at all
=> some spawn are much more vulnerable than others.
=> spawn zone have 2 or 3 exits at maximum, it's greatly reducing the tactical possibilities for both sides : no flanking, no tunnel, no several chokepoints, no original map design, etc. Why making an entire map, if the game is all about the spawn zones ?
b) Red Orchestra 2 is supposed to be about capture zones, it's the game the developers wanted to deliver AND the game most players bought.
=> The legitimacy of spawn-based gameplay is very weak, only a minority of players actually support it.
2) It GREATLY
rewards camping over tactical assault.
A tactical assault requires quick planning, coordination and movements. If the probability of getting shot less than 5 seconds after spawning reach a certain level, no assault is possible.
Instead, if you camp from your spawn and try to snip from some corners, waiting for the unsuspecting enemies getting closer since no one is attacking, you'll be contributing to your team !
=> you're not dying due to an enemy right outside of spawn AND you're lowering the amount of reinforcements for the enemy team.
3) It's
negating teamwork
a) No teamwork can prevent getting shot by surprise right outside the spawn.
The only solution would be keeping half of the team camping/sniping from the actual spawn, constantly.
It always proved interesting for the gameplay experience, right ? Having half of your team camping and not playing the objectives, must be extremely funny to experience.
And even then, it's rarely efficient against spawn camping.
Also, once the 5-10 kills are made, you can't get them back : you can pour tons and tons of teamwork over it, it's still 1-2 enemy / 5-10 teamates losses. And it will happen
again soon.
b) Spawn camping is only done effectively (and actually) by lone players, sometime 2 players teaming up by accident. If it gets too much players they'll get noticed and BOOM spawn camp attempt failed (and they won't be enough defenders to hold the spawn camped team).
Bonus point :
4) What's the point in having smoke grenades, if Squad Leaders and Commanders have to use 80% of their Smoke to cover the spawn zone only ?!
=> on many maps, the spawn zones requires 3 to 4 smokes to be secured.
With only 1 or 2 smokes remaining, it's becoming much more difficult to attack an enemy position... and camping is the only way to fight spawn camping...
=> So why would you bother attacking ?
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In RO1, spawn camp was much harder because of the map design, the slow pace of the game, slow movements and map size.
Sadly, RO2 faster pace and maps are very vulnerable to systematic spawn camping.
It seems
TWI don't really care about it :
a) Many maps have a direct line of fire between the capture zones and the spawn zone, they didn't even put trees/bushes to block the line of sight, let alone some walls.
=> usually, this is one of the first thing you verify on a multiplayer map before tweaking props/capture zones or optimizing.
Such flaws are usually ironed out during the first Beta versions of the map.
b) No spawn camp protection was put in place (5 seconds protection, wears out when firing, reduced to 2 seconds when moving - been the rule since 1996 games/mods).
It's hilarious to note that a team of amateur made in 2000-2001 a very efficient system to reduce the impact of spawn camping in a free mod (Frontline Force) , and 11 years later paid devs still can't get this right
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Funfact :
I read some late 1990s archives talking about Team Fortress (the Quake 1 mod), and found out that spawn campers and glitchers invaded the game too when it became "popular".
So the veterans/true fans created a system where you needed to register an account to connect to the server.
You could no longer ruin the fun and get away with it so easily, and it filtered out the immature who refused to take 2 minutes to create an account.
The system eventually faded away, as most people weren't willing to register on this system so there wasn't enough players/new players to make it viable.
And many veterans, server owners and important members of the Team Fortress (Quake 1 mod) community stopped playing the game, stopped renting servers, because of the destructive behavior of some players and the global passivity of the others.
I feel like quitting too, maybe I've had enough of this and can no longer "hope" things will get better
