Spawnkillng & spawncamping

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F.A.A.L.

FNG / Fresh Meat
Sep 22, 2011
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0
maybe spawncamping shouldn't be allowed, maybe it should have protection like that "leaving combat area" and similar. i will give only 2 examples: playing as engineer is pointless because you can't get close to tank who often just camp on other side of map (or on the edge of map), sometimes even in protected area and leaves tank MG to do job. also soldier machinegunners on some maps often can spawncamp (for example soviet MGs on spartanovka, especially when defending E).

there is antoher problem on spartanovka - excessive spawnkillng of axis soldiers especially on spawn when allied team defends D and E objective, sometimes is impossible to spawn if in soviet team are only 2 players who know good position for spawnkilling. and now there are more players who learned that positions. that are only 2 examples, there are even more. another example - on grain elevator one spawn point for axis (when capturing B objective i think) is also useless because soviet MG's can just aim at it and kill, kill, kill... and they need only one player to stop complete spawn of whole other team on one of two points.

no need for answering, i'm just pointing it out
 
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slyder73

Active member
Aug 3, 2006
826
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Vancouver
Or, the team getting killed as the EXIT their spawn, can communicate, everyone spawn and go BACK instead of straight forward and around the issue, combined with smoke. No problem.

Spawn killing complaints more often than not come down to a lack of teamwork and communication by the team on the losing end of it.
 

RtD>Kräk

FNG / Fresh Meat
Nov 14, 2011
20
4
0
Australia
good post and first response. Glad someone else has found this. I've also found this exploit practised enormously by Russians on Commissar's House. Infuriating after all efforts to get there as (a heavy slow) Engineer. Also 'long range' spawn campers covering the exits..same players same places.
 
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Mr Milkman

FNG / Fresh Meat
Aug 10, 2009
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Or, the team getting killed as the EXIT their spawn, can communicate, everyone spawn and go BACK instead of straight forward and around the issue, combined with smoke. No problem.

Spawn killing complaints more often than not come down to a lack of teamwork and communication by the team on the losing end of it.

Exactly what he said. I don't think in Stalingrad they would have halted the war because of "spawn camping" There's always a way to defeat the spawn campers with team work and use of smoke. There's always more than one way out of spawn....
 
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Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
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It's pretty hard to actually be spawn-killed in RO2. The map designers went to excessive lengths in covering wide sections of the maps in protected areas. Only a scant handful of particular spawns across all the maps actually have any way to get line of sight or even max artillery deviation on a spawn point.

Most of the complaints about spawnkilling I've seen have been from people who have been alive for 10+ seconds and managed to run their way into enemy fire. That's the user's fault for choosing to leave safety and take the most dangerous approach. I don't see why the game should care about that scenario.
 
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Papa Lazarou

FNG / Fresh Meat
Dec 4, 2011
114
25
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I think the 'Warning: Protected area' is a bit too severe.


One minute your capturing an area and the next (when your team is falling back) you have 2 seconds to get out of the protected area or you blow up :confused:
 
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Atomskytten

Active member
Jul 18, 2006
467
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Your team is the weak link if you get spawn camped - if the team had better team work it wouldn't happen.

Having said that I believe that spawn camping is a valid tactic and quite rewarding as a player to see how the other team react.
 
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Sir Reginald

FNG / Fresh Meat
Sep 7, 2011
311
71
0
you guys are funny blame the other team because you spawn camp
Twi tried to fix some of the spawn camping
on some maps removing the tanks helped
but on some maps it still easy to camp spawns
some maps you can even shot people in the spawn with out even getting close
the problem is the maps size
the maps r too small , caps too close together and spawns right behind them and alot of the spawn areas can be seen from the first cap zone
 
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F.A.A.L.

FNG / Fresh Meat
Sep 22, 2011
69
3
0
i'm not talking about direct spawnkilling->you can spawn. but you can't exit that building. smoke doesn't help much on grain elevator because you have to pop it in the air and one on the ground. another problem is, SL and commanders don't use smoke at all! (smoke in general is the most useful thing for me in RO2, that is reason why i often play as commander- pop smoke, call artillery and capture objective while you are covered. but i don't want to play as commander all time). you can't expect team work on public servers. there is about maximum 3 players that work together. others are just playing team deathmatch.

still, there is issue with engineer class (or destroying tank on close range). yesterday i played as AT soldier on comissiars house and one soviet tank was gone to the west part of map on D objective behind two houses. and it was impossible to destroy him because there wasn't clear shot. i tried to approach him with satchel charge, but i couldn't throw it so far, and for AT grenades - you need it two. or course, tank MG did the job. tank was destroyed after soviets captured objectives and there wasn't anyone to kill so he moved forward.
and tanks on pavlov house that are camping in north is IMPOSSIBLE to destory on close range. because, often there is fight between C and D objective, and tank is camping behind B and A objective. so if you manged to go around ALL solidiers (in 1 of 100 attempts) it is still impossible to get close enough to tank. only another tank could destroy him but it is much better for players to leave tank in safe location and kill infantry than go in tank-on-tank combat
 
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