Why do people keep camping in indoor/cramped areas?

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hardcore_gamer

FNG / Fresh Meat
Nov 7, 2010
95
0
0
It drives me nuts because every time I see my teammates decide to do this I just know we are all going to die.

The mansion map is a great example of this. Try to camp inside the parts of the mansion that are cramped and have lots of entries for the zeds and you just get swarmed and torn into pieces. The only reason I don't leave is because I don't stand any better chances alone, and because after a wave has already started I don't have time to open the chat and tell people to leave to some other place before the zeds attack me.

So here is a free hint: Don't camp in small areas where zeds have lots of entryways and you have no easy means to leave. :mad: :p

/end of rant.
 

[TW]Curt

Tripwire Interactive Staff
Apr 27, 2015
37
0
0
Its human nature to find a secure spot and hold it, small spaces work well since we can survey and control that space. It's survival instinct and it's worked pretty well for the last few million years.

Problem with maps like mansion is there are very few places to get your back to a wall. Or any secure area you can check once and no longer have to check again. I favor the terrace for this, two major approaches plus a floor/ceiling hole to check now and again.

So small spaces are chosen since they are the only ones available within single/double approaches. Works find for the first 4 waves. Then a Scrake comes.

The successful team controls a large enough area that there is fallback room from a Scrake/Fleshpound, commensurate with a coordinated attack to kill it quickly and get back to trash.

-Curt
 

hardcore_gamer

FNG / Fresh Meat
Nov 7, 2010
95
0
0
Its human nature to find a secure spot and hold it, small spaces work well since we can survey and control that space. It's survival instinct and it's worked pretty well for the last few million years.

Problem with maps like mansion is there are very few places to get your back to a wall. Or any secure area you can check once and no longer have to check again. I favor the terrace for this, two major approaches plus a floor/ceiling hole to check now and again.

So small spaces are chosen since they are the only ones available within single/double approaches. Works find for the first 4 waves. Then a Scrake comes.

The successful team controls a large enough area that there is fallback room from a Scrake/Fleshpound, commensurate with a coordinated attack to kill it quickly and get back to trash.

-Curt

Thanks for commenting! Yea I agree that one should always have a backup plan so that one can retreat to another room in case you are overrun. I just can't help but feel completely baffled whenever I see my teammates camp in areas where they will just obviously be cornered. Burning paris has an example of such a spot. If you start in the outdoor area, and then walk up those ramps and enter the window you find yourself in a indoor room with a trader pod. In this room zeds can swarm in through all directions and you have almost no space to outmaneuver them. And yet, every now and then I have a team that decides to pick this place as their camping spot, and to date I have NEVER seen the team survive it on hard or above. The zeds just keep flowing and flowing and then by the time the scrake or fleshpound shows up if the team isn't already dead it gets utterly raped.

It's such a obviously bad place to camp in, but some people just don't know how to read the maps.
 

Oy The Destroyer

FNG / Fresh Meat
Aug 21, 2014
1,255
8
0
Not Here
We would all appreciate if the voice command wheel was expanded, or if a second one was added on the next key, to include commands such as; Get Inside, Get Outside, Get Upstairs, Get Downstairs, and a "look" that was dynamic depending on if you're staring at a scrake, fleshpound, ammo, weapon etc. The directional commands were used frequently by myself and most others in public matches in kf1. Several times in KF2 I've needed to stop and type things that my character has lines for anyway, like fp or armor. And insult plonkers would be nice to use manually instead of your character randomly telling people they talk... a lot. Thanks for reading.
 
Nothing like getting cornered in a small Rape Room that has no means of retreat. You feel safe until the first big thing busts through the door and everyone panics and utter chaos is all that remains from that point until every last player is lying dead on the floor.
 

Rattler

Grizzled Veteran
Dec 20, 2009
2,809
313
83
We would all appreciate if the voice command wheel was expanded, or if a second one was added on the next key, to include commands such as; Get Inside, Get Outside, Get Upstairs, Get Downstairs, and a "look" that was dynamic depending on if you're staring at a scrake, fleshpound, ammo, weapon etc. The directional commands were used frequently by myself and most others in public matches in kf1. Several times in KF2 I've needed to stop and type things that my character has lines for anyway, like fp or armor. And insult plonkers would be nice to use manually instead of your character randomly telling people they talk... a lot. Thanks for reading.

And I would appreciate if those commands appear as chat messages since the voices are often covered by other sounds such as specimens screams and gunfire.
 

Bluntman420

Member
May 21, 2015
336
22
18
Los Angeles
Well sometimes it's people doing the berserker wall holding up in a corner. Other instances it is people trying to bottleneck the zeds to create a nice kill zone(that's what I used to do in kf1). On manor my friends and I like to hold on the patio just outside hans' bedroom. A couple holes in the ground and crawlers off the roof are an issue but if you have a good team that watches each other's backs it is no problem. I personally like to have an escape route for when stuff eventually goes bad. One of the keys to success without zerk walling is to know when to run. More voice commands would be great and I'd like a better command menu as well.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
I prefer camping but I like roaming too. However as a flamethrower user, yes I like my tunnels narrow and spaces cramped! It's where I do my best work.

For classes which don't literally spray their damage on everything however I'd agree. Small limited area, modern human weaponry (of which range is the biggest advantage) and a melee/close-quarters based opponent is a bad mix!