Sud
Member
+0|7169
The issue that that creates Jodah is the fact that it would be a huge advantage to the defending team if that happened. Say, for example, you have a teammate capturing a flag while you support him with your tank. Suddenly, a special ops spawns right behind your tank, and you get C4ed, no way to possibly counter it.

Ever play the old game Gauntlet? Remember those monster generators that would spawn ghosts and grunts? Imagine how difficult it would be to play that game if, after spawning a monster, the generator then warped somewhere else randomly around you. As it is, the way spawn camping is now, it's people's best attempt to plug the flow of new troops from these "monster generators"
LG-MindBullets
Member
+10|7143|Kirkland, WA
Sud, I like your idea of having a spawn que. As I've already said numerous times in this thread though I think a lot of the problem in capturing flags could be solved if a spawned player had no effect on the flag during their immunity time, and perhaps even for a buffer period of a few seconds after the immunity wore off.

As to Jodah3's idea of having the flag randomly generate an insertion point within a radius of the flag, I think that type of solution would still encounter problems. For example, the top dam flag on Kubra Dam would present a problem if the radius extended over the edge of the dam. It would place people on the closest valid surface in the Z direction, which could potentially be all the way at the base of the dam. If the region was a sphere it might work, but I still believe it would have some issues with inconvenient insertion points.
LG-MindBullets
Member
+10|7143|Kirkland, WA
Thanks Sud for adding another example of how that type of spawn system could create problems.
blacksheepcannibal
Member
+24|7174
I did read the second post in this thread.  I disagree; most insertion points are relatively coverless; if you are around the flag capping it, and everybody spawning to defend it has 2 seconds invunerability, then they will always have the ability to run for cover, making your job of capping the flag a great deal more difficult.

Additionally, how would you treat getting in vehicles? There are plenty of areas where you can spawn and be in a vehicle before 2 seconds is up. And on top of that you havent fixed Denial-of-Spawn where you just sit on the insertion points.

It just seems like the wrong answer to a decent problem. Perhaps reducing the time from 2 seconds (2 seconds is alot longer than you think in a gunfight, im sure you know that) down to perhaps a half second - it allows just enough time to get out of somebodies crosshairs.

I think that a more random insertion would be a more effective answer. If not totally random, then a great deal more insertion points (perhaps 10-12?) it seems like it would be a great deal easier to apply in a patch as well; just copy over the maps information on spawns.
LG-MindBullets
Member
+10|7143|Kirkland, WA
Well maybe, having 20 well positioned insertion points per flag would work, but I still think having randomly generated spawn points would create issues for both the defenders and attack force.
LG-MindBullets
Member
+10|7143|Kirkland, WA
I have an idea that I'd like to throw out as a possible alternative.

It seems that there is more opposition to the brief immunity period than I thought, or maybe it's just a vocal minority. Anyway, I was thinking that the most common abuse of spawn camping is when a team only has one remaining flag, whether it be cappable or uncappable. These situations probably account for 90% of the spawn killing that would fall under the category of unavoidable or extremely unlikely to survive.

What if, in addition to every flag's 3-6 insertion points their would be an additional 6-8 auxillary or secondary insertion points that would only be available if the flag in question is the last flag remaining for the team that controls it. These secondary insertion points could be positioned somewhere within a radius that is twice as far from the flag as the primary insertion points. Just to summarize, these secondary insertion points would only be available or active if the flag is the last remaining flag that the team controls.

Any thoughts on this approach?
Sud
Member
+0|7169
Thanks Sud for adding another example of how that type of spawn system could create problems.
Just a nice change to be in a civil conversation for once.

Either way, however spawn kills are changed, they still need to be coupled with the spawn queuing idea to reward attackers for actually diligently attacking and removing the enemy force.

Most of the fights that I'm starting to see are moron attackers running blindly into moron defenders and dying en masse to artillery and each other. It's so bad you have to search for revive opportunities in a 64 player server because of the really dumb battle dynamic.

The reason why the attackers are charging in like that is because it's their only chance to capture the flag. They HAVE to get the flag at least neutral, otherwise, it doesn't matter how many defenders they kill, they will simply replace themselves, and this continues until the game is decided by kill tickets, not by flag capturing.

What if, in addition to every flag's 3-6 insertion points their would be an additional 6-8 auxillary or secondary insertion points that would only be available if the flag in question is the last flag remaining for the team that controls it. These secondary insertion points could be positioned somewhere within a radius that is twice as far from the flag as the primary insertion points. Just to summarize, these secondary insertion points would only be available or active if the flag is the last remaining flag that the team controls.

Any thoughts on this approach?
It's not random, it's not invulnerability, a good attempt at a common ground, but I'm not quite convinced. First point to make, it only takes one person to camp a spawn. Karkand hotel as an example, you can have one person on fence alley, one person on archway, one person on the other two alleys. More insertion points would require more ground be covered, but it could still be done. In essence, it lessens the problem, but does not eliminate it, and does not touch on the bigger problem of mass numbers of respawns on defense, so I can't completely back it until the idea is formed more concretely.

Also, how much do we want to debate spawn locations when people should be forming squads and warping to their squad leader. I really need to make this point - do we really need to continue to devalue squads any more? Being spawn raped sometimes is the only thing that will encourage people to join a squad, as they really should be right from the get go. Is spawn raping truly the problem here, or is the problem that people are not squadding up? Food for thought.

Last edited by Sud (2005-12-06 14:51:57)

LG-MindBullets
Member
+10|7143|Kirkland, WA

Sud wrote:

Either way, it still needs to be coupled with the spawn queuing to reward attackers for actually diligently attacking.
I agree, I think no matter what solution is implemented for reducing spawn camping that some sort of spawn que system should be implemented to reward diligent flag cappers.

I even think a dynamic spawn system could be employed. For example when the flag is fully controlled by the defending team the spawn que will allow 3 defending players to spawn every 5 seconds. When the flag is lowered to less than 2/3 the pole height then the flag will only permit 2 defending players to spawn every 5 seconds. When the flag is below 1/3 the pole height then the flag will only permit one defending player team to spawn every 5 seconds. When it's neutralized... well, that's obvious.

This is starting to go off topic of spawn killing, but I still think it's an interesting topic to discuss.
LG-MindBullets
Member
+10|7143|Kirkland, WA

Sud wrote:

Is spawn raping truly the problem here, or is the problem that people are not squadding up? Food for thought.
I think it's true that people don't use the insertion point provided by their squad leader nearly as frequent or strategically as they should. However, many times all of the squad leaders are trapped at that last base being held by the defending team. I'm mostly thinking of cappable bases, such as playing MEC on Karkand or playing USMC on Sharqi.

Nothing pisses me off more than to join a server and be put on a team that has no bases. Even if I squad up, you can't spawn in on a squad leader if your team has no base.

This is going to go a little off topic but I want to bring this up:

Personally, I don't think that Dice should have made any map that has a team without an uncappable base unless they were going to force the map to be played as a two-round map that swapped team positions. Obviously, there are servers that can do this, but I think that it was irresponsible for Dice and EA to allow maps that can easily be exploited by one side. If I'm playing Karkand for example I'll win 90% of the time if I'm on USMC. If I'm on MEC I'd say that I only have a 40% chance of winning. By default, all things being equal, I think Karkand is favored toward a US victory over MEC with about a 70/30 ratio. As USMC you never have to fear that you'll lose all your bases and be capped out. As MEC, unless you have a functional team, there is a very good possibility that you'll be choked out and forced to one flag, which often will get capped and prematurely end the game. This is one example supporting why I think the last standing flag should have auxillary insertion points.
Sud
Member
+0|7169
I still think it's still on topic - you can't have one without the other, they're an inseperable pair, worth considering as a whole; can't modify spawn killing without having to consider this at the same time.

"No redemption, no second chance". That's how it is in war. Not in BF2 though. In the game it is feasable that a squad of 6 talented people attack a base defended by 12 and wipe them out quickly. But they get a second chance. They all spawn back, more aware and certainly pissed off, and can utilize their numbers to destroy the attackers before they can cap the flag.

BF2 is tides of blood. You don't have a result until one side washes over. Otherwise you get these big standoffs, or, you get a ton of remote flag capping all over the place (on big, flagged up maps like Songhua).

Nothing pisses me off more than to join a server and be put on a team that has no bases. Even if I squad up, you can't spawn in on a squad leader if your team has no base.
That is a piss off, but it is the fruit of a different bush, that being that your team is unfortunately hopelessly incompetant. If that is the case, you need to simply refuse to spawn until something becomes available. The act of doing this is basically to concede the defeat. If your team was to surrender rather than fight the hopeless battle, the tickets would run down and the enemy would cap the final flag, simply because they have nothing else to do. While your team is likely too stupid to do this, at least it's an option for you. And in the chaos, it's possible that one guy makes it out in a jeep or something and gets to a base to caps it (or a squad leader escapes the area). It's not rational to fight a battle you have no chance of winning.

Last edited by Sud (2005-12-06 15:16:01)

RGB|Apocalypse
Member
+1|7183

LG-MindBullets wrote:

Also RGB|Apocalypse said that the spawn points seem completely random. Well, it may seem that way but they aren't entirely random. If you ever mess around with the BF2 level editor and look at the spawn points you can see how they work. Basically, in the level editor you insert a flag, then you insert several other soldier insertion points that are connected to that flag. One flag might have anywhere between 2-6 insertion points for soldiers. Most only have about 3. If you know where those insertion points are then it's possible to completely pin a flag down, especially if it's the last flag the enemy team occupies.
Pardon me for only replying to your part here, its quite abit to read at work.

As I said, I don't mind having many spawn points at a flag, in fact, it is advantages to the one being camped that he can simply spawn further away instead of right smack-in-the-middle-in-front-of-enemy-tank. But this option is not available to be chosen and frankly, having your fate decided by the stupid game system sucks.

Adding to some of the points to this being a war game, and yes, I DO know that there is an entire thread on 'there is no such thing as spawn raping'. Think of it this way, if you are totally out-numbered, out-skilled, it don't matter if there is spawn immunity anyway. No arguement, you/your team plainly sucks. There is therefore no disadvantage to ANY side to have spawn immunity. Just to clarify, I would spawn camp if the opportunity allows anytime, nobody expects you to 'say hi' to the respawned-full-health enemy first.
LG-MindBullets
Member
+10|7143|Kirkland, WA

RGB|Apocalypse wrote:

But this option is not available to be chosen and frankly, having your fate decided by the stupid game system sucks.
That's why were are discussing elements that could be changed or added to the game to improve the spawn situation. I think you're partly right in saying taht a brief spawn immunity wouldn't help most teams that are being base raped anyway, since it's very likely that they sucked to get into that situation. However, it would allow the few competent players on the team to at least have a spawn where they are not instantly killed in 0.01 seconds.
stryker0ne
Member
+2|7140
I think spawning outside the line of sight of the enemy would be a big help.
LG-MindBullets
Member
+10|7143|Kirkland, WA

strykerOne wrote:

I think spawning outside the line of sight of the enemy would be a big help.
Yeah, I thought of this before, but when you said this just now I thought of an interesting way to handle spawning that could be an alternative to the brief immunity period that's being suggested for the next patch.

Basically, on top of secondary insertion points for each flag as I have alredy discussed it would also be advantageous if the game determined whether or not each insertion point was in the line-of-sight of an enemy. If an intersection line could be drawn from the insertion point to any surrounding enemy without penetrating a mesh then the player will be cycled to the next insertion point for that flag that can't draw an unobstructed intersection line to any surrounding enemy unit. So, if the enemy can't see an insertion point then that insertion point is added to the que of allowable insertion points for players to come in on for that flag and if an enemy could see an insertion point then that point would be removed from the list of insertion points the player is permitted to spawn in on. This might mean that each flag would potentially have to double the number of insertion points available since there's a good chance that half of them could be in the line-of-sight of the enemy at any given time, but overall I think this would be a good thing. I also think that there would have to be a limit on how far from each insertion point the game searches for enemy units to draw an intersection line to, otherwise an enemy player 1000 meters away might prevent an insertion point from being added to the flag's que or list of valid points.
RGB|Apocalypse
Member
+1|7183

LG-MindBullets wrote:

I think you're partly right in saying taht a brief spawn immunity wouldn't help most teams that are being base raped anyway, since it's very likely that they sucked to get into that situation. However, it would allow the few competent players on the team to at least have a spawn where they are not instantly killed in 0.01 seconds.
Yes, I totally agree on this despite some saying that it would be unfair to the attackers. That few seconds is all the difference a skilled player needs to find his direction and take on the fight. Instead of getting arse-raped before even standing up.

Think we all can generally agree that in place of having spawn immunity (too unfair to those trying to take flag?) being able to select exact spawn position would be of tremendous help.
OpsChief
Member
+101|7098|Southern California
I used to get angry at spawn campers in Far Cry and BF1942 but when BF2 came out something different happened, most of the spawn points are adjacent to flags or strategic assets.

Imagine what the game would be like if you weren't allowed to shut down the spawn points around and across the street from the Hotel in karkand until after you take the flag, IF you could ever take the flag?

ok then - end of argument - there is no such thing as spawn camping in BF2,  line-of-sight/fire/routes to/from/between flags and spawn points should determine the existence of spawn camping.  If you get caught in a fire trap don't keep charging in, go spawn somewhere else.
AFKGarycoleman
Member
+0|7151
I think people have forgot what spawn camping is.   Sitting and waiting and killing is spawn camping.  But a tank or chopper killing people as they spawn while their team members moves into action is not.  Nor is the other team kicking your ass while you have one flag.   Its called TEAM PLAY not spawn camping.  People just complain too much.  Anything that kicks their ass and takes too much EFFORT to overcome they dont like. 



So as for this "improvment" for spawn camping i say HELL NO!  Get some skill SQUAD UP and move out!
Darth_Fleder
Mod from the Church of the Painful Truth
+533|7228|Orlando, FL - Age 43
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Mj.Blindfisch
Bulletdrop-Buddha
+338|7119|Germany
The 3-secs-invulnerable is a great idea,it is used in many other games and a lot of my deaths are because I spawned and got ripped into shreds by a baseraping tankwhore after 0.5 seconds in the game.

And the "just-spawn-somewhere-else"-argument is not appropriate,on your spawnpoint select screen you can't see any units,friendly or enemy!

But on the other hand it could be unfair for the tank,imagine 10 ATs spawning,running into cover and shooting their SRAWs.Swiss tank cheese.And no chance of defending itself for the tank.

I'm not sure about this...but since I'm not a tankwhore anyway - let's give it a try.

Last edited by Mj.Blindfisch (2006-01-16 18:38:08)

Mj.Blindfisch
Bulletdrop-Buddha
+338|7119|Germany

AFKGarycoleman wrote:

But a tank or chopper killing people as they spawn while their team members moves into action is not.
Moves into action?Team members?What are you talking about?
When I get spawnkilled there's only one APC around and there's no infantry support whatsoever.

And if there is no attempt to cap the flag this behaviour is spawncamping!!
Sitting,waiting and killing those who spawn,I think that was your definition...

Last edited by Mj.Blindfisch (2006-01-16 18:43:34)

OpsChief
Member
+101|7098|Southern California
lol it is clear that even BF2 has captured the Armor spirit of Mobility-Firepower-Shock Effect!!! 

There should be no "fixing" of spawned players and "campers". What EA should do is explain their logic for arriving at the solutions they use for each part of the game that comes into question. Maybe high risk but also could be be an enlightening experience for us to understand why they did what they did when they made the game lol  even when we strongly disagree.

No guys, I guess you need to define what environment is important...sound military tactics or paintballer arenas with orange vested referees.  It is a very sound tactic to move and cover any approach to and from a critical objective (flag in this case). Ambushing enemy routes of resupply/attack is part of Infantry doctrine. If a commander or player decides that a particular flag is either vulnerable, places the team in jeapardy, is about to be captured or that is needs reconoitering then he has good call to not only be there at or near a flag but killin anything that rears up and shows red. And remember Tankers don't usually like driving up and parking right next to a target as if to order a hamburger, they prefer to stand-off and pound their enemies into history from beyond the enemy's reach.

At the point where you have no spawn points or SAFE spawn points remaining you must (and should anyway as infantry) spawn with a squad leader. You will see the really good clans doing it with high success in many situations. Since spawn points are so vital then apply the Principle of War "Security" clear the base.

As the other comment about not seeing anyone to spawn with, join their squad and hit ENTER key again in the spawn window and they will appear and continue until you see the little green dot.

Like Mr.Coleman said above "SQUAD UP and MOVE OUT!" oh and uh lets have fun out there

Last edited by OpsChief (2006-01-17 01:19:55)

-iLL*NaYmL3sS
Banned
+1|7111
i think this a dumb fucking idea. if you let the opposing team progress to your spawn, then you deserve to get base raped. If your getting spawn raped, blame the noobs who man the vehicles they have no business in cause they fucking suck at it. I hate it when noobs waste a vehicle just to feed the opposing team kills cause they dont know what they're doing which allows the enemy to progress closer and closer. Getting spawn raped helps people learn to let the other guy have this or that vehicle since that player can problably make better use of the jet, chopper, or even tanks,etc...

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