PVP is getting quit annoying with all the spawn killing going on because either the gates are not spawning randomly or the C&H starbases don't have adequate defenses to prevent teams from sitting outside tha base, killing anybody that appears. How is that fun or balance for everyone? Once your team is on the losing end, they can never recover as long as they get killed as soon as they appear and re-appear. This has been a problem since Season 5, but only have gotten worse as ships became more powerful. I think the Devs can't continue to ignore the problem with these maps. Thos gate needs to be fixed so people have random spawn locations, and the C&H starbases need better defenses to keep opposing teams from camping on eachother.
If you have an Engine Battery, and your Evasive is up in "Spawn Camp" situation, you can use both and get quite a distance away to give you a chance to recover. If your team is also well organized, you can get them to all do the same, and in the same direction to give you guys more time to recover.
As far as the C&H Platforms, I agree they could use a tweek to be stronger and use more AOE attacks for fending off multiple opponents.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
there isnt a spawn camping problem in game, there is a players suck problem in game. 90% of the time, theres such a skill miss match that the battle just ends up outside a spawn. rarely is it malicious intentional spawn camping. if the matchmaking is so poor that the other team couldn't if their life depended on it put up any sort of fight, then prepare to get spawn camped so this pathetic match can end as quickly as possible
If you have an Engine Battery, and your Evasive is up in "Spawn Camp" situation, you can use both and get quite a distance away to give you a chance to recover. If your team is also well organized, you can get them to all do the same, and in the same direction to give you guys more time to recover.
As far as the C&H Platforms, I agree they could use a tweek to be stronger and use more AOE attacks for fending off multiple opponents.
I have tried that but most times it doesn't get you far when they have acceton assimilators, or advances interceptors that target your subsystems sitting outside the station.
there isnt a spawn camping problem in game, there is a players suck problem in game. 90% of the time, theres such a skill miss match that the battle just ends up outside a spawn. rarely is it malicious intentional spawn camping. if the matchmaking is so poor that the other team couldn't if their life depended on it put up any sort of fight, then prepare to get spawn camped so this pathetic match can end as quickly as possible
So you are guilty of spawn killing. KDF teams are the most guilty in spawn killing because they have more NPC frigates , fighters, siphon drones, and drops like acceton assimilators that makes it difficult for the the station defenses to target the players. House of Beautiful Orions is one of the most notorious teams that do this as soon as the game starts. People will continue to spawn camp as long as the game allows them to. Its doesn't matter if players on ones side is less skilled than the other. When the match is PUGS vs established teams, most like the established teams are going to win because they can coordinate attacks better. They can communicate using media devices which gives them a great advantage over PUG teams. That is why I am an advicate of separating the PVP servers so established teams can go against established teams and PUGS vs PUGS. Until the devs get this idea they should at least fix the spawning so that players be given a fair chance to recover without dying as soon as they appear. The game is not being taken care of by the devs. Before Season 5 spawn gates were working properly and the C&H starbases had strong base defenses that easily killed you if you came too close. More and more players, new and old are hating PVP rather than PVE because of the spawn camping. Thats why it is hard to queue up for Fed vs KDF because people are afraid that some good KDF established team will be in there spawn camping and making the experience miserable. Spawn camping is making PVP less attracktive for new and old players. Even whole teams are camped on from the begining. When you appear, your buffs are not active making you an easy target.
there isnt a spawn camping problem in game, there is a players suck problem in game. 90% of the time, theres such a skill miss match that the battle just ends up outside a spawn. rarely is it malicious intentional spawn camping. if the matchmaking is so poor that the other team couldn't if their life depended on it put up any sort of fight, then prepare to get spawn camped so this pathetic match can end as quickly as possible
this, a matching system in PVP would take away most of the problems it has. as i understand it, cryptic won't implement anything for pvp in season 8...lets hope for season 9
also if your team is behind already 10:0 why even bother to evade the freaking spawn killing? get killed, end match, queue again. Why try to prolong something that is inevitable.
*something like the arenas in WOW would be my suggestion...premade teams (that have their own name) fight each other in a ranked system
So you are guilty of spawn killing. KDF teams are the most guilty in spawn killing because they have more NPC frigates , fighters, siphon drones, and drops like acceton assimilators that makes it difficult for the the station defenses to target the players. House of Beautiful Orions is one of the most notorious teams that do this as soon as the game starts. People will continue to spawn camp as long as the game allows them to. Its doesn't matter if players on ones side is less skilled than the other. When the match is PUGS vs established teams, most like the established teams are going to win because they can coordinate attacks better. They can communicate using media devices which gives them a great advantage over PUG teams. That is why I am an advicate of separating the PVP servers so established teams can go against established teams and PUGS vs PUGS. Until the devs get this idea they should at least fix the spawning so that players be given a fair chance to recover without dying as soon as they appear. The game is not being taken care of by the devs. Before Season 5 spawn gates were working properly and the C&H starbases had strong base defenses that easily killed you if you came too close. More and more players, new and old are hating PVP rather than PVE because of the spawn camping. Thats why it is hard to queue up for Fed vs KDF because people are afraid that some good KDF established team will be in there spawn camping and making the experience miserable. Spawn camping is making PVP less attracktive for new and old players. Even whole teams are camped on from the begining. When you appear, your buffs are not active making you an easy target.
spawn camping can also be completely avoided if you actually fly to the center of the map at the start. try that, and then tell me theres a spawn camping problem in arenas. it is your own fault if you get spawn camped in arenas.
cap and holds, mainly the skill imbalance between teams. if they cap all the points, what the hell else is the other team supposed to do? why would you want to prolong a match like that anyway. just stop spawning and let it tick down then.
im so tired of 'helpless spawn camp victims' blaming everyone but their own lack of skill, and their inability to actually fly away from their own spawn for getting spawn camped. no, actually its your own fault. deal with it and L2P.
spawn camping can also be completely avoided if you actually fly to the center of the map at the start. try that, and then tell me theres a spawn camping problem in arenas. it is your own fault if you get spawn camped in arenas.
cap and holds, mainly the skill imbalance between teams. if they cap all the points, what the hell else is the other team supposed to do? why would you want to prolong a match like that anyway. just stop spawning and let it tick down then.
im so tired of 'helpless spawn camp victims' blaming everyone but their own lack of skill, and their inability to actually fly away from their own spawn for getting spawn camped. no, actually its your own fault. deal with it and L2P.
wow you mean i might have to actually move from my spawn point!?
So you are guilty of spawn killing. KDF teams are the most guilty in spawn killing because they have more NPC frigates , fighters, siphon drones, and drops like acceton assimilators that makes it difficult for the the station defenses to target the players. House of Beautiful Orions is one of the most notorious teams that do this as soon as the game starts. People will continue to spawn camp as long as the game allows them to. Its doesn't matter if players on ones side is less skilled than the other. When the match is PUGS vs established teams, most like the established teams are going to win because they can coordinate attacks better. They can communicate using media devices which gives them a great advantage over PUG teams. That is why I am an advicate of separating the PVP servers so established teams can go against established teams and PUGS vs PUGS. Until the devs get this idea they should at least fix the spawning so that players be given a fair chance to recover without dying as soon as they appear. The game is not being taken care of by the devs. Before Season 5 spawn gates were working properly and the C&H starbases had strong base defenses that easily killed you if you came too close. More and more players, new and old are hating PVP rather than PVE because of the spawn camping. Thats why it is hard to queue up for Fed vs KDF because people are afraid that some good KDF established team will be in there spawn camping and making the experience miserable. Spawn camping is making PVP less attracktive for new and old players. Even whole teams are camped on from the begining. When you appear, your buffs are not active making you an easy target.
Nope , dontshoot is completely right, spawn camping is a term that is wrongly used as a negative in sto as it is simply killing the enemy at their spawn, its not malevolent or exploiting an unfair advantage to the "spawn campers" as some lable them, it is simply that the gap between the two teams in terms of skill, gear and experience is so big one team is killed so quickly, that the other ends up killing from spawn.
I mean if you got spawn campers to not spawn camp, the actual result of the game doesnt change; eg team A 5-0's team B at the start of the game, so what do they do? Either sit in the middle of the map and wait or head to the enemy to 1.) keep killing the opposition, and 2.) finish the game as quickly as possible.
Regardless whether team A waits of goes to the enemy the result is the same, one team loses by a lot. "Spawn camping" does not happen in an even game because as players die evenly on either side the momentum of the battle keeps it around the middle of the map. Its not the getting killed at their spawn that players complain about in the queues, its the getting thrashed 15-0 etc, which often entails some form of killing at the spawn naturally.
Spawn camping becomes a negative when it gains some form of advantage to the offensive team, like they can kill a team with powerful forms of AOE or by stopping them from reaching objectives or gaining posititional advantage. This doesn't really happen in sto in Arena as 1.)most aoe in sto is not powerful enough to take out an entire team on spawn (tric mines aside which are the exception to the rule) . And Cap'n'hold games already have heavily turreted bases to hinder the process.
You could try and argue that spawn campers gain some type of advantage over taking on less of the enemy team as they spawn. But that already happens if one team is killing the opposition very quickly 1 by 1, (its called focus firing) and then the weaker team starts spawning at different rates. Again, this wouldn't/doesnt happen in even games as combat usually stays in a semi-3D sphere in the middle if each team loses members at similar rates in combat.
To sum up can people stop misusing the phrase "spawn camping" and try and maybe solve the source of the problem being that pvp has a very big variance in skill and gear levels, which combined with low team sizes and the "one queue for all" (rather than unranked/ranked etc) results in imbalanced games that are neither fun for the dominiting team or the team on the receiving end of a 15-0.
[SIGPIC][/SIGPIC] Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
in a c&h it is a honor thing i have been spawn camped by the House of Beautiful Orions it is a pain to get out because of the power drain, vm, tractor, interceptor, ect spam but not imposable. If they do this I usually just not spawn in and let them cap the points but only if they are using bs power drain cause you spawn hit all your batteries and you still have 0 power lol insulators are a lie!
cap and holds, mainly the skill imbalance between teams. if they cap all the points, what the hell else is the other team supposed to do? why would you want to prolong a match like that anyway. just stop spawning and let it tick down then.
In C&H the KDF fleets are going straight to the spawn with siphon carriers and camping without capturing any points. This is deliberate and coordinated spawn camping. Sometimes they maintain a tie for extended amounts of time, just to camp longer. To make matters worse, in the last 20 matches I have played (ground and space) the KDF has outnumbered us 5-4...every time.
The times I see spawn camping it's b/c Feds don't make an effort move at the start of a match.
Nothing says feds need to go to the middle of the map alone while PuGing, but they should move. If they don't and they die quickly (which is usually the case for those who don't move), there's no point in not spawn camping b/c they don't leave their spawn anyway.
I do make an effort to not spawn team wipes if they move from spawn though.
C&H is a bit different in that it can be considered a tactic to have 3-4 people keeping enemies @ spawn while 1-2 cap. Part of the issue is there seems to be bugs relating how long it takes the different factions to cap a point, so if KDF actually wants to win they need they're at a disadvantage. Usually, this isn't the case though. It's usually bordem or wanting the turret dilithium.
I do agree people should spawn w/full power and crew.
I'd also prefer escalating respawn timers like STFs have as well. This would mitagate feeders/poor players from having such a negative impact. Even if it leaves a team down a player or 2 for extended periods, it's better than having 1 player w/6+ deaths and near zero repairs/damage.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
spawn camping can also be completely avoided if you actually fly to the center of the map at the start. try that, and then tell me theres a spawn camping problem in arenas. it is your own fault if you get spawn camped in arenas.
cap and holds, mainly the skill imbalance between teams. if they cap all the points, what the hell else is the other team supposed to do? why would you want to prolong a match like that anyway. just stop spawning and let it tick down then.
im so tired of 'helpless spawn camp victims' blaming everyone but their own lack of skill, and their inability to actually fly away from their own spawn for getting spawn camped. no, actually its your own fault. deal with it and L2P.
I mostly agree with this, though in arenas it's possible to fly to the middle, put up a decent fight, but lose, and then end up in a camping situation at the gate.
There is a big difference between a fight where you lose 5-0 but it's still a fight, and spawning into a cloud of mines and fighters with your power levels all at 0, while your whole team does it 1-by-1. And there are a lot of players who when the enemy team wipes, immediately go to the spawn points and start laying down mines and fighters.
Any group of KDF players is likely to do it any time they get the upper hand. Personally if I see the fight has moved to the gate, I'll back off, but my KDF ship is a healer, not a pet-spammer or alpha-striker, and ships spawning in at 0 power do very little damage so my backing off doesn't effect the game much.
There is really no reason that players should keep spawning into the same place, or that they should respawn at 0 power. Yes, if you are getting spawn camped, it's probably your own fault, but that doesn't excuse Cryptic's poor design.
spawn camping can also be completely avoided if you actually fly to the center of the map at the start. try that, and then tell me theres a spawn camping problem in arenas. it is your own fault if you get spawn camped in arenas.
cap and holds, mainly the skill imbalance between teams. if they cap all the points, what the hell else is the other team supposed to do? why would you want to prolong a match like that anyway. just stop spawning and let it tick down then.
im so tired of 'helpless spawn camp victims' blaming everyone but their own lack of skill, and their inability to actually fly away from their own spawn for getting spawn camped. no, actually its your own fault. deal with it and L2P.
Well, you just going to keep being tired. Cracked planet map and Briar Patch are the two arena maps that have gates spawning problems. I testest a 1v1 battle with my friend and he kept spawning and respawning in the same gate right in front of me. Now, how is that his fault that he spawned right in front of me? Explain that one. Anytime there is AoE attacks in the vacinity of a spawn point it will agrom the player automatticly forcing him to be in combat mode. When in combat mode you can't go to full impulse and it doesn't matter if you use batties or not if there are plasma clouds , gravity wells, or tychen rifts near by. Those things don't get there be accident. They have to be placed there with the intent to trap newcomers or people respawning. C&H has has this lopsided queuing system to where 2 teams 5 can start on KDF side while there only be 1 team of 5 or less on FED side. The game shouldn't even start with uneven numbers like that but it does. That is another thing the DEVs need to pay attention to.
Nope , dontshoot is completely right, spawn camping is a term that is wrongly used as a negative in sto as it is simply killing the enemy at their spawn, its not malevolent or exploiting an unfair advantage to the "spawn campers" as some lable them, it is simply that the gap between the two teams in terms of skill, gear and experience is so big one team is killed so quickly, that the other ends up killing from spawn.
I mean if you got spawn campers to not spawn camp, the actual result of the game doesnt change; eg team A 5-0's team B at the start of the game, so what do they do? Either sit in the middle of the map and wait or head to the enemy to 1.) keep killing the opposition, and 2.) finish the game as quickly as possible.
Regardless whether team A waits of goes to the enemy the result is the same, one team loses by a lot. "Spawn camping" does not happen in an even game because as players die evenly on either side the momentum of the battle keeps it around the middle of the map. Its not the getting killed at their spawn that players complain about in the queues, its the getting thrashed 15-0 etc, which often entails some form of killing at the spawn naturally.
Spawn camping becomes a negative when it gains some form of advantage to the offensive team, like they can kill a team with powerful forms of AOE or by stopping them from reaching objectives or gaining posititional advantage. This doesn't really happen in sto in Arena as 1.)most aoe in sto is not powerful enough to take out an entire team on spawn (tric mines aside which are the exception to the rule) . And Cap'n'hold games already have heavily turreted bases to hinder the process.
You could try and argue that spawn campers gain some type of advantage over taking on less of the enemy team as they spawn. But that already happens if one team is killing the opposition very quickly 1 by 1, (its called focus firing) and then the weaker team starts spawning at different rates. Again, this wouldn't/doesnt happen in even games as combat usually stays in a semi-3D sphere in the middle if each team loses members at similar rates in combat.
To sum up can people stop misusing the phrase "spawn camping" and try and maybe solve the source of the problem being that pvp has a very big variance in skill and gear levels, which combined with low team sizes and the "one queue for all" (rather than unranked/ranked etc) results in imbalanced games that are neither fun for the dominiting team or the team on the receiving end of a 15-0.
I don't think you understand what I am talking about. I am not talking about how many times a person dies. In arena, there are multiple gates that you are to repawn after death. There are multiple gates so that the enemy would have to guess where you would repsawn. The respawning person gets a chance to get inot battle with his buff active and defense rating hight because he is moving. In C&H there are teams that specifcly ignore the capture points and go straight to the opposing team's base to destroy the turrets so they can spawn kill and get high kill scores. If one team is incomplete, new comers will be the easy targets because you have to click through brief before starting the game. This even happens on the ground PVP Assault missions, where some really good KDF teams will move into the spawn area of Fed players to establish foot hold and get easy kills of anybody spawning. There is only two spawn points on Assault.
I don't see spawn camping to much in FVK C&H, probably less then half the time unless that fleet mentioned earlier is there. I end up doing sometimes but not by choice, I usually check the scoreboard every now and then to see if there are leechers just sitting on the spawn and go there to kill them, sometimes other players decide to defend the leecher and we end up in a big battle at the spawn area. Some of these leechers actually try to fight back or resist sometimes so I know they don't like dying in pvp so thats why I do it. Don't defend AFKers/leechers sitting at the spawn if you don't want a battle to start there.
I mostly agree with this, though in arenas it's possible to fly to the middle, put up a decent fight, but lose, and then end up in a camping situation at the gate.
There is a big difference between a fight where you lose 5-0 but it's still a fight, and spawning into a cloud of mines and fighters with your power levels all at 0, while your whole team does it 1-by-1. And there are a lot of players who when the enemy team wipes, immediately go to the spawn points and start laying down mines and fighters.
Any group of KDF players is likely to do it any time they get the upper hand. Personally if I see the fight has moved to the gate, I'll back off, but my KDF ship is a healer, not a pet-spammer or alpha-striker, and ships spawning in at 0 power do very little damage so my backing off doesn't effect the game much.
There is really no reason that players should keep spawning into the same place, or that they should respawn at 0 power. Yes, if you are getting spawn camped, it's probably your own fault, but that doesn't excuse Cryptic's poor design.
I wouldn't eve say it was poor desgning because I was with this game since the begining, and gates use to random spawn untill season 5. When Cryptic concentrated on the new ships, missions and new PVE maps they let PVP rot. Now, it is a bug that keeps the gates malfunctioning. C&H after Season 5, for some god aweful reason, has be redesigned the defense turrets as weak light turrets to replace the old strong heavy turrets. Some dev did that on purposes because he probable wanted to make it easy for himself to prey on new players when they spawn or run to heal.
I don't see spawn camping to much in FVK C&H, probably less then half the time unless that fleet mentioned earlier is there. I end up doing sometimes but not by choice, I usually check the scoreboard every now and then to see if there are leechers just sitting on the spawn and go there to kill them, sometimes other players decide to defend the leecher and we end up in a big battle at the spawn area. Some of these leechers actually try to fight back or resist sometimes so I know they don't like dying in pvp so thats why I do it. Don't defend AFKers/leechers sitting at the spawn if you don't want a battle to start there.
Everybody know AFKers are bad for what ever team they come on but it is still no excuse for the game to allow spawn camping at other's base to get easy kills. You can only curb that behavior if they change those turrets to heavy torruets that do allot of damage to nearby enemy.
there isnt a spawn camping problem in game, there is a players suck problem in game. 90% of the time, theres such a skill miss match that the battle just ends up outside a spawn. rarely is it malicious intentional spawn camping. if the matchmaking is so poor that the other team couldn't if their life depended on it put up any sort of fight, then prepare to get spawn camped so this pathetic match can end as quickly as possible
I disagree a little. Spawncamping in Ker'rat is quite intentional by whom ever does it.
So you are guilty of spawn killing. KDF teams are the most guilty in spawn killing because they have more NPC frigates , fighters, siphon drones, and drops like acceton assimilators that makes it difficult for the the station defenses to target the players. House of Beautiful Orions is one of the most notorious teams that do this as soon as the game starts. People will continue to spawn camp as long as the game allows them to. Its doesn't matter if players on ones side is less skilled than the other. When the match is PUGS vs established teams, most like the established teams are going to win because they can coordinate attacks better. They can communicate using media devices which gives them a great advantage over PUG teams. That is why I am an advicate of separating the PVP servers so established teams can go against established teams and PUGS vs PUGS. Until the devs get this idea they should at least fix the spawning so that players be given a fair chance to recover without dying as soon as they appear. The game is not being taken care of by the devs. Before Season 5 spawn gates were working properly and the C&H starbases had strong base defenses that easily killed you if you came too close. More and more players, new and old are hating PVP rather than PVE because of the spawn camping. Thats why it is hard to queue up for Fed vs KDF because people are afraid that some good KDF established team will be in there spawn camping and making the experience miserable. Spawn camping is making PVP less attracktive for new and old players. Even whole teams are camped on from the begining. When you appear, your buffs are not active making you an easy target.
The why are so many feds spawning camping the zone respawn/KDF spawn point in Ker'ret all the time if its the KDF whom are "more" guilty?
This thread and this post is sounding more like another complaint against Premades versus PuGs and even a little against the KDF.
Is that the true intention of your post? Just to kick up the old PuG versus Premade, KDF versus feds, PvE versus PvP antpile?
Have some players become such wimps that they cant simply identify the actual issues with PvP so they just complain its the Premades, PvP in general or the mean ol'KDF fault?
I had one Klingon refuse to stop shooting me in Kerrat until my favorite ship exploded. I don't even know how he killed me, I still had shields up on three sides? Now I can't look Kirk in the eyes anymore.
There are certain players who will always look for and use whatever cheap tactics allow them to pwn others. There are also people who love to flood the forums with complaints...I have had some really nice matches lately (in space even) but you have a point...the tournament was even cancelled as well.
In Arenas you respawn at the closest gate which creates a bit of a bottle neck if you don't leave spawn or are horribly unorganized. Respawn a should be randomized again. Thanks to auto team you know where everyone is. Ker'rat could use separate spawn points at reset, maybe even multiple random ones. Cap and Hold could use stronger turrets or they could stand to have an improved stealth detection to clear mine spam. TBR is ok for escaping a Tric mind spawn but it seems silly to need that just to leave a respawn.
I disagree that one faction is any worse that the other. Given the opportunity, most will take full advantage. You see this clearly just by looking at the number of cheesy z-store builds out there. KDF does have the rather minor incentive from their turret killer daily but that's kind of bleh. In the end, barring a few issues, most spawn camping is typically the victims fault. Still, it would be more sporting to back off a bit when someone is so totally out matched.
__________________________________________
Foundry: Yet Another Borg Mission
It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
May not actually be "way" cooler or even "slightly" cooler.
So you are guilty of spawn killing. KDF teams are the most guilty in spawn killing because they have more NPC frigates , fighters, siphon drones, and drops like acceton assimilators that makes it difficult for the the station defenses to target the players. House of Beautiful Orions is one of the most notorious teams that do this as soon as the game starts. People will continue to spawn camp as long as the game allows them to. Its doesn't matter if players on ones side is less skilled than the other. When the match is PUGS vs established teams, most like the established teams are going to win because they can coordinate attacks better. They can communicate using media devices which gives them a great advantage over PUG teams. That is why I am an advicate of separating the PVP servers so established teams can go against established teams and PUGS vs PUGS. Until the devs get this idea they should at least fix the spawning so that players be given a fair chance to recover without dying as soon as they appear. The game is not being taken care of by the devs. Before Season 5 spawn gates were working properly and the C&H starbases had strong base defenses that easily killed you if you came too close. More and more players, new and old are hating PVP rather than PVE because of the spawn camping. Thats why it is hard to queue up for Fed vs KDF because people are afraid that some good KDF established team will be in there spawn camping and making the experience miserable. Spawn camping is making PVP less attracktive for new and old players. Even whole teams are camped on from the begining. When you appear, your buffs are not active making you an easy target.
oh bull**** ive seen just as much fed teams do it its a player problem not a faction one
The why are so many feds spawning camping the zone respawn/KDF spawn point in Ker'ret all the time if its the KDF whom are "more" guilty?
This thread and this post is sounding more like another complaint against Premades versus PuGs and even a little against the KDF.
Is that the true intention of your post? Just to kick up the old PuG versus Premade, KDF versus feds, PvE versus PvP antpile?
Have some players become such wimps that they cant simply identify the actual issues with PvP so they just complain its the Premades, PvP in general or the mean ol'KDF fault?
That is a design flaw, becaus the game makes everybody spawn in the same spot at reset of mission. That makes it easy for people to spawn camp. I wish they would redo War Zone all toghether because it doens't follow the current narrative of Klingon and FED when it comes to borg. Maybe they should make the NPC's Trueway forces because they do operate in the Neutral Zone and they are enemies with both the Klingons and Fed.
Comments
As far as the C&H Platforms, I agree they could use a tweek to be stronger and use more AOE attacks for fending off multiple opponents.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
I have tried that but most times it doesn't get you far when they have acceton assimilators, or advances interceptors that target your subsystems sitting outside the station.
So you are guilty of spawn killing. KDF teams are the most guilty in spawn killing because they have more NPC frigates , fighters, siphon drones, and drops like acceton assimilators that makes it difficult for the the station defenses to target the players. House of Beautiful Orions is one of the most notorious teams that do this as soon as the game starts. People will continue to spawn camp as long as the game allows them to. Its doesn't matter if players on ones side is less skilled than the other. When the match is PUGS vs established teams, most like the established teams are going to win because they can coordinate attacks better. They can communicate using media devices which gives them a great advantage over PUG teams. That is why I am an advicate of separating the PVP servers so established teams can go against established teams and PUGS vs PUGS. Until the devs get this idea they should at least fix the spawning so that players be given a fair chance to recover without dying as soon as they appear. The game is not being taken care of by the devs. Before Season 5 spawn gates were working properly and the C&H starbases had strong base defenses that easily killed you if you came too close. More and more players, new and old are hating PVP rather than PVE because of the spawn camping. Thats why it is hard to queue up for Fed vs KDF because people are afraid that some good KDF established team will be in there spawn camping and making the experience miserable. Spawn camping is making PVP less attracktive for new and old players. Even whole teams are camped on from the begining. When you appear, your buffs are not active making you an easy target.
this, a matching system in PVP would take away most of the problems it has. as i understand it, cryptic won't implement anything for pvp in season 8...lets hope for season 9
also if your team is behind already 10:0 why even bother to evade the freaking spawn killing? get killed, end match, queue again. Why try to prolong something that is inevitable.
*something like the arenas in WOW would be my suggestion...premade teams (that have their own name) fight each other in a ranked system
1000% agree with this.
cap and holds, mainly the skill imbalance between teams. if they cap all the points, what the hell else is the other team supposed to do? why would you want to prolong a match like that anyway. just stop spawning and let it tick down then.
im so tired of 'helpless spawn camp victims' blaming everyone but their own lack of skill, and their inability to actually fly away from their own spawn for getting spawn camped. no, actually its your own fault. deal with it and L2P.
wow you mean i might have to actually move from my spawn point!?
Do you even Science Bro?
Nope , dontshoot is completely right, spawn camping is a term that is wrongly used as a negative in sto as it is simply killing the enemy at their spawn, its not malevolent or exploiting an unfair advantage to the "spawn campers" as some lable them, it is simply that the gap between the two teams in terms of skill, gear and experience is so big one team is killed so quickly, that the other ends up killing from spawn.
I mean if you got spawn campers to not spawn camp, the actual result of the game doesnt change; eg team A 5-0's team B at the start of the game, so what do they do? Either sit in the middle of the map and wait or head to the enemy to 1.) keep killing the opposition, and 2.) finish the game as quickly as possible.
Regardless whether team A waits of goes to the enemy the result is the same, one team loses by a lot. "Spawn camping" does not happen in an even game because as players die evenly on either side the momentum of the battle keeps it around the middle of the map. Its not the getting killed at their spawn that players complain about in the queues, its the getting thrashed 15-0 etc, which often entails some form of killing at the spawn naturally.
Spawn camping becomes a negative when it gains some form of advantage to the offensive team, like they can kill a team with powerful forms of AOE or by stopping them from reaching objectives or gaining posititional advantage. This doesn't really happen in sto in Arena as 1.)most aoe in sto is not powerful enough to take out an entire team on spawn (tric mines aside which are the exception to the rule) . And Cap'n'hold games already have heavily turreted bases to hinder the process.
You could try and argue that spawn campers gain some type of advantage over taking on less of the enemy team as they spawn. But that already happens if one team is killing the opposition very quickly 1 by 1, (its called focus firing) and then the weaker team starts spawning at different rates. Again, this wouldn't/doesnt happen in even games as combat usually stays in a semi-3D sphere in the middle if each team loses members at similar rates in combat.
To sum up can people stop misusing the phrase "spawn camping" and try and maybe solve the source of the problem being that pvp has a very big variance in skill and gear levels, which combined with low team sizes and the "one queue for all" (rather than unranked/ranked etc) results in imbalanced games that are neither fun for the dominiting team or the team on the receiving end of a 15-0.
Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
In C&H the KDF fleets are going straight to the spawn with siphon carriers and camping without capturing any points. This is deliberate and coordinated spawn camping. Sometimes they maintain a tie for extended amounts of time, just to camp longer. To make matters worse, in the last 20 matches I have played (ground and space) the KDF has outnumbered us 5-4...every time.
Nothing says feds need to go to the middle of the map alone while PuGing, but they should move. If they don't and they die quickly (which is usually the case for those who don't move), there's no point in not spawn camping b/c they don't leave their spawn anyway.
I do make an effort to not spawn team wipes if they move from spawn though.
C&H is a bit different in that it can be considered a tactic to have 3-4 people keeping enemies @ spawn while 1-2 cap. Part of the issue is there seems to be bugs relating how long it takes the different factions to cap a point, so if KDF actually wants to win they need they're at a disadvantage. Usually, this isn't the case though. It's usually bordem or wanting the turret dilithium.
I do agree people should spawn w/full power and crew.
I'd also prefer escalating respawn timers like STFs have as well. This would mitagate feeders/poor players from having such a negative impact. Even if it leaves a team down a player or 2 for extended periods, it's better than having 1 player w/6+ deaths and near zero repairs/damage.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
There is a big difference between a fight where you lose 5-0 but it's still a fight, and spawning into a cloud of mines and fighters with your power levels all at 0, while your whole team does it 1-by-1. And there are a lot of players who when the enemy team wipes, immediately go to the spawn points and start laying down mines and fighters.
Any group of KDF players is likely to do it any time they get the upper hand. Personally if I see the fight has moved to the gate, I'll back off, but my KDF ship is a healer, not a pet-spammer or alpha-striker, and ships spawning in at 0 power do very little damage so my backing off doesn't effect the game much.
There is really no reason that players should keep spawning into the same place, or that they should respawn at 0 power. Yes, if you are getting spawn camped, it's probably your own fault, but that doesn't excuse Cryptic's poor design.
Well, you just going to keep being tired. Cracked planet map and Briar Patch are the two arena maps that have gates spawning problems. I testest a 1v1 battle with my friend and he kept spawning and respawning in the same gate right in front of me. Now, how is that his fault that he spawned right in front of me? Explain that one. Anytime there is AoE attacks in the vacinity of a spawn point it will agrom the player automatticly forcing him to be in combat mode. When in combat mode you can't go to full impulse and it doesn't matter if you use batties or not if there are plasma clouds , gravity wells, or tychen rifts near by. Those things don't get there be accident. They have to be placed there with the intent to trap newcomers or people respawning. C&H has has this lopsided queuing system to where 2 teams 5 can start on KDF side while there only be 1 team of 5 or less on FED side. The game shouldn't even start with uneven numbers like that but it does. That is another thing the DEVs need to pay attention to.
I don't think you understand what I am talking about. I am not talking about how many times a person dies. In arena, there are multiple gates that you are to repawn after death. There are multiple gates so that the enemy would have to guess where you would repsawn. The respawning person gets a chance to get inot battle with his buff active and defense rating hight because he is moving. In C&H there are teams that specifcly ignore the capture points and go straight to the opposing team's base to destroy the turrets so they can spawn kill and get high kill scores. If one team is incomplete, new comers will be the easy targets because you have to click through brief before starting the game. This even happens on the ground PVP Assault missions, where some really good KDF teams will move into the spawn area of Fed players to establish foot hold and get easy kills of anybody spawning. There is only two spawn points on Assault.
I wouldn't eve say it was poor desgning because I was with this game since the begining, and gates use to random spawn untill season 5. When Cryptic concentrated on the new ships, missions and new PVE maps they let PVP rot. Now, it is a bug that keeps the gates malfunctioning. C&H after Season 5, for some god aweful reason, has be redesigned the defense turrets as weak light turrets to replace the old strong heavy turrets. Some dev did that on purposes because he probable wanted to make it easy for himself to prey on new players when they spawn or run to heal.
Everybody know AFKers are bad for what ever team they come on but it is still no excuse for the game to allow spawn camping at other's base to get easy kills. You can only curb that behavior if they change those turrets to heavy torruets that do allot of damage to nearby enemy.
I disagree a little. Spawncamping in Ker'rat is quite intentional by whom ever does it.
Its like game in itself to try and escape.
R.I.P
The why are so many feds spawning camping the zone respawn/KDF spawn point in Ker'ret all the time if its the KDF whom are "more" guilty?
This thread and this post is sounding more like another complaint against Premades versus PuGs and even a little against the KDF.
Is that the true intention of your post? Just to kick up the old PuG versus Premade, KDF versus feds, PvE versus PvP antpile?
Have some players become such wimps that they cant simply identify the actual issues with PvP so they just complain its the Premades, PvP in general or the mean ol'KDF fault?
R.I.P
I had one Klingon refuse to stop shooting me in Kerrat until my favorite ship exploded. I don't even know how he killed me, I still had shields up on three sides? Now I can't look Kirk in the eyes anymore.
If so PvP is doomed if the community can not do anything other than blindly complain anymore.
R.I.P
I disagree that one faction is any worse that the other. Given the opportunity, most will take full advantage. You see this clearly just by looking at the number of cheesy z-store builds out there. KDF does have the rather minor incentive from their turret killer daily but that's kind of bleh. In the end, barring a few issues, most spawn camping is typically the victims fault. Still, it would be more sporting to back off a bit when someone is so totally out matched.
It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
oh bull**** ive seen just as much fed teams do it its a player problem not a faction one
That is a design flaw, becaus the game makes everybody spawn in the same spot at reset of mission. That makes it easy for people to spawn camp. I wish they would redo War Zone all toghether because it doens't follow the current narrative of Klingon and FED when it comes to borg. Maybe they should make the NPC's Trueway forces because they do operate in the Neutral Zone and they are enemies with both the Klingons and Fed.