FIX THE F**KING SPAWN CAMPING for defenders not retreating!

In Berlin Campaign, Germans just do not retreat, but stay near the new spawn points and spawn camping!
ONLY F*** WTF R U doing?
You not only cancelled the rally points protection BUT ALSO MAP SPAWN POINT PROTECTION?
WTF WRONG WITH YOU?
ALSO WTF IS 2MIN LONG RETREAT TIME???
2MIN NOT ABLE TO WALK 100M???
Most games I played NEVER HAS THIS MUCH TOLERANCE OF RETREAT!
Defender can do WHATEVER THEY WANT within this 2min.
No limit of weapon usage. Many games forced retreater unable to use weapons during retreat time.
No limit of advance distance. Actually you can still advance further to the attacker spawn point.
Extreme long transition time. It takes ~2min for defender. Many games I played only have a very tight time to retreat.
NO SCORE penalty for not retreat! Many games I played will penaltrate you for stay behind.
Also retreater are able to get INSIDE the spawn point? WTF is this?

Pic:


Defender even come inside the attacker spawn point.

2min30s AFTER this spawn point activated, defenders still able to shoot into this spawn point.
image
From the end of first video, I captured time length of me getting spawn killed just for this particular spawn point camping.

Suggestions:
Add spawn protection(invincible time) back for map spawn point. Like 10~15s invincible time.
Decrease the transition time for defenders to retreat. (30s~45s is ok, though most games gives a more tight time, 20s~30s) If you can, do the distance related retreat timer.
Add penalty for not retreat. Or at least shooting in the transtion zone should not give you scores.
Add a seperate, instant applied red zones for activated map spawn points. No enemies should enter this zone.
Also for rally points, here is a “smart solution” for avoid spawn kills:
Until you shoot your first shoot, and within 5s, you are invincible. But if you shoot back, your invincible state cancelled.

Also notice:
Someone has been “inspired” by this and use mines and fixed mg for remote spawn kills.
Suggestion:
All enemy’s placable stuffs in the transition zone should be removed as soon as the transition state start.

And for other campaign, especially for D-DAY, the map spawn protection, especially for the german tank get up on the hills to snip the spawn point also should be considered.

4 Likes

First: Please know that we have 2 kinds of spawn points.
The first one is what I talked about, the MAP spawn point.
The second one is “rally point”, the engineers built ones.
In most games, for map spawnpoint, it is designed to AVOID spawn kills and spawn camping. It usually has a great spawn protections. From spawn protection timer, to “red zone”.
But for rally point, you use it at your risk. Though still should be designed to avoid spawnkills.

I suggest a little edit, you can do this in every campaign and not just Berlin.
And sometimes, this is unintentional by the players itself. If you are near the zone and see a lot of players just appearing out of thin air, you will most definitely decide to have a pop at them. Immediately restricting the area for defenders means that the attackers who just spawned will be able to snipe all the retreating defenders with zero resistance most likely.

Best course of action for this is to make sure that the spawn protection actually works. But for the first 2 minutes after the attacker spawns, the spawn protection should last only about 3-5 seconds. They get the time to get out of the spawn and any potential spawn campers but it’s not so bad that the defenders have zero chance of a counter fire.

Not at all. The rally points should not be getting any protection at all. Players were very keen on abusing the protection that it gave. Good riddance.

5 Likes

If I am a defender, I want to go back as soon as I can, even by suicide.
Many times, defender fails to defend simply by they are snip in the transtion zone, not to get in defend sectors.
In a improved Rising Storm 2 over RO2 solutions, defender only given a very limited timer of free shooting, then, they unable to shoot during retreat. This will reduce defender to spawnkills, but also not completely no resistance.

It’s an art to implement a method to balance instant spawnkills and for invincible spawns. See other similar FPS games. Verdun had been fixing this for 4 years, and finally able to get a acceptable solutions.

I think the game need a frontline sistem for invasion who defenders die in 10 sec if go out the defense zone and the same for attacker out of the attack zone this avoid spawn killing
In conquest for me lone wolf have become the conquest mode this resolve the problem for thath

1 Like

Or, just have static spawn points out of immediate view of the enemy… This would solve the problem without degenerating the game into fortnite.

Or copy Ro2 or Rs2 thi solve the problem

there is already a timer before spawning into the new points and also there is a couple seconds before changing spawns so its not excuse that its UNINTENTIONAL they will INTENTIONALLY just stay there and wait for the new spawns.

yeaaa in berlin you kinda have to whip out your inner primate and start climbing to get a good defence position, same applied to the attackers, i had to flank across the channel to climb 4 floors in a busted ass building so i could set up a decent spawn beacon.

yea i will attest to that i have found myself in front of an enemy spawn beacon equipping a rifle grenade just to step outside the beacon blocking range then i let the enemy spawn and take out 4-9 of em with a single shot… and the beacon with em lol

yeah even in moscow campaign there are 2 maps that is notorious for spawn camping i forgot the other one I think fortress invasion? and the new map the after the first and second point

I think currently this is biggest problem in berlin. In other campaings its not so bad but offcourse should be fixed too

honestly i don’t think spawn beacons should have a blocking radius it gets taken advantage of quite a lot… like if someone finds an enemy spawn beacon they won’t just destroy it, the smarter choice is to order your squad to hold position right next to the beacon because then you not only remove the enemies ability to spawn at their beacon you remove that engineers ability to make a new beacon…

As if the Russians don’t have it easy enough on Berlin, now you want special protections for them as well? :joy:

1 Like

It’s hilarious and kinda sad
They don’t defend the point until its already captured
Then they move into your new spawn and sit there instead of defend the new point

Why its easy for soviets? Oh yeah, germans dont know maps and dont even want learn them. They just sit ruins near ‘main road’ and try farm kills.

Its pretty hilarious when im able to cap point, deconstruct my rally point, move near next cap point, build new rally and after that realise there is not even single enemy near cap zone

RS2 spawncamping is better, but still not great, plenty of maps have open sight lines to base spawns, there’s no base spawn protection and anyone in out of bounds area when the zone changes is free to stay in the cap zone for as long as they stay alive (ive gotten 30+ kills on spawners in rs2 before doing this). It’s not a good model for spawn protection, even if it is a slight improvement over the idiocy we have now.

All you need to do is give the base spawn a ~3 second spawn protection. Enough to spawn, take out anyone in your immediate viscinity and then it runs out. Simple.

Now German lose in Berlin MAINLY because many players in German side just quit mid-match.

Enlisted havent developed to the RS2 NV side tunnel/rallypoint spawn camping.
If that happens here, I will direct PM to the developers.

Fully agree here. Removal of spawn protection from regular spawns was idiotic idea. Products of this is visible almost every match when upon spawn most of your soldiers immediately die.
This goes against the very reason why spawn protection was added in the first place! (That is spawncamping problem from CAT that was resolved by implementing spawn protection for main spawns)

1 Like