Author Topic: The solution to base raping...  (Read 1341 times)

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Offline Xesle

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Re: The solution to base raping...
« Reply #30 on: December 30, 2011, 10:39:34 AM »
I don't think that would work because you don't necessarily have to be inside the enemy's base in order to effectively spawn camp them, and actually entering the base itself isn't usually a good idea, because if one mech goes critical, everyone is boned. I've spawncamped the Clan base on Clearcut before by walking Vultures or Novacats up to the mountain north of their base 900 meters away.  From that vantage point I can fire directly into the base, and I can also fire into the #5 hangar bay, which is the most commonly used bay to repair in.

In my opinion, spawn camping can be easily prevented by players doing one of three simple things: 1), players on the winning show a tiny bit of sportsmanship and back off or 2), players on the losing team spawn somewhere else or 3), take a different exit if there's only 1 base.  None of the crazy turret nonsense previously mentioned in this thread is necessary, and I don't think anything like it exists in CBT.
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Offline -SM-SUCKER

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Re: The solution to base raping...
« Reply #31 on: December 30, 2011, 11:12:28 AM »
Spawncamping vs Spawnraping
There is no thin line between those two, they merge together, becoming the same situation at some point.
And teams need to be very unbalanced to let this happen in the first place. Because those stuck/camping in their base have a huge advantage: they do not have to walk the long way to the frontline. This means they have more assets. Some teamplay should solve this.
If they really want to leave their base.

Offline Knightcrawler

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Re: The solution to base raping...
« Reply #32 on: December 30, 2011, 11:25:47 AM »
Chemical lasers...? Why would you put something whose defining characteristics are low heat and ammo dependency... on a base turret? O.o :-P

Offline Deathmancer

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Re: The solution to base raping...
« Reply #33 on: December 30, 2011, 04:23:35 PM »
Interesting that you resurrect this thread as my stance on base turrets has changed dramatically since i made the gun tower.


Allot of players camp near their base in the safety net of their turrets, this breaks gameplay when players with pure intentions of killing the annoying lrm boater is shot down by the base turrets.

What i think should happen is... the base needs to be removed from the equation of gameplay, but without removing the base itself as a spawn repair, purchase zone.

This is a matter of level design. How do i make a base so that its not in the way of gameplay? Clever usage of terrain, creating a buffer zone between the gameplay and the safety zone of the main base. If an enemy enters the main base zone the turrets are in range of him but the turrets will not be in line of sight on the border of the buffer zone.

i had a conniption fit trying to draw an example in paint so here is a sandbox example.




fapp im tired you figure out your own explanation for this image

BASE CAMPING UNDER TURRETS, ECT ECT I CANT KILL THEIR LRM BOATERS BECUZ THE TURRETS SHOOT ME!

ITS NOT FAIR THAT IM GETTING SHOT BY TURRETS BECUZ HE WONT LEAVE HIS BASE ECT, ECT.







[attachment deleted by admin]

Offline =KoS= Tripod

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Re: The solution to base raping...
« Reply #34 on: December 30, 2011, 04:29:21 PM »
all you need is a very enclosed space that can't be fired out of or into and any enemy going inside would instantly be punished by base turrets
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Offline Deathmancer

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Re: The solution to base raping...
« Reply #35 on: December 30, 2011, 04:30:41 PM »
after regaining some of my cognitive functions i present you a prototype example of my revised map layouts for future development.

As you can see if i were to fire from the base i would be shooting a fapping cliff so i should leave the base area using one of the many canyons that exit into the battlefield not in one place but over a large area of the map. This is to prevent exit camping by a superior team and give the fail team of noobs a chance to get into the battlefield without having thar ass holes torn to shreds by big mean prison inmates in madcat beez.

what was i ... if i were to fire from the edge of the buffer zone i can hit enemies and they can hit me but if i am engaged they will not be in direct line of sight of the base turrets so it will be a fair fight.

Offline Knightcrawler

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Re: The solution to base raping...
« Reply #36 on: December 30, 2011, 05:09:17 PM »
With the specific map you've put up screenshots of, LongToms and NARC/Tag-assisted LRM/Arrows would still be able to fire from behind the canyon. It'd also be nearly impossible to land a plane at the right base. The LRM/Arrow thing could be solved by putting AMS around the outskirts. But you might need a lot. As for LongTom... hmm. Also, would it be possible to get on top of those cliffs with jump-jets? Battle Armor might be downright evil if so, or completely useless if not. I do think that the best solution is during map design, however.

Offline -SM-SUCKER

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Re: The solution to base raping...
« Reply #37 on: December 30, 2011, 05:25:11 PM »
You would still have the same problem with people not wanting to leave the safety of their base, or in this case, their labirinth. Because they can fire their weapons, then fade back behind cover. And repair if needed.
People will need a better incetive to leave their base.
Maybe something along the line that the points you gain are greater in he middle of the map.

Offline Flow

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Re: The solution to base raping...
« Reply #38 on: December 30, 2011, 05:29:07 PM »
Solution: design maps that require tunnel/bridge access from the base area to the battle area similar to the one path from the clan side of palisades. Properly sized, and defended to prevent long toms this solution would work every time. Those over complicated mazes and what not are not efficient, ugly and impractical to recreate over many maps in creative ways.

Offline =KoS= Tripod

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Re: The solution to base raping...
« Reply #39 on: December 30, 2011, 05:52:46 PM »
You would still have the same problem with people not wanting to leave the safety of their base, or in this case, their labirinth. Because they can fire their weapons, then fade back behind cover. And repair if needed.
People will need a better incetive to leave their base.
Maybe something along the line that the points you gain are greater in he middle of the map.
or y'know, you can put a hill in front of the labyrinths (I still think like one wall with a hole with another wall covering the opening would work) so they have to walk over the hill to see the enemy.

also any LT/A4/LRM fire within the walls would be shot down by base AMS
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Offline Kelmola

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Re: The solution to base raping...
« Reply #40 on: December 30, 2011, 06:50:06 PM »
Interesting that you resurrect this thread as my stance on base turrets has changed dramatically since i made the gun tower.

Allot of players camp near their base in the safety net of their turrets, this breaks gameplay when players with pure intentions of killing the annoying lrm boater is shot down by the base turrets.
Did not resurrect it because of gun towers but to support the suggestion for OOB zone. Also, last time I tried firing LRM's too close to the base friendly LAMS turrets shot down my entire LRM salvo...

I have never thought the problem are players camping inside the base. If the "attacker" retreats, they have to come out, simple as that. However, "attackers" league-mode'ing a lance/star of Faffys early in the game and parking them outside the "defender's" hangar doors is more of a problem. Which is why the OOB zone would be the easiest solution, especially so since that does not require redesign or remake of maps, nor does it require introducing lulzy Death Star Mk2 turrets.

Offline Werewolf486}12thVR{

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Re: The solution to base raping...
« Reply #41 on: December 30, 2011, 09:43:54 PM »
Base raping is funny....
« Last Edit: December 31, 2011, 03:25:55 AM by Werewolf486}12thVR{ »
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Offline d3jake

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Re: The solution to base raping...
« Reply #42 on: December 30, 2011, 10:47:17 PM »
In my opinion, spawn camping can be easily prevented by players doing one of three simple things: 1), players on the winning show a tiny bit of sportsmanship and back off or 2), players on the losing team spawn somewhere else or 3), take a different exit if there's only 1 base.  None of the crazy turret nonsense previously mentioned in this thread is necessary, and I don't think anything like it exists in CBT.

I may or may not be bitter from a game earlier today, but I agree completely. If there's a rank difference such that one team can sit outside of another base in Fafnirs and Blood Asps, where the other team is trying to get lights\light tanks, and maybe a heavy out, you can't honestly expect the losing team to be able to mount a worth-while counter-attack.