Spawn-camping Mechanical Fixes SUGGESTION

  • So i was listening to the SoT podcast that released today and at the end they touched on spawn-camping and i wanted to throwing my two cents in.

    Now i'm a solo slooper and while i don't get spawn-camped often (I try to avoid those situations if at all possible...) it does still happen, so here are ways i think the exp could be improved.

    1- When spawning in from the ferry of the damned, as soon a you load in you release a small shockwave around you dealing negligible damage (5-10) that knocks back any enemies that are close and gives you a chance to analyze the situation while also giving you a very slight advantage against any nearby enemies (On account of them being damaged).

    2- A new tool should be introduced called the Crowbar, with it you can pry off the planks that are covering a hole (This should take slightly longer than the plank took to put on). This gives the attackers something else to do, thus distracting them from you, the defender, i think the opening it would create for the defenders to rally can't be understated. PS the crowbar could also be used to pry open those boarded up barrels and crates, also the act of prying up planks should be VERY loud.

    3- Finally the nuclear option, scuttling.. I'm fine with that option buuuuuttttt... i don't like having to go into a menu to do it. Keep that option available but also add a desk on the ferry of the damned that you can vote on to scuttle your ship, if you successfully vote to scuttle then the spawn door won't open until you have a new ship spawned in.

  • 20
    Posts
    9.0k
    Views
  • Number 2 and 3 would have my vote. 1 I'm not so sure on. Say I was camping a Galleon on my own as a solo trying to get that win and they knock me off the ship with there shockwave. There's 4 of them, they don't need any extra help against me.

  • abundant chainshots amplified spawn camping situations and handling them as the power that they are can decrease a lot of the negative types of camping.

    Nothing consistent about having something that powerful in a game like this being easy to get in high numbers. Make them rare and tied to activity and they will cause less damage to the environment which includes increased spawn camping that can be lowered.

    Imo there is a lot of focus on creating more interference rather than just repairing the interference that already happened and had negative effects on combat.

    They balanced a lot of things that came out too strong I see no reason why chainshot availability hasn't been balanced in a way that represents how powerful they are and is consistent with the other power in the game like wraithballs.

    They nerf'd tridents because they were easy to kill megs but chainshots are given out like candy on halloween? Not something that makes sense to me.

    I think the ping pong of interference trying to serve 2 very different types of players just leads to more of a mess in combat imo.

  • @a10dr750 Aye that is a downside, then again all of these have downsides for them.

    Besides, i've been guilty of spawn-camping a galleon (They started it.). I still think the idea has merit if only because as a solo slooper i'm rarely the aggressor but if i am i should be facing the same mechanic that has helped me out before.

    Also the knockback could be very minor and not send the attacker flying, it could be more of a push. That way it's very unlikely they'll be knocked overboard.

    1 was more to give the defender some space honestly.

  • @wolfmanbush

    Yeah,i agree that chainshots spawn rate need a bit of a nerf.

    They've become the go to for the meta and having three or four chainshots fired at you as a sloop is basically my worst nightmare! xD

  • @cpt-redmane said in Spawn-camping Mechanical Fixes SUGGESTION:

    @a10dr750 Aye that is a downside, then again all of these have downsides for them.

    Besides, i've been guilty of spawn-camping a galleon (They started it.). I still think the idea has merit if only because as a solo slooper i'm rarely the aggressor but if i am i should be facing the same mechanic that has helped me out before.

    Also the knockback could be very minor and not send the attacker flying, it could be more of a push. That way it's very unlikely they'll be knocked overboard.

    1 was more to give the defender some space honestly.

    This wouldn't stop spawn camping regardless, it would just stop enemy crews from using the sword

    @cpt-redmane With other ships it's fine the way it works, I just think that because sloops only have one mast, the mast should be sturdier, requiring at least 2 chain shots for it to go down

  • @red0demon0

    True, but i'm usually attacked by the sword when i'm getting spawncamped.

    Besides, when i get knocked back by a blunderbomb i'm usually pretty disoriented and can't aim very well.

    So it could be beneficial with avoiding gunfire as well.

    EDIT. Oh, i like that 2 chainshot idea. Yeah that would definitely make it more on par with the other ships. Being dead in the water as a sloop is the worst thing that can happen to you after all!

    1. I like the thought process, but maybe players should just be immune to damage for 10 seconds unless they start doing an action or pull out a tool then the immunity would wear off
    2. I don´t really see how this helps spawn-camping
    3. That´s already an option for all players (that isn´t helpful)
  • i cant see this stopping any spawn campers and you already have an option to vote to scuttle from the ferry

  • @sleepysnowwolf said in Spawn-camping Mechanical Fixes SUGGESTION:

    1. That´s already an option for all players (that isn´t helpful)

    The OP's suggestion was to add a table of sorts to the Ferry in order for players to vote rather than going through the menus.

    This actually is helpful for various reasons.

    • Not everyone knows about the Scuttle option, it could be made more prominent.
    • Not everyone is quick in the menu's, either due to disability or simply not that good under pressure.

    Being able to drop a vote on the Ferry would make the feature way more obvious, and way more functional for those who have difficulties for their own reasons.

    The menu would still be an option, the table is just a secondary measure to toggle your personal vote.

  • @cpt-redmane said in Spawn-camping Mechanical Fixes SUGGESTION:

    @wolfmanbush

    Yeah,i agree that chainshots spawn rate need a bit of a nerf.

    They've become the go to for the meta and having three or four chainshots fired at you as a sloop is basically my worst nightmare! xD

    I look at it like this

    not everyone that enjoys how chainshots are wants to engage in the type of spawn camping that they want to address

    but everyone that does want to engage in that type of spawn camping benefits from loading into a game completely stocked and ready to rumble

    By creating a power system based on investment it not only makes more sense in a risk/reward environment but is going to cut out a lot of the easy trouble making.

    New interference comes with a lot of risk, scaling back what they already introduced has minimal risk and quite a bit of positive impact because we already know what it was like before and what it was like after. Chain shots have lead to more spawn camping and more running, both of which people often have negative opinions of.

  • @archangel-timmy

    1, the scuttle option on the ferry is already there
    2, if your scuttling it doesn't matter how quick or slow you are as there is nothing to gain by scuttling quicker

  • @sleepysnowwolf said in Spawn-camping Mechanical Fixes SUGGESTION:

    1. I like the thought process, but maybe players should just be immune to damage for 10 seconds unless they start doing an action or pull out a tool then the immunity would wear off
    2. I don´t really see how this helps spawn-camping
    3. That´s already an option for all players (that isn´t helpful)

    1 10 seconds would be WAY to long and that mechanic could be incredibly cheesed. The mechanic i proposed is snappy and wouldn't interrupt the flow of combat.

    2 it gives the attackers something else to do and distracts them from you. And if the prying of boards is loud enough then they might not hear you approach so you could get a few shots or swings in. After all if they're prying up planks then they're not spawn-camping you.

    3 it is, but it's currently through a menu system, you're not told about it. It's not the fastest thing in the world to do and you can still spawn in on your sinking ship if you vote to scuttle from the menu and the ferry's door is open.

    Btw, spawn-camping to me isn't synonymous with people boarding your ship. To me spawn camping is the attackers waiting for you at the spawn locations of your ship and attacking you before you're even fully loaded in.

  • I think there are solutions to this, and maybe some of your ideas would float, but they need testing. Adding a scuttle voting table on the Ferry might be the one I'd go with of those.

    There are other things they could test, such as limiting revives on other players' ships and/or locking the ammo crate on other players' ships (that aren't allied).

    In the immediate however, I think WolfManbush is right, and I am 100% in agreement that chainshots are one of the primary issues with combat - and one that contributes to instances of spawncamping.

  • @realstyli I do agree that chain-shots are a big issue that contribute to spawn camping and i would love to see their spawn rate nerfed slightly.

    I just also feel like the reason spawn camping happens is that there really isn't that much more you can do as an attacker while on board another players ship that's as effective.

    Killing the players is really the only way to ensure they can't repair or bail. At least the crowbar would give them another option and split their focus. I do agree it would need testing but i think it has quite a lot of promise personally.

  • @greatfailure82 said in Spawn-camping Mechanical Fixes SUGGESTION:

    @archangel-timmy

    1, the scuttle option on the ferry is already there
    2, if your scuttling it doesn't matter how quick or slow you are as there is nothing to gain by scuttling quicker

    1.) Unless I missed something, the only thing on the Ferry is a tiny note telling you that scuttling is an option, not helping you scuttle.
    2.) Yes, there is. Stealing supplies is a big one. This is even more true since they automated taking from the barrels. The quicker you can call it a loss and scuttle, the less supplies they can steal.

    The OP's suggestion gets people more aware of the Scuttle option, and makes it easier to utilize. This wouldn't inconvenience anyone, and your arguments aren't really expressing why you disagree.

  • Man I've been playing this game for almost two years and this thread is a regurgitation of quite literally every single spawncamp prevention/sloop complaint/chainshot dislike thread I've seen on these forums in that time lol

    Idea 1 would prove to be useless on a larger ship or worse, with a ranged double gunner nearby the spawn point.

    Idea 2 is unnecessary, if you're solo and can't sink the enemy boat after wiping the crew you most likely have made an unexpected mistake in your boarding attack and will need to reboard your ship and apply damage. This will reset the situation to square one, but this is why cursed cannonballs, anchoring the enemy ship, and spreading around firebombs is essential for solo players trying to win a ship battle in such a handicap.

    Idea 3 is something that should have been in the game at least after Year One and of course I give my support to it.

  • Prybars, crowbars or other tools designed to remove repaired planks from ships is one of the worst things they could do.

  • @d3adst1ck said in Spawn-camping Mechanical Fixes SUGGESTION:

    Prybars, crowbars or other tools designed to remove repaired planks from ships is one of the worst things they could do.

    Shrugs

    agree to disagree.

  • @nex-stargaze said in Spawn-camping Mechanical Fixes SUGGESTION:

    Man I've been playing this game for almost two years and this thread is a regurgitation of quite literally every single spawncamp prevention/sloop complaint/chainshot dislike thread I've seen on these forums in that time lol

    Idea 1 would prove to be useless on a larger ship or worse, with a ranged double gunner nearby the spawn point.

    Idea 2 is unnecessary, if you're solo and can't sink the enemy boat after wiping the crew you most likely have made an unexpected mistake in your boarding attack and will need to reboard your ship and apply damage. This will reset the situation to square one, but this is why cursed cannonballs, anchoring the enemy ship, and spreading around firebombs is essential for solo players trying to win a ship battle in such a handicap.

    Idea 3 is something that should have been in the game at least after Year One and of course I give my support to it.

    First of all, maybe if something keeps getting brought up in a negative light that means there might be a problem. Believe it or not, not everyone complains without reason. xD

    now i'll take your responses to the ideas one at a time.

    1- You have almost zero way of knowing that. the mechanic has not been implemented, there would be no way to tell how well or not it would work until it was played around with. There could very easily be a disorienting or mirage effect tied into the shockwave.

    2- It's not unnecessary, it adds options to the sandbox. options are always good.

    3- ty for your support.

20
Posts
9.0k
Views
3 out of 20