ANTI CAMP moments

Discuss the BW-Invasion server here.
XZENO
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ANTI CAMP moments

Post by XZENO » Fri 19 Jul , 2013 6:41 am

i dont know how but anti camp works really bad on all spots for example when a player has anti camp on poolside and gets on the table anti camp toggles on him for 15 secconds the player tries to escape the anti camp but some how the anti camp stays on the player unless he actually goes to the other side of the map.


i will like that anti camp will be removed from invasion
because when a player gets a good spot anti camp comes and ruins his gameplay by making him not find a simple good spot plus the point that a player camps with his ally and toggles anti camp and has leave the even if he just got near a place ..


many players have been complaining about this anti camp

The server was alot better without anti camp ..

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Satin
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Re: ANTI CAMP moments

Post by Satin » Fri 19 Jul , 2013 10:12 am

I'll add also (as my earlier post seems to have been deleted...)

Anti Camp makes absolutely no sense at all in an Invasion environment

why?

well, we are provided with the facilities for:
Sandbags
repair totems
heal totems
lightning totems
sentry gun turrets

in short - all the things required to set up a BASE to survive in!

The waves of monsters are hard enough that you need to have a base, indeed in many games I've played, the first things the players - Including ADMIN do is establish a.... Base

So Anti-Camp.. No Thanks, it's self defeating, a lot of players don't like it, we're here to have fun, please don't keep making illogical, ill thought out things to stop that.
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iRobot
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Re: ANTI CAMP moments

Post by iRobot » Fri 19 Jul , 2013 10:16 am

I agree that anti-camp seems to go against the gameplay of invasion...

However, the issue here is that the game is too easy when people utilize things like sandbags to mess up monster pathing, essentially becoming invulnerable.

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Re: ANTI CAMP moments

Post by Donnie » Fri 19 Jul , 2013 10:25 am

i agree with satin

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Calypto
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Re: ANTI CAMP moments

Post by Calypto » Fri 19 Jul , 2013 4:09 pm

iRobot wrote:However, the issue here is that the game is too easy when people utilize things like sandbags to mess up monster pathing, essentially becoming invulnerable.

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CaptainXavious
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Re: ANTI CAMP moments

Post by CaptainXavious » Sat 20 Jul , 2013 4:50 am

Maybe if Calypto made the sandbags draw aggro from monsters, or at the very least get damaged while a monster is in proximity to a sand bag, it would negate blocked monster pathing with an indestructible sand bag.

I know you can code it up in a few minutes, Calypto.

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Satin
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Re: ANTI CAMP moments

Post by Satin » Sat 20 Jul , 2013 11:40 am

Good point I always thought the sandbags were destroyable anyway, if not, why not ?

They provide cover in an emergency not provide you with a nuclear bunker level of protection, it also rather handily negates the need for anti-camp too if monsters can damage them.
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Azarael
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Re: ANTI CAMP moments

Post by Azarael » Sat 20 Jul , 2013 11:42 am

Sandbags are balanced around PvP.

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CaptainXavious
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Re: ANTI CAMP moments

Post by CaptainXavious » Sat 20 Jul , 2013 11:49 am

And sandbags are destroyable, but monsters will not deliberately damage them, making them nearly indestructable, practically speaking.

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iRobot
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Re: ANTI CAMP moments

Post by iRobot » Sat 20 Jul , 2013 11:52 am

I think you could revert the sandbags change for Invasion maybe but make it so when you die, your sandbags despawn.

I remember spectating a game and there was easily 100 sandbags on a rooftop.

Sandbags despawning upon death would be a desirable feature on the freon server too, IMO.

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