Starhawk PUBLIC BETA Thread | Available NOW on PSN

I picked up a couple of these cards at SXSW.. is this something people would be interested in?

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I'd take one if you have any left.
 
Not sure why this isn't getting more love. It honestly feels like a mix of Command and Conquer with a Warhawk twist. I wonder if it would get more attention if it were 1st person and not a 3rd Person shooter?

I'm interested to see how it rates in May. All I know is this is a Day-1 for me, no question.
 
Not sure why this isn't getting more love. It honestly feels like a mix of Command and Conquer with a Warhawk twist. I wonder if it would get more attention if it were 1st person and not a 3rd Person shooter?

I'm interested to see how it rates in May. All I know is this is a Day-1 for me, no question.

Day 1 for me, too. It's awesome. Surprised more people aren't in this thread. There's always lots of matches going and everyone on mics is loving it and having a helluva time.

Maybe, oddly enough, people will start taking notice of it when more of the single player campaign is shown closer to release date?

Anyway, yeah, really fun, awesome game. Definite Day 1.
 
I picked up a couple of these cards at SXSW.. is this something people would be interested in?

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I'll happily pick up any of those cards if any of them are left. :) The skin looks amazing! :D

On the subject of Starhawk: I absolutely love the game, I've been hyped about it ever since I heard about it coming out last year. After picking up WarHawk I was even more blown away when the Uncharted 3 beta became available, it exceeded my expectations and while it had problems at that point it was still an extremely fun product and 1.3 feels incredibly polished compared to the version that I played back in February.
 
I picked up a couple of these cards at SXSW.. is this something people would be interested in?

wAZAx.jpg


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If there is one going I would be grateful? in UK not sure if that matters with this

Actually really keen to hear more now, about customization, maps, and LE for Europe
 
How to fix Starhawk:

- Get rid of spawn beacons from the BnB menu. Relying on the public to create choke points and viable spawn positions is wishful thinking. There needs to be incentive for people to leave the base beyond just empty space waiting for builders.

- Add derelict spawn beacons scattered throughout the map. Players can then take over these spawn beacons to allow others to spawn in these new zones. Taking over a zone should net your team energy points.

- BnB structures CAN ONLY BE CONSTRUCTED WITHIN THESE ZONES. No more lone wolf players wasting resources in the middle of nowhere to get a vehicle only to die moments later. Should the zone be captured by the enemy, all structures become theirs.

- Building at least one of every structure within a zone rewards your team xp. This promotes diversity, teamwork, and strategy. You need walls and turrets to defend your newly captured zone, vehicles to leave your base and bunkers and towers to equip yourself with the weapons you need.

- Some type of notification symbol should appear over the icons to let you know what structures and how many have already been built within that zone.

- The blitz/strategic/triad option is too meta and should be streamlined. Perhaps specific zones can be setup to have specific vehicles. The first base gets jeeps and jetpacks, next gets bikes, and the center gets tanks. Smaller maps lose out on tanks and bikes.

- The current beta with some tweaks should be one play type among a core group of play types. Open strategic mode a la the beta; Classic strategic mode being Warhawk with BnB as I've itemized above; and finally, Casual mode which would be pre-built structures scattered all over with spawn zones enabling them similar to Warhawk.

I'll sign whatever I have to if LBI needs some kind of permission to go ahead and make these changes haha. If you agree with all this and have much more clout in the WH/SH community, please share this where it's needed on the official forums.

Quote for new page. Please acknowledge this as I feel it can provide some necessary changes to the game.
 
- Get rid of spawn beacons from the BnB menu. Relying on the public to create choke points and viable spawn positions is wishful thinking. There needs to be incentive for people to leave the base beyond just empty space waiting for builders.

- Add derelict spawn beacons scattered throughout the map. Players can then take over these spawn beacons to allow others to spawn in these new zones. Taking over a zone should net your team energy points.

I feel like you're kinda missing what the problem with spawn beacons is now. It's not that people aren't intelligent enough to create forward spawns, it's that hawks can destroy them nearly as fast as you can build. You can't build any sort of meaningful outpost (on Dust anyway) before it's gone and you've wasted time and rift for nothing, on the small maps it's rarely a major issue. Making the system like Warhawk might help some games, but at the cost of more exciting gameplay.

- BnB structures CAN ONLY BE CONSTRUCTED WITHIN THESE ZONES. No more lone wolf players wasting resources in the middle of nowhere to get a vehicle only to die moments later. Should the zone be captured by the enemy, all structures become theirs.
Horrible idea. You might as well get rid of BnB entirely. Grabbing the flag, quickly building a garage and taking off-gone. Build a bunker on the outskirts of an enemy base to destroy it-gone. It would ruin gameplay.

- Building at least one of every structure within a zone rewards your team xp. This promotes diversity, teamwork, and strategy. You need walls and turrets to defend your newly captured zone, vehicles to leave your base and bunkers and towers to equip yourself with the weapons you need.
Decent idea, but you need more then nominal XP gains to encourage team work.

- Some type of notification symbol should appear over the icons to let you know what structures and how many have already been built within that zone.
Good idea, easy to implement.

The blitz/strategic/triad option is too meta and should be streamlined. Perhaps specific zones can be setup to have specific vehicles. The first base gets jeeps and jetpacks, next gets bikes, and the center gets tanks. Smaller maps lose out on tanks and bikes.

"Specific zones have specific vehicles" makes no sense and would probably add a lot of confusion. Oh sorry, you need to be in zone 2 to build a bike. LBI just needs to allow all vehicles and buildings to be turned on/off in the custom game options.

- The current beta with some tweaks should be one play type among a core group of play types. Open strategic mode a la the beta; Classic strategic mode being Warhawk with BnB as I've itemized above; and finally, Casual mode which would be pre-built structures scattered all over with spawn zones enabling them similar to Warhawk.
Might work, but then you'd be asking LBI to balance 3 separate game types.
 
The above quote seems like a ton of work to change what could be done with a simple fix - Simply limit the amount of structures you can build in the home spawn zone to 10 (or whatever they find works) that way you are guaranteed to always have enough cap room for 22 structures in the battlefield area.

Also limiting you to only being able to build within spawn zones is a bad idea. Sometimes I get stranded in the middle of nowhere and need to build a jetbike to get back on the move reasonably, but I'm always nice enough to recycle the bike garage when I'm done.
 
Perhaps give higher HP to structures. My machine gun should not be able to take down a structure as fast as it currently does, especially from a great distance.

Also, what if some structures were permanent and able to be taken over? Thus would get rid of the "destroy everything" mentality that causes the emptiness in the middle of the maps.
 
Emptiness is also caused by 20 auto turrets around the flag. Why do auto turrets only cost 2 bars of rift? Obviously they are the most popular structure getting built by a long shot, their cost must go up considerably.
 
I feel like you're kinda missing what the problem with spawn beacons is now. It's not that people aren't intelligent enough to create forward spawns, it's that hawks can destroy them nearly as fast as you can build. You can't build any sort of meaningful outpost (on Dust anyway) before it's gone and you've wasted time and rift for nothing, on the small maps it's rarely a major issue. Making the system like Warhawk might help some games, but at the cost of more exciting gameplay.

I agree with trying to build outside of the base on dust is near impossible - but maybe they are assuming that people won't try and do it alone? so if 3 of you go there in a buggy or whatever, then between you you could perhaps have enough to build the spawn, then a shield and a turret

But I am the same as you, I have several times found a great spot for a spawn, built what I could and pretty much straight away a hawk destroys the lot, so I give up and go back to racing from one end to the other
 
Man the dust map plays like total shit now. LBI needs to get off their fucking asses and start rolling out some meaningful patches. If I had just started playing the beta after 1.3 I'd be laughing my ass off at how utterly stupid the game is.
 
Just because one knows what to do and realizes the mistakes others are making does not make the game okay as is.

I don't really care if the BnB concept gets watered down or limited in favor of making players leave the base and use the structures appropriately. The argument that you won't be able to drop a garage for an easy escape is laughable. That's convenient for you, but there should be a risk/reward system. You shouldn't be able to just waltz in to a base, get a flag and summon a vehicle at will. That option should be planned like having a base nearby or an ability to convert enemy structures to aid in your escape.

Think, people. You can't make this type of sandbox game without rules and limits and expect everything to work and be fun.
 
Gladly! Enjoy the game fellas!
I will when major restrictions are placed on BnB. What it is now is essentially giving kids on a playground some money to buy pre-determined toys to set up in a sand box. Great in theory, bad in practice.

Guidelines... They are needed. Just because some of you big boys "get it" doesn't mean it works. You don't see every infantry unit on the battlefield able to make on the fly, important decisions in live war.... so why trust the general gaming public? Everyone's a leader?

This is what I mean about restrictions and limitations.

If you don't agree with that point, then have fun being your own one man army correcting everyone else's mistakes I guess...
 
I think the Dust map looks great. I only played a bit of a full 30 player match today until the host left and I got dropped. I mostly played with like 10 people, 5 on each team, or less. Though, when I played on Dust, I didn't get an option to use the bike or a tank. Did they take both out? Anyways, I had a fun time on Dust, and it's the best map so far. I hope the other maps in the full game are just as good.
 
I think the Dust map looks great. I only played a bit of a full 30 player match today until the host left and I got dropped. I mostly played with like 10 people, 5 on each team, or less. Though, when I played on Dust, I didn't get an option to use the bike or a tank. Did they take both out? Anyways, I had a fun time on Dust, and it's the best map so far. I hope the other maps in the full game are just as good.
There's a weird system in place that has different "loadout" types for the maps. When choosing a map, you'll see blitz triad, strategic triad, etc. Each of those have different vehicle class selections.
 
I will when major restrictions are placed on BnB. What it is now is essentially giving kids on a playground some money to buy pre-determined toys to set up in a sand box. Great in theory, bad in practice.

Guidelines... They are needed. Just because some of you big boys "get it" doesn't mean it works. You don't see every infantry unit on the battlefield able to make on the fly, important decisions in live war.... so why trust the general gaming public? Everyone's a leader?

This is what I mean about restrictions and limitations.

If you don't agree with that point, then have fun being your own one man army correcting everyone else's mistakes I guess...

When you set up tight restrictions like you suggested you ruin the innovative gameplay that it's trying to achieve. Instead of having a building at this exact location every game I have to build the building here in this exact location every game? The beta has a few major problems but doesn't need a radical overhaul.

1. Make it so auto-turrets self destroy a short time after getting built, say 60-90 secs. That would prevent people from thinking they can build and forget them, they be used as a support tool, not a self sustained weapon. It would also let you drop one in the middle of nowhere when you need that third, but wouldn't require you to return to reclaim when it's purpose is done.

2. Make spawn beacons, and all structures for that matter MUCH stronger vs hawk weapons and the MG in particular. This is the primary reason people aren't building outposts in dust, because they can't. At the very least require hawks to use more powerful homing missiles or cluster bombs to quickly destroy buildings, not just dive bomb down with the MG and take it out in 2 turns.

3. Greatly increase the tracking of the troop rocket launcher vs nearby hawks. I'm fine with the hawk easily shaking off rockets fired a distance away, that's fair. But when a hawk is nearby a ground troop has no way to control the air space, the RL is a joke right now, you can fire dozens of rockets and all the hawk has to do is slightly turn left/right and it misses.

4. Make beam turrets stronger, but only auto target flying hawks, no ground vehicles including mechs. This is another set it and forget it structure that being over used and costing building slots.
 
I was excited for this, but the instant I heard about the 'players un/building structures' mechanic, I suspected it was doomed (for me :P)

Playing the beta confirmed that feeling, so I bailed out

Can't tell you why it isn't more popular otherwise, but my friends were all in the same boat (they had no pre-expectations and still made the exact same comment within minutes of figuring out how the buildings worked), *shrug*
 
I cannot quick join a game. I cannot join a game from the server list. I cannot create a game. I keep getting a "failed to connect" message. This is highly annoying.
 
With regards to spawn beacon, personally what I'd love to see is a much more "base" approach to its design. Rather than it being simply a metal tower, I think it should be larger with an interior. Why? So the outside can be made to be strong, requiring much more rockets and a good minute or two of hawk attacks or something. The interior however should be kind of like the Death Star, to destroy one you actually have to get inside and press a button or something.

I think this would be a much more fun way, and it would make every base stronger, but with an Achilles heel.
 
They should have multiple base spawns on the bigger maps. Then, maybe people won't just build shit and wait for the match to end in a tie.
 
Really, the build limit screws you over more than the team. You guys are right with the team building shit in the base. But I can only build maybe 3-4 things on my beacon before we hit a limit and then I can't do shit otherwise.

What's the point of having a build system if there is going to be a small (32 limit) per team to where the map is barren for most of it instead of having 2-3 spawn points per team with a few more base defense or support items in those bases for people?
 
With regards to spawn beacon, personally what I'd love to see is a much more "base" approach to its design. Rather than it being simply a metal tower, I think it should be larger with an interior. Why? So the outside can be made to be strong, requiring much more rockets and a good minute or two of hawk attacks or something. The interior however should be kind of like the Death Star, to destroy one you actually have to get inside and press a button or something.

I think this would be a much more fun way, and it would make every base stronger, but with an Achilles heel.

LOVE this idea. You could even combine the bunker and spawn beacon structures into one. reducing the amount of structure slots it takes to build a decent outpost.


Really, the build limit screws you over more than the team. You guys are right with the team building shit in the base. But I can only build maybe 3-4 things on my beacon before we hit a limit and then I can't do shit otherwise.

What's the point of having a build system if there is going to be a small (32 limit) per team to where the map is barren for most of it instead of having 2-3 spawn points per team with a few more base defense or support items in those bases for people?

Most people assumed the build limit would go up to 64 in the large 32 player games. The fact that it hasn't and we're still stuck at 32 is wholly stupid and extremely detrimental to the enjoyment of the big map.
 
LOVE this idea. You could even combine the bunker and spawn beacon structures into one. reducing the amount of structure slots it takes to build a decent outpost.
Even better, I like it.

Perhaps, modular bases?

Spawn beacon - 3 rift,
Armoury - 3 rift,
Hawk pad - 3 rift,
Armoured beacon - 6 rift,
Hawk beacon - 6 rift,

or something like that. So, initially you have cheap, weak bases that use up slots. Then as rift is gathered you can fortify and combine elements, freeing up slots.
 
When you set up tight restrictions like you suggested you ruin the innovative gameplay that it's trying to achieve. Instead of having a building at this exact location every game I have to build the building here in this exact location every game? The beta has a few major problems but doesn't need a radical overhaul.

1. Make it so auto-turrets self destroy a short time after getting built, say 60-90 secs. That would prevent people from thinking they can build and forget them, they be used as a support tool, not a self sustained weapon. It would also let you drop one in the middle of nowhere when you need that third, but wouldn't require you to return to reclaim when it's purpose is done.

2. Make spawn beacons, and all structures for that matter MUCH stronger vs hawk weapons and the MG in particular. This is the primary reason people aren't building outposts in dust, because they can't. At the very least require hawks to use more powerful homing missiles or cluster bombs to quickly destroy buildings, not just dive bomb down with the MG and take it out in 2 turns.

3. Greatly increase the tracking of the troop rocket launcher vs nearby hawks. I'm fine with the hawk easily shaking off rockets fired a distance away, that's fair. But when a hawk is nearby a ground troop has no way to control the air space, the RL is a joke right now, you can fire dozens of rockets and all the hawk has to do is slightly turn left/right and it misses.

4. Make beam turrets stronger, but only auto target flying hawks, no ground vehicles including mechs. This is another set it and forget it structure that being over used and costing building slots.
The zones I envision are large chunks of land surrounding my proposed derelict spawn beacon idea. Like say there were 4 bases outside of dust's main two; that area would be divided into quarters which is large enough for creative freedom, restricted enough to make traveling to various structures from spawn and keeping track of what's needed much easier.

And doesn't it make more sense to have an area occupied and secured before sending down provisions? A convenient structure at the press of a button anywhere on the fly, though cool, makes no sense when it takes up resources and available slots just for the sake of having something because there's nothing around.

Strengthening structures is a must, but that doesn't solve the issue. Because once it's destroyed, it's still destroyed forever and creates a void in the map.

Like I said earlier, these kinds of games thrive on choke points and viable bases for strategic gain. So yes, battling over pre-determined areas is pretty important to map design and overall enjoyment out of a game like this.

Being able to use BnB to fortify and equip these bases is STILL very original and true to the core idea. It'd be so fucking amazing to play even if the game did lack the little nooks and crannies and indoor locales of Warhawk.
 
wow I love the new dust map and 30 players is so good. Don't get the hate for spawn points. They work totally fine. I've seen players making forward bases in dust and holding them.

You guys need to wait and let the community figure out how to play. It's no good dumbing the game down to make it easier, just because people don't understand what they are doing yet.
 
I find nowadays I spend the first minute of a game taking down unnecessarily redundant structures. It's maddening, does the team really need three Supply Bunkers? SIX bikes? FIFTEEN Auto Turrets? ALL IN HOME BASE??? Jesus...

The good news is now you can reclaim the turrets.

Reclaiming is faster, but obfuscated by the wonky button press intensive interface to use items now. :\
 
Ugh this game (just played). I spawn, no resources, let's haul ass on foot to find some barrels, get enough, construct a spawn beacon, barrel hunting continues, etc etc. Sucks.
 
Half the people don't know what the hell else to do. Game is hard and there's no tutorial.

Tell me about it, I thought it was just me.

I finally got the hang of building a station that makes bikes/jeeps/starhawks, but learning how to use them is trial and error. For instance, I tried to fly with the Starhawk I finally obtained, and all I could do is walk in it until I was obliterated in a glorious swoop attack.


They need to add tutorials on how to use vehicles, what weapons do and how to maximize use, and so on. On the plus side, this could be pretty amazing if done right... loved viewing the planet and its rings in the background while wearing the Sony HMZ T1.
 
Ugh this game (just played). I spawn, no resources, let's haul ass on foot to find some barrels, get enough, construct a spawn beacon, barrel hunting continues, etc etc. Sucks.

You spawn with three energy.

The only place this is an issue is on the Acid Sea.

On Dust and Space you spawn forward and shoot the additional barrels, step back, drop a hawk pad and go gather rift in a Hawk if you need to.

Rift gathers so stupid fast in 1.3 it's not funny. That's without the Rift Affinity skill or whatever it's called.

Tell me about it, I thought it was just me.

I finally got the hang of building a station that makes bikes/jeeps/starhawks, but learning how to use them is trial and error. For instance, I tried to fly with the Starhawk I finally obtained, and all I could do is walk in it until I was obliterated in a glorious swoop attack.


They need to add tutorials on how to use vehicles, what weapons do and how to maximize use, and so on. On the plus side, this could be pretty amazing if done right... loved viewing the planet and its rings in the background while wearing the Sony HMZ T1.

It's a BETA.

Read the first post in this thread and you'll find answers to most of your questions. Jesus neogaf people. :|
 
Ugh this game (just played). I spawn, no resources, let's haul ass on foot to find some barrels, get enough, construct a spawn beacon, barrel hunting continues, etc etc. Sucks.

Try different tactics then, maybe? What I like to do is instead of hauling ass on foot get a bike/jeep for only 1 or 2 rift, and since you always spawn with 3 you're good to go. Then once I construct a base I give it bare bones defenses and go out and hunt people. Then when I die or after a while has past I return to that base and give it more defenses.
 
You spawn with three energy.

The only place this is an issue is on the Acid Sea.

On Dust and Space you spawn forward and shoot the additional barrels, step back, drop a hawk pad and go gather rift in a Hawk if you need to.

Rift gathers so stupid fast in 1.3 it's not funny. That's without the Rift Affinity skill or whatever it's called.



It's a BETA.

Read the first post in this thread and you'll find answers to most of your questions. Jesus neogaf people. :|
Well I may be playing as a miner but that's not the gameplay I have in mind when I read Starhawk.

Seeing Dust's giant map, my quandrant base idea would absolutely work and it would basically give those people who build at the base more bases to build at. Well whattaya know, I just turned the game's negative into a positive.

How you people don't see this as a good idea is bothering me. It works so perfectly in my head, that if it's not in the game come launch, I'm buying late.

Same game, more home base resources and spawn zones all over the map.
 
Try different tactics then, maybe? What I like to do is instead of hauling ass on foot get a bike/jeep for only 1 or 2 rift, and since you always spawn with 3 you're good to go. Then once I construct a base I give it bare bones defenses and go out and hunt people. Then when I die or after a while has past I return to that base and give it more defenses.
There were no vehicles. I late join spawned, wandered around in search of barrels, figured I'd drop a spawn point to maybe entice people out of the hone base. Wandered some more, dropped a launchpad, searched for more barrels in a hawk (how depressing) because my missiles weren't taking anyone out and others got the kills.

Exhilarating!
 
bear
Hugs <3

subscribed!

Success! :P

Telling me I'm doing it wrong doesn't really say much about the game does it? There shouldn't be a wrong way ffs.

I don't know duder.

I feel like you started at the same complaint about lack of rift when the Beta started, and now you're lapping yourself in the hater race.

Rift gathering for doing NOTHING is more generous, too generous, in 1.3.

You could try something crazy and dogfight and attack enemies in a Hawk. That also helps you gather rift energy, and you're engaging the enemy and playing the game rather than being a chore boy picking up rift.
 
Success! :P



I don't know duder.

I feel like you started at the same complaint about lack of rift when the Beta started, and now you're lapping yourself in the hater race.

Rift gathering for doing NOTHING is more generous, too generous, in 1.3.

You could try something crazy and dogfight and attack enemies in a Hawk. That also helps you gather rift energy, and you're engaging the enemy and playing the game rather than being a chore boy picking up rift.
But it's not just about me. There's nothing worth battling over, no crazy base battles, no one leaves home base etc.

You battle over a base, destroy it and and... Wahoo! But now what? In WH, you kept that base and the opponents try to get it back. Those little base battles were exciting and made the game.
 
But it's not just about me. There's nothing worth battling over, no crazy base battles, no one leaves home base etc.

You battle over a base, destroy it and and... Wahoo! But now what? In WH, you kept that base and the opponents try to get it back. Those little base battles were exciting and made the game.

I've had similar games in Starhawk. The problem for me is I'm the only person attacking enemy bases so I get cut to ribbons and they rebuild what I manage to take out before I can respawn and return.

The old tension is still there and penetrating a solid enemy fortification is still a challenge.

You must be getting stuck in games with the worst random players in the history of the game. Look for the Urgentfury.com server. The guys that play on there are really good and generally friendly and you'll get to see how pros play this game.
 
All I'm asking for is a little risk and reward, defined guidelines, and some limitations. Everything that should go into game and map design.

Defending a random segment of map is pointless. As a result, the majority of the larger maps will be wasted. What reason would people have to travel to certain areas? Oh, someone MIGHT construct something there. That's not enough.

But it seems no one would like to build and battle in specified zones. Having the whole map to drop a convenient structure for an unplanned and unskilled escape or defense is so much more exhilarating. Why not just spawn a power weapon in your back-pack at the press of a button? Or what about your boots turning into a vehicle? Why wait for it drop from the sky? It's meaningless in whatever position you place it in anyway. "But we fortified our spawn zone and it's really a viable base now!" *Tank takes it out in 2 shots* "Oh...". Enemy: "Haha now WE'RE going to set up a base here... just because..."
 
Telling me I'm doing it wrong doesn't really say much about the game does it? There shouldn't be a wrong way ffs.


There were no vehicles. I late join spawned, wandered around in search of barrels, figured I'd drop a spawn point to maybe entice people out of the hone base. Wandered some more, dropped a launchpad, searched for more barrels in a hawk (how depressing) because my missiles weren't taking anyone out and others got the kills.

Exhilarating!

Yeah, I never want to say anyone is doing it wrong, but you're doing it wrong. There were no vehicles? Build your own, you always have enough rift when you spawn.
 
Ugh this game (just played). I spawn, no resources, let's haul ass on foot to find some barrels, get enough, construct a spawn beacon, barrel hunting continues, etc etc. Sucks.

Well I may be playing as a miner but that's not the gameplay I have in mind when I read Starhawk.

Seeing Dust's giant map, my quandrant base idea would absolutely work and it would basically give those people who build at the base more bases to build at. Well whattaya know, I just turned the game's negative into a positive.

How you people don't see this as a good idea is bothering me. It works so perfectly in my head, that if it's not in the game come launch, I'm buying late.

Same game, more home base resources and spawn zones all over the map.

All I'm asking for is a little risk and reward, defined guidelines, and some limitations. Everything that should go into game and map design.

Defending a random segment of map is pointless. As a result, the majority of the larger maps will be wasted. What reason would people have to travel to certain areas? Oh, someone MIGHT construct something there. That's not enough.

But it seems no one would like to build and battle in specified zones. Having the whole map to drop a convenient structure for an unplanned and unskilled escape or defense is so much more exhilarating. Why not just spawn a power weapon in your back-pack at the press of a button? Or what about your boots turning into a vehicle? Why wait for it drop from the sky? It's meaningless in whatever position you place it in anyway. "But we fortified our spawn zone and it's really a viable base now!" *Tank takes it out in 2 shots* "Oh...". Enemy: "Haha now WE'RE going to set up a base here... just because..."

I've spent almost no time post 1.3 collecting barrels, there's no point to it at all. They give almost no rift compared to gathering, they take forever to respawn. And that's a BIG reason for the spawn camping, and BIG reason for why you think the game needs defined spawn areas like Warhawk. But it worked pre 1.3. Acid city and Space had very obvious spots where outpost bases made sense, where you could collect a lot of rift very quickly, so people did. Dust has none. And not only that but they reduced the rift you get from barrels and increased the respawn time! They totally fucked up the StarCraft vibe the barrel system had. I absolutely agree with you that the game plays like shit right now, but if they bring back the importance of rift barrels, and make it so you can't sit in the spawn and gather rift so easily, then that will help fix the shitty base camping.
 
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