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What to do with campers..?

Posted: Wed 9. Mar 2011, 00:14
by I'mStoned!
Campers are annoying, and i think (hope) not just to me.. So, this is a topic on how to stop them from camping.. I'm not implying there should be a ban or kicking (at first) but some actions should be taken. Then after, if the camping persists (those, more or less severe) actions should be taken because (just my opinion) camping is stupid and fun ruining to those who play and want a cool and smooth gaming experience.

Re: What to do with campers..?

Posted: Wed 9. Mar 2011, 12:23
by lilalurl
Which kind of camping?

Vehicle camping? Sniper camping errr I mean strategic positioning...?

Depending on the case, sometimes the best thing is to call for team mates to get rid of the camper (for instance a tank camper in a protected spot).

In other cases, a few map tweaks can help by preventing too much camping. But first we need people to point out which map they see camping happening too often on, where etc...

Re: What to do with campers..?

Posted: Wed 9. Mar 2011, 14:54
by I'mStoned!
Yes, i didn't specified! A good example is the map Barracks, specifically the node 1, in the middle. It's very protected, and there is no way for one player to get rid of the camper.. In this case it's vehicle camping (goliath to be exact).. In the corner by himself, the camper sees all of the entrances and can cover the tube entrance from above.. In other cases, sniper or super shock and lightning gun campers (masterbath) easily camp, and there is no way of killing them as they crouch and hide (and if it's a sniper camper, it takes time to locate him..) I can provide more examples if needed.

As i saw on a DM server, the campers are punished by damaging them with 10 HP (and shield if there is one).. In this case i think the damge to them should be 25 or even 30 HP! Maybe more if the camper persists on camping..

Re: What to do with campers..?

Posted: Wed 9. Mar 2011, 18:14
by lilalurl
Thanks for giving details.


I quite agree with you about Barracks, especially given the strategic importance of the middle node given the current node setup.

Let's wait laboRHEinz's opinion on the matter but what could possibly be done is:
- remove any "heavy" vehicle (Goliaths, Badgers etc..) spawning at that node.
- put some blocking volumes at the entrances of the tunnels leading to the node (the same as the blocking volumes at the entrances of the middle node in Urban-NoLevi). I am not 100% how it will handle all the other custom vehicles there are and that could be brought to camp there (Cobra etc...).


Masterbath, I guess it is part of the gameplay of map, to play a bit of hide and seek with the snipers. But I see how it can be irritating after a while.

Are you sure it was a DM server? Was it not rather a TAM/Freon server (both have some code to prevent camping)?
If you have the name/IP of the server that would be nice to check.

There is also a special sniper rifle that Piglet coded and put in Dinora- that deals 5 point of damage to the shooter (and do a bit of knockback IIRC) so swapping this with the normal sniper rifle could be a solution if you are not the only one who gets bothered by the camping on this map.

Re: What to do with campers..?

Posted: Thu 10. Mar 2011, 00:08
by laboRHEinz
Hey there!
I'm afraid I don't have the ultimate idea of how to completely avoid campers being on.
As long as there is a strategic value of camping by holding a node, it can't be dealt with administrative actions like kicking. Therefore, it's a bit of a ONS-specific behaviour. I completely agree with you both, I don't like it either. But the only way to get rid of the camper is trying to attack him. E.g. on Barracks' node 1 I use to try to grab a deemer and blast away the tank camper before getting 1 down hehe. If there's another player spawning at 1 in the meantime, he / she is easier to frag beause there's no time for him / her to get into the next tank ;-) Attacking 1 without a deemer is almost suicide^^

Trying to persuade a teammate and attack a camper with two persons is the best way indeed, lila. But it's pretty hard to coordinate without voice chat and I had to disable it again. There are still too many kids out there abusing it...

The idea of tweaking the maps in order to avoid camping is nice. But this results in an awful lot of work as there are dozens of maps where tank camping is kind of inherent. But well, it would be an improvement if the worst camper inviting maps will be tweaked. Barracks is easy: the tanks at 1 have to be removed. Masterbath? Maybe replacing the sniper guns and the super shock rifle with lightning guns? LGs are easier to spot ;-)

Another idea was a camper warning like in TAM/Freon. Hmmm, I'm not sure this will work in ONS. Aside from the fact that there'd be the need for a coder to include it in ONS, it would be quite hard to define the rules. Which size shall the camping area have, which duration of staying within it shall be considered as camping? Quite hard to tell... Nevertheless, it's not a bad idea and would be worth a try at least. Maybe we should create another topic in the Creative Corner? With a bit of luck, there's a skilled coder out there being able to hack it together for us :-)

Re: What to do with campers..?

Posted: Sat 12. Mar 2011, 00:48
by warlock*
hi ...
about this topic, first of all try to understand why most the campers do that.....
1) no skills
2) only for their score (seldom for the team)
3)..and because they are campers??? lol
If u wanna make a camper to stop doing this I think the best solutions are this:
1) make the tank more heavy to use it ( not so easy to handle)
2) make the tank shield 600 not 800, or less....
3) set the time till next tank will appear triple or higher...
And with all this new settings I'm sure 99,9 % of campers will be very upset and they'll be forced to learn to play with weapons ...

But all is up to Heinz right?

Another funny idea, but impossible to achieve is to have possibility to vote the campers and if we collect 60% of votes, the name players to be changed with extension or symbol ..so on...
like ex:
xxxx is a camper ok? the players voted him like a camper => the new name can be : xxxx is into campers clan

Re: What to do with campers..?

Posted: Thu 7. Apr 2011, 09:04
by Zon3r
warlock* wrote:hi ...
about this topic, first of all try to understand why most the campers do that.....
1) no skills
2) only for their score (seldom for the team)
3)..and because they are campers??? lol
If u wanna make a camper to stop doing this I think the best solutions are this:
1) make the tank more heavy to use it ( not so easy to handle)
2) make the tank shield 600 not 800, or less....
3) set the time till next tank will appear triple or higher...
And with all this new settings I'm sure 99,9 % of campers will be very upset and they'll be forced to learn to play with weapons ...

But all is up to Heinz right?

Another funny idea, but impossible to achieve is to have possibility to vote the campers and if we collect 60% of votes, the name players to be changed with extension or symbol ..so on...
like ex:
xxxx is a camper ok? the players voted him like a camper => the new name can be : xxxx is into campers clan

hi, i hate campers too, but in some cases i understand it. holding an unprotected node is not camping, even at node 1 in baracks.
u cannot expect the vehicles to be changed, they are good as they are.
sniping in masterbath is annoying, but it can be easily solved. grab a sniper and kill him, its easy to find them, cause the sniping points are well known

Re: What to do with campers..?

Posted: Thu 7. Apr 2011, 14:24
by Pegasus
Personally, I've always found camping (or the need for it) to be a detriment to Onslaught's gameplay and, therefore, maps that encourage prolonged camping behaviour for whatever reason should be fixed: overpowered vehicles with very short respawn time (I could name at least a dozen popular maps with this flaw), ideal & perpetual sniping vantage points with minimal cost to snipers, choke nodes/locations accessible to strong artillery that are very hard to fight against once in (Barracks, MagicIsle), etc.. In Barracks' case, the solution that should've been implemented years ago is very simple: place a small blocking static mesh in the middle of each ground entrance to prevent anything bigger than a badger from going in. Once that's done, having a goliath spawn in that node should also be carefuly examined (same quality of burst defensive fire output could be achieved in a shared fashion, say via 2 minigun turrets or something which would rule out 1 hit kills to many attackers and nuke attempts), as well as awarding 2 supershield pickups to campers there (why not place those at the rock formations above and outside that node to help the attackers instead?). If camping still continues after these tweaks, the central node area will simply have to be redesigned to be more open. No way around this issue if we want Barracks to stop being the hateful, 95% overtime-ending campfest it currently is.

Re: What to do with campers..?

Posted: Fri 29. Apr 2011, 18:32
by laboRHEinz
Now, we have a new version of Barracks on the server that tries to address the camping issue at the center node. Following changes have been made:
- the Goliath at the center node was replaced with a Scorpion.
- the super shield pickups were replayced with health pickups.

Please let us know if this solves the issue or if some people continue to over-camp the node.

More drastic map changes could be made, for instance, forbidding most vehicles to enter the corridors leading to the node.
However, if one player takes the time to bring a powerful vec to the node and the enemy let him do, then it is quite fair to have him "camp" at the node as a sort of reward for his effort.

Re: What to do with campers..?

Posted: Sun 1. May 2011, 18:26
by Pegasus
IMO the ability to camp and, thus, slow down and devalue gameplay shouldn't be a reward for anything; hell, camping should entail greater risk than other more productive playstyles if you ask me. Also, people haven't been camping the Barracks' center node all these years by amassing armour points, they've been doing it by bringing all kinds of tanks, big and small, underground and setting up shop in there. As long as you're still allowing for that, these "measures" are just pussyfooting around and wasting effort, meaning they certainly won't make much of a difference in the way that map is played. So a goliath doesn't directly spawn at center now, big deal; it only takes ~30secs to drive one there from your base or from the tank/bender primary, even less for badgers. This can be done repeatedly as needed and, tbh, it's not much of a feat anyway, so I also don't get the concept of any player who does this being owed a reward. You do realize this happens practically in every single Barracks match, right?

To use another example, center spamming at Barracks is a bit similar to manta roof spamming at THI-TripleSlap. In the latter's case, however, the latest version I played a few days ago on (RC2), finally takes the necessary steps to fix this issue once and for all by lowering the ceiling (and, correspondingly, placing the nuke pickup at the top of the middle dome as well) - spamming over. Nothing short of similar decisiveness will constitute meaningful improvement for Barracks in my eyes. Well, short of redesigning the middle node to be more open in the editor anyway.

Long story short, substitute any strong, camping vecs spawning in there with lesser ones (a pally at most) and place a blocking st.mesh at each tunnel entrance big enough to prevent any kind of tank from getting in as well (badgers too); only peds and mantas allowed, so flyers now can only access through the top hole. If you're worried about inadequate defenses, add a minigun turret in there or something, but no more. Do this, then see how fast that node will start changing hands.