Quote:
Originally Posted by ModernCombat
Camping is a tactic. Its a style of play that people choose. You can't tell people how to play. Just because you can't find anyone or can't kill them doesn't mean that camping should not happen. If they add the new radar system, it might weed out the campers if they are behind walls, buildings, barriers etc.
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I can agree with you that camping is a playstyle that people choose to do. People also camp because the maps force them to do it.
Tidal fury Demo SEALs..the terrs get up to the hill and satchel a lot quicker than the SEALs do, and if you're a SEAL you'll MOST likely get naded unless your hax and know where to go, dodge, hide, and have a good spawn. Other then that you're forced to stay back and/or go a long the beach.
Fault small..both sides. The terrs are trapped in the tunnel. if they run out of the tunnels towards SEALs spawn they get surrounded by SEALs. SEALs are trapped/keeping the terrorists in the tunnels. If they run in the tunnels they get jumped by about 3 terrs.
...that's just to name a few. But both of those if you don't camp, and actually try to do stuff it makes the game fun. Playing Fault small tons of times myself, I love rushing no matter what side I'm on, because I'm constantly moving, makes it a little more challenging, and I get to see more action.
However back on Socom 1 and 2, the maps didn't have these designs that forced people to camp. They were "box" like map -- 1 big square, rectangle, circle, whatever, with each team spawning on the opposite side of eachother, with a bunch of buildings and different pathways between. Almost every place can get naded really easily. There were almost no spots that were dead ends(Citadel big roof and small roof for example). Basically wherever you went you could get naded, seen by someone, or someone can come up behind on you. With the maps being like this, it makes it very hard to camp, you'll almost always die unless you're pro and are good enough to do it. So therefore rushing, and not even rushing but running around would help you because you could avoid nades, and avoid people coming up behind you(some of the time). On Socom 3 the maps are more a long the lines of just 1-3 PATHS to go..the shape of the maps aren't really box like, or arena-like like they were in S1&2..they were just an environment like real life that was just a path. Like Crucible small..Fault..Tidal Fury..Waterworks..Blackwoods small..Harv small/big..Boneyard small/big..you get the point. Pretty much the only maps that somewhat resembled the design of those in S1&2 are Citadel small and KF small.