First, I want to clarify that I’m in Low Elo, and yes, I’m not very good at the game. However, I have been playing since the release of Overwatch (OW) in 2016.
In Overwatch 1, spawn camping did not seem as prevalent as it does now in Overwatch 2. With changes to damage across the board, heroes have become squishier due to health nerfs, and there’s now one less tank per team. This has made damage much more prominent in every game mode of OW2. As a result, certain tanks, DPS, and even supports often dive on the enemy team as soon as a match begins.
While I don’t think spawn camping is a significant issue in High Elo, it is a problem in Low Elo and regular Quick Play.
I propose a potential solution to address spawn camping:
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For Control Point maps: Points should require at least one player to stay on the point at all times for it to progress. This would create a 4v5 scenario for the camping team, giving the losing team a better chance to make a comeback. This mechanic is similar to how Payload maps function, where the payload must be continuously pushed to move forward, which tends to be more manageable.
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For Payload and Push maps: The speed at which the payload or robot progresses should vary based on how many players are on it. If only one ally is sitting on the payload while the rest of the team is spawn camping, the payload should move significantly slower. Conversely, the payload should move faster when all team members are present.
Players have made the recommendation to charge ultimates to give the opportunity to comeback from a camp spawn, but often times I just find my team using their ultimates, getting back onto the point but immediately welcomed by the entire enemy teams ultimates to force us back to spawn. Once we finally feel relieved to comeback, suddenly a Rein ult is knocking our entire team, Genji cuts down 3 of our teammates with his ultimate and the Mercy ults to keep her team alive to finish off the other two.
You, as a player in your role, can only do SO much to help your team. Especially new players unfamiliar with the roster of Heroes (which is quite frequent now that OW2 is free).
It literally is already like this. Every point that requires a bar to fill up the timer can be reduced by X seconds per person up to 3. I wish I could give you straight numbers but it’s different for what kind of point it is or mode its on but for the most part to keep it simple if 1 person would fully cap a point in about 20 seconds, then 2 people will do it in like 14 seconds, and 3 people would do it in like 11 seconds. 4+ makes no difference. You have to go to the OW2 wiki page for exact values because like i said its different on a per mode/ per type of check point basis. the new clash for example has 9 total capture time values. - To be clear, at least 1 person must be on a capture point in order to make progress… if no one is on it you will actually start to lose progress.
escort maps where you are escorting a “payload” do infact move 16% faster for each person on the payload (max of 3 people for a total of +32% faster than it’s default 1 person speed) and off the top of my head there’s only 2 MINOR exceptions to movement speed… I know kings row is one of them… maybe junkertown is the other? but the difference is very small its like less than 10% difference so you can basically just use the same values for simplicities sake.
Push is one of the weird exceptions I wish the dev team would keep it consistent but having more people on the bot makes no difference in push speed. A pushbot is not a payload. - I’ll also point out push by design favors the defenders pretty heavily when the game gets one sided quickly like you are describing. When the attacking team is getting close to fully capping they have to run a pretty hefty distance to get back to the bot while for you defending are literally 1 movement ability from your own spawn door to contest it - and with spawn wave you basically get chance after chance after chance after chance for the 10 minute round to make a come back because they do make capping a push map pretty tough without near perfect coordination early in the game.
There is a new mechanic they recently put in the game called spawn wave that will FORCE your team to regroup in these scenarios (or at least much more likely to regroup) it makes it so everyone shares a spawn timer so if you are all getting cut down right out of spawn you will for the most part be forced to all respawn at the same time which will give you guys a chance to come out together.
GL man
Both of these are in the game more or less.
Payload moves faster with up to 3 players on it.
But often just one is on the payload and the rest of team pushes forward to take space; especially in higher ranks.
There are specific situations only where you want more than 1 in payload.
Spawn camping imo is not really good strat even, its more about tilting the player and making them play worse possibly.
Anyways, if its done by sombra it is part of a design issue with the whole hero. Infinite stealth and all that which can enable it.
And yeah, the new spawn wave mechanic probably makes spawn camping even less viable as well.
Take a note on how it functions and try to play around it.
Spawncamping is an actual skill issue if both teams are even remotely of equal skill you will not be getting spawn camped if you just group as 5
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Don’t be a bad dps and you will solve every overwatch problem you have. There is only 1 reason for getting spawn camped and that is retarded dps. Every loss is a dps issue.
Yes and no. Can still happen, and if you are playing say Havana… it is the best 1st point strat to try spawn camp the whole team.
Convincing people to actually do spawn holds and having them play the heroes well to do it isn’t that common especially below the upper level
True.
But getting upset when someone spawn camps you is odd behaviour. It is a good plan. It might also be a good plan to let them, if it gives your team the advantage in a 4v4