I hate it,and it seems like way too many people want to do it.I just don't get the concept.

I hate it,and it seems like way too many people want to do it.I just don't get the concept.

You are referring to staying in the main door while someone goes out and puts the flag up correct? If that is the case, it is a very effective way to choke point the enemy. It's common real life tactic as well.
I've been in more failed matches trying that tactic,especially demons.If the team will stick close you can run and gun the whole wave,having to hunt down a quarter of the enemies.IMO the team should plant the flag and then work around the map together.Seems more efecient to me.
With the right team, it's a pretty good tactic, but a death trap with the wrong one.
Agreed,but I hit more bad one's then not.
That tactic has always worked for me. The matches that fail are the ones where I went out and enemies surrounded us, so I just stick to the choke point method now in all my matches.
I think it's a quite a bit less effective in the one 5/5 elven ruins room that's really small and crowded. The DC or RT commander can easily take down the entire group in a very short time in that one.
That is true, but I would rather risk that instead of getting slaughterd by being outside to where all ranged can hit you.
Please? Pretty Please?
I find we always do better when we go after them, hiding in the room just let's them gang-up on you in a confined space.
I will admit that if your party has a high enough DPS you can do it, but it leaves you really open to being overwhelmed quickly.
All of the maps offer plenty of cover, and if your in the same spot for more than 15-20 seconds you have resumed camping, so go get'em.
DC causes wipes because this is the typical scenario:
>Players huddle in "the room".
>DC uppercuts killing either a Mage / Rogue.
>Players drop everything to try and rez teammate.
>DC uppercuts the newly targeted person trying to rez the downed player and downs both people in the process.
> Now there's 2 downed people.
> Downed players crawl TOWARDS remaining teammates spamming "Over here!"
> Now everyone is huddled together again while the 3rd teammate tries to rez
> Gets uppercut by the DC.
> Rinse and repeat until failstate.
Also, people just stand too close together in "the Room" when the DC comes in. It's just bad teamwork and bad situational awareness. Room camping works just fine if the teammates actually pay attention to one another.
How about this. I'll do it my way, and you can do it your way because chances are I'll probably won't run into you in game. ![]()
Sometimes it works, sometimes it doesn't. Same goes for running around outside. The difference is that sitting in the room is a lot more boring.
*cough*box of shame*cough*
whoawhoawhoa, i wouldn't take it that far.
With the right team, it's a pretty good tactic, but a death trap with the wrong one.
What works best is if all of you are all on the same page.
If three out of four in your PUG are "camping", and you're out on your own complaining that they aren't helping you, it's probably actually you that's the problem.
I've been in more failed matches trying that tactic,especially demons.If the team will stick close you can run and gun the whole wave,having to hunt down a quarter of the enemies.IMO the team should plant the flag and then work around the map together.Seems more efecient to me.
I mean, from the point of view of the other three people in failed matches where the team didn't "stick close"... if they are all camping the entrance and you're running around the map, you were the one who wouldn't stick close.
I guarantee you'll have more success camping the 5/5 with three randoms of unknown skill/experience than you will in the field.
If DC is gonna get em in the room, he'll get em outside it anyway.
*cough*box of shame*cough*
whoawhoawhoa, i wouldn't take it that far.
Agreed, it's more like holding the control room (sniper nest) in Firebase Giant: funnel everything thru the doorway, profit!
Not the fastest or "best" way to play, but efficient with lower level players and weapons.
I think people have to remember tactics are an evolving thing. DAMP has progressed at the start with players wiping in the open; then finding the room an effective way of extracting; now with better weapons and game knowledge, moving around zone 5 may be better.
The problem is other players are still at stage 1/2, and haven't gotten to the same place as other players with more hours put in. This is much like the "treasure rooms / no rooms" debate, what stage are you at, and what is your priority given what you have already.
Neither is wrong, per se, and efficiency is dependant upon the player's gear/skill state.
Best bet is to either use comms and see how people want to play. Or failing that, stick with the team, despite your preferred play method: quit and find a new lobby next game.
Best bet is to either use comms and see how people want to play. Or failing that, stick with the team, despite your preferred play method: quit and find a new lobby next game.
Stinja pretty much summed it up. I usually play Warriors so I stick with the team and aggro / kite bosses if needed, or "hold the gap" dropping minions.
By funneling enemies you hit more of them at the same time, better than having them spread all over the place.
Well why not. It´s not bad strategy to not be exposed to enemy fire from four sides. I don´t see anything scrubish about it, it´s actually pretty smart. Unless it´s Demons. Once you are in there with Demon Commander and he´s targeting people with his pop up attack, it´s one big mess. Which is why I prefer to fight Demons outside of that room.
But I think it´s most important to just recognize when it´s good idea to stay there and when it´s time to flee. Some folks insist on staying there even when it starts falling apart and by then it´s too late to relocate.
The general frown towards camping is really not necessary here. People might associate camping with box of shame from ME3 or Firebase White, but unlike DAI, ME has solid cover and evade system and staying mobile is more effective, faster and safer way to deal with things. Camping was almost counterproductive because it was making the game longer and was increasing the risk that team will fail.