Get rid of spawning vehicles inside the base.

I’m honestly shocked that 343 would patch the Armory glitch relatively promptly while leaving this issue completely unaltered after so many updates.

It’s a nuisance in regular Warzone but it makes it nearly impossible to win on Assault if enough of the enemies start doing it.

I’ve seen the excuses before so I’ll address those right off the bat.

“It’s not that hard to board them.”
Yes, if one guy does it. How do you deal with two or three or four people spawning in gungooses or ghosts? Especially when there’s a high chance other Spartans will be shooting at you.
“Your whole team should be defending the spawnpoint, then!”
Then how are we supposed to keep the enemy from walking in?

We already have to have some attackers play hide-and-seek because one red player hiding in the base is enough to stop the timer, and you’re telling me we need multiple players dedicated to boarding duty?

Attackers have it extremely rough on this map as it is, they don’t need this to stay the way it is.

I have to agree, it is a pain to deal with if enough know about it. I wouldn’t say it’s a bug/glitch but something 343 probably never thought we’d use to our advantage.

That would require 343 to work on warzone aswell as bring in new content. It seems for them it’s one or the other.

While it sucks, its kind of easy to kill or at least badly damage a scout hog before its able to move with grenades or SMG’s,

I’m confused. What is the problem?

It’s only really an issue on March on Stormbreak’s assault map (sorry, always forget the name). Vehicle spawning in bases on regular Warzone makes perfect sense. But to address the issue of spamming scouts n ghosts on stormbreak assault is pretty easy. They could seal the vehicle spawn bay off like the second bottom entrance is, and have the vehicles spawn around the armory or the core. I have been on plenty of teams that have captured the fortress even with the scouts coming in, but it’s not easy usually - but if half the other team just keeps spamming them it is nearly impossible to win.

> 2535424115698669;1:
> I’m honestly shocked that 343 would patch the Armory glitch relatively promptly while leaving this issue completely unaltered after so many updates.
>
> It’s a nuisance in regular Warzone but it makes it nearly impossible to win on Assault if enough of the enemies start doing it.
>
> I’ve seen the excuses before so I’ll address those right off the bat.
>
> “It’s not that hard to board them.”
> Yes, if one guy does it. How do you deal with two or three or four people spawning in gungooses or ghosts? Especially when there’s a high chance other Spartans will be shooting at you.
> “Your whole team should be defending the spawnpoint, then!”
> Then how are we supposed to keep the enemy from walking in?
>
> We already have to have some attackers play hide-and-seek because one red player hiding in the base is enough to stop the timer, and you’re telling me we need multiple players dedicated to boarding duty?
>
> Attackers have it extremely rough on this map as it is, they don’t need this to stay the way it is.

Sounds like a time for mister “git gud” LOL

But seriously its not as big a deal as you make it out to be, the defending team’s objective is to defend, the attacking team’s job is to attack. Just because your team fails at attacking doesn’t mean you need to make defending harder.

yup its seriously annoying when they use scout hogs. But then I think about how they are wasting reqs by spamming their cards which they could sell for silvers/gold packs.

I would like to see it fixed.

> 2535406272231884;7:
> > 2535424115698669;1:
> > I’m honestly shocked that 343 would patch the Armory glitch relatively promptly while leaving this issue completely unaltered after so many updates.
> >
> > It’s a nuisance in regular Warzone but it makes it nearly impossible to win on Assault if enough of the enemies start doing it.
> >
> > I’ve seen the excuses before so I’ll address those right off the bat.
> >
> > “It’s not that hard to board them.”
> > Yes, if one guy does it. How do you deal with two or three or four people spawning in gungooses or ghosts? Especially when there’s a high chance other Spartans will be shooting at you.
> > “Your whole team should be defending the spawnpoint, then!”
> > Then how are we supposed to keep the enemy from walking in?
> >
> > We already have to have some attackers play hide-and-seek because one red player hiding in the base is enough to stop the timer, and you’re telling me we need multiple players dedicated to boarding duty?
> >
> > Attackers have it extremely rough on this map as it is, they don’t need this to stay the way it is.
>
>
> Sounds like a time for mister “git gud” LOL
>
> But seriously its not as big a deal as you make it out to be, the defending team’s objective is to defend, the attacking team’s job is to attack. Just because your team fails at attacking doesn’t mean you need to make defending harder.

That doesn’t really address the issue he brought up - only the Stormbreak assault map has vehicles that spawn directly inside the objective. Making the defending vehicles spawn outside near the armory or core doesn’t make it any harder to defend than when you play on the other maps (where you can’t spawn inside that first objective) on A.R.C you spawn outside, on Urban you spawn outside, on Apex you spawn outside.

Or you could board them as come out…

Edit:Didn’'t see it at first in OP post

> 2533275057835402;11:
> Or you could board them as they come out…

That’s why it is called spamming. You can board them but they can also keep streaming in while the clock runs down. I’ve been on alot of teams that have captured the fortresss even with a couple hogs coming out. But i’ve also seen endless streams of them coming out because half or more of the team is spawning them. It can get pretty obnoxious at times

> 2533274818508074;10:
> > 2535406272231884;7:
> > > 2535424115698669;1:
> > > I’m honestly shocked that 343 would patch the Armory glitch relatively promptly while leaving this issue completely unaltered after so many updates.
> > >
> > > It’s a nuisance in regular Warzone but it makes it nearly impossible to win on Assault if enough of the enemies start doing it.
> > >
> > > I’ve seen the excuses before so I’ll address those right off the bat.
> > >
> > > “It’s not that hard to board them.”
> > > Yes, if one guy does it. How do you deal with two or three or four people spawning in gungooses or ghosts? Especially when there’s a high chance other Spartans will be shooting at you.
> > > “Your whole team should be defending the spawnpoint, then!”
> > > Then how are we supposed to keep the enemy from walking in?
> > >
> > > We already have to have some attackers play hide-and-seek because one red player hiding in the base is enough to stop the timer, and you’re telling me we need multiple players dedicated to boarding duty?
> > >
> > > Attackers have it extremely rough on this map as it is, they don’t need this to stay the way it is.
> >
> >
> > Sounds like a time for mister “git gud” LOL
> >
> > But seriously its not as big a deal as you make it out to be, the defending team’s objective is to defend, the attacking team’s job is to attack. Just because your team fails at attacking doesn’t mean you need to make defending harder.
>
>
> That doesn’t really address the issue he brought up - only the Stormbreak assault map has vehicles that spawn directly inside the objective. Making the defending vehicles spawn outside near the armory or core doesn’t make it any harder to defend than when you play on the other maps (where you can’t spawn inside that first objective) on A.R.C you spawn outside, on Urban you spawn outside, on Apex you spawn outside.

Actually with the map layout it would pose a problem when attempting to get back inside the fortress. Once the enemy team gets into the fortress you will be in one of three spawns, the drop pod area in front, the area behind fortress, or the armory with it normally being either the armory or area behind fortress. Vehicles would spawn in the area behind fortress if spawning inside was taken away and by the time you get back, if you don’t have a camping teammate it is over as enemies will be all over the entrances. This creates a MASSIVE advantage for attacking team which can’t be countered. This is arguably the most balanced this map will be and as I said before its not a problem.

> 2533274818508074;12:
> > 2533275057835402;11:
> > Or you could board them as they come out…
>
>
> That’s why it is called spamming. You can board them but they can also keep streaming in while the clock runs down. I’ve been on alot of teams that have captured the fortresss even with a couple hogs coming out. But i’ve also seen endless streams of them coming out because half or more of the team is spawning them. It can get pretty obnoxious at times

You do realize there is a vehicle cap right? I mean seriously let them hit the vehicle cap and simply keep them alive but take out the enemy.

There is not a cap that i’ve seen I’ve been in a game where over the course of 3 minutes close to 2 dozen vehicles were spammed, it’s a 2 - 3 second wait between vehicle spawns (scouts and ghosts) and the vehicles wouldn’t have to spawn in the tunnel, they could spawn around the armory or on the bridges outside the core. If any vehicles should spawn in the tunnel at the beginning it should be attackers, since spartans spawn back there anyway when the spawn point has enemies in or near it, would also keep them from getting hit immediately after spawning.

EDIT: Sorry I forgot to mention the mongooses, they’re pretty cheap and i’ve seen those come out as well as the hogs n ghosts

> 2533274818508074;14:
> There is not a cap that i’ve seen I’ve been in a game where over the course of 3 minutes close to 2 dozen vehicles were spammed, it’s a 2 - 3 second wait between vehicle spawns (scouts and ghosts) and the vehicles wouldn’t have to spawn in the tunnel, they could spawn around the armory or on the bridges outside the core. If any vehicles should spawn in the tunnel at the beginning it should be attackers, since spartans spawn back there anyway when the spawn point has enemies in or near it, would also keep them from getting hit immediately after spawning.
>
> EDIT: Sorry I forgot to mention the mongooses, they’re pretty cheap and i’ve seen those come out as well as the hogs n ghosts

Trust me, there is a cap.

I’m not calling you a liar, but do you have a link to some form of proof of this cap? Preferably one quoting 343 or an official source if possible? (I might not respond right away I have to hit the road for a bit and I’ll be back on)

No I just know that because I have hit the cap before myself.

I’ve never seen nor heard of a vehicle limit. Google and search bar on this site have shown only that people have requested there be one put in place. I have seen a wait time pop up, but that is because a vehicle(s) is currently spawning at the base. i was 3rd - 4th in line once and only waited somewhere around 15 - 20 minutes (been a while might be off a little)

> 2535406272231884;7:
> > 2535424115698669;1:
> > I’m honestly shocked that 343 would patch the Armory glitch relatively promptly while leaving this issue completely unaltered after so many updates.
> >
> > It’s a nuisance in regular Warzone but it makes it nearly impossible to win on Assault if enough of the enemies start doing it.
> >
> > I’ve seen the excuses before so I’ll address those right off the bat.
> >
> > “It’s not that hard to board them.”
> > Yes, if one guy does it. How do you deal with two or three or four people spawning in gungooses or ghosts? Especially when there’s a high chance other Spartans will be shooting at you.
> > “Your whole team should be defending the spawnpoint, then!”
> > Then how are we supposed to keep the enemy from walking in?
> >
> > We already have to have some attackers play hide-and-seek because one red player hiding in the base is enough to stop the timer, and you’re telling me we need multiple players dedicated to boarding duty?
> >
> > Attackers have it extremely rough on this map as it is, they don’t need this to stay the way it is.
>
>
> Sounds like a time for mister “git gud” LOL
>
> But seriously its not as big a deal as you make it out to be, the defending team’s objective is to defend, the attacking team’s job is to attack. Just because your team fails at attacking doesn’t mean you need to make defending harder.

Defending should be hard though. I’d also be in favor of making a barrier that the defending team can’t pass. Especially on Array where defenders can push you all the way back to your spawn and then commence spawn killing.