Marines
spawncamping is often justified by "hive pressure"
Situation 1: 3 marines spread themselves out in an active hive room. No chambers
1 gives the hive a couple shots with a pistol, and once they hear that "plop" of a spawn, everyone whips around shoots the skulk. Wash, rise, repeat.
Judgement: BS
giving the hive a few shots is merely a taunt...and to make your justification more credible to admins. You want to pressure the hive? empty your lmg into it. Spawncamping
Situation 2: 3 marines spread themselves out in an active hive with no chambers
one begins to shoot the hive, emptying clip after clip of lmg and pistol, then finally switching to knife and jumping franctically up and down getting a few slashes in.
Plop! skulk ahoy! the remaining pair of marines gun down the skulk.
Judgement: BS
Two marines on respawn defence is prioritizing the death of whatever respawns over the damaging of the hive. Spawncamping.
Situation 3: 3 marines..yada yada yada.
TWO shoot the hive, emptying everything, one kills anything that respawns.
Judgement: Hive pressure.
Having two marines hitting the hive means that you've prioritized hive damage over frags. Hive pressure.
Aliens
Situation 1: a lone skulk sneaks behind the line and starts biting on the ip a bit to taunt the commander out. Commander gets out, and gets killed. skulk chomps away at the ip, stopping after a few seconds to regain energy and ready him or herself for a spawning marine.
Judgement: Not spawn camping
for obvious reasons. The skulk is eating away at the main objective and being smart about it by stopping when he or she predicts a marine will spawn in.
Situation 1 alt: The same skulk DOESN'T bite the ips, and just kills whatever respawns
Judgement: spawn camping.
There is a sizable delay between spawns. you may use that time to bite the ip a bit (not one or two bites, be sensible)
Situation 2: marine base is zerg rushed (kekekeke ^____^), 2 skulks camp the ip while the rest bite away at the base.
Judgement: not spawn camping.
an early zerg rush has two meanings: End the game very early, or, if the zerg rush is beaten down, to damage the base as much as possible. Damaging the base cripples the marines of a smooth game start, and will take longer for them to recouperate (ie, rebuild base, wait for res to rebuild base). The base damaging takes first priority, obviously, because if your rush isn't going to work, might as well slow them down as much as possible.
Situation 3: Onos sits in front of an ip eating/goring/stomping whatever comes out. Doesn't touch the base
Judgement: spawncamping. An onos is perfectly capable of taking fire from one or two marines while wreaking havoc in thier base.
Situation 3 alt: onos sits in front of an ip eating/goring/stomping whatever comes out while his team takes care of the base.
Judgement: Teamwork.
situation 3 alt alt: onos sits in front of an ip eating/goring/stomping whatever comes out even after his team has the base down
Judgement: spawn camping.
Unnessicary as the team isn't busy with something else, the onos may take down the ip and the whole team can take care of whatever spawns in.