No, it doesn't.
For the record: We (The FS Dev team) do not support or endorse spawncamping in any way. We are building this game with the goal of it being a fun and entertaining for everyone. Getting killed less than 2 seconds after spawning is definately not "fun" and we all realise that.
That said, realism does not equal protection. All it does is provide the ability to snap-shoot, which allows players to spawn and have a chance within that 2 seconds of spinning and killing the camper if they know where the person is. Unfortunately though the trade-off for it is enormous. But to provide the "realistic" damage of 1-shot or 2-shot kills fragmentizes gameplay into countless little melees and skirmishes scattered across the map, rather than focused and massive battles with teams needing to concentrate fire to win over objectives
It also gives the player being shot at little chance to defend themselves when they're caught out. As bad as spawncamping is, the thing I hate just slightly less than it is dying from shots out of nowhere. It sucks. I'm walking or running along when suddenly "wallop!" I'm dead. No explination. No way to defend myself. No diving for cover or way to return fire. Just me, dead, in what feels to be a very pointless and aggrivating way. To that extent we've geared our gameplay to avoid that scenario from happening where possible. We want players to dive for cover when they're under attack. We want them to see blaster fire tearing down range. We want to give people a chance to actually play and fight their way through battles, rather than being picked off by people hiding in camping spots.
What we also want is a little skill and knowledge needed for every weapon. Each of our guns (of which there are something like 20+) all have their own niche, their own strongpoints and their own weaknesses. All of them though require a small degree of thinking, because you need to make your shots count here. Knowing how to use the weapons will show the difference between those that will win the games and those that will whine because they can't just point their blaster at everything and kill them in one shot.
I personally believe in creating challenge in our game because I think that'll be one thing that will keep everyone coming back "to master just one more" aspect. I am also a huge proponent of fair play and the ability for everyone to have a chance to play, so if we can get that interwoven into our gameplay without any real loss of quality then it'll be done. And finally, it is everyone's desire to see real "star wars", not "star skirmishes." To that end we want to set new standards in creating actual battlefield gameplay, where teams of random players naturally focus their efforts and energies together, rather than break them apart into lots of little gunfights like BF2/2142 does now. Whether it's spawncamping, vehicle whoring, or weapon overpowering, we're looking to solve all these problems via creating a good gameplay evironment. So far all our internal testing has shown our plans have minimized these issues, though the real "first test" will be when we open up our doors for the beta.
For more info on our gameplay setup though, watch the news press releases. Part 1 of our gameplay overview document has been released, and Part 2 should be soon.
Fear the Woodzilla
