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View Full Version : Rank the "filler" bases!


Jagd
2003-12-08, 07:05 PM
Along the same lines as my last poll, I am curious as to how you would rank the rest of the "filler" base types. Ok, maybe filler is an exaggeration, but none of them offer the type of massive, tide-turning benefits that Tech Plants or Dropship Centres do. Pick the order of importance that jives with your world view. Feel free to explain why you prefer Interlinks over AMP stations, etc.

Doppler
2003-12-09, 04:18 AM
I whould easily call interlink a tide turning kinda base, the enhanced radar makes all the difrence in the world for holding bases, after that next priority is a biolab, i can stand being without shields on my enforcer but i cant stand having a long ass respawn.

TeraHertz
2003-12-09, 04:38 AM
1) Interlink. RUN CLOAKER RUN! MUHAHAHAHA! *lashlalashlash* MUHAHAHAHAHA!
2) AmpStation. Shileds can make a massive difference.
3) BioLabs. What can I say. They come third. The shorter spawn time is nice, but in the end not much use compared to the others.As forthe adv. medical terminals upgrade...I use a med term maybe once a week...

WolfA4
2003-12-09, 06:14 AM
[QUOTE=TeraHertz]1) Interlink. RUN CLOAKER RUN! MUHAHAHAHA! *lashlalashlash* MUHAHAHAHAHA!
QUOTE]

rofl that was helarious. being able to track down a cloaker with radar is great, i love walking around near one of my bases and seeing a little red dot appear behind me whipping around and hosing the cloaker. or chasing a cloaker down via radar in my vanguard its tons of fun for the whole family!

aiwest420
2003-12-09, 06:31 AM
Interlink first, makes defending a base (in small fights) ALOT easier.
AMP station second, since the shields are fairly important, helps tanks/reavers etc live a bit longer.
Biolab last, reduced spawn time (in bases only) isnt really that big of an advantage. In a zerged base, it helps a little bit, but won't save you ;)

Biolab's would be alot more useful if all med terminals changed to adv med terminals once you own a biolab (it did in beta/early retail, dunno why they removed/broke it).

Veteran
2003-12-09, 07:04 AM
Bio-lab can shave so many seconds off of your respawn, and multiply that times an army worth of people and you're talking about some serious time. Also, when you're respawning, you might be able to avoid giving the enemy who killed you enough time to run down to spawn and greet you with his Heavy Assault weapon. Third-best base type.

Interlink is nice, but it's not dog-dirty mean like Bio-lab. For the several extra seconds you have to wait to spawn, you can't see shit anyway. Also, cloakers are so redundantly easy to spot and kill that this base basically provides overkill on that front. Overkill sounds good, but in reality you'd rather use that excess force to better ends.

Amp Station: Vehicle shields are nice I guess, but do they tend to turn the tide of battle? If you don't control a Tech Plant, you're not even going to be getting shields on your main battle tanks. Definitely the least useful base.

Liquidtide
2003-12-09, 08:46 AM
I'm surprised you didn't think Interlink was an essential facility. I try to get those gens down when I do spec ops first, then worry about the tech plant. The increased radar range is momentum shifting.

Veteran
2003-12-09, 09:44 AM
Mosq's, motion sensors and Audio Amplifier provide good detection, but nothing duplicates the advantage of spawning several seconds earlier. Who knows how many times people were able to get their MAX armor because they spawned a few seconds prior to the base getting hacked, etc.

Queensidecastle
2003-12-09, 12:25 PM
Interlink is really nice to have but I think AMP station for vehicle shields provides a much greater benifit overall