View Full Version : What is the most fought over outpost on Amerish?
johnvader
2012-12-22, 01:03 AM
I am asking this question because so far i have only played on Indar and would like to start playing on Amerish.
I am asking what outpost on Amerish is clearly the most fought over?
For instance, the crown is pretty much the hotspot on Indar.
I want to know because every time i fight for control of the crown i get on average 25 certs every hour which is a lot faster than if i was doing anything else.
Rasgriz
2012-12-22, 02:02 AM
None, Amerish is a cap fest almost never privvy to battles, and if there are battles they are steamrolled by the current faction capping the continent.
johnvader
2012-12-22, 02:06 AM
So your saying a place like the bastion in the semi middle of the map is not nearly as fought over as the crown on Indar?
bishopau
2012-12-22, 02:12 AM
On Briggs there is nowhere like The Crown. All other outposts mean nothing. I wonder if SOE had named it something else whether people would look at it differently?
In so far as Amerish its pretty much a ghost town unless a platoon decides they want to roll the continent.
The Messenger
2012-12-22, 02:14 AM
Used to be Makala but not so much since the addition of external tech plant generators.
johnvader
2012-12-22, 02:22 AM
Well in that case, is there a place on Amerish in particular that may let me earn more certs faster or should I just stick to Indar for all the action all together?
Rasgriz
2012-12-22, 06:24 AM
I stick to Esamir, balanced for the most amount of time and easy driving.
Not many obstacles for ESF hordes to hide behind either.
EVILoHOMER
2012-12-22, 06:28 AM
Please don't call that hideous excuse of a cont Amerish, it doesn't deserve that title as Amerish was about foot zergs back when I played Planetside.
Whiteagle
2012-12-22, 06:36 AM
Well in that case, is there a place on Amerish in particular that may let me earn more certs faster or should I just stick to Indar for all the action all together?
Eh... not really...
Thing is, Amerish was designed with bases that are suppose to be semi-defensible, but since playing defence isn't NEARLY as rewarding...
...Yeah, no one bothers entrenching most of the time, so Zerg mobs just sweep the Continent from Warpgate to Warpgate...
The most fought over base, however, is ironically the little old AuraxiCom Substation since it's in the only area working as intended.
The huge valley the base occupies is one of the best tank fighting arenas in the game right now.
SeraphC
2012-12-22, 06:51 AM
Thing is, Amerish was designed with bases that are suppose to be semi-defensible, but since playing defence isn't NEARLY as rewarding...
...Yeah, no one bothers entrenching most of the time, so Zerg mobs just sweep the Continent from Warpgate to Warpgate...
Defending The Crown on Indar is more profitable than anything I've done so far. (Mind you I don't have a rocket pod nuking aircraft yet so ...) If you know how to play an infiltrator decenty you can land kill after kill on the hordes of infantry that are storming it.
Defense can be profitable. It's only not when a) game design doesn't allow you to defend or b) your faction doesn't have the critical mass to hold a facility.
Whiteagle
2012-12-22, 07:00 AM
Defense can be profitable. It's only not when a) game design doesn't allow you to defend or b) your faction doesn't have the critical mass to hold a facility.
No, "B" should be, "When the enemy faction HAS the critical mass needed to TAKE a Facility"...
That's the thing, defenders shouldn't have to require a massive stream of Infantry flowing over a point to hold it, it should be the OTHER WAY AROUND!
SeraphC
2012-12-22, 07:12 AM
I don't know which situation/facility you're talking about exactly, but a good defence requires you to push out from time to time to flip the tide and take out some important elements of the enemies force (Sunders parked near the walls, Tanks, ...).
Mriswith
2012-12-22, 08:16 AM
People fight on Amerish ?
johnvader
2012-12-22, 09:37 AM
All right so i should probably stick to Indar or start playing on Esamir to have the most fun. Thanks guys.
boogy
2012-12-22, 04:46 PM
Amerish is a good example of how a great flowing continent with defensible outposts can be completely undermined by air. It's a continent designed with some degree of linear movement with winding paths that are supposed to allow for epic moments of battle progression and capping. All this is destroyed when air completely obliterates ground movement and progression through the level. Air ignores the intended flow and cap points like they would on a flat continent, like Indar or Esamir. An adjacent hex is an adjacent hex. Tanks and infantrymen have to go around mountains to get to the various hexes, air doesn't.
We have some proof of this. During Beta when air was nerfed and irrelevant, Amerish was declared the best continent ever. It had the best battle flow. Some of Indar was in fact redesigned to be like Amerish. But then all of a sudden Air was buffed again and now Amerish is completely broken and forgotten.
The only easy way to fix Amerish is to remove Liberators and ESFs from the continent. In the end I think this continent is just going to be dusted under the rug.
Helwyr
2012-12-22, 05:13 PM
The only easy way to fix Amerish is to remove Liberators and ESFs from the continent. In the end I think this continent is just going to be dusted under the rug.
Amerish with no Aircraft would be the most awesome map in the game. As it is, I agree it's a waste of time mostly, and I rarely play there.
Fear The Amish
2012-12-22, 06:11 PM
yeah Beta Amerish was amazing... now those cliff roads are just troughs for liberators to feed....
boogy
2012-12-22, 10:44 PM
yeah Beta Amerish was amazing... now those cliff roads are just troughs for liberators to feed....
Yeah, I remember the Ascent was looking to be the new crown, there was some great bridge battles going on. There is definitley a lesson to be learned from Amerish. I think it's that the Devs, and us Beta testers, really underestimated the role air would play in geography and outpost layout. It's not simply about making bases defensible. It's also about being able to populate those bases with defenders. Currently you just can't create linear roads that lead from base to base and expect people to automatically funnel there. Air breaks that. Air only cares about adjacent hexes. Winding canyons and roads prevent ground from adjacent capping. Geography doesn't contain or contral the flow of air. Air will completely dominate Amerish.
Whiteagle
2012-12-22, 10:48 PM
Yeah, I remember the Ascent was looking to be the new crown, there was some great bridge battles going on. There is definitley a lesson to be learned from Amerish. I think it's that the Devs, and us Beta testers, really underestimated the role air would play in geography and outpost layout. It's not simply about making bases defensible. It's also about being able to populate those bases with defenders. Currently you just can't create linear roads that lead from base to base and expect people to automatically funnel there. Air breaks that. Air only cares about adjacent hexes. Winding canyons and roads prevent ground from adjacent capping. Geography doesn't contain or contral the flow of air. Air will completely dominate Amerish.
But what about Anti-Air, can't we form Anti-air nets?
...Oh, right, we're just a deterrent.
boogy
2012-12-22, 11:48 PM
But what about Anti-Air, can't we form Anti-air nets?
...Oh, right, we're just a deterrent.
Yeah, there has to be a change in that line of thinking, especially if they want Amerish play how they envisioned.
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