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View Full Version : Fix the the hills on Quartz Ridge Camp (Indar) please


Rolfski
2013-01-16, 08:32 PM
Atm, it's only one way (top-down, S-N) defensible, heavily favoring VS. At least TR infantry coming from the North should have an easier way to climb up the hills flanking that base to counter somewhat all Magriders and infantry having a turkey shoot field day all the time there.

https://0ccu5w.bay.livefilestore.com/y1pipZn7B3B2-tg0ShOmeSP58RzvTxOYG0zulKkMiny430FlVBIFnXKkfyKqXso WWZ3ykedaUNRBqY/trzerg.JPG?psid=1

maradine
2013-01-16, 08:55 PM
I like asymmetrically defendable bases. Especially considering that we're not going to be all housed on the same continents forever.

Brutal Magikarp
2013-01-16, 08:58 PM
I feel like the VS are supposed to have an advantage there, kind of like hamburger - hill.

If you notice near the TR warp gate they have that giant canyon, and the giant crater.

If you notice by the NC warp gate they have all the air cover from the way the rock formations and canyons are...

Knalmean.

Rolfski
2013-01-16, 09:02 PM
I don't mind the VS advantage here at all but enemies from the north should have more options.

Hamma
2013-01-16, 10:28 PM
This one really sticks out in my head for some reason.. but I do agree there should be bases like this.

ShadetheDruid
2013-01-17, 04:02 AM
I've only fought there a couple of times now (so I don't know how valid my observations will be), but i've always thought it was quite easy to get in from the north. People can get up from the hill on the northwest side, and climb up the hill on the northeast side (not to mention slip themselves between the hill and the east tower of the north gate).

The point that's on the east side of the camp (I don't remember which one it is, B maybe?) is also a pain if you're defending at the gate, because the enemy can slip in near the east side of the wall, whereas the defenders have to go all the way back up to the south side and around to get to that point (unless LA, of course).

Every time i've fought there as VS, the TR seem to have no trouble getting up the hills and getting to the northeast and northwest points, making themselves a nuisance. If people had a decent sized force, you could get them up that northwest hill and flank the defenders at the gate quite nicely I think.

ringring
2013-01-17, 05:06 AM
I like asymmetrically defendable bases. Especially considering that we're not going to be all housed on the same continents forever.
I agree and even as TR I say leave this as it is.

At present though if you try to attack South from Quartz Ridge, well, don't is my advice.

CrazEpharmacist
2013-01-17, 05:16 AM
There is no reason to keep the gate shields up at Quartz. The Vanu coming from the South can easily bypass the walls/shield and go up over the hills with their magriders and proceed to nail anyone in the base. The base is pretty indefensible to be honest. It needs a revamp.

KaskaMatej
2013-01-17, 06:27 AM
There is no reason to keep the gate shields up at Quartz. The Vanu coming from the South can easily bypass the walls/shield and go up over the hills with their magriders and proceed to nail anyone in the base. The base is pretty indefensible to be honest. It needs a revamp.

Quartz Ridge Camp is the worst place to be in as a Magrider. While the outside hills are "made" for them, the roads inside are narrow and indented, it's a death trap. That's bad for any ground vehicle, yet the only real advantage Magriders have (strafing) is nullified.

Moodel
2013-01-17, 07:13 AM
Landscape forces you the defender to be reactive.

A good force can hold that place for a long time and and an equally good force can take it as was proven yesterday on Miller.

Don't bitch about the lay of the land because just like real life you can't alter it at short notice. Many battle have been fought in unfavorable terrain and still won.

Learn to adapt and switch class depending on the situation and learn to do it fast.

Rolfski
2013-01-17, 09:10 AM
Don't get me wrong. I see great battles at QR all the time but these are mostly Vanu defending the place. For TR, it's currently too much of a bottleneck to attack and as an outfit we often don't even bother going there, taking the route via West Highland Checkpoint instead.

From a TR defensive point of view, there's really not much you can do about these VS flanking maneuvers. Magriders, heavies and infiltrators are having a field day all the time on the hills, without worrying too much about being counter-attacked.
I don't mind the VS having an advantage here and I love asymmetrical base design, but if these hills were a bit more climbable for infantry coming from the North, at least these flanking parties would be forced to be a bit more on their toe.

Bocheezu
2013-01-17, 10:04 AM
If you notice near the TR warp gate they have that giant canyon, and the giant crater.

A giant canyon that is a big disadvantage for TR because the base that needs to be defended (Camp Connery) is on the other side of the canyon from the warpgate.

And the crater really just boils down to a bridge battle, which is not advantageous for either side.

The rest of TR country is nothing but flat, indefensible land

PredatorFour
2013-01-17, 12:38 PM
For TR, it's currently too much of a bottleneck to attack and as an outfit we often don't even bother going there, taking the route via West Highland Checkpoint instead.


Wimps:groovy:

I've been defending there on miller and been rolled a few times by tr there. Once you take and hold that south gate and then push in - its hard to defend as its spread out and quite hilly.

Hamma
2013-01-17, 10:02 PM
Side note, I've had some epic fights at quartz ridge

Hamma
2013-01-17, 10:11 PM
Side note, I've had some epic fights at quartz ridge

Moodel
2013-01-18, 03:40 AM
Side note, I've had some epic fights at quartz ridge

Yup I second that.

Sunrock
2013-01-18, 03:57 AM
How to "easy" take QR cramp as TR? Air support. QRC is one of the few medium bases where you're fucked if not infantry armor and air co-op to take it if VS defends it.

Or you can also do a gal drop on Havar North-West camp flip it pull armor and attack QRC from the south as it's allot harder to defend against an attack from the south then it is from the north. But I bet there is a "gazillion" scythe around Havar so you still might need air support.


Re: Redisign. Well they can do that if they want. But I don't see a big need for it. Yes VS has an easier time to attack and defend QRC if TR is attacking from north but you can always outsmart the enemy instead of outfight it.

Rolfski
2013-01-18, 09:34 AM
Last week's massive TR assault on Miller (43 outfits coordinating) was a clear prove of how much of choke point QR really is. Without air superiority or insane number advantage you can forget taking that base. In the end, it took an epic gal drop to finally secure that base.

Now of course defensible bases is what we all really want in this game. But we also want tactical options and that part of the map could use just a tad more options for TR imo.

Hamma
2013-01-18, 07:11 PM
Sounds like fun though :D

Fenrys
2013-01-19, 07:19 AM
I agree and even as TR I say leave this as it is.

At present though if you try to attack South from Quartz Ridge, well, don't is my advice.

Yeah, the turkey shoot does not even really start until you're passed the south gate and get funneled into a canyon barely wide enough for 2 prowlers. A small number of opposing tanks on the ground can keep you bottled up, and the cliffs on either side can be camped by HA+Engy+Burster teams.

Baneblade
2013-01-19, 07:24 AM
Yup I second that.

So did he.

Rolfski
2013-01-19, 08:51 AM
Sounds like fun though :D

Sure it was, the QR battle lasted for hours. Here's some epic footage from the enemy perspective, spying our stream (http://www.sankakugames.com/index.php/live-stream)in order to ram the TR Galaxy drop fleet with their own Galaxies.

How to intercept a Fleet of Galaxies - YouTube

Hamma
2013-01-19, 11:27 PM
Nice :lol: