View Full Version : One thing that makes defenses more defensible
Staticelf
2013-04-23, 03:29 PM
I have seen post about adding more walls, more doors, more tunnels, more turrets, more windows, and whole base rebuilds all to make bases more defensible.
I have ONE thing that will make a base a whole new level of defendable without turning every base into a biolab as the ideas above mostly would.
Make the front gate vehicle shields into vehicle & infantry shields (like all the other shields in the game). So now attacking infantry can't just waltz into the core of the base to take generators!?
Now they would HAVE to utilize light assaults, galaxy drops, and drop pod squads (squad leader places beacon for waiting squad members on deployment screen to use to immediately drop behind the wall) to take down the front gate shields.
Also the anti-shield sunderers would be less of a novelty!
Agree/disagree? I just think simple changes like this are a much better answer than complete base overhauls some are suggesting.
RSphil
2013-04-23, 03:36 PM
i agree. its silly having a shield to a base that lets enemy troops through. seems pointless in having it. this would make as you say LA's and combat drops more mainstream and needed to really over run a base. id love th see this happen. i have been banging about the idea for a long time but no one seems to agree. well not that iv seen.
it is a logical idea. i wouldn't build a base as say " knock up some shields at the entrance lads, no vehicles allowed but tell you what lets allow the enemy troops in"
defense wise it makes no sense. id like the dev team to look at defense of bases like a real military force would and implement it into the game.
Illtempered
2013-04-23, 03:36 PM
Sounds like a great idea. I don't get to use my gate-shield diffuser often enough. It would also make wall-tower climbing a lot more useful ;)
Fenrys
2013-04-23, 03:45 PM
Adding some AI Phalanx turrets inside the base, covering the entrance could help too.
Currently, it's pretty hard to breach the shields as non-LA infantry if they are being camped by armor. A couple well placed Phalanx turrets would make that the norm.
Shogun
2013-04-23, 03:52 PM
i think it was that way some time in beta.
at least i remember approaching a base as engineer on foot, not being able to find a way inside the ringwall.
was very annoying, but it would really help with defence, i suppose. and since we have teamwork countermeasures like zerging as light assault or utilizing shieldbraker sunderers to transport heavys and engineers in, it should be worth a try on the testserver
Staticelf
2013-04-23, 03:59 PM
Adding some AI Phalanx turrets inside the base, covering the entrance could help too.
Currently, it's pretty hard to breach the shields as non-LA infantry if they are being camped by armor. A couple well placed Phalanx turrets would make that the norm.
I agree more turrets could help BUT the idea I'm proposing is to make this a minimal change (as in no new turrets, doors or tunnels added to bases) that will make an impact while also be simple programming wise.
Rolfski
2013-04-23, 05:52 PM
It's a small change that would make logical sense. Why would you ever want to design a base with doors that don't stop infantry?
There are some potential issues with it though. Forcing attackers to go LA (diffuser buses/drop ships is not always viable for lone wolves) could make fights more boring and one sided. Which means it's desirable to have wall scaling options for all classes (retractable ladders from Sundies or something) which means your original simple idea now becomes a lot more complicated which kinda defeats its purpose.
RSphil
2013-04-23, 06:12 PM
It's a small change that would make logical sense. Why would you ever want to design a base with doors that don't stop infantry?
There are some potential issues with it though. Forcing attackers to go LA (diffuser buses/drop ships is not always viable for lone wolves) could make fights more boring and one sided. Which means it's desirable to have wall scaling options for all classes (retractable ladders from Sundies or something) which means your original simple idea now becomes a lot more complicated which kinda defeats its purpose.
one thing could be a launcher for sundies like the ones in BF2142 to get up onto the titans but just not as high. i lone wolf alot and it wouldnt bother me. makes the game more fun and shields would make more sense this way.
Ghoest9
2013-04-23, 06:53 PM
"One thing that makes defenses more defensible"
DEFENDERS
.
Staticelf
2013-04-23, 06:56 PM
Of course there are defenders...Im pointing out "why would they leave the draw brodges down on the castle when the seige starts!?"
Redshift
2013-04-23, 07:10 PM
The problem with this is offense would have to deal with not having meds maxes or eng's defenders wouldn't, this is a really fast way to make attacking a big base boring. You can say use shield diffusers or gal drops, but these are almost always outfit based, so mostly not around.
Staticelf
2013-04-23, 07:18 PM
Outfits arent around? I feel bad for your server. If you cant get the 100 certs for the neg shield gen for the sundy...well... And yes it would take more than one infiltrator walking in the gate bringing down the gens and capping the point. Sorry?
AThreatToYou
2013-04-23, 07:41 PM
Honestly it seems to me that it would encourage the sorts of activities that break bases faster, as in, rolling 4 sundies into the base all at once and unpacking 30+ guys in an instant. Is that bad? No, no no, I like this idea.
Staticelf
2013-04-24, 12:45 AM
Rolling that many guys into any base is going to be a good stratagy for the attackers...
BUT you have to remember that those 4 sundies would have to give up their AMS to roll in with the neg-shield generators. A platoon ready to defend would shred those 20-30 guys and you would have no where to respawn...hence...better defenses for the base...
AThreatToYou
2013-04-24, 12:53 AM
Rolling that many guys into any base is going to be a good stratagy for the attackers...
BUT you have to remember that those 4 sundies would have to give up their AMS to roll in with the neg-shield generators. A platoon ready to defend would shred those 20-30 guys and you would have no where to respawn...hence...better defenses for the base...
The idea doesn't prevent you from parking a sundy outside the base and allowing the guys to respawn and provide reinforcements, albeit as LA units. I like the idea.
And those 30+ guys packed in 4 sundies would honestly get a lot done before they were completely taken out. Probably not be able to take the generator alone; they'd need reinforcements. The sundies would be there to get the MAX units, HAs, medics and engis into the base.
Falcon_br
2013-04-24, 02:50 AM
The idea doesn't prevent you from parking a sundy outside the base and allowing the guys to respawn and provide reinforcements, albeit as LA units. I like the idea.
And those 30+ guys packed in 4 sundies would honestly get a lot done before they were completely taken out. Probably not be able to take the generator alone; they'd need reinforcements. The sundies would be there to get the MAX units, HAs, medics and engis into the base.
That´s why we bring medics.
Most of my outfit members wait to be ress before spawning at the sunderer.
We almost got freyr amp station today without a sunderer, just with medics. Too bad we could not resupply the c4 or those maxes would not have killed us.
The most funny party was that because the NC didn´t have HVAR, they formed a lighting zerg! And even with a lighting zerg defending the base, nobody leaved the tank to come get us, too afraid of losing it.
Gatekeeper
2013-04-24, 03:22 AM
This has been discussed before on this forum, I liked the idea then and I still like it now :)
I'd suggest allowing cloaked Infiltrators to pass through the shield (and maybe cloaked Flashes too?) but nobody else. That way Infiltrators have a chance to genuinely infiltrate as a viable part of an assault.
As for making it boring for other lone-wolf classes - well most walls have gaps in them anyway, so if you really don't want to go LA or Infiltrator you can probably still find a way in somewhere - with a bit of patience.
Canaris
2013-04-24, 03:22 AM
it's a change worth trying out
FistfullOfSmurf
2013-04-24, 06:18 AM
Defense would be more feasible if the walls of the main bases weren't surrounded by hills and other terrain features that provide superior cover to being on the walls. A lot of the spawn rooms at the secondary bases have that problem too. It would help if some of the towers were a bit taller.
Ghoest9
2013-04-24, 07:22 AM
Defense would be more feasible if the walls of the main bases weren't surrounded by hills and other terrain features that provide superior cover to being on the walls.
This weeks, worst suggestion ever.
psijaka
2013-04-24, 08:31 AM
Like the idea.
And while they are doing it, they can partially block up the stupid unguarded AMP station "back doors" so that vehicles can't get in.
I'd suggest allowing cloaked Infiltrators to pass through the shield (and maybe cloaked Flashes too?) but nobody else. That way Infiltrators have a chance to genuinely infiltrate as a viable part of an assault.
Agree with this too; would give more purpose to the class.
CraazyCanuck
2013-04-24, 08:59 AM
This has been discussed before on this forum, I liked the idea then and I still like it now :)
I'd suggest allowing cloaked Infiltrators to pass through the shield (and maybe cloaked Flashes too?) but nobody else. That way Infiltrators have a chance to genuinely infiltrate as a viable part of an assault.
yes we have dicussed this before and I think we were all in agreement then but no changes were made unfortunately.
I also like the idea of the infiltrators cloak allowing the infiltrator to bypass shields, but to balance it I think the cloak should immediately stop once the shield is bypassed and force the cooldown.
Koadster
2013-04-24, 09:08 AM
"One thing that makes defenses more defensible"
DEFENDERS
.
I love how people always wipe this out.. Alright your next play through defend your factions tech plant.. NO your not allowed to move from that base! You say defenders make things more defensible.. Walk the walk.. Stay put for 3 hours at 1 base.
ha... Yeah thats what I thought princess. There isnt always a force around to defend or if there is, may be very small force compared to say a whole platoon coming to take it. The /orders thing doesnt really rally everyone, maybe a few lonewolves or few outfit squads that might goto that point. Now granted the player driven mission system may help this problem but until that asset is added we will still see people always push the front.
ThatGoatGuy
2013-04-24, 09:32 AM
Only one problem: Half the time the GSD doesn't fucking work!
leifnielsen
2013-04-24, 09:41 AM
I think this would drastically increase the enjoyability of the game. Galaxies and LA would not just be fun to use, but would actually be REQUIRED. Shield Diffuser Sunderers would see a TON more usage.
CraazyCanuck
2013-04-24, 10:12 AM
Only one problem: Half the time the GSD doesn't fucking work!
This x10.
wasdie
2013-04-24, 10:14 AM
I have no idea why they haven't already done that. It's such a logical change that would force players to actually use the gameplay elements that are built for attacking a fortification. Is that too much to ask?
Dougnifico
2013-04-24, 10:27 AM
I will modify your proposal with an addon. Do that to the base shields, but have several narrow passageways through the walls that attackers can utilize. They would be easily defensible by the defenders, but they would also bring back the MAX crash to AMP Stations.
Staticelf
2013-04-24, 11:38 AM
Yes, as others are saying it is easy to scale the wall as a heavy/engi/infil just by jumping up a tower. (Youtube it) So saying it would make it impossible for lonewolves is incorrect...just takes practice.
Selerox
2013-04-24, 12:42 PM
I think this is a pretty good idea, I certainly can't see it hurting the game.
It also might make the Galaxy more useful than it is right now.
Mustakrakish
2013-04-24, 03:39 PM
Interesting idea. I think it's worth trying it out on the Public Test Server and seeing what happens, at the very least.
Rivenshield
2013-04-24, 04:37 PM
Good defensibility encourages good teamwork -- on both sides. That's what makes Planetside rock. It would seem easy enough to add a separate shield gen that would block infantry, and then add a little humanoid figure next to the tank on the shield itself.
As far as Phalanx turrets covering the entrance, nah. What we need are Spitfire turrets back.
Ghost Runner
2013-04-25, 08:20 AM
Good Idea on the shield change simple yet effective. +1
Staticelf
2013-04-25, 10:12 AM
I will modify your proposal with an addon. Do that to the base shields, but have several narrow passageways through the walls that attackers can utilize. They would be easily defensible by the defenders, but they would also bring back the MAX crash to AMP Stations.
Um....If we are going to plug up one hole we should open up a few more in the wall!? Please stop. just stop. This is not an "add-on" to my idea it negates my entire suggestion completely!?...as infantry would still be able to walk into the base with no barrier...I want an intact wall and shield gate system...no holes, no gaps.
Bring the shield down THEN max crash away...
You can max crash where ever you want
We have VS outfits on Connery that "max crash" across the grassy fields of SouthWest Indar. Lining up and running down infantry with glee with coordinated "max charges"....you should try it some time!
Nathaniak
2013-04-25, 12:26 PM
There is no good reason for not doing this.
Carbon Copied
2013-04-26, 04:25 AM
While I think the idea is sound enough and makes sense I don't see it as an instant defence issue fix without an overhaul at varying degrees of the bases themselves. All the main facilities to some extent have open back doors, convenient gaps etc. that infantry and vehicles can and do pour through; Amp stations being the first to mind - by making the front gates impassible you're going to send them all through these routes and just turn it into the bio lab meatgrinder you said you didn't want anyway (except the LA's wall hopping etc.).
So while yes it makes sense - without structural changes I don't really see the merited point in it.
As a side note; I think defence is a factor and drive for all the overhauls you see, however for I think theres a deeper motive at times due to the fact that the bases are simply boring, souless and generally have nothing about them that makes you go "oh wow". Don't get me wrong this isn't Takeshi's Castle with raising platforms and whatever but they're just a boring and lifeless collection of prefabs that we're supposed to accept on face value as having some importance. In this day of video games you expect a reasonable level of suspecion of disbelief and I've yet to see alot of it in PS2 so far.
Staticelf
2013-04-26, 08:10 AM
Of course the bases could use rearranging but that will take a lot of time and reprogramming...until then they could do this.
Assist
2013-04-26, 08:37 AM
I have seen post about adding more walls, more doors, more tunnels, more turrets, more windows, and whole base rebuilds all to make bases more defensible.
I have ONE thing that will make a base a whole new level of defendable without turning every base into a biolab as the ideas above mostly would.
Make the front gate vehicle shields into vehicle & infantry shields (like all the other shields in the game). So now attacking infantry can't just waltz into the core of the base to take generators!?
Now they would HAVE to utilize light assaults, galaxy drops, and drop pod squads (squad leader places beacon for waiting squad members on deployment screen to use to immediately drop behind the wall) to take down the front gate shields.
Also the anti-shield sunderers would be less of a novelty!
Agree/disagree? I just think simple changes like this are a much better answer than complete base overhauls some are suggesting.
Agreeeed
I think another thing that would make bases more defensible is more than 2 floors. Amp Station with a third floor loft, tech plant with a third floor, would make bases much better imo. More defensible as well, I think. More territory for the attackers to control means it's easier for the defenders to hold a single area in the base.
CraazyCanuck
2013-04-26, 09:45 AM
Agreed. Inspite of the numerous items we have all dicussed to improve base defense in addition to this, I think this is one that they could achieve on a very short time table that would have an immediate impact.
Higby, get'er done!
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