View Full Version : News: Amerish Revamp V1 Now on PTS
CrimsonTemplar
2014-01-17, 02:54 PM
With some bugfixes: https://forums.station.sony.com/ps2/index.php?threads/patch-notes-1-17.168412/
· Amp Stations
o Zurvan has been updated to a Freyr style Amp Station.
o Dahaka is a hybrid with elements from both the Freyr layout and the stock amp station.
· Amerish Revamp
o The following bases in Amerish are ready for testing:
§ Crux Headquarters
§ The Ascent
§ Stone Ridge Reserve
§ North Grove Post
§ Jagged Lance Mine
§ Genudine Physics Lab
§ Deepcore Geolab
§ Rockslide Outlook
§ Silver Valley Arsenal
o Biggest change is the implementation of the Lattice.
o We also separated the Facility Satellite Outposts into individual, standalone Outposts.
o Updated and polished each outpost with latest designs that
§ Isolate spawn rooms to reduce spawn camping
§ Prevent vehicles for directly firing on capture points
§ Provides “safe” spots for attackers to deploy Sunderers.
o All world based Performance upgrades from OMFG
· Bugs Fixes
o Ground/Air lock-on message no longer looks like a key prompt
o You should no longer be able to get stuck under the stairs at Scarred Mesa Skydock
o Fixed various minor geo and collision issues
Sooo...why are you still here? Have a look around.
Timithos
2014-01-17, 03:24 PM
Yay! Arclegger is the savior of base design!
ChipMHazard
2014-01-17, 03:38 PM
Yay! Arclegger is the savior of base design!
We'll see, we'll see:p
Edit: Generally I think it's a vast improvement over the previous designs. We have tunnels inside walls, Multi-story building, big open indoor areas for capture points, bases that look unique in their design. And most importantly we have a base that is completely indoors and under ground; capture point and spawn room.
At a glance the only thing I am dissapointed about is that they haven't changed their choice of spawn room placement on almost all of the bases. They are still outside and exposed.
I'm guessing that they want to test out having spawn rooms and infantry only areas underground before going with it on a regular basis. At least I hope that's the case.
All in all I actually have to give Clegg props for what he's done so far.
http://i96.photobucket.com/albums/l162/Lord_crapalot/screenshot_20140117-22-01-56_zps9b4e7bee.jpg
I don't get why the capture point is outside in the middle of this base since there's an area right underneath that could be made to house the capture point inside an infantry only environment.
ringring
2014-01-17, 06:08 PM
I visited a few.
They look better although it's hard to say how they'd be in a fight with varying numbers of attackers/defenders especially with the short hack timers there are. Will the fights last longer than the length of a hack timer?
The Ascent doesn't look good though imho. The cap point has been moved from the tower to outside, what the point of a tower without a hack point?
I also didn't find the multi-level outpost that arclegger was making in his stream. I was pretty interested in seeing that.
typhaon
2014-01-17, 06:14 PM
I really wish they wouldn't mess up Zurvan like that.
As you can guess, I'm not a fan of the new Freyr.
bpostal
2014-01-17, 06:34 PM
...
Edit: Generally I think it's a vast improvement over the previous designs. We have tunnels inside walls, Multi-story building, big open indoor areas for capture points, bases that look unique in their design. And most importantly we have a base that is completely indoors and under ground; capture point and spawn room. ...
All in all I actually have to give Clegg props for what he's done so far.
...
I think we need to give the entire level design team props for their work. I know if I was a level designer and people posted the kinda shit that I (and others) have, my first reaction would be more 'Fuck you you fucking fucks!' and less 'We'll see what we can do'.
So props to the entire SOE team for being more grown up than I am!
ringring
2014-01-18, 05:30 AM
I think we need to give the entire level design team props for their work. I know if I was a level designer and people posted the kinda shit that I (and others) have, my first reaction would be more 'Fuck you you fucking fucks!' and less 'We'll see what we can do'.
So props to the entire SOE team for being more grown up than I am!
Lol, yea.
I'm going to have another look today.
I found one base at least where the spawns could still be camped by vehicles (I think that was North Grove post, unsure but I put a bug report in about it).
Some of the bases I looked the spawns could still be camped by air. I think Rockslide Outlook was one of these and at Rockslide the cap point area *could* be vunerable to lolpod indirect fire, although this would be pretty difficult as the lolpodder would have to hover in a particular spot.
The best base I saw, remembering back, was Auraxicom Network Hub. Even there lolpodders or Libs *could* camp spawns although again it could be difficult. Theer are some quite nice underground flooded corridors that help people running from the spawns get to the cap point area.
Azzzz
2014-01-18, 05:33 AM
I'm all for improvement.
I personally enjoy Amerish but it's just a shame no one else is usually on it :(
Mordelicius
2014-01-18, 06:44 AM
I checked out some Amerish bases on the PTS:
Amerish Arx Reserve - Unfortunately, the base is just too close to the warpgate. I hope it gets much action.
Positive(s):
- Multiple layers, flanks, pathways, angles make it an interesting base to assault.
- Vehicles are separated from the fight.
Negative(s):
- The Auxillary spawn room is too close to the main spawn room.
- The NE building off the main spawnroom will be used to spawn camp. Attackers will simply go around the lower building, go up the elevator then camp the spawn room using that building as a base. Then will choke of the other side which heavily favors the attacker. That build got to be removed.
Blackshard Tungsten Mine - Really, a middle-of-the-road, nondescript, elevated base. Nothing really stands out or to get excited of, except for the nasty spawn rooms.
Negative(s): This screams spawncamping. The narrow, closed passage coming from the auxillary spawn can be shutdown easily with an single AI Mana turret. Similarly the main spawn room door can be blasted from covered angles. This is plain bad and must be looked into immediately. This is the same thing that plagues the current Biolab spawn. Only this is even worse. I know there's a back exits connecting the two but, it makes no difference once the attackers have the defenders pushed back and hemmed-in.
Crux Headquarters - Has a raised circular design which reminds me of an old Esamir base (The Rink?). Only the entrance is porous at the base and the capture points are around the circle.
Positive(s):
- It is a relatively novel design that's a departure form the normal base.
Negative(s):
- Magriders will ride the surrounding hill and bomb the base to bits. Please note Magriders are back to their hillhumping ways. It has too much traction on steep inclines. Either tone down that Magrider ability or make the surrounding hills unscalable.
Auraxicom - Very little has changed. They've added a secondary spawn.
Positives(s): I have never seen that high wall art asset before. It looks great. Walking by it makes me feel Planetside is really futuristic! Finally, a structure that makes me feel like Auraxis has an entrenched civilisation.
Splitpeak Pass - I tried checking out this base because it is inseparable from Auraxicom. First thing I checked was if the safe area under the bridge is still there. It is! Next, I checked the new, blue shielded 'defender' vehicle spawn. I was able to enter but I can't exit through the shield (and because NC doesn't own it, I can't use the teleporter either). Needless to say I had to redeploy....
The Ascent - I've 'fought' here once. I can't remember anything else, rather getting stalked and bombed by defender tanks as I scramble up and down the steep slopes :lol:. Hence, I can't really remember much about this place.
Positive(s)
- Multiple jumpads looked to be a new approach. This will be interesting to see in 48+vs48+ fights :eek:
- I've never seen this before, but that supertall elevator is a nice touch.
Again, I'm not sure if it's new or not. I rarely visit Amerish.
- the little inlet at the NE face is a nice little touch for scouting, sniping and rocketing. Note, going down all the way is hard. I slipped and the accelerated landing killed me.
Negative(s):
-The layout is confusing. Some platforms have multiple landing pads and it will take awhile to get used to them.
- C capture point is isolated on a faraway cliff hut where you will find very little action. It's a perplexing spot :confused:
- The top elevator between A and B is broken. The the ascending player will be blocked by the tongue at the opening. It will take multiple tries to jump off at a different angle or else be stuck being pushed up against the opening.
Deepcore Geolab: This is the last one I've checked out. I'm conflicted by this. In terms of design, it is well thought out. The multiple layers, flanks, hiding spots, shooting angles will make this base an ubermeatgrinder fest. BUT, there is one thing that is just off: the capture point.
Positives(s):
- Out of all the bases I've checked so far in this post, this one is the best (edging out Arx Reserve). This is an infantry playground with a lot of thought put into it. This is a very solid base.
- There are plenty of LA entry points up the front building. There are many places for infiltrator to hide and make chaos. There are places heavies to dump dps. The plenty of places to flank if one area is shutout. There are plenty of places to 'hold out'. There are even spots that you can squeeze and to and get another area.
Negative(s):
- The Cap Point A at the main floor is the only real negative here. It is wide open and can be shot from from so many angles. It is a senselessly odd spot. The upper levels are just empty and underutilised here. It feels like the capture point is separated from the interesting areas. This is bad because it is such a gorgeous base.
They either have to move the capture point to the 2nd floor (right off the ascending elevator, there is a triangle of crates; right in the middle of those is best spot to put the capture point). It is covered. It can be flanked in four different directions: side building, elevator, stairs, top building (five if you count the roof!) Please, move it!
Or they have to add more capture points. Either way, that spot is just terrible. It makes no sense that it is there. It is a very odd location.
Phantomdestiny
2014-01-18, 07:49 AM
subterranean nanite analysis is insanely amazing , 3 underground level with a 4 level which the defends spawn room. but in order to get to the underground base you have to destroy a shield gen on the ground level
ringring
2014-01-18, 08:30 AM
I looked at a few more.
There's a base called SO 33 (or similar) that's intriguing with lots of raised walkways.
I still haven't found the base I watched Clegg create on twitch, so I'll have to hunt further.
The overall impressions are:
1. Lots of work and lots of analysis and thought have clearly gone into these and as such I'm hesitant to come to definitive conclusions. The only thing to do is to play them with various levels of populations.
2. They look complicated. I wonder how many times you have to play each before you discover their quirks and can fight the enemy rather than fight the base.
OTOH Wokuk Armoury, is seems like the router for attackers is more straight-forward and shorter to the cap point than the route from the spawns - maybe the mass of the base won't be fought over?
Ok Subterranean Nanite Analysis is the one I was thinking of. I think it's fantastic. It's unfinished at present (the grav lifts aren't quite right and the teleporter doesn't work). I can def. imagine epic fights taking place there.
There are several good attributes. It's simple and understandable even at first sight and there is progression, top to bottom and bottom to top depending on whether you are attacker or defender, without being too linear.
There is one query on it. Presently there seems to be one proper route down (via a grav lift), one route is too few. However you can get down also at the sides of the up grav lift without much problem. If that is intended and will remain, fine, otherwise I'd think one way down is too camp-able.
CrimsonTemplar
2014-01-18, 09:04 AM
Has anyone had a look around Kwahtee South Pass? Think less 'pass' and more base in the mountain, with two planetside 1-esque vehicle bays.
Overall I think KSP is the best out of them all so far.
ringring
2014-01-18, 09:27 AM
Has anyone had a look around Kwahtee South Pass? Think less 'pass' and more base in the mountain, with two planetside 1-esque vehicle bays.
Overall I think KSP is the best out of them all so far.
yea. the fact that's it's completely underground is good but it's a bit of a maze inside. You would need to have to fight in it a few times I think.
The other thing is, if attackers can get an ams just outside the vehicle entrance it is easy to camp the spawns and hence control the base as the spawns are at the bottom and there is only one exit and a teleporter leading to an outside teleporter room and with the short hack times the base would soon be lost.
Even if they intend to put shields over the vehicle entrance impenetrable to enemy inf. it wouldn't be that much harder for attackers to get to the same place.
As always, a hard attacker vs defender fight would be required to absolutely certain.
ChipMHazard
2014-01-18, 09:35 AM
Lol, yea.
I'm going to have another look today.
I found one base at least where the spawns could still be camped by vehicles (I think that was North Grove post, unsure but I put a bug report in about it).
Some of the bases I looked the spawns could still be camped by air. I think Rockslide Outlook was one of these and at Rockslide the cap point area *could* be vunerable to lolpod indirect fire, although this would be pretty difficult as the lolpodder would have to hover in a particular spot.
The best base I saw, remembering back, was Auraxicom Network Hub. Even there lolpodders or Libs *could* camp spawns although again it could be difficult. Theer are some quite nice underground flooded corridors that help people running from the spawns get to the cap point area.
Sadly I don't really see what they mean about having made the spawn rooms more isolated, for the most part.
Not counting the one base with an underground spawn room, and a few others where it's harder to do, they are still out in the open and every easy to camp. This is one area where they obviously haven't learned the lesson, or they haven't made the change yet.
Thankfully they've put more capture points inside infantry only areas, so that's most certainly an improvement.
ringring
2014-01-18, 09:42 AM
Sadly I don't really see what they mean about having made the spawn rooms more isolated, for the most part.
Not counting the one base with an underground spawn room, and a few others where it's harder to do, they are still out in the open and every easy to camp. This is one area where they obviously haven't learned the lesson, or they haven't made the change yet.
Thankfully they've put more points inside infantry only areas, so that's most certainly an improvement.
I think they haven't learnt the lesson fully.
These bases cannot be camped by tanks but think about harrassers which can often bypass most barriers. Also think about liberators with daltons/shredders and that's not to mention they're talking about new weapons for libs.
I can see one thing they've done with the spawns which is to always have a teleporter to a shielded teleporter room where both are close together. This means that defenders in can fight their way out more easily I reckon. i.e people coming out of the teleporter room can flank attackers camping the spawns.
BlaxicanX
2014-01-18, 09:44 AM
For what's worth, I don't agree with the notion that every base should be defensible. I think only certain ones should he heavily defensible, so as to act as "key points" on the map, and give players some kind of short-term goal for pushing or defending (For attackers, "if we can at least push to X base, that'd be good progress for our empire", versus defenders, "we'll fall back if we have too, but we draw the line at base X, because if we lose it it'll be a pain in the ass to get back").
As well, easily conquered bases are needed to give attackers forward momentum when pushing. If every base is a Biolab-esque "into the breach!" slog where your K/D for the day drops by 50% due to all the deaths you take trying to capture it, players will simply get burned out. There has to be a balance.
imo.
Every base doesn't need to be super defend-able and every base doesn't need to be infantry only.
There are loads of games that offer squad based infantry combat. There are very few combined arms games.
If the vehicles in the game cannot contribute to base fights, captures and defenses then the only place they can fight is outside bases.
Infantry don't suddenly become crap outside. In fact for the most part a group of heavies/engis will dominate over a group of ground based vehicles.
If vehicles just become cert pinatas for infantry they may as well just be removed.
Infantry players are not required to use vehicles to move between bases. With squad deploy, instant action and re deploy they can just avoid the outside areas totally if they want.
Vehicle users should not be forced to abandon there vehicles in order to contribute at every base fight.
In PS1 I didn't mind deconing my tank and going inside because I knew it would be a good 15-20 mins before I needed it again. In PS2 base fights can be over before I have a new timer and/or resources to pull a new tank.
ringring
2014-01-18, 10:06 AM
Every base doesn't need to be super defend-able and every base doesn't need to be infantry only.
There are loads of games that offer squad based infantry combat. There are very few combined arms games.
If the vehicles in the game cannot contribute to base fights, captures and defenses then the only place they can fight is outside bases.
Infantry don't suddenly become crap outside. In fact for the most part a group of heavies/engis will dominate over a group of ground based vehicles.
If vehicles just become cert pinatas for infantry they may as well just be removed.
Infantry players are not required to use vehicles to move between bases. With squad deploy, instant action and re deploy they can just avoid the outside areas totally if they want.
Vehicle users should not be forced to abandon there vehicles in order to contribute at every base fight.
In PS1 I didn't mind deconing my tank and going inside because I knew it would be a good 15-20 mins before I needed it again. In PS2 base fights can be over before I have a new timer and/or resources to pull a new tank.
Yea, I'd sort of agree.
There has to be a place for tanks. And not all bases need to be equally defensible, you'll recall in PS1 Bio Lab were not as defensible aa Interlinks for instance.
ChipMHazard
2014-01-18, 10:08 AM
I wouldn't mind there being bases made for infantry only fights and have some open vehicle focused bases. Defensible and non-defensible. They would have to change their concept of combined arms fighting though.
Blynd
2014-01-18, 10:14 AM
If they removed the timer on vehicles once you left them or put the, all at 20 minutes like the sundie then you could (like ps1). Just park in the courtyard and head inside for the infantry fight
Mordelicius
2014-01-20, 06:26 AM
subterranean nanite analysis is insanely amazing , 3 underground level with a 4 level which the defends spawn room. but in order to get to the underground base you have to destroy a shield gen on the ground level
Thinking about these new base styles give me chills. I'm not sure though if it's enough to eclipse Indarside. The biggest obstacle (lol) Amerish have are these pointy and pointless mountains. They don't add any functionality. It's just one roadblock after the other and very ruinous to base to base battle flow. Aesthetically they are ok, but in terms of strategic use, they fall flat. Unlike Indar, practically every moutain and cliff can be used and has a purpose.
Anyway, thanks for the heads up. That Subterranean Nanite Analysis has a massive combat potential! I hope they read our 'reviews' on how to improve it even more.
Subterranean Nanite Analysis - This base has 3 floors down with the very bottom a spawn room. This alone is worth downloading the PTS patch.
Positive(s)
- Fully indoor, subterranean base. What else to say?
- The shield wall panels at the capture point room is a nice touch. I tried to visualize the fight going on here. :eek:
- Balcony at the first floor down. Wow, that is indeed a fine touch. They ought to shorten the width and add a second balcony on the opposite side of the room.
Right between the wide wall support and the column, there is a narrow space where a thin strip of balcony can be added. That would be excellent for a cross balcony fight. I imagine the attackers dropping in and jumping up the second balcony while they try to secure the generators. The defenders will be at the opposite side balcony, under the room and behind the back passage.
Currently, that wide balcony is too entrenched. Shortening the width reduces the firing angles across the room (esp if they add a new balcony). And what's great about this room is the attackers has an option to ignore the balcony and run straight down to the bottom. it's up to the defenders to follow suit. Can you imagine the war of attrition whether to rush the capture point or secure the generator? Now, it's possible that Generator unlocks the capture point. That makes it even more essential to add a second balcony on the other side. It gives attackers a chance hold and defend that area keep the generator from being resecured or repaired.
Negative(s)
- Excessive number of elevators. There's probably more elevators than needed.
- Some upward elevators are still half-functional, not giving enough directional lift to the next floor.
- Middle room is too bare. They require more covers.
Kwahtee South Pass - This is another underground facility. It's far more circuitous than the Sub Nanite Analysis. While SNA has basically open rooms, this base have connected rooms with plenty of side entrance, back entrances and looping flanks.
Positive(s)
- Multiple entrances, giving both attackers, options on how to approach defending and attacking
- Unique layout with the spawn room on top of the hilly mound.
Negatives(s) - This base obviously have much thought put into it, but there need to be much more tweaks needed.
- Defender pathways can easily suppressed by attackers. Both the elevator/tunnel path and the shorter teleporter path has to go up 2 flight of stairs to get to the Capture point. These stairs will be blasted and bombed by the attackers. The only other option of the defender is to go over the hill and enter from the ramp or that bushy side entrance. These defender exit points have be at least one floor higher to eliminate the requirement to up 2 stairs only to be easily slaughtered.
- Attackers have much easy access if they use the side entrance from the far side. Suggested fix. Add a generator on the main to open up the capture point room. A good place would be 2 rooms ahead of the main ramp entrance. If not, much of these rooms will be underused and wasted.
- The bushy side entrance is fairly redundant because it is close the main ramp entrance. The bush side entrance should go one room deeper (same room I suggested where the generator can be laid down. That would provide for better flanking options for both sides.
Again these new bases are amazing. It's up to the designers to package them as a whole, as a complex rather than separate entities.
If one looks at these example lanes:
Crossroads - Xenotech - Regent Rock
Crossroads - Broken Arch - Tawrich Depot
Coramed - Indar Bay - Quartz Ridge
Tawrich - (Tawrich depot, Tawrich, Tower, Tawrich Recycling)
Andvari Barracks - Andvari Biolab - Andvari South Banks - Jaeger's Fist
The Palisade - Crimson Tower Bluff
Indar Comm Array - West Highland Check Point
Snake Ravine Lookout - Allatum Botany Wing - (TiAlloys/Allatum Biolab)
These bases feel related to each other. And it's not just because they are connected. The transitions are always smooth. And it's a very natural movement going from base to base. Also, these lanes have battles in between bases!. It's like, it makes sense to meet at the middle to see who will be the stronger force suited for attacking.
Amerish do not have the same feel. The bases are interspersed at a great distance often accompanied by a need for geographic clearance. You often lose momentum or anticipation when attacking or defending the base.The only base I can think that has that same rhyme is Splitpeak and Auraxicom.
I have only seen a handful of the new Amerish bases, I'm asuming more surprises on many of them :D.
BlaxicanX
2014-01-20, 06:49 AM
I think Indar's popularity is more a result of momentum than anything else. It was the first continent, it's what everybody played on, it was the first continent to have lattice, etc. Everyone is just used to playing on Indar, and we're creatures of habit.
I don't have as much faith in the intercontinental lattice as other people; I don't believe it will really deepen the "metagame", nor do I believe that it will serve as a form of accomplishment for players. But, I do believe that it's the only way to remove Indar-side. Literally forcing people to not play on Indar and try out the other continents is the only way to break their habit.
Mordelicius
2014-01-21, 05:40 AM
Several more 'reviews' of the bases from the list:
Northgrove Post - Standard base with plenty of trees and boulders. Designer is obviously going for the infantry advance and defense on these trees.
Positive(s) - Ok, the tree cover fights will be interesting to see for sure.
Negative(s) - Some areas are well covered. Some areas are just bare (esp next to the outof bound area). The trees can be redistributed a little better. Bare areas provide for little flanking possibilities.
Stone Ridge Reserve - base next to the NW Warpgate
Negative(s) - There is a MAJOR flaw with this base. The defensible open gated chokepoint is facing(!) the Warpate. Why is Warpate camping being bolstered here? It should be the other way. The gate should be at the other side facing NE. It should be harder to defend against the WG while harder to take coming from the other side.
This points lead to a much superior WG base: The Jagged Alliance Mines.
The Jagged Alliance Mines - Base next to NE WG. It's a miniature goodness of a base. Compact, precise, efficient and well developed.
Positive(s)
- Simple yet tightly constructed layout.
- Crates are neatly placed and positioned.
- Pathways are cleanly tailored.
- Plenty of flanks, covers and alternate paths.
- Harder to take coming in from the outside. Easier to assault coming in from the WG. The Ammo dispensary is closer to the WG side making it easier to defend with vehicles.. And the secondary spawn is also on that similar side making it harder to hold facing the WG.
- Might as well call this the Jagged Alliance 'Garden' or a 'Park' because it doesn't look like an industrial mining facility :lol:. The balcony alone around the building is well put, overlooking a great fov of the Amerish expanse and vegetation and at the same time being extremely functional.
Negative(s)
- One negative is the Magriders will easily boost up the infantry path up the stairs landing overlooking the Capture point. That should be inaccesible.
- Vehicle spawn is facing the WG. But I guess it can be overlooked, since making it otherwise is awkward given the specific layout.
Silvers Valley Arsenal - It's quite a standard base with some turrets.
Positive(s)
- Turrets are a good addition because it's a base very open to tank bombing
Negative(s)
- Magriders will hump the infantry path at the southside ridge that is away from the turrets.
- Secondary spawn is redundant. I understand the logic that if the main spawn is camped, the other will be alleviate the blockade. But it's moot since the building holding A is very defensible. It's the Biolab-type where you just shoot down the stairs. While the main spawn can be suppressed at the open crossroads, the defenders coming second spawn will be supressed by the building itself.
It's better if they move the auxillary spawn across the streat next to the wall structure/boulder. That way the defenders have to fan out and not to easily concentrate all forces on side and stifle all resistance and movements.
Lastly, provide the Main spawnroom access to the area where the second spawn is so the players won't always be funnelled to the crossroads area which is essentially a death trap (shot from all sides and elevation). That way the second spawn can be moved.
Levente
2014-01-21, 06:03 AM
whats with lattice? is there lattice on AMerish yet?
ringring
2014-01-21, 06:20 AM
whats with lattice? is there lattice on AMerish yet?
No not yet but the bases seem to be built with lattice in mind, they are very large and more defendable than those on Indar.
Snoopy
2014-01-22, 01:21 AM
After having seen what they've done with Amerish....
Please go back and re-do Indar!
End of the day, the game will still revolve around Indar so if we can't change that... let's change Indar!
bpostal
2014-01-22, 12:31 PM
For what's worth, I don't agree with the notion that every base should be defensible. I think only certain ones should he heavily defensible, so as to act as "key points" on the map, and give players some kind of short-term goal for pushing or defending (For attackers, "if we can at least push to X base, that'd be good progress for our empire", versus defenders, "we'll fall back if we have too, but we draw the line at base X, because if we lose it it'll be a pain in the ass to get back").
As well, easily conquered bases are needed to give attackers forward momentum when pushing. If every base is a Biolab-esque "into the breach!" slog where your K/D for the day drops by 50% due to all the deaths you take trying to capture it, players will simply get burned out. There has to be a balance.
imo.
I'd personally enjoy it if all the facilities were a pain in the ass to take, towers slightly easier than facilities and outposts were a pain in the ass to defend. I can understand why that might lead to accelerated burnout though.
We already have some chokepoints on the lattice, Indar Ex and Scarred Mesa come to mind, but a few more couldn't hurt as well.
From a base defensive standpoint, the CY is where the most work needs to be done to allow for better interplay between infantry and armor. To me, that's where the combined arms aspect should really come into play.
These are some of the reasons the latest FNO was so interesting to me because Clegg walked the stream through making a base (and a railroad! Fuck yeah!).
The flow overall on the new Amerish is much better but I haven't had enough time to really play on it yet :(
Hint: https://forums.station.sony.com/ps2/index.php?threads/event-new-amerish-real-scale-trial.169293/
ChipMHazard
2014-01-22, 12:50 PM
Bases being a pain to take is a good thing, when you have a resource system that makes sieges possible.
Timithos
2014-01-22, 02:43 PM
Sadly I don't really see what they mean about having made the spawn rooms more isolated, for the most part.
Not counting the one base with an underground spawn room, and a few others where it's harder to do, they are still out in the open and every easy to camp. This is one area where they obviously haven't learned the lesson, or they haven't made the change yet.
Thankfully they've put more capture points inside infantry only areas, so that's most certainly an improvement.
They did three things to many of those horrid fishbowl spawn rooms (other then sink them into the ground like they should like Spawn Room C of Freyr Amp Station.) They raised the terrain level, hemmed them in with rock columns, and put in a tree or two for cover. They're still exposed to air camping though.
Timithos
2014-01-22, 02:58 PM
For what's worth, I don't agree with the notion that every base should be defensible. I think only certain ones should he heavily defensible, so as to act as "key points" on the map, and give players some kind of short-term goal for pushing or defending (For attackers, "if we can at least push to X base, that'd be good progress for our empire", versus defenders, "we'll fall back if we have too, but we draw the line at base X, because if we lose it it'll be a pain in the ass to get back").
As well, easily conquered bases are needed to give attackers forward momentum when pushing. If every base is a Biolab-esque "into the breach!" slog where your K/D for the day drops by 50% due to all the deaths you take trying to capture it, players will simply get burned out. There has to be a balance.
imo.
The problem is that before PTS Amerish our level of choices for base defense elsewhere is poor, very poor and down right shitty. As the current game of SteamRollSide stands now, you just bring a 55% attacking force and punch that I-WIN button against floundering defenders. We're not asking for super defensible bases now (not until they introduce new ways for attackers to gain victory conditions - vehicle siege captures, base drains, base destruction, etc.) We're asking for logical, sensible bases that provide just mediocre defense that we don't even have yet, and that prolongs the fight a little longer for forces from both sides to arrive at least.
When it takes 60-70% attacking forces to overcome a base, then you have a base that's decently defensible. If they exceed 70%, then you can start giving attackers strategies like say, a slew of generators and control consoles that take down shields, all turrets, elevators, defender jump pads, ammo towers, vehicles terminals, and dare I say a linear generator hunt that takes you all the way to the spawn tubes themselves. But because we don't have defensible bases, we can't put in wonderful mechanics, strategy and metagame that players crave.
Levente
2014-01-23, 07:20 AM
cant belive theres still no lattice on amerish. wtf are they doin?
Root Hade
2014-01-23, 07:29 AM
http://www.youtube.com/watch?v=USYYmaHWFXQ&feature=youtu.be&t=3m58s
What do you guys think of this base?
ringring
2014-01-23, 07:49 AM
http://www.youtube.com/watch?v=USYYmaHWFXQ&feature=youtu.be&t=3m58s
What do you guys think of this base?
Me? I think it's unfinished.
Which base are you talking about btw?
CrimsonTemplar
2014-01-23, 10:35 AM
cant belive theres still no lattice on amerish. wtf are they doin?
Drinking coffee, staring at their monitors, wishing the keyboard would type itself, eating a snack, staring at their monitors, wishing the keyboard would type itself, more coffee, staring at their monitors, wishing the keyboard would type itself, a couple cans of beer, staring at the monitors, wishing the keyboard would type itself, a late night cap, staring at the monitors, wishing the keyboard would -zzzzzzzzzzz-
No doubt they're tweaking, fixing bugs and getting the lattice into place.
ChipMHazard
2014-01-23, 11:13 AM
http://www.youtube.com/watch?v=USYYmaHWFXQ&feature=youtu.be&t=3m58s
What do you guys think of this base?
Another base that will hopefully feature great infantry only fights:p
Hamma
2014-01-25, 05:21 PM
Gave this a real deal news tag. :P
CrimsonTemplar
2014-01-27, 08:16 AM
Gave this a real deal news tag. :P
You...you shouldn't have. I'm tearing up now :cry: .
:lol:
vBulletin® v3.8.7, Copyright ©2000-2024, vBulletin Solutions, Inc.