Timithos
2014-01-17, 07:23 PM
I did a fly by of almost all the bases except for most unchanged major facilities, and some of their satellites. I missed a half dozen bases because the server shut down. Sometimes I landed and ran around. The lattice has not been put in place yet. (By the way, a couple VS pilots were being real jerks.)
Air people are going to love Amerish. There will be plenty of ground targets exposed. Unfortunately, the air spawn camping is going to be a big thing, so lib pilots will "rule". In fact some of the air camping at some bases will still be down right bad. They did a great job of blocking spawn camping by armor though. Excellant!
The bases in the NW look to be the weakest ones so it'll suck for the NW warpgate owners. NE bases look to be the strongest so far. And south bases are moderate.
I seen lot of those Esamir-fail teleporters that don't place defenders any closer to anything. They're all pretty much exposed to air attack. Big disappointment there. Only saw one of the horrid attacker garages illogically provided by the facility defenders - that's good news at least.
Overall Amerish has the best defensible bases of all continents so far, even Hossin the last time I visited there. They didn't go wall-crazy like Esamir, but instead used walls in conjunction with land elevating, rocks and trees.
Crux Mining Facility - nice, total redesign, teleporter put in, same fishbowl above-ground spawn room but hemmed in by rocks and trees.
Shadespire Farms - better, teleporter to old capture point building, capture point is closer to spawn room in two story roof building, more cover objects, still both spawn room and teleporter room are above ground and exposed.
Amerish Arx Reserve - very nice, fairly close cap point, protected capture point, teleporter to room closer to vehicle terminal, still old fishbowl spawn room, but raised, hemmed in by rocks & trees.
Sungrey plaza, satellite, bleh.. it's tighter together, close cap point, giant fishbowl spawnroom. 4 turrets are not angled at main Sungrey amp station so that near warpgate defenders can't retake as easy, yet Sungrey can shell the hell out of these turrets.
Sungrey Amp Station - basically looks the same. Glad it's not changed into Freyr.
Sungrey South substation - Ha.. totally missing. they're redesigning still I guess.
Sungrey West Gate - same/no change
NC Arsenal - really cool, half buried cube-like structure, entirely moved to the SE of road, 3 cap points unattainable by armor spam, relatively protected by air spam, vehicles bay is greatly protected with big long covered, underground ramp to the serface a la PS1 style, fishbowl spawn room hemmed in by rocks & trees again.
Arclegger's error string not found, big mossy mushroom rock base - cool - not finished.
North Grove Oupost - yuck, hope it's just not finished yet
Error sting base near North Grove - looks very Hossin'esque, massive central buildings with gattling & AA on roofs; walls and rocks with 4 vehicle shiled gates to block armor traffic; lots of tiny jump pads to get defenders moving around and on walls, The 4 externally placed shield generators outside the walls really sucks though. They should be inside the walls. The base is very vulnerable to air attack and camping defenders with air.
Auraxicom Network hub - unique, nothing defensibly special here
Lithcorp Secure Mine - spawn room snug against other buildings and hemmed in by rocks, first cap point of the 4 really close to spawn room - good for defense in slowing down the timer. No air or armor camping at this facility! Thumbs up!
Stoneridge Reserve - bleh, improved slightly, but not very defensible
Deserted Mineshaft - tightened building spread, exposed too much to air camping, especially since it's a warpgate adjacent facility
Soltech charging station - unique, still exposed to air, and cap point is too far from spawns, teleporter room is one of those "Esamir-useless" buildings placed too far from anything - cap point, generators, vehicle terminals - nothing.
Error String base near Soltech - again really far spawn rooms and cap points, poor for defense, Amerish NW warpgate looks like it's going to suck at this point
Kwahtee West Pass satellite - really weird teleporter room snug against the spawn room, so weird I'd say unfinished?
Blackshard Tungsten Mine - not changed much, exposed to air, an Esamir-failed teleporter again.
Crux Headquarters - bad base, esamir useless teleporter putting you WAY out on the edge of no where. rocks and walls hemming in spawn room and teleporter, but base is very low an vulnerable to both air and armor camping.
Auraxicom Network Hub - missing/removed
The Bastion - looks unchanged, saw a new road in the area
Rockslide Outlook - looks totally cool. I'm going have to land for this one and check it out later - too much to look at in 5 minute landing.
Auraxicom substation - slightly changed, more tree cover, might be tightened together just a tad, another Esamir useless teleporter placing defenders even further out from the cap point.
Raven Landing - sculpted a bit, yet another Esamir useless teleporter. I landed just to make sure their wasn't a tunnel in the mountain at the teleporter - there wasn't.
Auraxus firearms - looks unchanged, not even an extra teleporter - useless or otherwise.
Highroad Station - The vertical design looks cool, the spawn rooms are exposed to air camping, But then there is the dreaded attacker's sunderer garage conveniently and "logically" provided by the defenders. I thought we were going to escape all of these Esamir attacker's garages, but no. The vehicles terminal is exposed to air, the vehicle pad is exposed to both armor & air. It'd be nice if they took that garage and plumped it on top of the vehicle pad at least, but again air camping paradise.
Granite Valley Garrison - seems like no changes
The Auraxian Cryobank - seems unfinished; they hemmed in and shifted the spawn room slightly, and might be putting in a teleporter later which could possibly be a good placement this time. Also they might put in a defense dome shield over this base. That'd be cool.
Error sting base right outside the southern warpgate - i forgot what this is called. this looks like a work in progress so no critical defense flaws. It looks like we're getting one of the cool underground vehicle ramps ps1 style.
Aramax Chemical Co - tighter buildings, road blockades, air-exposed Esamir-useless teleporter placement yet again.
And the server shut down :(
Air people are going to love Amerish. There will be plenty of ground targets exposed. Unfortunately, the air spawn camping is going to be a big thing, so lib pilots will "rule". In fact some of the air camping at some bases will still be down right bad. They did a great job of blocking spawn camping by armor though. Excellant!
The bases in the NW look to be the weakest ones so it'll suck for the NW warpgate owners. NE bases look to be the strongest so far. And south bases are moderate.
I seen lot of those Esamir-fail teleporters that don't place defenders any closer to anything. They're all pretty much exposed to air attack. Big disappointment there. Only saw one of the horrid attacker garages illogically provided by the facility defenders - that's good news at least.
Overall Amerish has the best defensible bases of all continents so far, even Hossin the last time I visited there. They didn't go wall-crazy like Esamir, but instead used walls in conjunction with land elevating, rocks and trees.
Crux Mining Facility - nice, total redesign, teleporter put in, same fishbowl above-ground spawn room but hemmed in by rocks and trees.
Shadespire Farms - better, teleporter to old capture point building, capture point is closer to spawn room in two story roof building, more cover objects, still both spawn room and teleporter room are above ground and exposed.
Amerish Arx Reserve - very nice, fairly close cap point, protected capture point, teleporter to room closer to vehicle terminal, still old fishbowl spawn room, but raised, hemmed in by rocks & trees.
Sungrey plaza, satellite, bleh.. it's tighter together, close cap point, giant fishbowl spawnroom. 4 turrets are not angled at main Sungrey amp station so that near warpgate defenders can't retake as easy, yet Sungrey can shell the hell out of these turrets.
Sungrey Amp Station - basically looks the same. Glad it's not changed into Freyr.
Sungrey South substation - Ha.. totally missing. they're redesigning still I guess.
Sungrey West Gate - same/no change
NC Arsenal - really cool, half buried cube-like structure, entirely moved to the SE of road, 3 cap points unattainable by armor spam, relatively protected by air spam, vehicles bay is greatly protected with big long covered, underground ramp to the serface a la PS1 style, fishbowl spawn room hemmed in by rocks & trees again.
Arclegger's error string not found, big mossy mushroom rock base - cool - not finished.
North Grove Oupost - yuck, hope it's just not finished yet
Error sting base near North Grove - looks very Hossin'esque, massive central buildings with gattling & AA on roofs; walls and rocks with 4 vehicle shiled gates to block armor traffic; lots of tiny jump pads to get defenders moving around and on walls, The 4 externally placed shield generators outside the walls really sucks though. They should be inside the walls. The base is very vulnerable to air attack and camping defenders with air.
Auraxicom Network hub - unique, nothing defensibly special here
Lithcorp Secure Mine - spawn room snug against other buildings and hemmed in by rocks, first cap point of the 4 really close to spawn room - good for defense in slowing down the timer. No air or armor camping at this facility! Thumbs up!
Stoneridge Reserve - bleh, improved slightly, but not very defensible
Deserted Mineshaft - tightened building spread, exposed too much to air camping, especially since it's a warpgate adjacent facility
Soltech charging station - unique, still exposed to air, and cap point is too far from spawns, teleporter room is one of those "Esamir-useless" buildings placed too far from anything - cap point, generators, vehicle terminals - nothing.
Error String base near Soltech - again really far spawn rooms and cap points, poor for defense, Amerish NW warpgate looks like it's going to suck at this point
Kwahtee West Pass satellite - really weird teleporter room snug against the spawn room, so weird I'd say unfinished?
Blackshard Tungsten Mine - not changed much, exposed to air, an Esamir-failed teleporter again.
Crux Headquarters - bad base, esamir useless teleporter putting you WAY out on the edge of no where. rocks and walls hemming in spawn room and teleporter, but base is very low an vulnerable to both air and armor camping.
Auraxicom Network Hub - missing/removed
The Bastion - looks unchanged, saw a new road in the area
Rockslide Outlook - looks totally cool. I'm going have to land for this one and check it out later - too much to look at in 5 minute landing.
Auraxicom substation - slightly changed, more tree cover, might be tightened together just a tad, another Esamir useless teleporter placing defenders even further out from the cap point.
Raven Landing - sculpted a bit, yet another Esamir useless teleporter. I landed just to make sure their wasn't a tunnel in the mountain at the teleporter - there wasn't.
Auraxus firearms - looks unchanged, not even an extra teleporter - useless or otherwise.
Highroad Station - The vertical design looks cool, the spawn rooms are exposed to air camping, But then there is the dreaded attacker's sunderer garage conveniently and "logically" provided by the defenders. I thought we were going to escape all of these Esamir attacker's garages, but no. The vehicles terminal is exposed to air, the vehicle pad is exposed to both armor & air. It'd be nice if they took that garage and plumped it on top of the vehicle pad at least, but again air camping paradise.
Granite Valley Garrison - seems like no changes
The Auraxian Cryobank - seems unfinished; they hemmed in and shifted the spawn room slightly, and might be putting in a teleporter later which could possibly be a good placement this time. Also they might put in a defense dome shield over this base. That'd be cool.
Error sting base right outside the southern warpgate - i forgot what this is called. this looks like a work in progress so no critical defense flaws. It looks like we're getting one of the cool underground vehicle ramps ps1 style.
Aramax Chemical Co - tighter buildings, road blockades, air-exposed Esamir-useless teleporter placement yet again.
And the server shut down :(