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View Full Version : AGN: ReachCast Community Question #75 - "New Amerish, Amazing or Crap?"


Deringer
2014-03-02, 03:17 PM
This week's ReachCast Community question, to celebrate the Amerish update, is ...

"New Amerish, amazing or crap?"

As always, respond here or e-mail us at [email protected] or call us at (415)787-3224!

ringring
2014-03-02, 03:26 PM
It's very good.

Good:
- Infantry fights much improved
- Each base has a theme
- the seperation of spawns and linked teleporter room works to alleviate spawn camping

Bad:
Aim spawn camping can be bad, not so much by ESF's but rather by hovering libs. Very few libs can have an impact out of proportion to their number.

However, in summary a big thumbs up from me!

Mordelicius
2014-03-02, 04:56 PM
As usual with PS2, it's kind of a mixed bag of great hindered by the not-so-great.

Positive:
- Alot of these bases are just fantastic But there won't be any fights on the best ones unless they fix the lattice or better yet, completely move bases around.
- If they fix the lattice links or base arrangements, it will be serious threat to Indarside.


Negative:
- Poorly conceived lattice and/or base locations that has a lot of major facility/defensible chokepoints close to each other, resulting in a ping-pong effect between these bases

Example: Highroads Station is amazing. However, you will rarely see any fights here because it's hidden away from the traffic.

A couple of days ago, NC held this and Vanu threw every trick in the book to try to retake it (Galaxies, AV Mana/Snipers/Magriders on the mountain, Lol pods, Liberators carpet bombing, Infiltrator spam, Max crash, Spawn next to defense spawn) on and on, it reminded me of the old Crown. I'd call this base the half-Crown because it's set on a side of a mountain (instead of having 360 degree access). This base will remain a hidden gem because Auraxis Firearms is blocking the flow to it.

Bases like the underground Nanite Analysis in the east should be moved in the middle to foment better use. And it should have 3-4 links to it. Imo, they should move it SW of the Ascent. That area is completely barren.

As NC, most of the current fights are happening between:
- Bastion to Mekala lane.
- Tumas to Heyoka Techplants (Zerg ping-pong). This is getting tiresome :(.

Open up the lanes, please.
- Heyoka and Tumas shouldn't be connected to each other by a short amount of bases.
- Auraxis Firearms has 4 links. It should only have two. It's blocking flow. It requires major force to take since all defenders have to do is kill the Sunderers. Auraxis Firearms is well done, especially the under-the-bridge fights :D, but it's currently blocking any movements from East to West and North to South.
- The Ascent cannot be flanked (the mountain is too large unlike the old Crown). Add to that the hightly defensible Bastion and Lithcorp is right next to it. So, that lane is already clogged. There won't be much fight. The Bastion and Lithcorp are well designed bases themselves but these chokepoints are all in one string. Hence, goodluck finding fights in the Ascent, the fights already ended at the Bastion.
- Major facilities should be on the periphery, much like the Amp Stations are in situated in Amerish. But the Tech Plants and Biolabs are poorly placed. Allow players to actually experience the new bases and not have to stowed away from traffic.

bites
2014-03-02, 05:12 PM
It's very good.

Good:
- Infantry fights much improved
- Each base has a theme
- the seperation of spawns and linked teleporter room works to alleviate spawn camping

Bad:
Aim spawn camping can be bad, not so much by ESF's but rather by hovering libs. Very few libs can have an impact out of proportion to their number.

However, in summary a big thumbs up from me!

/Agree with most here ... the bases are awesome, and partially agree with the Air/Lib shelling .. but really thats almost an Amerish Trait ... more than a redesign issue (eg mountains to hide behind etc etc).

Some of the areas have been fun to push against and hold (you know where I'm talking about!) and have made for some epic combat.

New Rez timer (as a MAX centric player) and new base layouts, sucks ass however. Makes me want to rage table flip this game.

HereticusXZ
2014-03-02, 08:32 PM
Extremely good, with every single base having a theme it makes me excited to see and explore every base I come across, let alone enjoy the fight at it!

CraazyCanuck
2014-03-03, 01:00 PM
Loving it. Flow issues but that can be ironed out. Overall the bases I have been able to fight in have been fun..though its going to take some time to learn the nuances of each base ..but that's a fantastic thing!

ringring
2014-03-03, 02:12 PM
I've just been in a great and large fight at Crux Mining Operation gg SOE, it was great fun.

*edit perhaps the spawns here are also a touch too far away.
** also I saw a magrider ealier at the A and B points, I mean right on them. I doubt a prowler could get there but it is very easy for a lightning to do so.

I also was defending North Grove and Moss Basin a little earlier, I'm thinking the spawn rooms are a touch too far from the centre of ops, it gives advantage to attackers atm I think.

CraazyCanuck
2014-03-03, 03:29 PM
Favorite thus far? Kwatee Mountain Complex. We have a large scale fight going on there last night toward the tail of an Amp alert. First time fighting there. Love the tunnels and the small 'secret' entrances/exits. Wish I could have stayed on longer to see that one through and explore more.