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Old 2004-01-22, 06:28 AM   [Ignore Me] #31
Veteran
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I hate to see repair personnel made easy victims. These are people that will cast off the lust for fame that the leaderboard people wear about their necks like slave-chains.

Anyone can be a hotdog. It takes a special man or woman to be support personnel. I'd rather have one good support troop than 10 hotdogs. Seriously: a soldier who repairs base assets while his head is exposed to every sniper has ten times the gonads of a Heavy Assault goon who surges unchallenged through the bowels of the base.
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Old 2004-01-22, 12:07 PM   [Ignore Me] #32
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Originally Posted by Veteran
I hate to see repair personnel made easy victims. These are people that will cast off the lust for fame that the leaderboard people wear about their necks like slave-chains.

Anyone can be a hotdog. It takes a special man or woman to be support personnel. I'd rather have one good support troop than 10 hotdogs. Seriously: a soldier who repairs base assets while his head is exposed to every sniper has ten times the gonads of a Heavy Assault goon who surges unchallenged through the bowels of the base.
How do you feel about people who do both?
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Old 2004-01-22, 01:01 PM   [Ignore Me] #33
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Backdoor is easy to defend, if you dont think so, you've never done it with more than 2 people. That's besides the point though.

More turrets are neccisary on most of the bases, as are stairs to the roof(damn BS, er, VS MAXes).
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Old 2004-01-22, 01:23 PM   [Ignore Me] #34
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Because of this post I spent a good portion of playing last night making attempts to heal the turrets at a critical tower that was constantly being sieged. I successfully repaired either of the turrets exactly 0 times. The only use that I was to my team was ringing the top of the tower with mines to slow down the multiple hot-dropping surgile Jacks. The instant I got crouched behind either turret with my glue gun out I started taking fire, and didn't get any turret healed more than 1/4 of the way before dying.

Yeah, there's a reason you don't see more people doing it.
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Old 2004-01-22, 02:11 PM   [Ignore Me] #35
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If each base had a command room that only CR3-5 could enter and a war table that only CR5s could utilize for base defense, this type of problem could be fixed. Instead of Engys trying to repair and getting perma-sniped, commanders could redirect NTUs to keep the turrets propped up. Of course they would need a constant stream of ANTs but that would create other interesting tactics
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Old 2004-01-22, 02:26 PM   [Ignore Me] #36
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There is never any engy's repairing your turrets because I snipe there crouching asses before they can get the job done.
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Old 2004-01-22, 04:41 PM   [Ignore Me] #37
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Originally Posted by Queensidecastle
If each base had a command room that only CR3-5 could enter and a war table that only CR5s could utilize for base defense, this type of problem could be fixed. Instead of Engys trying to repair and getting perma-sniped, commanders could redirect NTUs to keep the turrets propped up. Of course they would need a constant stream of ANTs but that would create other interesting tactics
Now this is a cool idea. And one I heartily support. Not that that means a whole bunch.
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Old 2004-01-22, 04:56 PM   [Ignore Me] #38
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how about this .... its just an idea .
Make another mod ... called the "Deffensive Module"
For the base that it is installed in , the turrets would be automaticlly changed to the turrets from the caverns , any1 can use them (so some1 without CC can use them)
For even 5 min that its stays in the base , a linked base will get the cavern turrets ....
and then the base linked to the base that was linked to the mod holding base would get them another 5 min later via links ... and so on through the links.

Just an idea ... but i do think that if not this, then at least give the turrets a little bit of a defensive buff plz
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Old 2004-01-22, 05:03 PM   [Ignore Me] #39
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You cant send out enough people to keep the assaulting force busy to then man turrets and use them as help for the defending forces outside the walls? I mean by haveing them maned and make sure there not firing and drawing attention untill all the oncoming forces are fully enganged by the defending troops/vehicles?
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Old 2004-01-22, 05:25 PM   [Ignore Me] #40
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Originally Posted by Queensidecastle
If each base had a command room that only CR3-5 could enter and a war table that only CR5s could utilize for base defense, this type of problem could be fixed. Instead of Engys trying to repair and getting perma-sniped, commanders could redirect NTUs to keep the turrets propped up. Of course they would need a constant stream of ANTs but that would create other interesting tactics
You would think that the control consoles (yeah, the things we hack) would actually run the base, besides conferring control on someone else. Perhaps something similar will be part of the OBO.

I also thought that outfits were going to be able to spend points on base upgrades; perhaps better turrets fall under that?
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Old 2004-01-22, 05:45 PM   [Ignore Me] #41
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True, but I fear 3 things about OBO:

1) Small outfits will not be able to sustain a base (people not playing 24/7) and knowing such not want to spend the points necessary to trick out a base. Mostly because:

2) Any full zerg will crush an outfit base causing a huge lost of points expenditures (extra harsh on small outfits that spent a lot of time saving up)

3) Many outfits, not many bases. Certainly not many bases available that are Zerg resistant like Tech plants that are far on the lattice from warp links. Just imagine trying to hold Wele on Cyssor as your outfit base.

I would like to see some sort of additional defensive measures for bases that arent only OBO. Defensive module was a good idea

Last edited by Queensidecastle; 2004-01-22 at 05:49 PM.
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