IMO, if there are any plans to update base design/layout, bring back alpha walls - PlanetSide Universe
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Old 2013-01-07, 07:41 AM   [Ignore Me] #12
ringring
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Re: IMO, if there are any plans to update base design/layout, bring back alpha walls


Originally Posted by Figment View Post
To nuanciate, the ballustrade were the same on both in- and outsides of the wall, aside from the large merlons on the outer side. Basically firing cover wise, it was the same for both attackers and defenders. The defenders did have a couple design advantages over the attackers:

1. Merlons to take cover and heal up.
2. "Towers" extending from the walls to the outside only, with turrets on top.
3. Getting to the walls was only possible from within the courtyard.
4. Turrets only usable by defenders.
5. Two CY entry points, one base entry point from outside the walls.
6. Distance to wall from spawns (within keep) is advantageous to the defender due to their centralised access with walkways and small courtyard and thus smallish circumference. The walkways provide extra height advantages for courtyard control.
7. Relatively small courtyard and complete circumference and radius. An attacker usualy can only reach one side of the wall, where defenders can get height advantage everywhere, including over all openings in the wall. This also allows defenders to maintain a good overview on which side of the walls need defending.
8. Turrets can be repaired from a relative protected position at the base of the stairs to the turret.

#1, #2, #3, #4, #5, #6, #7 AND #8 have become fastly more "neutral" to become useful for both attackers and defenders:

1. Merlons on both sides.
2. Towers connect centralised to the walls.
3. Walls can be scaled by Light Assaults and not just from inside the courtyard any more, despite the stairs/elevators being on the courtyard side only.
4. Turrets can be hacked by any basic infiltrator and used against the defenders outside the walls.
5. There are walls on Esamir covered by snow, creating additional entry points, NEXT to a third and fourth unshielded courtyard entry point or even tunnels leading under the wall
6. Defenders can only defend one section of wall well and have very poor access to other areas of the wall. The speediest way is a disconnected jump pad. Defenders cannot cut across the center of the base using walkways.
7. Relatively large courtyard and thus big circumference. Due to the holes and jetpacks, one cannot always have a height advantage. It also makes it quite difficult to see what's going on on the other side of the base and respond to that. A situation worsened by a larger (unusable) keep obscuring vision, poor render distances, non-zoomable map, poorly functioning communication channels (/b vs /re) and the amount of other obstructions in the CY (that not just block viewing lines, but also firing lines).
8. Despite of significantly faster (potential) repair rates, turrets cannot be repaired from a relatively unexposed position.


In fact, the only thing that improved *by simply something being present*, is overhead cover.
And air isn't the problem in Amp Stations.

Also replying to a reply above. Only capitols in PS1 had a complete bubble force fields, those could not be entered by any enemy and even if they could the base could not be captured until surrounding bases had first been taken over. I'd say the two do not compare.
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