News: New Patch Notes - Test Server 13-06-13 - PlanetSide Universe
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Old 2013-06-15, 03:10 PM   [Ignore Me] #11
Chewy
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Whiteagle View Post
You mean the towers with four huge Vehicle Doors and one man-door on the remaining side that's got an entire wall covering it from only OTHER routes down?

Have you ever actually DEFENDED a tower before?
The fucking ground level is a damn nightmare if you don't have Zerglings constantly streaming out of it in Armor, because of how open it actually IS!
Hell, the fight ends up automatically LOST if they get a single Infiltrator in there to hack the Terminals because that cuts off the Zerglings Tanks and allows the Attacker to Spawn or roll a AMSunderer right into the Garage...


...Clearly you haven't, or else you'd know that those third floor exits are usually the ones GETTING camped since their placement requires one to expose themselves to a hallway filled with crossfire just to get a shot off.

Hell, the only other shields I can see being exploited like that is the Balcony Exit, because you can actually SEE a bit of ground from there, and the Top for Burster MAXes...
If you would get out of the tower and meet the enemy in the surrounding buildings and fields then they shouldn't be able to get to the main tower. You can't defend ANYTHING without first starting to defend it BEFORE an attack happens. If you wait till after the attack happens then you are not defending the base, you are counter attacking to make back lost ground.

Once you let the enemy inside the tower it is time to call for help because you failed to defend. By then it is only a matter of time for the attackers to force up the stairs and get the tower or just sit back and wait the defenders out from having 2/3 of the points if able. Either ask another group to pull armor from a base back in the lines and pick off the enemy vehicles and spawn points or have the backup attack the enemies base to prevent them from getting a cap on your tower.

You do know that if you can turn a point then no one can turn another point linked only to that base? Say there are bases a, b, c. If you have base A and its point is turned then you can not turn base Bs point until you get back base As point. Use that to stop an attack cold. Then once the enemy splits to backcap use that time to push. But to do this you need to defend the ENTIRE base and not just the tower.

Iv attacked, defended, and counter attacked plenty of bases/outpost in my 300+ hours. You have to know when to defend and know what it means to to defend before shit hits the fan. Wait till after and you failed to defend before even starting.
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