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2003-06-04, 09:34 AM | [Ignore Me] #1 | ||
Lieutenant Colonel
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I think there should be more base defences in the tunnels and not allow any enemy go in the respawn room to spawn camp. Witch is really stressfull when your waiting for 30 or 25 seconds. Any ideas for more defences and other things??
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2003-06-04, 01:25 PM | [Ignore Me] #2 | ||
First Sergeant
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Spawn camoing is a legitimate tactic in PS, you capture the local towers, camp the spawn room with some Max units and the only way the enemy can counter is by bringing an AMS.
Nothing wrong with camping the spawn area be in at a tower/base/AMS
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2003-06-04, 02:11 PM | [Ignore Me] #3 | ||
Banned
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i think there should be more outside. i mean, this is a war, and they leave a massive gap at each of the base with 2 bits of small, albeit indestructable, stuff in the way. they should make turrets like the sunderer guns too, and maybe stick a wire fence or something over the gap so that u need an engie to unlock it or something. but then you can still shoot through - that would be cool.
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2003-06-04, 03:07 PM | [Ignore Me] #4 | ||
Lieutenant General
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I truly believe bases should be much harder to get. I mean so a stealther doesnt just waltz in the back door and hack the cc then 50 other people arrive and they all walk away with xp without killing a thing. Battles for bases should generally last 30 if not more and the longer you battle for a certain base in the soi, the more xp you get.
Also, there should be more flat fields were like two sides meet like 200 vs 200 and wage a HUGE war.
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2003-06-04, 03:11 PM | [Ignore Me] #5 | ||
Sergeant Major
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I still don't understand why it's not uncommon to take only 15 minutes to take a base, then take 2 hours to get the badguys out of the tower.
A tower can defend against 3x their number of invaders, but to defend a base you need equal numbers (or more). Towers are by far more defensable than bases.... something is wrong with that!
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"Never pet a burning dog and never fry bacon naked."--Gary Busey |
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2003-06-04, 03:19 PM | [Ignore Me] #6 | ||
Lieutenant General
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Well towers are just a lot smaller.
Enemies shouldn't be allowed to stay in spawn rooms though. You can go in for like 30 secs if you want to destory or hack something but there really should be a timer, spawn killing is a very weak tactic and it makes base attacking/defending a lot less interesting, just send in 2 or 3 AI MAXs in the spawn room and boom the base is yours. |
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2003-06-04, 03:31 PM | [Ignore Me] #7 | ||
people should be allowed to camp the spawn tubes, but there should be some indoor definses to make it harder to do so... it'd give engineers more stuff to do, like finding their way in to deactivate defense systems or something.
anything would work... like small spits near the spawn and cc. nothing invincible, but something to be noticed. |
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2003-06-04, 04:04 PM | [Ignore Me] #9 | ||
Sergeant
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>> Unfortunatly there is no reason for people to do so now.
Bingo. In fact one might argue that you're better off letting the enemy hack the base, since then you'll get XP for resecuring (or re-hacking if you let it go that far). The only real downside to having an enemy hack your base is that you have to hack terminals to re-equip or get vehicles. Having some dumbass TK your generator is far more annoying in practice. IMHO, there should be more bonuses and/or restrictions to a faction based on which bases they hold. For example: - No tech plants capped? You can't build vehicles at all - No interlink facility? You can't see ownership of towers outside some radius R - No bio lab? You can't bind to spawn tubes on that continent etc...the above ideas are all probably garbage, but I think you can see my point. The bonuses for base possession are basically fluff -- if they seriously affected the relative strength of the possessor, I think you'd see a lot more effort made to defend bases. |
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2003-06-04, 04:14 PM | [Ignore Me] #10 | |||
Colonel
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2003-06-04, 06:06 PM | [Ignore Me] #11 | |||
Once the Liberator is in, bases will have more strategic value. The Liberator, judging by its concept art and 3-person crew, is not a small vehicle. In fact, it's probably only a bit smaller than a Galaxy, although maybe not as long. Point is, though, that it will definitely be too large to build anywhere but at Air Vehicle Pads -- and only the Dropship Center and Tech Plants (and Sanctuary) have those, although it may be too big for a Tech Plant too.
Either way, with more vehicles comes more reason to have the aforementioned facilities. Now all they need to do is modify the benefits you get from capturing a base like they said they were planning to do back in Beta.
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2003-06-04, 06:29 PM | [Ignore Me] #12 | |||
Sergeant Major
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"Never pet a burning dog and never fry bacon naked."--Gary Busey |
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2003-06-04, 06:43 PM | [Ignore Me] #13 | ||
Second Lieutenant
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In general i think auto D is ghey unless it's something you deploy. I think it's brutally ghey getting shot down by unmanned turret at an un- or only slightly populated base.
Indoors i think engis need something. Spitfires are way to powerful for indoors. But they need something more than boomers for inside. In any game where you can spawn, die, then respawn. Spawn camping is going to be a promenant tactic. The camper usually doesn't want you to spawn there. Thats why he's campin it. If you don't like it..., spawn elsewhere. Otherwise come out guns blazin and expect to respawn again soon. |
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