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2013-01-24, 12:44 AM | [Ignore Me] #1 | |||
Lieutenant Colonel
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So, thats pretty much taken out of a course book for an entry level law enforcement class that more or less any idiot with spare time could pass with flying colors. So, when I say "This shit is basic"... thats what I mean. It really should be common sense, IMO (of course). Heres an example from PS2: The Palisade. The facility itself is named after a type of fortification, so adding that on top of it annoys the hell out of me, because in no way is it defensible. This is what a modern palisade looks like, in case you're wondering: And heres what the pallisade in PS2 looks like: Can you spot the flaws in that? You might be retarded if you can't. Fine. I'll back up and explain and lay it out for you. There are five viable ground assault approaches to this base. Three by road, and two by offroad, offroad approaches are viable only from the south, as the area to the north drops off onto a cliff. Incidentally, its most vulnerable from the south, as the cliff barrier acts as its own form of a wall to attacks from the north for the most part. Now, as this base is actually a default spawnpoint for people who die in any base nearby, especially the checkpoint to the north, which the road leads to, this base should be defensible in the face of a giant tank push coming up from the checkpoint (or any other base, really). The road through the middle doesn't do it any favors and makes it easier for armor to camp the spawn point and the control point, along with all of the buildings around it. What should be done about it? How about make it into a frikking palisade and fortify it. I've gone and drawn in mspaint, where roughly, some walls would do it well. For each "x" there should be an AA or AV turret, gates where necessary along the roads, ofc. FFS this is basic stuff. /endrant
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-01-24, 09:11 AM | [Ignore Me] #3 | ||
Contributor Lieutenant Colonel
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I don't mind it as much, as long as the philosophy is to continue to make areas more defensible as time goes on through patches and the reformation of buildings and area flow.
As long as we don't get places like the crown turning into J908 |
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2013-01-24, 06:05 PM | [Ignore Me] #5 | ||
Sergeant
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The reason why it's defences suck in game is that it is belongs to the lowest class of bases (the ones that give 250 cap experience).
Each and every base of that class needs more defences, not just this one. Though I do agree that this is kind of a special case, mostly due to it's location as ideal border base between TR and NC. |
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2013-01-25, 12:04 AM | [Ignore Me] #6 | |||
Lieutenant Colonel
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. Last edited by p0intman; 2013-01-25 at 12:05 AM. |
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2013-02-02, 12:05 PM | [Ignore Me] #7 | ||
Private
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I cant agree with the OP at all. A Palisade is the most simple form of a fortification - in terms of architecture it would be considered to be a level 1 stronghold facility only. The Palisade allready provides more defensive elements than other outposts of roughly the same size by having turrets to the west and east. A good comparison would be something like Broken Arch Road i.e. with a much more open layout and only buildings.
IMHO the naming of that place is connected to the crown and the surroundings itself - it forms a natural 'palisade' towards northwest and north as well as aginst south by having a very steep hill side there. |
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2013-10-13, 10:39 AM | [Ignore Me] #9 | ||
I agree the maps turn over too fast. A faction could have 50% + of a continents territory and be practically warpgated 40 minuted later.
I would rather have all facilities walled with wide open courtyards like Planetside. This would give us pretty good vehicle battles in the courtyards. Once you take over a courtyard THEN you can leave your vehicle and enter the main buildings to fight your way to the cap point. Can't wait to have those Orbital Strikes. |
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2013-10-13, 03:33 PM | [Ignore Me] #11 | |||
Wow, didn't even know that dual spawn rooms were in the plans. This is music to my ears. Thanks Phantom. |
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2013-10-14, 08:47 AM | [Ignore Me] #13 | ||
Major
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Jeez, speaking of necroing, this is a threat of 10 months ago
In case of defensible bases, I prefer them to become only very defendable after players have erected sandbag-like structures that can be destroyed. Otherwise you get boring choke points nobody wants to fight at, like Tech plants at some point. |
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