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Old 2013-02-27, 05:17 AM   [Ignore Me] #1
Figment
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The Stronghold v.2.0


What do you guys think of the current Stronghold design?

Changes that are especially interesting to note are the tunnel and indoor CC and also interesting is the AA roofing and obstructions around the spawnroom's ground floor exits.

But of course in general the elevated platform is of importance, as is the fact you can easily place an AMS overhead on top of the cliff when assaulting from the south.

Another thing to look at is the force fielded vehicle bay (force field remains operative continuously and can only be entered and exited by the owner of the facility, even though people can take over and use the vehicle pad).
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Old 2013-02-27, 05:50 AM   [Ignore Me] #2
Pella
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Re: The Stronghold v.2.0


Vanu Archives / The Strong Hold / Impact Crater.

What i would like to see is some kind of protective forcefield that covers each base. To protect from Arial assault. That quickly lock down any fun Infantry combat.
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Old 2013-02-27, 07:49 AM   [Ignore Me] #3
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Re: The Stronghold v.2.0


Originally Posted by Pella View Post
Vanu Archives / The Strong Hold / Impact Crater.

What i would like to see is some kind of protective forcefield that covers each base. To protect from Arial assault. That quickly lock down any fun Infantry combat.
Yeh that's similar to what i was thinking. If the stronghold had a non-spammable roof over it even, it would make for a great infantry only base.
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Old 2013-02-27, 08:27 AM   [Ignore Me] #4
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Re: The Stronghold v.2.0


Originally Posted by PredatorFour View Post
Yeh that's similar to what i was thinking. If the stronghold had a non-spammable roof over it even, it would make for a great infantry only base.
So long a generator was feeding force field, in order to give another thing for players to worry about would be very nice as well.
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Old 2013-02-27, 08:30 AM   [Ignore Me] #5
Figment
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Re: The Stronghold v.2.0


Guys, on topic please. Current design before we move on to improvements.

Because before you can discuss improvements, you need to know how the current systems are flawed or underperforming and what the causes are. By suggesting a dome, you hint at aircraft issues, but be a bit more precise please.
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Old 2013-02-27, 09:09 AM   [Ignore Me] #6
Hmr85
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Re: The Stronghold v.2.0


I like the current design of the Stronghold. I wish we had some more of them scattered through out the continents. TBH, I feel that the guys manning the walls need some cover similar to the towers to help protect from the air. I also wouldn't mind seeing a force field as mentioned above.
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Old 2013-02-27, 09:26 AM   [Ignore Me] #7
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Re: The Stronghold v.2.0


I really love the stronghold when I get a chance to fight there. It's totally Starship Troopers.
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Old 2013-02-27, 09:48 AM   [Ignore Me] #8
Chowley
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Re: The Stronghold v.2.0


I love the stronghold. The tunnel is a great addition, it could be more effective in a practical sense but, meh. One of my favourite areas in the game, definitely has character. Rare for Indar.
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Old 2013-02-27, 10:19 AM   [Ignore Me] #9
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Re: The Stronghold v.2.0


Originally Posted by Pella View Post
To protect from Arial assault.
We need to worry about Fonts comming to kill us now.
What has the world come to?


I like the Stronghold. I wouldn't like it all bases were like it. The unique bases are fun.
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Old 2013-02-27, 10:25 AM   [Ignore Me] #10
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Lol, take cover everyone, it's Verdana!

.sent via phone.
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Old 2013-02-27, 10:35 AM   [Ignore Me] #11
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Re: The Stronghold v.2.0


Originally Posted by Sturmhardt View Post
Lol, take cover everyone, it's Verdana!

.sent via phone.
Only the dead know peace from the Comic Sans onslaught.
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Old 2013-02-27, 10:42 AM   [Ignore Me] #12
Binkley
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Re: The Stronghold v.2.0


Love the Stronghold. When I started out in PS2, participating in a large infantry vs. infantry battle at the Stronghold was the thing that hooked me on the game. That was the day a single squad of NC held off two platoons of VS who somehow forgot to bring their Magriders. They finally overran us only when the pile of VS corpses rose to wall height and they could walk right in over their fallen comrades. 'twas glorious. A few more bases like this one would be a good thing.

Last edited by Binkley; 2013-02-27 at 07:01 PM.
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Old 2013-02-27, 10:49 AM   [Ignore Me] #13
Figment
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Re: The Stronghold v.2.0


Originally Posted by Chowley View Post
I love the stronghold. The tunnel is a great addition, it could be more effective in a practical sense but, meh. One of my favourite areas in the game, definitely has character. Rare for Indar.
Alright, so there are some improvements possible on the tunnel (couldn't agree more ). What would those be?


(For the record peops, it currently is a 100m -or more- straight U shaped tunnel from one side to the other side of the base, mainly consisting of a 3.5m wide straight line corridor with a total of five crates).
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Old 2013-02-27, 03:22 PM   [Ignore Me] #14
bpostal
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Re: The Stronghold v.2.0


COMIC SAAANNNSSS!
I don't often fight at the stronghold, but from what I can remember they moved the cap point into the three story building. Provided the defense can get into the building, it's just about perfect.
The main issue was suppressive fire raining down from the heavens, but if it's been solved by a tunnel all the better.
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Last edited by bpostal; 2013-02-27 at 03:22 PM. Reason: clarity
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Old 2013-02-27, 03:54 PM   [Ignore Me] #15
Figment
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Re: The Stronghold v.2.0


No that's not solved by a tunnel. The tunnel leads into the mountain and comes out at the far end of the base. But it's just a flanking tunnel between the west and east side of the platform. Doesn't help in approaching the CC.
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