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2003-05-09, 07:17 AM | [Ignore Me] #1 | ||
Private
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Yes I know how strategy is spelled, bonus points for reference
Anyway what are the best ways to capture a base? I guess they fall into a few categories. Obviously controling towers is important in any case. Random undefended base in the middle of nowhere. As as squad you could probably do it by just heading to CC and waiting. You could probably do it without the squad being very organized, just send up the hacker and everyone else get up as they can. Is it worth it to go blow out the spawn tubes & nearby terminals first? Generator? Moderatly defended base. Many times you can still just fight to CC and wait. As a squad coming in, is it more wise to blow the tubes or generator first? Heavily defended...other than bringing more than one squad, if you're a leader bringing a squad into this big fight what should be priorities? Generator first? Or move as a squad to the tubes and clean them out? Similar questions but I'm sure the answer depends on what's going on. Fill us in and help make some more leaders with a clue. |
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2003-05-09, 10:40 AM | [Ignore Me] #2 | |||
Colonel
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I'll give it a go at answering your questions. If you think you will capture the base anytime soon, do not start blowing stuff up. Why? You will need that stuff sooner then you think. In fact, the only time I would recomend blowing things up is if it is behind enemy lines and not capturable anyways. Another reason you might wanna blow the gen is if you are being hopelessly overrun and don't want them to take over a fully funtioning base. But really, destroying the gen of a base you are about to capture is normally not a good idea
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2003-05-09, 11:26 AM | [Ignore Me] #3 | ||
Second Lieutenant
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The key to taking a base is stopping respawn. What this means is getting to CC and hacking, thus stopping respawn in the base. Taking the nearby towers is a big plus as well as this gives YOU a spawn spot and takes away one from them as well. Using vehicles and snipers to cut off reinforcements coming from other towers/AMS is important as well. FINDING and destroying enemy AMS is important.. having your own AMS OR a very good adv medic is nice as well.
Once you lock down the respawn you should be fine unless they drop a few squads on your with galaxy/sunderer. |
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2003-05-09, 12:35 PM | [Ignore Me] #4 | ||
Private
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Thanks maybe I don't have all the dynamics of how the bases work yet.
Under what conditions can the enemy not spawn at the base they (at least initially) own? * Hacked? I thought you could still spawn after it was hacked but I guess I was wrong. If this is the case, can one of their hackers just hack the tubes so you can spawn there? Can your own hacker hack the tubes so your own side can spawn there? * No power? Is killing generator enough or does that just rapidly increase the rate at which power is consumed, so eventually it runs out to neutral (provide there's no ANT?) * Destroyed tubes? Until repaired. Under what situations do you want to kill the generator? Does killing the generator immediatly stop terminals or do they continue working until the nanite supply runs out? When do you want an ANT run if you're on the offensive (and power is low to out)? After the base becomes neutral? Not until after the hack? |
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2003-05-09, 01:05 PM | [Ignore Me] #5 | ||
Private
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When you destroy any piece of equipment in a base it is unusable until it is ether a repaired by an engineer or autorepairs itself. things like a generator take a LONG time to autorepair. now if you going to sap a base of NTU destroy that gen. when it does repair it take quite a bit of power to do so. but other than that no dont destroy the gen
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2003-05-09, 01:59 PM | [Ignore Me] #6 | ||
Second Lieutenant
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Ok first off, base hacking. The hack begins AFTER the hacker points his REK at the CC and gets the hack complete-- THEN a 15 minute timer begins. During this 15 minutes none of the terminals are working and they cannot use spawn tubes unless they are hacked. I do not think you can hack a spawn tube but I could be wrong. There is a continent wide annoucement when the hack starts and little flags on the map that show it is under hack. So the other team has 15 minutes to get there to recover the base. The only terminals that will work during this 15 minute hack time are ones that are hacked individually. Again I have never seen spawn tubes hacked so they probably cannot be done.
Destroying the spawn tubes is a pretty good idea if all the bad guys are holed up in the CC, at least you can stop them from respawning. |
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2003-05-09, 04:32 PM | [Ignore Me] #7 | ||
Sergeant
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Stopping the spawn is the number one way.
Once you stop the spawn, the invading force occupies the facility under siege. At that point, the defending force has a REALLY tough time going through the entire newly occupying force to repair or rehack. Once the facility switches hands, they can now spawn at the facility. Once the invading force moves on to the next base, the previous owners can now rehack it, and take it back. Happens all the time. Best weapon for the invading force BTW, 3-5 ams, and a nearby tower. |
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