By strategy you meen infantry cluster ***** in all bases besides major ones? then yes. I want to be able to use my tank at SOME bases, but instead there ALL going to be LOLNOTANKSALLOWED bases, no acceptions, I understand what they want to do, I like the idea, I think there just going to far and giving tanks a giant middle finger and removing any real role they may have in a base fight. im asking for bases for infantry, and bases for tanks.
The first solution would be to change the immense and unexploitable walls to the actual fortified walls you find on AMP stations ... This allows more room to attackers to get inside (LAs, or infantry climbing on rocks to get on the walls) This gives an immediate access to defenders to an AV power (phalanx turrets) The attacking tanks can shoot on the stairway between towers to deny the zone from defenders' infantry. the second point which could be nice would be to allow a small part of the courtyard to be used to park vehicles, where we can find a clean zone to regroup vehicles before getting out of the base. The base entrances couls be protected by a tank shield which could be disabled.
EDIT: Wrong thread, while it will have some impact on this thread, my post is more related to the walls, apologise for the spam. So more on topic. The splitting of the game between, infantry combat, aircombat and ground vehicle combat, is a tricky topic. Vehicles should have a role aside from supressing spawns, my thoughts on that, particular bit, can be seen here in my original post. (incase someone cares =P) I believe there should be "safe areas" for defenders to build up forces, without massive risks of having it all destroyed by a single liberator too early. But that the aircav, should maintain their role, by us giving more purpose to the areas surrounding bases, especially around big facilities. There are many ways to do this, some of them are mentioned in the post I linked earlier.
oh really? the reason why AA is so strong atm is because of its range.... Dome shield limits its range... and completly shields of dmg. Besides they are borrowing the tech from the warpgate shield, so its going to work like that.
You seem to forget that Planetside 1 had NTUs which made besieging the facility with vehicles actually contribute to base capture. Planetside 2 has no such thing. If defenders decide not to spawn tanks then attacker's tanks are practically useless. (unless you enjoy sitting next to friendly Sunderer and protecting it from hypothetical attack, but I doubt many people find guard duty to be fun)
btw can infantry shoot out of these domes? If not, farming inrantry will be actualy waaay easier, because whenever you start taking dmg, you just revers behind the shield. But the walls are a different story...
Are you referring to spawn farming? Else i dont see the problem ... Talking from the view of one farming air.
i just see the whole ideal of a Dome shield not working at all. from my chair, their are many AA choices, Lock-on rockets, AA batterys, AA maxs, Skyguard, other fighters, vs ESF small arms fire. If your side LOSES all of them choices and Air craft now rule over your head. you lost. move on. or better yet fall back with a few people too the next output pull some of the listed choices and go back and clear them out. the dome shield is just a weak will try at giving something that not needed.