Yep another list thread Some bases are horrible for attackers,(obvioulsy except when you are zergin in a population of 3 vs 1) For example Crossoads watchtower is a pain @ss to attack, the defenders can easy blow up your sunderers flip a and b and clustter f*ck you in c Other bases are indar excavation quarts ridge and howling pass, all of them are a paradise for snipers av turrets and raven maxes Please leave your list below
Pit of Despair because i have the Lasher... and the Hades... and grenade bandolier... and so does every other Vanu in the Pit of Despair...
Any base left with A point in the tower. Any 3 point base with a tower. (Crossroads, regent rock, westpass, snowsheer, jaegers) SNA. Skydock/Vanu archives. Howling pass Quartz ridge Auraxis firearms. Heyoka chemical. Any bio lab. All of these bases are optimal for farming the attackers.
How about a list of bases that are terrible for defenders? lol all.but some really shine, having only 1 narrow uphill path in many cases with cover for multiple attackers to camp spawn... and the unobstructed view for snipers and air and tanks, mountains dwarfing the spawn room to hide snipers and air which seems to come from nowhere, the inability to climb over cover designed to protect the spawn room? walls meant to completely isolate the spawn room from those things, serving as the most productive place for a light assault to fly up and toss c4 over, Even the fact that you would place a military instillation in a valley is insane, you put them on hills so that they can be defended,
The canyon at Howling Pass and the large area between Quartz and Indar Ex are the funniest and most epic farm areas in the game. Snipers are frequent, vehicles are quite occasional, and the infantry fights that occur are simply mind-boggling.
Instead of the obvious ones like Biolabs and certain large towers, I'll add these. TI Alloys can be a surprisingly tough nut to crack. Buildings give cover from air and vehicles have a difficult time firing into the base for support. The spawn room is right next to the building the point is in. Mani Fortress can be a tough one too. Well protected spawn room and the attackers have to go uphill from limited angles.
Biolabs in general need something a bit different. Right now it's just throwing grenades and rockets through a giant hole. Or walk out the teleporter room to c4 on top your head. And on top of that you hope your team, attacker/defender pulls like a dozen maxes to clean out everything or push. It's a Biofarm
depressing is an understatement. It's ridiculous how broken that base is from the east with its 50m wide chokepoint of death even before you get to smell the front gates. It's a shooting gallery. The contrast with the much more open space near the biolab proper (from which flanking backstabs come out time and time again) makes the feeling of hopelessness and the utter absurdity of that fragment of lattice so much worse.
I entirely disagree with these. ESPECIALLY the Crown. The Crown hasn't been a challenge for an even pop fight to win since they moved to two cap points. A semi organized force won't have much trouble taking a tech plant, they'll take it from the top down and not the outside in, and I've been vehicle camped way too many times at Dahaka South to ever say that it's hard to take.
Do you guys even Mathersons??? That is honestly Ive found to be one of the hardest bases to take more so than any of the others.