I was going to get some more screen shots before doing this one, but somebody on this forum called PMBs OP last night. So, here's a run down on all the effective methods of kicking over someone else's sand castle: Method 1, tanks: I'm sure we've all seen this before, but I'll still give it a mention. Obviously a full platoon in tanks kicks the thing over quickly, but that's not efficient. You can still do it with only a few tanks, you just need to focus fire. Start with the AV turrets, then move around from there. It almost doesn't matter what building you are shooting so long as you are shooting the same building. Repair modules repair fast enough to negate 1 player's worth of damage. Have one player calling targets, and team mates who actually cooperate. "Target is [name the building], watch for my trace" *bang* "squad open fire" *blata rata tata*, no more building. "new target..." etc. Method 2, cortium bombs: I'll say it, cortium bombs are the most OP thing in PS2 right now, and I can justifiably say that because I use them. They were designed as a counter play to a play style the folks designing them don't play, so they never play tested them with the board turned around and have absolutely no idea how OP the thing they created is. There are a few ways to deliver them: -Bring a cloak sunderer, deploy as infiltrator, only ever decloak to deploy a cortium bomb, or equip a new cortium bomb. The automatic defenses won't shoot you when you are cloaked, and don't have the DPS to kill you in the time it takes to drop a cortium bomb. Receiving damage doesn't interrupt cortium bomb placement, so you could walk right up to a pain spire, plop down a bomb, and walk out having only lost your shields. Your first cortium bomb should be on the spawn tube, as the bomb does enough damage to 1 shot it and shut down reinforcements. The cortium bomb bleeps for 20 seconds before exploding, redeploy takes 10 seconds, and spawning on a spawn tube takes 15 seconds for a total of 25 seconds to respond if the base owner mashes redeploy the instant the alarm module pings. Once the spawn tube is down, you are free to re-equip endless cortium bombs off of your sunderer. They are basically free, as I've never heard of anyone running out of merit points. You can place a new cortium bomb before the first one explodes and they both function. I did once have 3 cortium bombs out at once, but forgot to get the screen shot. -If for whatever reason a cloak sunderer is not an option, then you'll want to bring a router. Ideally, your victim is rookie enough to have built a bunker. Never never never EVER build bunkers folks. The infantry console in them gets hacked an used by your enemies. If you want an infantry console for yourself, deploy a sunderer, or just redeploy to reequip. Here are a couple screen shots for examples: This was an OS base built in range of my base, so I had to deal with it. Luckily for us, there was a bunker. My buddy didn't have cortium bombs unlocked, so he pulled what used to be the most dangerous thing to come from the infantry console: an AV MAX with infinite ammo. In this case the owner got lucky, and was returning with cortium right as we hit, and road killed me while I was alt tabbed saving a screen shot, but these things happen. If there aren't any bunkers in the base, then just find somewhere hidden to drop a router, and redeploy after each cortium bomb. If they've built at the bottom of a hill, the up on the hill is a good place for the router, just make sure to equip safe fall implant. Otherwise, look for some other awkard corner to hide it. A personal favorite of mine after the bunker is the infantry tower. So, a warning to other builders, the infantry tower is a double edged sword. The raised position of the top floor plus 360 degrees of shielded windows means these become great firing positions for attackers to spawn into. If you are putting a router in one of these, place it here: This is on the top floor, across from the stair well, and also not under the skylight. The best ways to not have to deal with this as a defender are to place a pain spire beside every infantry tower, and delete any that don't honestly need to be there. Method 3, build a mortar base: Things your require for this method are: -The glaive - To de-power the sky shields -The flail - To deliver the actual damage -Turret AI module - The flail and glaive require this to fire -Stalker cloaking on your infiltrator -One cooperative teammate, who does not require (but there is a list of good to have) any unlocks, but must deploy as a stalker infiltrator. Also good to have available: -Logistic specialist implant -Sweeper HUD implant Unlocks that are good for the assistant to have, but not required: -Elysium spawn tube -Light vehicle pad, or light air pad - If you get yourself killed, these make take two happen a lot more quickly -Sky shield module -Anti aircraft defensive turret - The best counter to a mortar base is an air strike Your personal build for using a flail+glaive anti base should be stalker infiltrator with Sweeper HUD and Logistic specialist implants if you have them. If you don't own those implants, that is not a show stopper, but they are very good to have. If you are building a base of your own, but want to maintain the ability to build an anti base as well, leave your flail, glaive and one AI module unplaced. Once you become aware of an enemy base that needs to be destroyed, the steps are: -Place your personal way point on the target. This is for range purposes. The flail has a maximum range of 600m. I have never proven the maximum range of the glaive, but it is more than 600m. -Announce that you need at least one assistant to remove that base, that the assistant does not require unlocks, but will need to follow direction, and must deploy as a stalker infiltrator. This is where the logistic specialist is handy, it saves some messing around. -Spawn an ant, get yourself some cortium and find a somewhat hidden spot in range of the target -Get your assistant to place a silo, you probably already own one. Then place your flail, glaive, and AI module to power them. If you place your AI module a bit farther away from the mortars instead of beside them, your assistant can place the AA turret within it's power range as well. -Have your assistant draw either of the flail or glaive targeting darts and draw the other yourself. This is the other reason you need an assistant, one player may only carry one targeting dart. -Head on over to the target, stay cloaked at all times other than to fire the darts. Move after every dart you fire to make it more difficult to find you. Watch out for dark light flashlights and motion spotters. Here are a couple examples of this playing out: At this point, my PL has marked the enemy base with Alpha way point and request that I kill it. A couple minutes later this was up. My assistant had a bit to offer, but I got delayed because I had screwed up and spawned as an engineer. It's kinda habitual when pulling a vehicle. And we're in...oh noes...don't kill my ant that I'm done with! And here's one on the NC front In this case multiple assistants spawned in. I didn't specifically request the pain spire, but hey, won't do any harm, might do some good. And a bit on howler mining lasers. They do work...eventually. I'm not including them as a main method because honestly, they are a victim of power creep. There were relatively powerful when they were added, but since cortium bombs got added they just don't compete as a method to take down bases anymore. I'm not sure what the 9/9 thing is meant to be about. Honestly, if someone could explain that I would appreciate it. So, anyone still think constructed bases are OP?