"The base design is awful": explain why.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by UberBonisseur, Sep 15, 2013.

  1. HerpTheDerp

    A good base design would look like this.

    1. Take a biolab.
    2. Make the roof a forcefield tied to a generator.
    3. Make the walls a forcefield tied to a generator.
    4. These generators replace two cap flags.
    5. Remove the middle "strut" completely. The middle should be almost completely empty.

    What has been achieved:
    - you cannot take the base with 90% vehicles and 10% infantry
    - tank hill spam or aircraft spam are impossible unless the generator(s) are out, which is done by infantry
    - the buildings/"garden" at the outskirts of the base provide an ample amount of CQC-short range combat
    - the empty middle allows for mid-long range combat and sniping
  2. UberBonisseur

    Depends.

    It was a viable strategy in PS1 to "spawncamp" to delay defenders' reinforcements by holding enemies inside the spawn room as long as you could before dying; you didn't have tanks but you basically shot through a door or a corridor, like fish in a barrel.


    Tanks being able to shoot at spawnroom would not be much of an issue IF:
    -The tank is in a very vulnerable position; like sitting in the middle of a courtyard
    -Has little to no place to maneuveur
    -Can only allow one vehicle at a time

    This way, you make sure the tank will get overwhelmed by rockets as time goes on, and eventually die.
    It then becomes a matter of how long you can hold defenders back.
  3. Haterade

    This is the exact problem I was talking about.

    Making defensible bases force people to zerg more, not less. People joked that the faction who won the Crown lost the continent for a reason. Defensible bases forces the attackers to zerg harder.