Why cant we have base defenses like this?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by jdono67894, Jan 6, 2013.

  1. jdono67894

    note: screenies taken from http://www.planetside-universe.com/showthread.php?t=51193 - I haven't seen these posted on this forum
    [IMG]

    [IMG]

    I mean, who designed the bases in planetside 2?
    The fortification towers currently have no walls, no parapets, no cover for any actual defense at all they are 100% useless unless you have a huge amount of AA maxes on the roof and the base is covered by your MBT's, the turrets are useless.

    Every spawn room can be hit by air or MBT's from the attacking faction so its next to impossible to defend once you die once if they have a lib or two in the air (unless you field a whole heap of burster maxes which inevitably get farmed by MBT's anyway).

    For a game that is supposed to be all about capturing bases it sure was designed terribly, the devs in charge of base design seem to of been more preoccupied with making everything look futuristic and completely ignored functionality.

    A Roman fort has a more sane design then the current bases and those were made 2000 years ago?

    P.S. why does the top level of the tech lab have holes in the roof?
    What possible reason could the defenders have for making the holes there?
    • Up x 17
  2. SharpLight

    Stop blaming level/game designers for what is clearly decisions made up the food-chain. Orders came from corporate to make this game fast and fluid and not let it be bogged down in defense battles, also to make it accessible to the widest number of people and to those who don't play in a tight coordinated unit, the result is the disappointment that we call PlanetSide 2.

    Compare the Crown and Ti Alloys to your guidelines and there is the explanation why the best big-scale infantry fights happen around those two bases.
    • Up x 3
  3. Uben Qui

    Those bases could be held by 100 people and never be taken. They would be worse than Biolabs for the attacker. :(
    • Up x 2
  4. innociv

    Look at how Tech Labs were before.

    Shield gen inside, and everyone hated to attack them more than anything.

    Now people hate to defend them more than anything.

    There's a balance somewhere.
    • Up x 1
  5. bPostal

  6. wtfcharles

    Ti-Alloys has walls rendering it an infantry based node and is next to The Crown.
    The Crown's defense is its terrain as its advantage and is at the center of the 1st map where all 3 factions meet. It isn't heavily based on anything being able to attack anything. Altogether making it a challenge to fight on both sides, and even harder to fight in a 3 way. Ti-Alloys is next to The Crown and is wide open next to a bridge adding diversity. The setting for The Crown is almost ideal.
  7. Nathaniak

    Zerging should not be able to capture a base with equal numbers of defenders. That should take tactics and co-ordination. Outfits, platoons, squads, maybe even a few randoms on /re can and should put together plans and exectute both the plans and the defenders. It's all a question of motivation.
    • Up x 1
  8. jdono67894

    They could be taken by an infantry attack if it was organized and it would take a long time to gain ground for either side, those are the kind of battles that make the game fun.

    Vehicles would be used to force the defenders to remain in these defenses or break a push out while the infantry could then attack inside the base. It's a lot better then the current system of:
    1. get some libs
    2. zephyr the spawn room
    3. zephyr any infantry around the base (guess what there is almost nowhere to take cover from vehicles in any base currently)
    4. get some infantry to go sit on the points for 5 minutes while the zephyrs keep going.

    The infantry fights in these bases would be amazing and each base victory would be a massive accomplishment and moral boost for the attackers, right now the only good feeling you get for capturing a base is for XP gain.
  9. SenEvason

    Good pictures, but they are too defensible. A bit more balance should be goo, with larger areas instead of long bottlenecks.
  10. Glowcat

    To be fair, the Romans knew their **** when it came to forts. Part of their military success.
  11. jdono67894

    How are they too defensible?
    A squad of infantry could use the cover of vehicle bombardment to close the distance to the fortifications, use grenades to clear out the forward defenders and then get inside (leaving a deployed sunderer close to the walls where it cannot be hit).
    Then the rest of the fight is infantry vs infantry inside the base (which would not be just straight corriders, there would be a lot more content inside the bases ala planetside 1 - leisure rooms, generator rooms etc etc).

    This is a perfect way of stopping zerg play/vehicles farming infantry and making the big fights require an organized squad to make a break in defense.
  12. Raichu

    just bring back PS1 base design jeez
    • Up x 6
  13. Xiphos

    The most important thing is to have spawn rooms underground or otherwise safe from tanks & aircraft. End spawn room camping by vehicles.

    More exits would also be welcome.
    • Up x 6
  14. Zotamedu

    Because it's apparently a lot more fun when a tower is completely spawn ***** by magriders that you cannot touch. See Serro Listening Post on Esamir. We were defending against a pretty lengthy Vanu assault when suddenly, 10 magriders appear over the ridge that surrounds half the tower. Now they can just bombard the tower from above(!), easily reaching all exits from the spawn room. So that's how you take that place.

    The one who designed that base should be found and shot for treason because he is obviously working for the enemy. There is no other explanation to such a ridiculous design. You have a mountain with a structure on it, so why not put the tower there instead of underneath?

    At least the put the side without a wall outwards. Too bad no one with half a brain realized that it would be nice with a wall in front of the small corridors leading out to the platform. A wall covering the corridor would make it possible to get out of the room and force the attackers to lock down the spawn using infantry.

    Before some smug bastard says something about how you have already lost if you are being spawn camped. Is it really reasonable to be able to completely shut down the spawn in under 30 seconds?
    • Up x 4
  15. JaxsonFive

    I feel the problem is that this game discourages defense hence very few rewards for staying behind and defending. That needs to change and be adjusted.
  16. Skadi

    inb4 Tuco comes in here ******** about the only way to save this game is cloaked AMS....
    • Up x 3
  17. Aerensiniac

    You do NOT want to know.... trust me...
  18. MasterD

    God forbid we actually have to spend more than 10mins taking a base. Almost all current base designs favor attackers except for the biolab and a handful of minor bases like the crown and vanu archives. All bases should be designed with defenders in mind not the other way around. Almost all of the good fights in the game that actually last more than 10mins occur at Biolabs / The Crown / Vanu Archives.
    • Up x 2
  19. Fox234

    And thats a problem?
  20. BengalTiger

    Had lots of fun today.

    Some Vanu guys decided to defend the Bastion.
    Took us half an hour to get it, much better gameplay than the ghost cap we had before it.

    If only there were more organized defenses, we'd have probably 2-3 times the players here.
    • Up x 2