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Post subject: Base Sitters Posted: November 19th, 2007, 12:12 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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ORIGINALLY POSTED ON BZC BETWEEN 02 AUG 2006 AND 04 JAN 2007
Compos wrote: If the coders could devise a tower that would keep attackers out; I would be pleased, `cause I like to sit in my base while building. Towers should be capable of shredding any attacker in any ship, using any weapon that they have!
Last edited by admin on November 22nd, 2007, 12:42 pm, edited 1 time in total.
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Post subject: Posted: November 19th, 2007, 12:14 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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JonBlund wrote: Hey Compos Attacking is the creative part of the game. Defending your productionunits while attacking opponents that is BZ Strategy. Make attacking impossible? And sit in your base the rest of the week? And expecting someone joins your game? hehehe If SBK was laughing he's not the only one. Towers are great and cheap. Add a few miners and the powers are safe. Drop an unexpected M-Curtain in front of tower and opponent can't hit the tower with his SP's., but the tower can hit opponent! Anyway good to know we still have howies. Sooner or later everyone needs come out of base, or die.. (btw a great example of that lack of skills and the "need" for modifications, goes well together)
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Post subject: Posted: November 19th, 2007, 12:15 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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Kahless wrote: I beleive Towers are part of an overall defense strategy, Like JB said. GT's can be fooled to not 'see' you if you fly in a straight line into the base and don't strafe to the left or right at all. You can fly right by them, get behind the Recycler and use the Rec to shield you, and blow it up. What makes a good defense is adding some Turrets, or some mines. Turrets and mines make you strafe, then the GT's tear you up.
Qa'plagh, Kahless
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Post subject: Posted: November 19th, 2007, 12:16 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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JonBlund wrote: I have the impression some wish 3-4 GT's could provide total and everlasting recycler protection. The point would be that the rest of game you would not be bothered by the stress of thinking defense while you attack?
In strategy everything built is meant to be destroyed, AND rebuilt. Guntowers and other defensive units are to SLOW DOWN opponents so that you can get back to base in time, help secure the scrap and rebuild before the next attack.
GT's provide very good defense against massattacks, WHEN setup well. To stop SP-ninjas you would need to add miners as well, or be "at home" to welcome him.
BFT your post adds to the questioning of what the heck is wrong with strategy, which is a genre you do not play too much. Inexperienced players will ofcourse complain and "agree" with you next time an opponent takes out their guntowers. But if it really was the GT's there was something wrong with you would have heard hundreds of experienced stratters about it long ago?
I could say the Grendel manuvers too damn slow for me and my mouse. But for the hundreds of Bombers that learned to deal with it, and today call it the art of bombing, it would be pretty silly of me to suggest "enhancements"/modifications? The massive answer would be something like "go get some skills newbie, I cya in a year or two". I am just not the guy that would complain about Grendels as I see perfectly well how much time that is needet to become a good bomber.
No big deal to catagorize. Some personalities easely admit they are not good enough to beat certain opponents. Others do not question own skills that much and start picking on the game itself and/or their opponents.
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Post subject: Posted: November 19th, 2007, 12:16 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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Kahless wrote: Guntowers only have never been an adequate base defense. They have a habit of not seeing you if you fly into the base in a straight line. The acquire you the first time you make a strafing movement, or when something else is shooting at you. This is where mixing up mines and Turrets come in. The force you to strafe and then, oh oh, you're in trouble then. Anyone who builds base defenses and spends all their scrap on Guntoweres will be dissapointed.
I miss strat, but I need to personally be more flexible to be able to leave my pc at a given notice without forfeitting. I have spent the last year working on maps, ships and weapons, for BzE and really have little time for anything else.
Qa'plagh, Kahless
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Post subject: Posted: November 19th, 2007, 12:17 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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Dx. wrote: GT's are only 1 layer of defense, they are not ment to be able to defend a base by itself. The best way to play strat is by knowing how to place defenses and take advantage of the enemy's weaknesses, and lack of ability. You as a commander, must be able to defend as well as be prepared to take advantage of the enemy. Multi point attacks, misleading the enemy into a trap, its all good fun when your not playing someone using hacks or lag as his strategy.
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Post subject: Posted: November 19th, 2007, 12:18 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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JonBlund wrote: Dx. wrote: its all good fun when your not playing someone using hacks or lag as his strategy. I have not seen anyone intentionally lag a game these last 5 weeks/300 games I've played. No hacks to be seen either. I only have one poser til now but giving him only 1% of the attention he asks for would be more or less ask for the pain myself.. BZ is 99% fun, even some good old cussing in lobby lately lol
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Post subject: Posted: November 19th, 2007, 12:19 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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Kahless wrote: I disagree. You can build up to 10 turrets, and place them anywhere they can go by themselves, and not be limited by the need of as power supply of flat building space, What's more, you can moved them without recycling them. Surround your Rec with them and upgrade to SP Stabber and they are a very significant addition to your strategy for base defense. Or you could put them in strategic choke points to slow down an enemy, or cause him damage on the way to attacking you. They can also be (cannabilized) recycled if they resources get low to build a scavenger when the going gets tough and scrap is lying around the base.
I look at a Turret like the Indians regarded Buffalo, multipurpose and mobile. Don't disregard them, use them. Then can also wake up wake up your Guntowers to make them participate in an attack.
My favorite plan when I assaulted a base 'ninja style' was to fly forward in a straight line towards the Recycler, hoping to get behind the Recycler so the Guntowers couldn't get me, and pound away at the Rec with sp stabbers, shielded by the Rec, and try to escape, or having failed that, snipe a ride out. This wan't a good idea if there were Turrets stopping me from flying straight in, if I staffed even a little, the Guntoweres would chew me up. And you better bet that if you were to play me, that the back side of my Rec has a pair of Turrets waiting to give you a hard time.
Don't underestimate the use of Turrets and mines in part of a good, balanced base defense.
DD40 likes to drop a Nav inside the American Recycler, and then tell 2 minelayers loaded with M-Curtains to 'go to nav'. Well, they can't do it so they continually circle the Recycler. Once he gets the message, 'base under attack', he tells both of them to lay mines. It really is dissapointing to get thru all kinds of layers of defenses to find that your shots are bouncing off an M Curtain field.
Use all the resources at your command, being careful to acquire as much scrap as you can, and try to make the major battles before the turning point of the 'power shift' closer to your base than his for easy scrap collection. Nothing is worse than mounting a full scale attack on a base early in the game, dropping the scap from all of your units at his feet, and limping back to a poorly defended base, with no scrap, and smoking badly.
Rule of thumb...If the enemy is stronger in you in scrap, units, etc, stay closer to your base. If you are more powerful and are at lease the enemies equal in deathmatch, you can dominate and take what ever ground you want, but don't be suckered into rushing a base that is well defended and dropping enough scrap at his feet so he can rebuild a fleet. Come with a pair of Howitzers and start banging away at his buildings and make him come out and fight you without the support of his defensive grid. Once you have destroyed whatever offensive force he has left, destroy all of his guntower power supplies and a building or two before launching the final assault.
Don't give your enemy anything, not time, scap, or position. No base defense if perfect, there isn't enough scrap, but some can be a nightmare for the attacker.
Qa'plagh, Kahless
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Post subject: Posted: November 19th, 2007, 12:20 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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JonBlund wrote: A lil more + for the turret: They don't show on radar when deployed! I have quite a few times been poundet out of my tank by a turret that "suddenly" was there right behind me. I have lost plenty of scavs and other units by players that knew how to use them.
If you have too much scrap Kahless, ok give them dual Sp's, but just an extra mini or AT stab will do very well too. Cheap upgrade = often being able to build more of them. 5 stock can be better than 2 dual SP turrets.
Also 3-4 Turrets and 2 M-curtain miners provide good defense and the possibility to hide the recycler on a certain maps. If needet you can pack up and move this mobile defense together with recycler.
It is good to see a Club admin and "BzE worker" speak good about the game/genre as it is and as it has been enjoyed by players since '98. Many will apreciate that.
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Post subject: Posted: November 19th, 2007, 12:20 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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Kahless wrote: Quote: SP stabbers should not outrange the gun tower. Then upgrade your Guntowers to SP stabbers. (Soviet) You have two cannon channels in them, making them more wicked, since they don't run out of ammo. American GT, with single channel, have a Blast and it has a 300m range. BTW, JB, we played a Blast Chamber map a long time ago, and when I got to your base, the Rec was gone, and throughout the game I never did find it. Did you hide it up your sleeve? As far as BzE and Strat goes, I have kept a voice on the developement team making my imput from a stratters perspective. Just because I don't have time to play it much anymore, doesn't mean I don't regard it as a very important part of BZ. Qa'plagh, Kahless
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Post subject: Posted: November 19th, 2007, 12:21 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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JonBlund wrote: I've seen desperate rec-hunting opponents drove by 150 meters from my rec B)
Btw NSDF and CCA towers do not detect past 200 meters, whatever weapons you give them.
I do not get your point(s) with everything you think is wrong with my game BB1. Mag, comet, mortar, mdm mortar, splinter mortar, rocket, blast.., theres much more than SP's that outranges both NSDF and CCA GT's?
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Post subject: Posted: November 19th, 2007, 12:22 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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Kahless wrote: JB, that is intersting, so if what you're saying is right, then you can approach American Guntowers if you are Soviet with Blast and get a 100m safe zone you can fire at the Guntowers with. But once you fire on them, will they detect you then, even if you are >200m? Sounds like the radar distance on the GT is set for 200m.
If you come in on the Power supply side, even if it starts detecting you, you may be able to take the PS out before any damage is done. I personally like Howitzers.
Qa'plagh, Kahless
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Post subject: Posted: November 19th, 2007, 12:23 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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Dx. wrote: Correct me if you know for sure but didn't ssuser have GT's firing longer then 200meters?
BB1 i don't see what you don't like about turrets and i curtainly wouldn't want things like bz2 where you can hover over a blind spot and destory the turret.
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Post subject: Posted: November 19th, 2007, 12:25 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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JonBlund wrote: Stock BZ towers do not detect past 200 meters, even when fired on it. That is the same as for offensive units like tanks, scouts, apc pilots, bombers and so on. I think howies are the only units that detect past 200 meters (snipershots)
Suser had blasting turrets as well. They nailed you as soon you got within 300 meters distance. Fun for IA missions, but such modding would create a total different game in MP.
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Post subject: Posted: November 19th, 2007, 12:33 pm |
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Joined: September 21st, 2007, 9:18 pm Posts: 251
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Dx. wrote: Don't you think that players using blasts at 300 meters and ai at 200meters is a imbalance? After all when the ai can't fight back, there is no balance its a turkey shoot.
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