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Posted

Very rarely does anyone use a base other than 3, except sometimes 5 due to its long bomblines. 3 is preferred because of its long bombline that is protected from rocketers by some sharp turns, and the killzones behind it are even more effective in case you are pushed back. This base favors the defenders tremendously, so flagging is reduced to a race to set up shop at base 3.

 

My suggestion is to replace bases 3 and 5 with bases that do not feature long bomblines in order to encourage the use of other bases for variety's sake. Linebombing is not a skill.

Posted
True 3 is getting wayy to overused...along with tw pass I say replace the bases (even more than 3 or 5) with the old school ones from before the SSCX move, even =p that'd be totally rad to go back to the retro bases...
Posted
I don't think bomblines are that big of a problem. They're apart of every flagging zone and incase you havn't noticed, they work both ways yes.gif I think the main problem is that base 3 and to some extent 5, are the only bases that defenders like because the other bases are...well...pretty weak. I believe quigy was working on a new base before he disappeared. I also sent him a couple I made while I was bored but I'm pretty sure those were crap :angry:
Posted

i dont think the problem is with base 3 and 5..... i think it's just that the other bases are really crappy... i think mabe te other bases should be changed... 7 is also pretty good, but it has like many leaks in it if u know what i mean... i could close up some holes in that base and extend the path a bit blum.gif

 

base 6 is pretty crap with all it's holes, and i remember quigy making a base for 6 which turned out really good...

 

base 1 was good, but fields made it hard to base there

 

base 2 idk... but it's ez to rush that base blum.gif

 

i say we should put the trading post in 8 with tw and use base 4 to make a new base...

 

so to end this ide say keep base 3 and 5, and change 2,6,1, edit base 7 a bit, and add a base for 4 smile.gif

Posted

I was thinking of this as reduce 3/5 to the lowest common denominator of suckiness; improving all the others is a better way of thinking about it. crazy.gif

 

The only thing positive right now is you always know the flaggers are in base 3!

Posted

lol, tru dat.

 

I believe quigy was working on a new base before he disappeared. I also sent him a couple I made while I was bored but I'm pretty sure those were crap :(

 

lol fc

 

i would like to see some of those old school bases

Posted
I like base 3 because its a classic style base. It might actually be cool to try some old bases for a weekend or so.

 

Yes I would love that! I'd love to see the old base 6 again and that other base...with the bombline that kicked !@#$%^&* at the front...was that base 2? 7? meh i forget the numbers.

 

P.S Someone track quigy down and drag him back here to finish his bases blum.gif

Posted

In general I'd tend to agree -- it's not that base 3 and 5 (and to an extent 7) are so good, its that the rest suck bawls.

 

Although I have a problem with 3 -- the good bomblines are too close to start. It makes it unfair for attackers, they can't get a good grip.

 

I think base 5 is better -- the bomblines are well spread throughout, defenders can defend the midbase well, while attackers can conquer the early sectors more easily.

 

7 sucks for most part but has a very strong final bombline (just near FR), which I think is the way it should be.

 

The perfect base would be a combo of 5 and 7 -- easy to attack the first 1/4, and then gradually get harder and harder, and the final stretch is the hardest to attack and easiest to defend. In other words, exact opposite of 3, where only the first 1/4 are hard to attack and rest is easy.

 

That way, we'd actually encourage good baseplay -- the equilibrium will be midbase, and for both sides its harder as they progress -- really hard for attackers to completely get to FR, and also really hard for defenders to completely kick attackers out of base.

Posted
One of the other issues with base 3 is that the hard part is up-front, so flankers are able to disrupt attacks quickly. Also the TW safe is right next to the entrance, so attacking teams beat on each other while the defenders pick off the survivors. If the safe were farther away, and the killzone were further inside the base, flankers wouldn't be as much of a problem.
Posted
too lazy to keep reading the repe!@#$%^&*ive posts but here's my opinions on which bases should stay and which should.

 

Base 1 - Stay

Base 2 - Get Rid of

Base 3 - Stay

Base 4 - No base

Base 5 - Stay

Base 6 - Get rid of

Base 7 - Stay

Base 8 - No Base

 

Why should base 1 stay? It sucks!

Posted

I agree base 1 sucks blum.gif

 

The only bases I think should stay are bases 3,5 and maybe 7.

 

7 can be one !@#$%^&* of a base if you defend it properly cause the front is pretty strong and the end of the base is as tough as it gets if you know what you're doing. I remember we had one flag game where we were fighting at the end of base 7 for like over 2 hours lol. The middle is really the weak point since there's that little short cut for the smaller ships while the lanc has to go all the way around. It's not that bad if you have 2 lancs and 1 stays back, but no one really likes staying back ;)

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