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Re: Base-ravaging

I disagree. If indestructable buildings are at the home base scattered about but supporting vulnerable entry or exiting areas within them to help the opposing team capitalize on if given the opportunity, it would balance the playing field. No indestructable structure should be entirely safe. Like WarHawk's structures, it should only be safe enough. If you are worried about ravaging, just remember that the more secure the player is, the more limited their actual viewing of the battlefield becomes. For home base structures, they should be both shielded enough and placed in spawning radius to help minimize ravaging, but expose enough for infantry and most ground vehicles so that they aren't used as an exploit to prevent the opposing team from completely entering.
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exotic_invader
Posts: 1
Registered: 17-02-2012
Message 82 of 96 (248 Views)

Re: Base-raping

I experienced a somewhat novel base-rape tactic during a session today on the Acid Sea map.

 

As soon as a map begins the opposing team (obviously quite well coordinated via voice chat) would drive a vehicle into the base, hop out and go for the flag. Another vehicle would follow and pick that person up. Alternatively, a passenger in the second vehicle would hop out and quickly spawn a garage and drive away when the player with the flag hopped on.

 

If you rinse and repeat this tactic enough the game can be over before the victimised team has time to respond; which is exactly what they did. By the time a garage has been destroyed another vehicle has arrived to build another garage. Venture onto the map to build some walls and,  again, another vehicle (or two) has arrived to run you over.

 

I can see this tactic being shut down by a team who manages to establish a defensive strategy as soon as possible. As it stands, many people are still getting accustomed to the gameplay and controls and don't have the experience to respond to rapid-fire base attacks.

 

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LAILIEL
Posts: 203
Registered: 28-10-2009
Message 83 of 96 (218 Views)

Re: Base-raping

Today the the beta is open to everyone: now LBI must really tell us what they have done to reduce base-ravaging.
Base-ravaging is a game-braking problem, for me at least, but if nothing has been done to counter it I will fear the worst.




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Re: Base-raping

It's nigh on impossible sometimes to steal an enemy flag thanks to the over zealous defenses which saps the fun out of CTF. PLUS you can't steal enemy vehicles anymore. Remember the glory days of Warhawk when you could sneak into a base on foot, grab a flag and drive away one of their jeeps?

 

As for the Pod Beacon issue, I've also struggled to develop outposts which results in my modest Beacon/Sniper Tower combo getting blown up too easily. If folks were encouraged to use the Beacons more it would create a much stronger teamwork ethic. SUGGESTION: Perhaps a Pod Beacon should allow a free structure to be built in that zone or just some turrets to accompany them? This way, a team as a unit can push farther into the map.

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Re: Base-raping


wingkong85 wrote:

It's nigh on impossible sometimes to steal an enemy flag thanks to the over zealous defenses which saps the fun out of CTF. PLUS you can't steal enemy vehicles anymore. Remember the glory days of Warhawk when you could sneak into a base on foot, grab a flag and drive away one of their jeeps?

 

As for the Pod Beacon issue, I've also struggled to develop outposts which results in my modest Beacon/Sniper Tower combo getting blown up too easily. If folks were encouraged to use the Beacons more it would create a much stronger teamwork ethic. SUGGESTION: Perhaps a Pod Beacon should allow a free structure to be built in that zone or just some turrets to accompany them? This way, a team as a unit can push farther into the map.


No.

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Re: Base-raping

Thanks for that insightful reply Commandofin.

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Re: Base-raping

That's why you can now just simply spawn a Razorback garage.
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Re: Base-raping

Yeah I've worked out a decent strategy now - on Acid Sea, I set up a garage and a pod beacon on the corner section of land (in between the two bridges). Then I fly in right on top of the flag, grab it, and run underneath the road bridge... and as long as I can make it to the garage, it's an easy drive home.

 

I think the key is just to keep the garage a safe distance away from their base.

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Whizzer-Hawk
Posts: 34
Registered: 02-09-2010
Message 89 of 96 (122 Views)

Re: Base-raping

Best form of defence is offence.

---
Wanna give 'em the bad news?
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Member
grunik
Posts: 1
Registered: 06-03-2012
Message 90 of 96 (96 Views)

Re: Base-raping

[ Edited ]

The problem of base-raping seems to be a CTF problem (obviously because in TDM if they kill you quick, the game ends quick)  Even in CTF if the other team is really good and plays the objective they get their three flags in a matter of minutes.  The problem is when they don't go for the flag just to get the kills.  I think that in CTF kills should subtract 10 seconds from the clock.  That way if they start base-raping it becomes more like team deathmatch.  The game will only last a short while.  If they stop killing for fear of running out the clock, then the weaker team has a chance to come back.

 

(edit)  Thinking a little bit i could see where kills running down a clock could be a little complicated, but even if the solution was to have a ceiling kill limit near a TDM game.  Say 200 total kills in the game.  Gameplay automatically ends at the limit.

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