Base defence corridors and rooms


Extremus

 

Posted

Couple of question for those that have had the privilege to work with defence corridors and rooms.

Can you attach 3 rooms too a 1*2 corridor. In other words 1 room on 1 side of corridor and 2 rooms on the other side (1 on each side of corridor - sort of a "T" effect)?

If the answer is yes to previous question - Can you attach 4 rooms to 1*3, 1*4 .. corridor ( 2 on each end of the corridor)

What is your opinion about corridors when it comes to base raid?

Why would you want to use a "Death Trap" 3*3 room?

Thanks in advance
Breeze


 

Posted

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Can you attach 3 rooms too a 1*2 corridor. In other words 1 room on 1 side of corridor and 2 rooms on the other side (1 on each side of corridor - sort of a "T" effect)?

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No you could place 1 on each side and 1 on the end.

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If the answer is yes to previous question - Can you attach 4 rooms to 1*3, 1*4 .. corridor ( 2 on each end of the corridor)

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Yes.

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What is your opinion about corridors when it comes to base raid?


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Base defences are never gonna take the place of players, or win you any base raids, but every little helps.

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Why would you want to use a "Death Trap" 3*3 room?

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As a central room with rooms coming off it like spokes from a hub, that you are able to place a lot defence items in maybe?


 

Posted

I'd say defence corridors really do nothing for a base raid defence.

The Warburg Hyper Phase temp is pretty much a mandatory for attacking, and since it got turned down to a 30 second activation it lasts forever. This pretty much negates the point of anything in your base other than the generator and room as it's usually a case of the attackers charging around phased to first find it, then phase up next charge and run right at it.

The generator of course powers your medical equipment, beyond everything else it makes work. Once your medical equipment goes down then it's off to hospital you go when defeated. Taking the generator down instantly denies the defenders inbase medical equipment. Defenders getting booted out of base after a defeat generally leads to a lost base raid pretty quickly.

Last time I saw one a raid really was just an event that consisted of phased attackers running around to find generator, phased attackers find generator and start ganking it. War of attrition, but eventually in a hour, the generator undoubtedly fails. Some defenders are defeated and have to go to hospital. The rest get ganked. Attackers gank the base entrance. Some others put up pylons. The end.

Pretty picture huh .

That was a while ago admittedly, but I would maybe guess that now with IOs and bells and whistles it's probably worse .

I guess where defence items come in could be in interrupting the big animation times on the pylon activations. But lots and lots of +defence gets around that.


 

Posted

Base Def items are pretty lacklustre in my opinion. In terms of offensive one's. I guess some stuff like the slow fields can be handy.


 

Posted

although not a base defense sandbags in a lowered tile work great at choke points combine it with a slow field and your looking at some nasty evilness there.


 

Posted

i have had great experiences with chokepoints, repulsion fields and a couple of traps on the other end that combo actually killed most of the guys that spawned there without repel protection.