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Potential defensive assets.

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Potential defensive assets.

Postby Tigershield » Mon Jul 23, 2012 2:06 am

Well first of all Hi.

As you all might know and feel. Ace of Spades is turning more into a shooter instead of a hybride mix of building and shooting. Lately I feel there is a lack of building options. What I mean is building is a nice little extra, and that is wrong. I kinda want Ace of Spades to be like a good mix of building and shooting. The shooter part feels good and whit the new announced Mounted Machine Gun, MMG) and the RPG. it will turn even more into a random shooter.

The game needs more Defensive assets. The gameplay is to much pointed at offensive gameplay !!

The MMG will turn building bunkers usefull agian,cause they can be placed in the bunkers so it makes a great defensive asset. But it contradicts itself whit the RPG, so we dont gain anything whit the Mounted Machinegun. Cause the RPG can just blow up the bunker wall, and gone is cover. I do hope the RPG can be used as a Mortar round. And I kinda fear that the MMG will be used as a more offensive weapon. ( it's still all in developement and we dont really have information about the new weapons yet, But it just a feeling of how it might turn out the new gameplay changes.
..............................................................................................................................................
How I hope Ace of Spades will turn out.

If I'm correct, we get in the near future.

1.64 player support
2.MMG
3.RPG
4.Ammo/health crates
5.Helicopters ( prefer planes)
6.Bigger maps (not sure) but I do hope so.

The defensive Doctrine.

How can we as players in-game develope a defensive Doctrine whit the upcoming changes, Well? Alright I explain. As you all now Ace of spades is pretty fast paced atm. But how can we as veteran players in public servers create a defensive mindset(Doctrine) for the rest of the players ?

Maby here is the solution.

i want to introduce to you FOBs (Forward Operating Bases) whit the above Ingredients we can build FOBs,we have the health/ammo crates. we have the HMG and we might even have Mortars. combine that whit 64 players and even bigger maps. we might even have a chance to build, good defensive bunkers. And those bunkers can act as FOBs.

We need to Prepare players and new players for this kind of gameplay. How we can do that is to have servers that focus on this kind of gameplay. We need simple bunker designs that can take a beating from spades and nades. but they need to be easy to build and fast. We need these designs spreaded into the Ace of Spades community. You need to remember the layouts of bunker schematics. We need to get these players off there kill/dead ratio mindset. And I know that it wont work for many people cause most people do what ever they want.

But If this works in a small portion of the community we can accomplish many things.

Example.

You say to me. Hey Tiger build on grid sector E5 bunker schematic 2. then i know what I need to do. (schematic 2 = tier 2 MMG bunker.

Tiers

Tier 1 easy bunker designs, 1 player can build these
Tier 2 medium bunker designs 2/3 can build these.
Tier 3 hard bunker designs. 6 or more would be good.


My tier 3 bunker idea.took me 3 hours to build on my own server. if you are intrested to see the inside well I'm on IRC mostly. The bunker is really big inside and good defendable. from the inside and the outside.

http://i.imgur.com/Mh1z1.jpg
http://i.imgur.com/QYJQV.jpg
http://i.imgur.com/s9skk.jpg
http://i.imgur.com/if6EC.jpg

UPDATE (new bunker picture) 25-07-12

http://i.imgur.com/moBiQ.jpg ( you see the layout. Those red blocks are going to be firing ports down in the bunker


What do you guys think of this? this is a community effort and the community might even grow a littlebit more mature. If you are interested in this grand plan Hit me up on IRC.

Sorry for the long post. And sorry for the bad English, I'm dutch so it aint my main language.

Thanks for reading,

Tigershield out.
Last edited by Tigershield on Wed Jul 25, 2012 10:41 pm, edited 1 time in total.
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Re: Potential defensive assets.

Postby Articsledder » Mon Jul 23, 2012 2:17 am

I agree. At the moment when I build FOB's I tend to dig a 5 by 5 or bigger hole and put a roof on it, 3 deep with a step, then surround it with a trench. This usually holds pretty well for a while. Only griefable part is the roof which isn't even very necessary at times.
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Re: Potential defensive assets.

Postby jdrewlowery » Mon Jul 23, 2012 2:26 am

nice i like the ideas and you are totaly right about the aos community . i didnt come into the game until the middle of
.75 but even back then a few months ago aos wasnt like this . aos isnt cod . i wish there would be 64 v 64 but that would mean 32 greifers . it is the community that is partly ruining the game with so many greifers and soloers . we cant turn aos
into league of legends . the people must decide now whether or not to keep going this way and just be another cod clone
or be what it was spopses to be . BUILD your BATTLEFEILD . only you can stop wildfires
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Re: Potential defensive assets.

Postby ChaosTLW » Mon Jul 23, 2012 3:50 am

I don't really see what would this change, as most people would just ignore the shit out of it.
I think that building should be rewarded more. I remember seeing a topic suggesting that everytime a block stops a bullet that was supposed to kill someone, the builder would get 1 point. IMO, it would be a good start, with some tweaking and nerfing to it is more difficult to abuse it.
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Re: Potential defensive assets.

Postby Benton » Mon Jul 23, 2012 4:57 am

I would rather have objective based gameplay with VOIP. To win, you basically need to build FOBs. VOIP will help with teamwork.
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Re: Potential defensive assets.

Postby Articsledder » Mon Jul 23, 2012 6:21 pm

Benton wrote:I would rather have objective based gameplay with VOIP. To win, you basically need to build FOBs. VOIP will help with teamwork.


Yeah, this. Basically TC without the generated tents. Maybe let certain people place the tents
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Re: Potential defensive assets.

Postby Rainbows871 » Mon Jul 23, 2012 8:43 pm

Tigershield wrote:But it contradicts itself whit the RPG, so we dont gain anything whit the Mounted Machinegun. Cause the RPG can just blow up the bunker wall, and gone is cover.


An easy way to stop a random charging attacker from destroying your well defended bunker would be:
1) Don't allow the player to shoot while moving.
2) The rocket has considerable drop and after a certain distance will just fall to the ground and explode from lack of fuel stopping RPGs being used as snipers where HMGs can hit then.
3) To fire the RPG takes a few seconds, in the time it takes to set up the RPG to fire a well manned base could easily kill him if he isn't being supported.
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Re: Potential defensive assets.

Postby Tarkaris » Mon Jul 23, 2012 8:49 pm

Getting a team that actually works a defense and doesn't solo would be so nice for a lot of things. I've seen single structures change the flow of combat.

With an offensive mindset all I see is rushing, sneaking, and spawn camping. It sucks. :(

As for bunkers I've built in the past I tend to do multi-tiered buildings near my intel to provide a multi-level sniper tower.
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Re: Potential defensive assets.

Postby Habsburger » Mon Jul 23, 2012 8:53 pm

I like to build nice almost 100% subterranean bunkers , because they offer nice protection from grenades.

Like this:

Image

It's interior is like this:

When:

X= Block
Nothing = Air

XXX XXX XX
XXX XXX XX
X X
X XXXXXXXXX
X XXXXXXXXX
X
X X
XXXXXXXXXXX

The back room provides cover for those who got hurt in combat , while the front provides two 2 block wide windows for sniping and combat. The two block thick front wall is resilient , just like the wall separating the back room from the sniping spot.
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Re: Potential defensive assets.

Postby Benton » Mon Jul 23, 2012 9:25 pm

Don't hate me for this, but I just realised, to make forward operating bases really useful, we need spawn beacons. So people can spawn on the beacon, and the beacon can be protected from getting shot in the FOB.
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Re: Potential defensive assets.

Postby ChaosTLW » Mon Jul 23, 2012 9:46 pm

Benton wrote:Don't hate me for this, but I just realised, to make forward operating bases really useful, we need spawn beacons. So people can spawn on the beacon, and the beacon can be protected from getting shot in the FOB.

We could make the Ammo/Health crates do that. If they spawn randomly across the map, maybe people need to cap it, like a CP in TC, but much faster (2~3 seconds), and it acts as a forward base.
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Re: Potential defensive assets.

Postby ugotpiez » Mon Jul 23, 2012 9:53 pm

A lot of times, what makes me want to play AoS is to be able to build and shoot and such, then I get on, it's only killing. ._. This will probably make AoS a LOT more fun.
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Re: Potential defensive assets.

Postby Articsledder » Tue Jul 24, 2012 1:40 am

ugotpiez wrote:A lot of times, what makes me want to play AoS is to be able to build and shoot and such, then I get on, it's only killing. ._. This will probably make AoS a LOT more fun.


Just go find a TC or CTF server and build a fort at a key location. Usually works somewhat.
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Re: Potential defensive assets.

Postby Tigershield » Tue Jul 24, 2012 1:00 pm

I put a nice little thread here. You guys might not see it but we talk pretty nice agianst each other. Nice brainstorming. Keep it coming.
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Re: Potential defensive assets.

Postby Mevthlack » Tue Jul 24, 2012 3:38 pm

Tigershield wrote: The shooter part feels good and whit the new announced Mounted Machine Gun, MMG) and the RPG. it will turn even more into a random shooter.


If anything , i think this will make me build even more ( im already heavily defensive , and build more than i shoot.) , as i'll have to come up with ways to counter the MMG , and walls thick , but practical enough to stop RPGs.
I , however , do agree with the rest of your post , especially the part about shooting overcoming Building , which i find is a shame.

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