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Potential defensive assets.

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Re: Potential defensive assets.

Postby ZaPhobos » Tue Aug 21, 2012 10:33 pm

Defensive assets? Forward operating bases? Trenches?

Gentlemen, I have reached a conclusion.


Build moar.

All jokes aside, you seem to have a solid idea here. Takes forever to build, but it's worth it, being able to hold the line with a large base.
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Re: Potential defensive assets.

Postby Tigershield » Fri Aug 24, 2012 11:34 pm

You got the be shitting me. I havent posed in a while and this thread is still on the front page. Holy moley awesome.
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Re: Potential defensive assets.

Postby CobaltCloud » Sat Aug 25, 2012 12:09 am

I really like this idea. I disagree with some things, but I agree with the fact that there isnt as much building as there was originally intended. Sure you can jump on a server and see that there are buildings everywhere, but usually nothing more than a temporary hideout. With the new RPG coming soon, building will be mandatory. No more temp huts that get abandoned in a few minutes. The RPG will blow every piece of them away. The MMG encourages you to build proper defenses to use it effectivley. I think that was the intention of the two new weapons. But these ideas would build upon this even more, making it the game I imagined it being in the olden days of AoS
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Re: Potential defensive assets.

Postby ZaPhobos » Sat Aug 25, 2012 4:29 am

Note that they say you also need a certain amount of kills for them... So lol, only hardcores and people with nothing better to do could set up RPGS and MMGs
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Re: Potential defensive assets.

Postby ChaosTLW » Sat Aug 25, 2012 2:38 pm

ZaPhobos wrote:Note that they say you also need a certain amount of kills for them... So lol, only hardcores and people with nothing better to do could set up RPGS and MMGs

Not kills, points. As far as we know, Ben could be setting up a new point system with damage assists and CP capture points and things like that.
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Re: Potential defensive assets.

Postby AleksCalhoun » Sat Aug 25, 2012 6:31 pm

I love building, but my problem is that my teammates never use my defensive structures that can contribute a lot.

I've built a 3 block thick bunker (sides, front), with 2 blocks thick top.
It was basically just a big box.
Sure, it'll give you less visibility, but the enemies can't throw a grenade inside the bunker because the blocks in front of it will block the grenade's bouncing "physics", allowing you to take cover before it explodes and then rebuild the bunker from the inside.
It can also take a lot of shots from rifles and SMGs, and with the upcoming machine gun, it can be twice as effective.
But, since no teammates use it, I'm either forced to use it myself or just abandon my work.
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Re: Potential defensive assets.

Postby Habsburger » Sun Aug 26, 2012 12:50 am

To help building , we have to distract the focus on only killing. I think we could remove the focus on killing and making the player focus more on winning or helping the team win by removing the kill counter. It is useless , apart to deuces annoy you like:
"LOLOLO HABBABUGREW YOU CANT TALK SH*T YOU SUCK AT AOÇ 10 KILLS LOLOLO#pancakes #YOLO #FRENCHFRIES."

And that , gentlemans , would be a great service. The kill counter is only used to impose authority via bragging. It should instead be only one score , of the captures of the intel by the team.

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Re: Potential defensive assets.

Postby Articsledder » Sun Aug 26, 2012 2:09 pm

Habsburger wrote:To help building , we have to distract the focus on only killing. I think we could remove the focus on killing and making the player focus more on winning or helping the team win by removing the kill counter. It is useless , apart to deuces annoy you like:
"LOLOLO HABBABUGREW YOU CANT TALK SH*T YOU SUCK AT AOÇ 10 KILLS LOLOLO#pancakes #YOLO #FRENCHFRIES."

And that , gentlemans , would be a great service. The kill counter is only used to impose authority via bragging. It should instead be only one score , of the captures of the intel by the team.

-Habsburger


I wouldn't mind this honestly. Same with the killfeed. It might be nice to make them available to admins though for clan matches.
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Re: Potential defensive assets.

Postby Soldierboy » Sun Aug 26, 2012 2:15 pm

I made bunker kv6 file with slab6, and my clan mate tested it with grownades on his own server and it was cool, thinking of making a hole castle. :D
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Re: Potential defensive assets.

Postby ZaPhobos » Sun Aug 26, 2012 4:44 pm

Soldierboy wrote:I made bunker kv6 file with slab6, and my clan mate tested it with grownades on his own server and it was cool, thinking of making a hole castle. :D

...DO IT!
it needs to be accessible from both sides so that people can get in.
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Re: Potential defensive assets.

Postby Soldierboy » Sun Aug 26, 2012 4:50 pm

ZaPhobos wrote:
Soldierboy wrote:I made bunker kv6 file with slab6, and my clan mate tested it with grownades on his own server and it was cool, thinking of making a hole castle. :D

...DO IT!
it needs to be accessible from both sides so that people can get in.


Lol, it was accessible from 4 sides because of situations when you need to run quickly into it and take cover. Anyways, it was a german style bunker with a step so you don't get shot in the center, thought of making stairs and a second floor...
And then inspiration struck! Why not build a hole castle, bigger is better right? :D So I will post it when it's ready.
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Re: Potential defensive assets.

Postby CobaltCloud » Sun Aug 26, 2012 5:21 pm

I like the idea of a team score.

You could have assists and things to get points for your team. If you establish a bunker and make a MMG, then defend it with multiple people, you should get points. Then after a long period of time the points would come faster. It would promote building and teamwork!
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Re: Potential defensive assets.

Postby jdrewlowery » Sun Aug 26, 2012 7:34 pm

CobaltCloud wrote:I like the idea of a team score.

You could have assists and things to get points for your team. If you establish a bunker and make a MMG, then defend it with multiple people, you should get points. Then after a long period of time the points would come faster. It would promote building and teamwork!


they already have this its called infiltration . it dosnt have any more team work then normal stuf though
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Re: Potential defensive assets.

Postby Leonzable » Mon Aug 27, 2012 11:51 am

I like the idea and will probrably post some of my own building ideas but 3 hour to build bunkers? Really? Are you even going to be playing that long of a match?
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Re: Potential defensive assets.

Postby Articsledder » Mon Aug 27, 2012 2:13 pm

3 hours is the max I can play AoS for, but usually when your building (or building the right way at least) you will encounter enemies. When I build a fort I'll work on an area then take a break and fight people, then come back to it. If I get attacked I will usually just drop everything and fight back though.
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