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But, here's some suggestions I think would help situations like yours.
1) In your own personal case, being part of a squad or outfit that likes to use Player Constructed Bases would be important. This way you have several constructors who can really create and guard the base.
2) I personally think that some bonuses (boni) for players like myself, solo players, who decide to guard or protect/patrol such a base would be useful at the current moment. I often like to pull a Lightning, and if I know that I'll get a 20% experience bonus, let's say, while I am guarding a player constructed base with a Router, for example, I'd be quite willing to spend more time doing that. The bonus might be triggered by simply joining the constructor's squad, and engaging in combat around the Player Constructed Base. As long as this is in between, say, 2 lattice areas, one the target enemy base and another the current nearest friendly base, I'd say this would make a lot of sense. In effect, you are protecting another assault forward base, like defending a Sunderer, or assisting a front ridge line defensive line. This is common for Lightnings to do, also assisting in probes, vulture moves/distraction, and anti-max fire. Basically giving something that the ridge line needs, or assault needs, that it is weak on. Mobility, heavy counter-fire, additional anti-vehicle capability. Usually the driver of a Lightning is an Engy anyway, so he can also help mend the PCB as well.
Might not even be necessary to join the Player Constructed Base Squad to earn this. Devs would need to set up the rules for this, if not already implemented.
now if its still active however it takes a few people to bring one thats built up a bit down. that or an orbital strike from your own team if you can set one up nearby.
If I have to care about the time spent to construct a fully upgraded base, I find that the fact that a solo anti-base player is able to destroy it is riduculous.
Do not pay attention about the team constructed bases, ( you can, of course, but I am not interested by this detail in this discussion ) a work of, generally, 30 minutes, can be wiped out pretty easily, this is THE detail that frustrated me.
I think that, even a solo builded base should require some strategies from the oponent, but like you said, the player bases require a team work / attention to fully fit their role, and this is a very good thing, it "forces" team mates to defend / attack a position.
For a solo base builder, you have to use the terrain and adapt yourself if you want to keep your base functionnal, so yes, this is possible, but you are... limited.
Of course it is ! ( even if it depends of your base's role ) this is a great way to help your Empire, and i appreciate this.
However, I still find that the turrets should be protected, even in a Zerg ( but of course, the turrets should never be invincible, but still destroyable with enough fire power ).
if you've got 3 AV base turrets under AI control and they can all shoot their target, odds are they wont have enough face time to break the turrets. 1 lone one is always gonna be over powered by a MBT though. but thats why you get squad mates and coordinate turret placement and sky shield placement.
a base built well can hold up to random guys, there isnt much you can do to fight a zerg unless you got a well supplied squad there. and various spawn locations setup via spawn tube and sunderers.
Back then the worst solo vehicle to fight was a lock down Prowler. Now when I do build I just don't fight as hard for the base becuase what's to lose.
Now that OS are a thing no base is safe.