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Fortress Defense From Jetpack Classes

Discussion in 'Ask the Team' started by Karukuz, Oct 17, 2014.

  1. Rabilon Karukuz Subordinate

    Hey guys I remember a lot of topics on fortresses but not one to address this particular issue so forgive me if this thread is a duplicate.

    As the name suggests the question is about defending fortresses from jetpack classes.

    From what can be seen so far from gameplay videos and dev testing, the jetpack classes don't have issues going over buildings or fortress walls.
    Given that I am planning to play eldar I know it is likely that I will be in one of the less populated factions and we will have to be able to hold our ground somewhere , at least in fortified terrain. But what stops large groups of attackers from just switching to a jetpack class and overwhelming the defenders inside ?
    For me defending a base against overwhelming odds is a great thing in most games but here jetpack classes can just ignore the normal defense - the walls and the entry chokepoints where the defenders have some advantage.
    Especially given how many organized groups there are such simple spam assault tactics would be very easy to use and if successful - widely spread.

    What stops this ? Map design ? Long corridors leading to the cap points where the defenders can make their stands and not get jumped at from above ? Anti flyer turrets ? Extremely high walls ? Bunkers ? Or is this intended to be a feature so weaker races can exploit it when attacking ?
    What is the current planned solution for this ?


    tl;dr : How would the game prevent people form just attacking fortresses with mass assault/raptors/stormboyz to cap the points fast and overwhelm smaller numbers of defenders within seconds ? What makes the fortress a fortress and not just a couple of high walls assaults can jump over ?
  2. Demetri Dominov Demetri_Dominov Arkhona Vanguard

    From an experienced point of view after playing the crap out of SM I would say Defensive Mines. Nothing is more effective at hampering the ability to kill an assault marine than knocking them back (even a mere inch on your screen) and disrupting their shields. In that split second, it allows you to re-position and/or unleash a burst of damage that kills them. It's also more fair to the assault as it gives them a split second to try and get a counter attack in as well as needing some sort of set up time (therefore a more defensive role).

    It's also lore supported. ;)
  3. Rabilon Karukuz Subordinate

    You mean vengance launcher mines placed prior to the assaults getting close? Is that weapon even confirmed to be in this game ?
    I remeber it was a considerably good weapon in SM but with it alone against overwhelming numbers I don't think it would be enough.
    Think of a situation like 10 defenders vs 20 attackers and the attackers choose to be assaults(clan organized or sth else). How does the fortress help the defenders keep the point ? Or is it just walls for show ? Vengance launchers alone wouldn't be enough vs decently skilled enemies.
  4. Bernardus Relative Well-Known Member

    Then all your guys go heavy bolter devastator and form picket lines! Your arrows will block out the sun!
    Tjeknalis and Tarkus like this.
  5. Frinn Frinn Arkhona Vanguard

    That's a legit concern, I thought about it myself and the only thing I came up with are bunkers. And it turns out caputre points in the current pre-alpha build are kinda like bunkers.

    [​IMG] [​IMG]

    They just need to be a fair distance from the walls, so that assault units can't jump straight on the roof and have to make their way through some open terrain first. It makes the walls little bit pointless though, I agree.
  6. Julian Tarkus Subordinate

    What about Kill Zones?, large open fields between the Inner Fortress or large kill zones outside the Walls. just like no man lands
    Lord_Kheroth and Daedra like this.
  7. Sleepylion Sleepylion Well-Known Member

    From what I see in the streams, I assume that they will make the outer walls high enough so that Jump Troops can't get in:). Watch out for those Rhinos rush though:eek:!
  8. Joram Joram Well-Known Member

    This should be the best deffense against people assaulting our walls, bases need to be defensible but we also need to find a balance between defensible and impossible to assault, trying to reach the walls with jump units should be a viable tactic IMO.
    Ramgut-Bloodscreama likes this.
  9. The defense would be that jump pack users would already be trading off firepower and durability in order to gain the mobility to scale the walls compared to the tactical and heavy equivalents, as such those inside who are ready for them can still defend themselves. Attackers should have the option to get around fortress's defenses in some way, otherwise taking a fortress would only turn into a meat grinder.
    Blakklaw likes this.
  10. Green Mace GreenMace Subordinate

    Well if it is 20 vs 10, shouldn't the 20 win? Just saying, your not supposed to have to bring a whole army to take an outpost :p

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