Background Image

Fort Ronan Transports

Discussion in 'General Discussion' started by The-Forge-Dragon, Apr 4, 2017.

  1. Anvil The-Forge-Dragon Arkhona Vanguard

    So this is something I've noticed the few times I've played Ronan (mind you I've never been an attacker so I can't really say for sure how many there actually are). Transports. There are fucking loads. Every time I play Ronan I see transports coming through the gate like a damned conga line. When we get pushed back to B they just stack up anywhere from 4 to 7 at the base of the stairs and every time one dies two more take its place.

    So just how many transports are there on Ronan? And should they be reduced a bit?
    Njord-Halfhand likes this.
  2. Xio Valency Xi0 Preacher

    I'm yet to see an attacker make it up the hill past the first point on Rohan honestly, I feel like an attacker nerf is the opposite of whats needed but yeah it's a hell of a lot of tanks, one match when I attacked we had so many Trucks that we got stuck outside the gate lol gridlock
  3. Anvil The-Forge-Dragon Arkhona Vanguard

    Really? Damn, because every game I'm in we get pushed back into the cathedral and set up to hang on to our lives dearly. I've not been in one match we weren't pushed back to b. =/

    Also that must be why orks get a horn...
    Forj and Xi0 like this.
  4. FreeMek Gortflagg Nexle09 Arkhona Vanguard

    It'z very stressful bein a tankbusta while you see clown cars endlessly flooding through the gate an' you 'ave to destroy all of dem wiffout dying an' quickly. If only dey made AT as potent as suicide dragons, den dis won't be a problem
    Njord-Halfhand likes this.
  5. The problem at the heart of the matter with vehicle spam lies with the fact that attackers in EC have no alternate methods of getting around the battlefield. The crazy numbers of vehicles available for attackers on Fortress maps are due to the fact that attackers in general lack other proper assets you'd normally see in a 40k siege.


    -Drop pods, AI flown aircraft and teleportation should be available a few times a match to each squad leader. When and where the squad leader triggers these abilities for his or her squad should be left up to the player leading the squad.

    -Artillery strikes. Squad leader has the option to call down Arty a couple times a match.

    -Super heavy siege weapons that can fire from extreme ranges and hit atop the walls. Not necessarily on hit kill weapons. Rather long range AOE that disrupts and suppresses defenders.

    -Jump Troops that can actually scale Fortress walls with ease. Methods of deploying full Jump Squads en mass at the same location atop the walls.

Share This Page