@Humanity: The bright lines idea isn't a bad one - maybe just have it optional? Requires development time though... hopefully SOE has some plans for how to make things clearer in the future.
Yeah, the minimap isn't great, and neither are the HUD icons for stuff like generators - especially when they are VS controlled - I feel like Terran icons stand out quite well, but bases often have a purple-ish tint, which makes the on-screen icons almost impossible to see without really focusing on them.
I agree that Biodromes are the hardest to really figure out - single control-point, with the "obvious access point" (the vehicle pad on the ground) being inaccessible to assaulting forces due to the shield - which, as far as I know, is powered by generators hidden in the main base upstairs.
Now, I'm not exactly sure which room you are referring to, so bear with me (also adding some additional information for anyone else confused about any part of the Biodrome assault)... but the first thing you do is take the lifts from the ground to the big platforms that hang off of the side of the Biodromes. Easiest way to find the lifts is to look up at the Biodrome and identify where these platforms are (they are huge, hard to miss) - there is a rather large building at the bottom of the tip of each of these platforms - take the lifts from the ground to the top of the building, and then the lifts from the top of the building onto the biodrome platforms.
Which brings you to the second stage of the assault (assuming you had to fight to get access to the lifts), which is getting from the platforms into the base proper... this is typically rather a bloody battle and can degrade into a stalemate. I guess the way to break the stalemate is to lead a second assault on the OTHER platform. Eventually, you'll (probably) push the defender back and be able to move off of the platforms.
Next objective is then to destroy the generators (and gain access to the SCU). I'm not sure if you can blow them up with weaponry, or if the only way to destroy them is to approach them, hold down your "Use" button 'till the meter fills up (think the control points in Battlefield, where you arm a bomb). I'm also not 100% sure what the SCU actually DOES. Does destroying it stop spawning all-together, or just slow respawning greatly? No idea. I always feel like the defenders keep spawning in the spawn room even after the SCU is destroyed, but very few/rarely. Certainly worth destroying, either way.
(As for how to get time to do this - join a squad, make your squad take out one of these objectives and then to hold it.)
At the same time, assault the control point.
(Ideally, I'd want to have one squad holding the control point, one per generator and one squad on the SCU, let "the zerg" take care of the majority of the enemy players).
Now, with generators down, SCU down and control point being held, your job is to defend those points. Generators and SCU can be repaired fairly quickly, even by a lone engineer, and I've lost more than one assault on a base because no one was defending the control point.
The spawnroom is always protected by a one-way forcefield, which stops all bullets/damage and personell from opposing empires from entering. What this means is that you should never, while assaulting, stand where someone inside can see you, as they can kill you, but you can't kill them. I prefer to line-of-sight the forcefield, that way I know that any enemy I see, I can attack. (Oh, and keep an eye out for the balconies above, people love to stand up there and snipe).
Hope that helps? :)
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