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> Barb Tactics, opening bases
Nothing
post 03/17/06 4:28pm
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Colonel
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Hey Guys,

Im sumwhat new to Barb but I think I catch on pretty quick. I see so many people complaining about opening base one before we blow 2 and 3. I really dont get it. Im hearing that they still spawn there if its open, but I dont see it happening. I sat there next to their one for at least 3 full mins while bases 2 and 3 were opened and 3 was blown and they were not spawning at one.

There have been games when My own 3 was blown and 1 was not and I only kept spawning at my 3. Why is there so many people compalining about that?

Also, I believe even if it were the case where they spawn there, I do believe that you should open all 3 as fast as you can to help get arty as fast as you can. The faster you get arty, the easier it is to blow a base.

Please correct me if im wrong on any of this.



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Maj. H8Red
post 03/17/06 4:57pm
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The reason alot of ppl say not to breach a particular base is a strategic concept. Some bases (Russian 3 & German 2) are much more dificult to get to, so therefore they need to be breached/planted/destroyed first. Get the hard bases early then the easy bases. You will still spawn behind R3, but not in it (I believe) same goes with all others. Reason behind it is, when the enemy spawns, ya want them as far away from their vehicles (tanks) as possible. Leaving the R2 intact, so the Ruskies more than likely will spawn there away from tank spawn. Same goes with G1.


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ScrapyardBob
post 03/17/06 5:21pm
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(we need to add this to the Barb strategy thread, then get the Barb & Smolensk strategy threads pinned to the top of the forum...)

It has to do with spawn logic in Base Assault. When players respawn in BAS the game considers various factors, scores the spawn locations, then attempts to place the player in the best scoring location. Things that affect the scoring of spawn points:

(plus) proximity to friendly players
(minus) enemy players within 1000u of the spawn point
(minus) spawn points where a player was killed on top of the spawn point

Here's a few scenarios:

1. All german players move forward. The G1 base is still intact. Germans will start spawning at G1. If a *single* german had hung back in the area around G2/G3, germans would've spawned in their tank park. Same thing happens with the russians on Barbarossa as well. If nobody hangs around R3, russians will start respawning at R1 and R2.

2. Germans clear the area around R3. One german stays south of R3 (within 1000u) near the south spawn area. Another german stays east of R3 (within 1000u of the spawn) in the east spawn area behind R3. This forces russians to spawn at either R2 or R1 (assuming that they're intact).

...

The other factor in clearing R3 before R1/R2 is that when the allies only have R3 left, it vastly simplifies their defense. Instead of spreading themselves thinly over (3) bases, they get to concentrate all of their defense onto a single base. (Same thing with G2.)


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Cpt.Canuck
post 03/17/06 6:49pm
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Bob has outlined the spawn logic well, as expected!

Its simply good strategy to leave G1 and R2 standing until last, as they are the easiest to destroy.

But you're right Nothing - so many people complain now if bases are breached out of order that it probably entices the troublemakers/noobs to do just that!

Frankly, I could care less the order in which to breach/plant. I find it more fun if G2/R3 is the final objective!


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ScrapyardBob
post 03/17/06 7:05pm
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Danke.

Just so happens that I had to closely examine the spawn logic a week or two ago to plan out spawn locations for the Tuchola Forest map (grin).


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