The game is geared to much towards Offense, and thats fun to some extent. But any tribes vet would or should agree that its like a game of "Tribes for Dummy's". There's just no resistance at the base other than the human factor. On top of that, instead of chasing the Flag as a last resort, in this game its mandatory. You always have to chase because of the lack of Base D.
Defensive assets need to be there, Base Turrets, Mines.
And any good capper should be able to bypass both with ease, this will put an end to llama grabs by would-be cappers. Remember Raindance? The Rocket turret midfield, the Plasma turret on the base? Along with deployable turrets in the field and a mine on the Flag? A good capper could go right through all of it.
But if the capper got body blocked in anyway, the turrets did their job.
Should they be destroyable? Of course. As far as repair, let them auto repair for the time being. As long as the turrets are not being raped, they'll auto repair. Lets say 60sec. Gives the capper time to go in turret free. With that being said, bring back the Mortars, not some cluster bomb.
God Forbid, something like this gets put in place and mess's people's OD routes.
I'm not going to waste my time reading the rest of the thread... but as for this OP:
D is easy. O is way harder than D. The game is not geared towards O.
Also, I'm a "Tribes Vet", so don't waste my time by saying "you dont know what you're talking about" (as if being a tribes vet meant anything).
Should there be turrets? Only reason I see need for them is to help deter llama'ing. Have them only shoot at slow moving targets. There already is so much splash, D can quickly clear their base out when they want.
Im not talking people's skills here, how l33t you may think you are. Fact of the matter is, people run OD grab/caps all day with little to no resistance. Thats fun to you? Because of overlooked Defense in the Overall Balance of the Game? Makes it easy uh?
A large number of PUB players suck at the game. Running routes on them is easy no matter what. If you play vs a competent D, you need a good LO, or a capper will not get out (for the most part).
If they were to balance the game to accommodate for bad players, then when good players DO play comp, D will be OP.
Get off your High Horse for a minute and actually listen to reason and logic. This game is no where near Competition Play, and those that do are just foolish.
Your suggestion would just take it further.
My case here is for Defense = And there is little the D can do to prevent a inevitable OD grab. It's bound to happen, I blame the maps for this as well, shitty base layouts, flag placements. It's all setup for the OD capper against a D that has to many factors going against them.
1-2 LO is "many factors"? Especially vs a HoF and anywhere from 2-4 LD? If 1-2 LO are wrecking the enemy D, it's not because of a game imbalance, it's because the D just isn't good. There's really no way around that.
Which is where the Un-Balance comes in. Most likely on D you'll be chasing, why is that? Because the HoF is to busy dealing with harassing enemy.
Even with 1-2 chasers, you'll still have a HoF and at least 2 LD. Still plenty for an effective D. Plus, you need to think outside the box. Chasers aren't the only ones that return. If you already have LO over there, don't even bother with chasers, let the LO get the return. It all depends on the situation. A big problem I see in PUBs is ALL the D going on return, thus leaving our flag / carrier alone at base, = easy return or grab. That's not a game imbalance, that's a player knowledge/skill problem, you can't fix that problem with game changes.
You'll also be trying to help fend off enemies from your Base. Yet, the O has "Overdrive" to just run straight through and grab your flag "un-touched".
"Un-touched"? If they OD, they'll be 50% or less on health going out. If D is even remotely competent, they'll get a rocket on the flag just as the capper is coming through. Most cappers vs a competent D are going to die the second they grab the flag, or be a couple chain bullets away from death as they leave.
Now, if D is too busy "fending off enemies", they're not doing their job right. It's not difficult to be fending off enemies, and then launch a rocket at the flag as you see a capper coming in for a grab. Problem: Many PUB players aren't that competent. Which is fine, but, balancing a game based on player competency is not a good solution.
Whereas D could put a MINE on the flag, turrets here and there. Then the HoF has a chance at standing his ground without having to OD into on-coming cappers..
Who needs mines when you can just rocket the flag. Not to mention, if someone mines the flag, with the close proximity of D to the flag, it's quite likely that you'll just wind up harming your team more than a capper.
But what do I know, right?
I'd actually have to agree with that. No offense