Thought I would share some of my own gameplay. The player bases got a big overhaul in the last update, when they’re actively defended they can be pretty tough to crack(look at the alert timer to see how long that one actually lasted, I was off doing other things in between)

  • I remember being in a PS2 outfit (aka clan) when the building was released.
    We optimised a base build for 12 people (a squad), ensuring everything was covered by repairs, the sky shield capping the walls.
    It was beautiful.
    We could build it incredibly quickly, and it could last against a platoon for a decently fun amount of time.

    Unfortunately, there was no point in attacking/defending player bases at the time. We would often have to poke an enemy faction to fight us

    • There have been a bunch of changes that make them a little more relevant and engaging, though not to the point where they’re everywhere:

      • Routing spire(thing that lets you put a tiny spawn pad anywhere you want) now has a 500m range limit, and the spawn is hidden on the minimap so enemies have to either hunt around for it or take down the spire
      • Vehicle bases(one-point bases out in open fields) have been turned into silos that automatically generate cortium and change structure ownership when the base is captured
      • Base balancing has changed to make them more fun to fight at. Old module system is gone, new module system adds busywork to slot modules into structures. Enemy infantry can attack by overloading the modules and placing cortium bombs in open slots. Automatic defenses are gone, but there are powerful modules like the fortress shield shown that protect the center of the base.

      Now the play for a squad that wants to build is to drive into enemy territory, quickbuild some stuff, and then chain pull 12 Lightnings to murder everything nearby, including the other bases. It’s the closest the game has gotten to representing control over an area in a literal sense.