Funk wrote:decoys are crap these days,mosty the game is faster and there a lot harder to draw.
spider tower for the intel are outdated as well.
back when only the spade and grenades destroyed blocks thay where great.
SgtDoom wrote:With fortifications, being able to quickly get into cover and exposing as little of yourself as possible is key. The fort designs in the OP, especially the ones where the firing holes are only 1 block above ground or require being crouched, are likely to get you killed. All the stuff about camouflaged fortifications is sound advice, though.
A simple trench should be 3 blocks wide, with the front row 2 blocks deep and the other 2 3 blocks wide. This means you can simply step backwards and you're safe from gunfire. if pressed for time, one can just make it 2 rows wide, but I make it 3 to avoid any problems with autoclimb re-exposing me to enemy gunfire.
A fort should have the same structure, but with whatever head covering you fancy. It's a good idea to make it 2 blocks thick, but keep in mind that supports that are 2 blocks thick will reduce field of view somewhat.
If your fort is covering a valley or something, then having the firing slot 2 blocks above ground does cause problems. It's best to have 1 slot 2 units above ground for shooting at enemies at the same elevation as you, and one 1 unit below ground for shooting lower ones, preferably with something to protect you from enemies at the same elevation like a little overhanging of 1 block.
Also, if you're making tunnels, be aware the enemy's going to use them if they see them as well, so while a tunnel from your resupply tent all the way to their intel may seem like an uberepiclolzorz idea, you can be sure they're going to knock you off sooner or later, and flood your base.
Gorman wrote:An easier variant is to have a 2 thick wall with 2 wide crenelations. You can't pie off as much, but you can still deny a great portion of the field.
AEM wrote:Good intro for deuces +100
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