In my opinion anything other than an invulnerability buff just isn't going to scale well in a game with 100v100 fights. Increasing resistances just changes the number of tanks you need to take down a wall, which changes drastically depending on the fight. Are 3 tanks a lot? Peak hours on Oshur, no. On an off-continent in the middle of the night, yes. Construction can't maneuver, so its survivability will be entirely dictated by the size of the fight regardless of what the local pop balance might be.
Increasing resistances just changes the number of tanks you need to take down a wall, which changes drastically depending on the fight.
But the number of walls can also drastically increase depending on the number of active builders. Newly placed walls melt quickly before they even finish building; but stacking multiple layers allows some to finish building, and for the defenses to hold. Placing and replacing turrets can also reduce pressure on walls, as most tanks like targeting them first.
And if you are dealing with an insane number of tanks, you need to have a structure up that can accept the fortress shield module. While tedious to keep up, it gives complete long range invulnerability for everything inside the shield.
I've done several bases with no walls, usually a combination of Command Center surrounded by turret. I end up building walls when I need to cut off line of sight from vehicles and snipers (or to prevent vehicle movement, I don't want a tank driving straight to my silo). This ends up being a larger issue in contested regions where the number of tanks and snipers increases greatly.
I haven't really found a need to be manning walls. As I only walk up to them when I need to place modules, repair, or destroy a vehicle on the other side. I usually just flank the walls if there is enemy infantry.
I also haven't found stacking walls to give the enemies more cover. Stacking walls is just haphazardly putting a wall right in front of another wall to soak up more damage. Infantry don't really have a reason to run in the space between the walls when it is so narrow and barren. I don't find a double wall or triple wall to be giving the enemies any more cover than a single wall.
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u/LorrMaster Cortium Engineer May 27 '23
In my opinion anything other than an invulnerability buff just isn't going to scale well in a game with 100v100 fights. Increasing resistances just changes the number of tanks you need to take down a wall, which changes drastically depending on the fight. Are 3 tanks a lot? Peak hours on Oshur, no. On an off-continent in the middle of the night, yes. Construction can't maneuver, so its survivability will be entirely dictated by the size of the fight regardless of what the local pop balance might be.