Hi TC this is the Horde Community speaking

That’s a good idea

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Maybe I’m misunderstanding, but wouldn’t that encourage only picking taps close to base? Though giving taps further away from the fabricator more options for upgrading would fix that.

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I’m with you Jaylin, I think giving taps more options would encourage people to get them and expand/move the base in order to hold onto them

That would incentivize ignoring the taps halfway across the map, having the location you drop one be selectable via capture would incentivize base expansion, because there are only so many.

So say you setup on the dead end of icebound. Either side. The closest tap is the stairway on the bottom side of the map, ok, wave 11 you take that one.

Now what at wave 22? You either push up to the next tap, or you don’t. same for the next 2

In the same situation with upgraded tap defenses, there is no reason to expand the base, because they may spawn in places that are simply unrealistic, or if the upgrades are strong enough create an incentive to simply ignore them across the map.

Someone may have already brought this up, I haven’t read all of the responses.

I would like to see the perk system adjusted. I think it is a good idea to be able to somehow earn/invest in increased health, damage, ammo capacity, cooldown reduction. However, in my experience, as it is currently, more players prefer to use energy on fortifications.
If perks were earned differently, cost less, or more potent, I believe it would shift more people into using them.

I was considering that it might be OP seeing as the Stim ability can basically render you invincible if 2+ enemies aren’t focusing fire on you. But TC could probably find some way to balance it properly if they considered the idea. Might be a skill I’d only use in Horde unless Sisters was not absolutely essential for Escape(but it is a massive quality of life improvement to have it)…

There is always Gears 6.

I mean having a hybrid of both ideas, where you can pick where they go but the further out, the better the upgrades. So maybe four zones radiating out from the fabricator with several possible locations in each zone. You still would have a choice on where they go but you’d want to keep expanding to get better upgrades with each new zone.

Onto my next suggestion
Get rid of the post wave scoreboard limitations, just allow us to pick up weapons and such as normal. Display the scoreboard smaller, toward the corner of the screen and let us carry on with what we need to do.

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Idk, kind of overriding the use of fortifications themselves if we upgrade taps too much.

I think I’ll stick with my vote for select-able placement via capture. Added that one to my bullet list.

And remember, in order to get those extra tap defenses, you need to first get the tap to level 4… You’d still need to expand or try and defend it for a few waves.

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Why not put every idea? Seems kind of silly to just put your own or the ones that you find are the best.

How is that silly? I’m putting the ones I think are good ideas in my list lol.

If someone wants to make a list of all ideas spoken here, that’s a good idea, I’m just pushing for the ones I think are good changes in my list.

In your experiences, are the Taps even worth the time and effort?

To defend them for a way and collect the payout at the end of the wave.

Well if you’re putting forth a list of ideas from the community and you’re just saying to us “well I vote for my idea because I think your one isn’t good” then that’s silly right?

Your tap idea is great, and I think mine is too… You seem to think that it would override the current fortifications when in reality you’d need to defend the tap for at least 4 waves and the small sentries that I suggested originally wouldn’t be like normal ones… they’d be a lot weaker but would at least protect from leeches and juvies.

IME yes, but only if you are expanding to them, and not trying to defend them outside the base.

Takes a knowledgeable engineer who knows how to build past the dead ends.

I mean, I’m just showing which Ideas I support man, if someone wants to make a list of -all- the ideas here, thats cool too

Your sentries idea reminds me a lot of the ones Baird can build on top of cover in Gears pop. Interesting idea. They’d be fairly exposed up there, and they’re smaller, so I don’t really see the problem with them.

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You don’t like many ideas I’ve noticed.

Just cool ideas. TC isn’t going to implement anything I say but I may as well throw some stuff into the vortex.

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