Jump to content
Sign in to follow this  
You need to play a total of 20 battles to post in this section.

5 comments in this topic

Recommended Posts

783
[TACT]
[TACT]
Members
650 posts
3,079 battles

Back in 2016, WG released a gamemode called "Bastions" which was (and still is) one of the most hated gamemodes in WOWS history. The idea was simple: Players attack/defend forts and capture points. There was just one slight issue: the forts were completely broken and OP. They could nuke ships for tens of thousands of damage each salvo, detonate players with HE and were practically invisible seeing their massive HP pool. Good concept, horrible execution. Well, I'm happy to say that...
Stronghold is almost completely unrelated to Bastion. The only things that are copied over are the structures, maps and the actual gamemode concept. All other aspects of the two gamemodes are completely different.

So what is Stronghold? Stronghold is basically domination with a twist. Players attack/defend capture points (like normal) but with structures. These structures are originally neutral, and will attack any player until captured. When the point is captured the structures will begin attacking the enemy and benefiting allies. 

Structure types and statistics: 

  • Surveillance Station: Detects enemy ships just like how a normal surface ship would. 1x of structure per capture point (unless an Airfield or Repair Yard is present, which then there is none).
    • Hit points: 2,000

    • Detectability range: 15 - 20 km (depends on structure)

    • Detection range: 15 - 20 km (depends on structure)

    • Full HP regeneration: 3.5 - 4m (depends on structure)

  • Fort: Fires at enemy ships with it's main battery. 1x of structure per capture point (unless an Airfield, Torpedo Battery, or Repair Yard is present, which then there is none).

    • Hit points: 100,000

    • Main gun(s):

      • Firing range: 10 - 12 km (depends on structure)

      • Loading time: 5 - 10 s (depends on structure)

      • 180 degree turn time: 15 - 20 s (depends on structure)

      • HE:

        • Damage: 1,900 - 3,200 (depends on structure)

        • Armor penetration: 26 - 34 mm (depends on structure)

        • Fire chance: N/A

        • Velocity: Varies (depends on structure)

    • AA Battery:

      • Firing range: 5 - 7 km (depends on structure)

      • DPS: 120 - 200 (depends on structure)

    • Detectability range: 15 - 20 km (depends on structure)

    • Detection range: 10 - 15 km (depends on structure)

    • Full HP regeneration: 5 min

  • Torpedo Battery: Attacks enemies at medium/close range using torpedoes. Does not have a main battery. 1x of structure per capture point (unless a Fort, Airfield, or Repair Yard is present, which then there is none). 
    • Hit points: 100,000

    • Torpedo Tube(s):

      • Fire range: 6 - 10 km (depends on structure)

      • Loading time: 30 - 45 s (depends on structure)

      • 180 degree turn time: 20 - 25 s (depends on structure)

      • Damage: 17,000 - 25,000 (depends on structure)

      • Speed: 55 - 70 knots (depends on structure)

    • AA Battery:

      • Firing range: 4 - 6 km (depends on structure)

      • DPS: 100 - 180 (depends on structure)

    • Detectability range: 15 - 20 km (depends on structure)

    • Detection range: 10 - 15 km (depends on structure)

    • Full HP regeneration: 5 min

  • Airfield: Constantly launches fighters (similar to CAP fighters on carriers) that intercept enemy aircraft over the airfield's corresponding capture point. 1x of structure per capture point (unless any other structure is already present, which then there is none). *Side note: When the capture point that the airfield is on is captured, the current flight of fighters instantly lands and begins the reload time

    • Hit points: 100,000

    • Aircraft (fighters)

      • # of fighters per patrol: 6

      • Patrol time: 2.5 minutes

      • Reload time: 15 seconds

      • Patrol radius: Varies (covers size of capture point)

      • Detectability range: 10 km

      • Ship detection range: N/A

    • AA Battery:

      • Firing range: 7 km

      • DPS: 220

    • Detectability range: 15 km

    • Detection range: 5 km

    • Full HP regeneration: 5 min

  • Repair Yard: Heals all allied ships for +250 HP/s that are within the corresponding capture point. 1x of structure per capture point (unless any other structure is already present, which then there is none).
    • Hit points: 100,000
    • AA Battery:

      • Firing range: 5 km

      • DPS: 180

    • Detectability range: 15 km

    • Detection range: 5 km

    • Full HP regeneration: 5 min

Maps:

  • North
  • Hotspot
  • Neighbors
  • The Atlantic
  • Sea of Fortune

Other info:

  • Will be 12 v 12 with T8 - T10 ships
    • Max one carrier per team
    • No submarines allowed
  • Classic win requirements
    • Either have your team hit 1000 points first or sink all enemy ships to win
      • Side note: Enemy structures do not count as enemy ships so this would not influence the win requirement
  • Off-shore installations (like Fort Drum) will take torpedo damage although they will not take flooding damage
  • If a structure in an enemy-owned capture point is destroyed, it remains inoperable until it's full HP regen cooldown is complete
  • When a capture point is taken, all structures corresponding to that capture point instantly transfer over to the team who just captured the point. The structures keep the HP that they previously had before the new cap owner
  • Unlike structures in operations, structures in Stronghold have full damage models and armor
  • Surveillance Stations are positioned higher up than other structures, so players will have to use different tactics to disable them

Tell me what you think below 

Edited by Elijah2159

Share this post


Link to post
Share on other sites
654
[-GF-]
Beta Testers
1,238 posts
12,853 battles

I for one loved the bastion mode! I wouldn’t mind a new version of it! (Maybe when you take a cap small minelayers are launched to drop mines around the edges of the capture point?)

that would be a good way to reuse some of those small boats that were used in the dunkerque evacuation op

  • Cool 1

Share this post


Link to post
Share on other sites
87
[ZZZZ]
Members
302 posts
11,069 battles

This still has the same fundamental flaw as Bastian did. Either the structures attacks are so weak as to be irrelevant (and which point why even bother having them) or players will get mad about getting killed by them.

Share this post


Link to post
Share on other sites
1,732
[SPTR]
Members
28,224 posts
21,156 battles

looks interesting, through I feel like the torpedo battery looks overpowered, give it horrid conceal or nerf the damage.

Share this post


Link to post
Share on other sites
174
[BIM-5]
Members
162 posts
7,263 battles

There needs to be a new kind of operations mode where you dont have to follow a set path or do things at a set time, but you have several ports you can attack in a very large map. And so you can make hit and run attacks on ports and the ports will only send out ships when youre within visual range. There is another air/sea/land WW2 game I cant mention the name of that has very large maps and so you have a choice as to which area you want to attack. That game also has respawn for ships because of course its frustrating when you get sunk right away and miss out on the rest of the game.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×