You just have to have a bit of coordination and teamplay and turetless assault mode can be awesome. Especially scouting gets crucial. I don't get why people think there is a need to camp your own base.
Simple, effective defensive approach:
Priority 1: locate and possibly kill enemy lights ASAP. If you cannot kill theam fast, make sure you can get back to your base within a minute after they could.
Priority 2: locate the main enemy force and deny them access to your base. Just meet them head on.
On maps like crimson strait all you need to defend the base is one light keeping an eye for the saddle/water (depending on the spawn). Simply stay in a place with a good view for a minute, then make a quick peek for any incoming forces, then use an UAV to have the path guarded automatically for a bit more.
I kinda worry for maps like the terra therma - kinda too many roads between one base and another to actually guard them all.
Nevertheless, lights/fast meds can become the most crucial assets in assault - to scout the enemy route ASAP, to keep an eye on/destroy enemy lights and fast meds, to feint capping to confuse the enemies and make them split/ to cap in later stage of the game if the enemy have a kill advantage. Role warfare, huh?
I like the new turetless assault mode so far. Especially in the group queue. So many options and ways to outsmart the enemy + a need to adapt to their actions. I liked the old one too, mainly because the turrets were some sort of AI driven forces to make the field of battle feel less deathmatchy. A bit, but still. And while it gave little more options than the skirmish, there were some unique options to it.
Kinda hope they will rename the assault mode to something else and bring the 'turreted' one back, so we have 4 game modes.
Edited by Prof RJ Gumby, 08 July 2015 - 01:14 AM.