Safe House
This article is timeless and should be accurate for any version of the game.
“ | A garrisoned building that has been modified to act as an operating base. Players can spawn here if Provisional Garrison is upgraded. | „ |
— In-game description |
A Safe House is a world structure that can be found in all towns and surrounding areas. It looks and behaves like a Garrisoned House but also serves as a Forward Base where players can respawn and gear up.
Construction
It cannot be built, it is found in certain towns in the world. Their location is indicated by an icon on the map.
Reconstruction
A destroyed Safe House can be rebuilt with a Construction Vehicle and 250 Basic Materials. Drive to the house, press F
to switch to upgrade mode, aim at the house with RMB
and press E
, then hit the blueprint by holding LMB
until completion.
However it can only be rebuilt if the following requirements are met:
- Your faction controls the nearby Town Base
- The Town Base has unlocked the Occupied Town upgrade
- It is in range of the Town Base or a Safe House with active Garrison (either through Small Garrison upgrade or Provisional Garrison upgrade and 10+ player spawns assigned)
Upgrading
Safe Houses have Tiers, represented by the type of material covering their reinforced windows: Cloth at Tier 1, Wood at Tier 2, Metal at Tier 3.
A Tier 1 Safe House can be upgraded to Tier 2 for 150 Basic Materials but only if the connected Town Base or Safe House is itself Tier 2 and controlled by your faction. Same thing for Tier 3.
Base Upgrades
Base Upgrades are additional functionalities that the base can unlock. They are slowly and automatically unlocked over time. Upgrades progress faster the more people assign their spawn to that base. A particular upgrade can be prioritized by voting for it in the menu of the Base if you've assigned your spawn there. Progression is sped up by things like supplying the base and building structures. You can check the base upgrades unlocked at a given Base by hovering your mouse over its icon on the map.
Image | Name | Description | Unlock Time* "Friendly" Territory |
Unlock Time* "Neutral/Enemy" Territory |
---|---|---|---|---|
"BASE" Tree | ||||
Provisional Garrison | A provisional Garrison connects the base to nearby defensive structures (100m radius). Defensive structures will deactivate if player activity is too low (<10 player spawns assigned). | 25min | 80min | |
Small Garrison | A small Garrison permanently connects the base to nearby defensive structures (100m radius).
Prevents nearby structure decay by consuming Maintenance Supplies from the stockpile. Required to upgrade Base to Tier 2. |
16hrs | 43hrs | |
Large Garrison | A large Garrison permanently connects the base to nearby defensive structures (100m radius).
Required to upgrade Base to Tier 3. |
2days | 5.5days | |
"Garrison Station" Tree | ||||
Radio Station | Provide map intelligence (100m radius). | 12.5hrs | 33hrs | |
Artillery Shelter | Structure can only be destroyed from the interior. Outside damage does nothing when structure has less than 30% hp left. | 33.3hrs | 3.7days |
*Unlock Times listed here are approximate values and correspond to a Base's passive unlock time: zero player spawns assigned, 5+ friendly structures in range, 800+ Salvage (or equivalent value) in stockpile. Unlock times can be much shorter if many player spawns are assigned.
Each Safe House upgrade changes the appearance of the structure.
Use
Defensive Position
It has a walkable interior where infantry can seek shelter, multiple doorways, opened windows, and reinforced windows.
The reinforced windows are firing positions that friendly soldiers can access by going to their particular entry point in the house interior (marked with a large "X") and pressing Q
. While inside they cannot be injured by anything except Gas Grenades or heat. They also instantly die if the house is destroyed. Being inside the house also warms up soldiers during Snow Storms.
Garrison
When garrisoned, its reinforced windows automatically fire weak rifle bullets at enemy infantry and vehicles within 25 meters. At Tier 3 they start shooting weak 20mm rounds at vehicles instead. The state of the garrison is visually represented by faction-colored fabric appearing under each window. The garrison cannot be suppressed and does not retaliate beyond its range when shot at. It cannot shoot at enemy infantry that manage to get inside the house.
Forward Base
It acts as a Forward Base. Players can resupply at its stockpile. They can only respawn there if it has unlocked the Provisional Garrison upgrade and its stockpile has Soldier Supplies.
When the nearby Town Base is destroyed, all players that are assigned to it will have their spawn points migrated to the connected Safe House with the most Soldier Supplies stockpiled. As such, Safe Houses serve as a backup to their Town Base.
Unlike Town Bases and Relic Bases, its stockpile start empty at the beginning of a war.
Garrison Provider
It provides Garrison to all friendly structures in a 100m radius if it has unlocked the Small Garrison upgrade, or if it has the Provisional Garrison upgrade and at least 10 players have their spawn assigned there.
Intel Gathering
After it unlocks the Radio Station upgrade, it automatically gathers Map Intelligence in a 100 meter radius, detecting players, vehicles, and structures, and broadcasts it to its faction. Its range is indicated on the map by a semi-transparent white circle around it.
Resistance
A Tier 1 Safe House is immune to small arms fire and 12.7mm machine gun fire. It is pretty resistant to most heavy explosives but is vulnerable to High Explosive damage (Artillery) and Demolition damage. Tier 2 and 3 give more resistance to heavy explosive but still none to Demolition.
If the Artillery Shelter upgrade is unlocked, shots that hit its exterior deal no damage when its health is below 30%.
Unlike a Garrisoned House, it cannot be permanently ruined by devastation.
Tactics
- Simialr to Garrisoned Houses, AI Windows of Safe Houses have very low damage per shot (10-15 damage per shot) and thus do not slow you when you get hit. Very often, you can run into them before they can kill you (7 to 9 hits needed) allowing you to kill them from inside.
- A good defensive strategy against those rushes is to place Barbed Wires, Barbed Wire Fences, Sandbag Walls, or other obstacles around the houses. The line of sight of the house's reinforced windows aren't blocked by those defenses since the windows are on the second floor.
- Reinforced windows on the second floor cannot shoot you if you're hugging the wall directly beneath it.
Gallery
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