Stop adding stuff, start fixing.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by DarkQuark, Mar 7, 2021.

  1. DarkQuark

    PS2 has HUGE potential. Even given it's age it is a very unique game. But that potential is stymied by maybe a handful of things that make the game lop sided, unfair or down right buggy.

    I am sure a long discussion could be had as to what the top 5 things are exactly but I have a feeling most would agree with the top 3 or so.

    It would seem to me the most logical progression for the game should be to solve what's not working well ,THEN add stuff. Otherwise you are just building a house of cards that is destined to fall.
    • Up x 3
  2. Liewec123

    yep they are even adding bugged stuff and then not fixing it but just adding more bugged stuff.
    NSO is riddled with bugs,
    the worst that i can think of is the defectors bubble,
    people inside are supposed to be able to shoot out, but for so long they just end up killing the defector.
    this includes the defector themselves, throwing grenades will damage yourself.

    and NSO still can't use a ton of jump pads (like the ones at Howling Pass Checkpoint)

    then there is the super annoying bug with gen1 battlerifles (like warden) not being remembered in loadouts,
    the bug has been around forever.

    another long time bug is NC max aegis shield being displayed sideways at all times
    (the max won't know unless someone tells them so they think they raise their shield but nope its just sideways.)

    would be good if before doing anything else they would finally stomp every known bug.
    • Up x 3
  3. RabidIBM

    The trouble is "we fixed a bunch of bugs!" doesn't make for a good marketing center piece, "New content!" does.
    • Up x 3
  4. Ak69

    They don't get it. When I came back, still have my beta account, I saw outfits, knowing fully well what squad play and outfit platooning is like, getting things like war assets, outfit resources, who's suggesting this.

    - When an outfit is offline they are useless to the server and so is every player inside it, and what do some of the members do? log into a smurf and go solo. You're banking on the times outfits are out there working while forgetting the solo player that covers 24/7 and in more numbers, but instead of making them the king, you're dangling carrots in front of them by trying to push them into outfits. "hey look what you get if you join" "Play like this to get the real planetside 2 experience" So they can indoctrinate you into the teleport around like a pleb meta.

    - When a new player logs in and finds out that they need to be in an outfit to gain access it's a massive turn off. I know this because mobile games use this tactic to get players into guilds/clans then if you don't you're at some sort of disadvantage, how ever major or minuet it might be, it's there as a phycological wall that must be crossed which fails because guess what, solo players have the hardest time and everyone is screaming and pulling their hair out demanding they join others.

    - What's that massive spaceship floating in the air a new player wonders, I want to be in there, oh right...I need to get used to pressing U a lot and do everything some dunce says on voice chat.

    And what do outfits give in return? Their attitudes. They will blown up unoptimized sundy positions, they will lock vehicles, teamkill to keep stealth, try and flex over you and tell you they know better, ignore other players that are in obvious distress being pinned down or chased, they will spawn in assets when they know they have the upperhand. If a base starts to get sieged they are out of there as fast as humanly possible because they don't want to be the farmed one and because they just go else where to take something else, they protect their egos. These guys are the worst, the most fragile of the lot.

    A lot of my harsh words are directed at these players because they don't get it. You're not special because you move with 50+ people by warping around, this just highlights and exposes the games failed core fundamental mechanics. These failures are the bases, what they are, how they operate, how important they are, how much time has been spent on fortifying them, this is not focused on at all because the meta is about teleporting where ever you like instantly.

    The worst part about the entire thing is, it's now so deeply rooted, redeployment if ever removed will cause MASSIVE pushback, the amount of salt this change would cause, I can't even imagine. The dev that is strong enough to make this change will get the absolute !@#$ kicked out of him but he will be the true ultimate hero and saviour. Big balls who ever eventually does it.

    This one change, will make outfits realize they actually need to move together and if they screw up defending or attacking in the wrong area, the entire server will see how out of positon you are, when zerg tactics are not there to carry you.
    • Up x 1
  5. RabidIBM

    So, DarkQuark, Ak69 here is a perfect example of what I was talking about in your other thread. "Outfits are bad, get rid of them! Make the game about me, the solo player, the true foundation of the game! Me! Me! Me! I'm special!"

    -"When outfits are offline they're useless" So is any solo player when they're offline.
    -"without their outfit they relog to a smurf" what are you talking about? What would be the benefit of doing that? Smurfing is a term from games that have match making based on the player's record. It refers to creating a new account to pose as a new player for some low effort wins. This is usually done by emotionally fragile people who need to take the sting off of a recent loss on their real account by beating up on noobs. Seeing as PS2 doesn't have match making, there is literally no benefit to making a smurf account. Are you talking about alts? Because I personally have a character on all 3 factions on each of Connery and Emerald, because I know people on both servers, and we like to play all the game content, not just some of it. However, I'm as useful as I am to whatever faction on whichever server I'm logged into, same as any solo player, except I'm contributing to a plan that's greater than what I'm personally doing.
    -"general griping about redeployside" yes, it's a broken meta. Do you know who else complains about redeployside? The people in squads, platoons and outfits. People do it because it's in the game, the other team are doing it, and it's effective therefore not doing it would put us at a disadvantage. We all want a better spawn system, it's not staying the way it is due so some sinister effort to crap on solo players.
    -"What do outfits give in return?" I'm glad you asked! We give camaraderie, a regular group to play with and accomplish objectives as a team, training to help each other improve, fun games to play as a team beyond the basic "win all the fights" such as harasser races or sunderer curling, a regular group of gamers to follow into other games, and even genuine relationships which started in game up to and including at least 1 marriage that I know of! <--I'm not making that last point up folks, ring the flipping wedding bells because two people who met in this game in an outfit are tying the knot! But, you know, maybe we are worthless because we didn't reach out hard enough to you personally, we failed to recognize your specialness, how foolish of us. Hail to the solo player, the true king of Planetside.
    -"outfit players teamkill!" team killing is a ****** thing to do, I don't condone it, but it has nothing to do with being in an outfit. Most players in this game are in outfits, therefore most of any behavior which comes out of players in this game will come from outfit members. If someone from an outfit has wronged you, PM them about it. If they ignore you, or are ******, say something on yell chat, ask if anyone from the outfit will reply to you. Tell whoever else sends you a PM which member of their outfit did what and most will take it from there. Outfits value their reputation, and most won't tolerate any form of griefing. If that member is a persistent problem, they'll even get booted to save the outfit's reputation.
    -"what's the space ship?" It's a meme boat which will quickly become a punching bag. If you really hate it, jump in an aircraft and look for the air ball moving to take it out, then feel some satisfaction as it explodes. Then, as you are feeling that satisfaction, realize that it's the satisfaction of having accomplished something that no one player could ever have done alone. Then, suddenly, holy ******* **** my friend, you've discovered the reason to join a team instead of running solo. Just remember that "Cool guys don't look at explosions!"
    -...and...looking for any other points...Jesus man, 3/4 of your post was griping about redeployside. You know if you ever gave playing with a team a chance you'd realize that everyone wants redeployside to change...or...just keep mashing that same unmoving population blender...assume that every detail about the game you don't like is the product of a conspiracy against you...and assume that your M key probably has nerve agent on it.
    • Up x 3
  6. Peebuddy

    While I'm with you in fixing bugs should be priority, do keep in mind that it's a fairly large studio with many professions not all revolving around programming. You have programmers, artists, level designers, event planers, marketers, and so on so they're able to do multiple things at once.

    You tell all the level designers to sit down and fix bugs in the code they're probably not going to do much, instead it's better for everyone to steadily do their job while not getting ahead of each other as we're seeing now with the polish aspect. It's just funny when people yell at game companies to do something the vast majority of the people working there aren't qualified to do.
  7. Liewec123

    Well actually it's a very small team, and I'm not sure that they ever had event planners or marketing XD

    But you mention getting "level designers" to fix coding bugs, why?
    there are an absolute butt-load of bugs on the continents that these "level designers" (it's wrel, a youtuber) need to fix.
    Floating walls, holes in terrain, hell even objects with gaps underneath that let you go inside of them and shoot out...
    Pick whatever department you want, they all have plenty of bugs to fix, it's not just the codemonkeys.
  8. DarkQuark

    Let me rephrase then, they need to prioritize bug solutions for a period of time instead of new content/mechanisms. I mean I get what you are saying but at some point adding more floors onto a bad foundation causes the structure to fail.
  9. MonnyMoony


    Perhaps - but it might help retain players.

    Marketing to attract new players is all well and good - but if they don't stick around because the game is buggy, exploitable and they feel like they don't have a fair fight, it's pointless.

    I bet if PS2 pushed out a big bug fix release though many existing but offline players would come back for a look and perhaps stick around and play a bit more. That happened when they did the big performance update a few years back.

    I'd likely play more than I do if the devs spent some time polishing the game and fixing some of the long standing bugs and exploits and making some quality of life improvements.
    • Up x 1
  10. RabidIBM

    I fully agree. Perhaps it was not obvious, by my post which you quoted was dripping with sarcasm.

    They need to build this game to have solid fundamentals to retain the players who try it out, then market it.
  11. Ak69

    A solo player does not need an outfit to execute his plans, it happens instantly the moment he logs in. An outfit that is largely offline can't do what they normally do unless they have all their players hence they are useless when you've spent all those man hours to make system for these people and when outfit members can't find enough players from their outfit, they are solo players too.

    Outfits and the focus around them needs to be completely destroyed somehow. Good luck convincing people of that, but it's the truth. The game will never see growth if you balance the mechanics around squads and platoons, that should happen as the natural progression when playing solo is premium.

    We don't want to remove group play, if you enjoy shooting things and teaming up with people, we don't care, do as you like, but the moment we focus less on that the better. More development time into the core mechanics, better bases, no redeployment, no outfit resources, hard to siege bases, a way to punish mindless zergs adding depth to the game, not pushing the meat grinder zerg.

    Stop wasting precious time on outfit wars, missions, campaigns, outfit resources, these things require a lot of thought, time to code, some of it expires, they arn't engaging, no body cares about it. Purge all of it.

    - Make the bases really tough to overcome.
    - Empower the solo player.
    - Punish zergs by removing their ability to teleport.
    - Remove all focus away from outfit culture and squad, the game should be epic solo, not struggle street.
    - Stop pushing new players to join outfits in order to "get" the game, you're actually wrong.
    - Bases should require cortium in silos to function correctly with what ever defences would be implemented to protect the generators, coupled with modular upgradable defences that gives constructors a vital job to fortify the base.
    - Harden up the players by making logistics important, pragmatic movement must be used.

    Don't think planetside 2 players are these "meatheads" that simply want to shoot guns in a biolob, that's only happening because the rest of the game is lacking. If you give the players depth and struggle, not only does it make things more rewarding but it keeps them tuned in for longer, and because the meat grinder is so core to planetsides 2's personality sadly, this should always remain to make sure people who simply want to shoot faces, can at any time. 1 highly contested infantry farm for all 3 faction right in the middle. Let them fight for some increase of passive nanite recovery and let them sit there without the need to teleport like a bunch of fairies. Completely disconnected from the lattice.
    • Up x 1
  12. RabidIBM

    @Ak69 So on the one hand you want the best mechanics for encouraging team work to be "utterly destroyed", but on the other hand want bases to need cortium, and therefore need someone running logistics to support the fighters, who will get harassed, will need escorts, will need to know which base needs the cortium, which bases people plan on fighting at...but all with solo players being kings? Are you volunteering to drive the logistics? Or are you imagining that other solo players will be so wowed by your amazingness that they will happily be your cortium b1tch for you?

    I don't know how many ways I can explain this to you man, MMO, not MSO.
  13. Ak69


    Team work is not exclusive to outfits or squads, your entire faction is fighting 2 others, so team work in automatically inherent. I more often receive help from non outfit players or stray players. I'm unsure why that is, but I do know that when I did spend most of my time in squads I'd often prioritize squad members first when maybe there would have been a better play elsewhere. It really does make you a worse player over all, your more focused on your groups goal rather than actually taking in what is going on around you and making the best choices for that moment. However a massive boon that squad play has, is voice coms where you can vocally tell a person theres a dude behind you, but you can do that in proximity too.

    Solo players are capable of everything, apart from larger scaled organized zerging where there needs to be one voice telling people where to go in order not to disperse, that's how it works and even at that solo players can be decent. If solo players are aware that bases need cortium they will go get it and solo players will also see that they need to protect ants because solo players are a global omnipresence, they are everywhere unlike outfits who are most often making a very direct specialized beeline to where they have been told to go, if it doesn't work out they redeploy, you can ignore everything and just teleport to hit targets, leave and go elsewhere.

    With what I'm suggesting, tough bases, no redeployment, pragmatic movement would be important, everyone working as an entire faction will be the reward. Outfits are pointless right now, you group up and zerg, then call that team work. If you lust for team work so much and crave that rewarding feeling you get by overcoming bases together, why won't you support my ideas? Give the outfits something to sweat over, something that actually feels rewarding and gains you respect from players that makes them say WOW I can't believe they pulled that off, hell I might even join then, right now nobody cares because capping bases is so easy to do, 1 person can cap a base. So therefor the only reason why any base is taken is because there was more of you. Nobody is saying wow amazing...Their too busy pressing U.

    I will challenge you that a solo player of similar experience to a veteran outfit player has more awareness / perception, is more focused, has better aim / decision making and just as much team work. I almost guarantee that. Put them one on one in a variety of situations and see what happens, an outfit player has become depended on having others around him at all times, having the upper hand where ever that giant ball moves.
  14. RabidIBM

    https://en.wikipedia.org/wiki/Confirmation_bias

    Same reason every faction on every server believes they are a disproportionate victim of double teaming. It is actually impossible for all 3 factions to get double teamed more than the other two, yet the all (by majority) believe it.

    "Solo players are capable of everything, except for zerging" No, you just aren't. You are not capable of pulling off coordination against an equal number of players. You aren't capable of having 48 players all hide their tanks while a wave of enemies moves onto open ground, then pouncing on them without anyone giving the ambush away by shooting early. You aren't capable of consistently having the correct number of players perform any particular function. Take your cortium example: sometimes you'd have ants waiting for space to deliver their cortium because too many solo players independently decided to do it, or you'd realize that nobody was doing it when you ran out.

    "solo players are consistently better players than outfit players" I guess Recursion could learn a thing or two about skill from you, eh bud?
  15. Blue_Lion

    Honestly I rarely play solo, because it lacks coordination needed to win. Do not get me wrong random people in the right place can help but having a group coordinated works better. As long as the squad leader is providing goals I do not care if they are an outfit squad or not. It just typically only platoons from certain outfits do that when I join random squads.

    The outfit stuff really is just about trying to drive a focus on team work and coordination.

    Many bastions are poorly defended and a single platoon pulling fighters can shoot it down fairly quickly.
    I know my outfit regally has its platoon fall back to the warp gate pull air craft with a2a missile (the lock on helps us non pilot prows hit the hard points) calls out a hard point to focus burns it down with numbers.

    Solo players never really would be able to do that. While solo players can do allot of things they lack any and all coordination with larger groups. Group players working together decide the course of an alert more do to coordination.
  16. Ak69

    I'm glad other people realize how broken solo play is, that is what's needed, the more this is talked about the better and is the sole route to growth.

    Team work in this game equates to a consolidated mass of units moving in unison, period. If you have more people you will take the point.

    Yesterday, this is what I saw large outfits doing which was totally pathetic ( they all pretty much do this then call that team work ) They pushed an entire side out, capping about 6 territories, absolutely destroying everything in its path, I know because I was with them, then when an opposing outfit comes to challenge , this outfit got pushed one time, the outfit decided instead of fighting, they all teleport to the other side to take empty land again.

    Now I know why the platoon leader did this, he's not stupid and knows he's about to get steamrolled, so instead he orders them to the other side of the map. Is that his fault? Not really I can't blame him, instead of defending in a place that is indefensible whilst outnumbered and therfor outclassed, they simply leave, keeping their egos in tact and move to the other side of the map. This is the core mechanics at fault and then the outfits indulge it, then call it team work and a meta. It's laughable. Yeah you're being really tactical guys, slow clap.

    This behaviour is the result of outfits and their little "team work" delusion, caused by the core mechanics of the game, and you still won't acknowledge the problems of both. Fix the core mechanics, do not allow outfits to play like fairies and force team work at a faction macro level. You love team work so much right? So lets go full team work mode. Maybe it's because you actually don't want team work? You just want to run around with more players at all times and teleport around the map to where you know you can steam roll. Then simply move away and leave when challenged. You then teach new players that this is the normal way to play.

    If you want team work, fight for the removeable of redeployment. If you love team work so much why not empower those solo players that can actually be a boon to your team? Instead of peddling this nasty shallow meta.

    - You must destroy the outfit / squad culture to be effective in this game, it's got to go.
    - Bases / castles have historically been built for the few to repel the many, they should require immense faction effort to overcome and it should always be a big deal when one falls.
    - Re-deployment banished from the game completely, pressing U will return you to base ( warpgate ) only and counts as a suicide death.
    - Focus on combined arms, have only 1 central contested area right in the middle of the map where infantry addicts can fight for a resource for the rest of the faction that are thinking at a macro scale, It won't be connected to the lattice or win condition, so at some point being there would be a waste of time.
  17. Demigan

    Well in the current meta, outfits are bad because they are encouraged to be bad for the game.

    The "me me I'm special!" group isn't limited to solo players, there's plenty of squad/platoon/outfit players that do the same and currently they have the developer's ear. The developers have systematically been adding stuff to these players under the guise that anything added to them is instantly gold because "teamwork right?". In the meantime they've been chipping away at the solo player's who've been pushed out of most of the continent by these very changes and have less and less choice aside from a 24/7 fight. They keep removing pieces of bases and even bases themselves at one end and handing incentives for outfits platoons to destroy your ability to enjoy the fight on the other.

    There is a stark difference between group-oriented content and "solo" content. Group-oriented content is only available to the group, but since all groups consist out of a bunch of individuals almost every single thing you add to "solo" content is useable by the groups. Better yet: The solo content is vital for groups to use, without solo content there is nothing for the groups to actually do!

    PS2 has been missing the focus on the "solo" content for far too long. Teamwork starts with one player meeting another and having something he can do, and benefit himself. This gives incentives to look for other ways to interact with players, add those interactions as well. This in itself will let players build up their teamwork.
    This is the right way to go. The developers and most of the "teamwork" players have been doing it the wrong way: They think that if you create the top and let players scream down from that top then teamwork will suddenly appear. Instead you have to build a strong base, you build the handholds on that base for players to use and build their own framework for teamwork.
  18. RabidIBM

    "Solo players have been getting chipped away at for too long!"

    Me: *laughs in construction* "Oh sweet summer child! What do you know of being chipped away at?"

    Serious note though, yes I get the frustration of being chipped at, and teams are always going to be made of individuals working together. This doesn't need to be a binary topic however, which is what I'm contradicting by pulling Ak69 apart. That guy, in this post and others is very much going on about: "Outfits bad! Get rid! Platoons bad! Get rid! Solo player only! Solo player king! If I'm not in a team it's the team's fault for not working hard enough to attract me, never my fault for not reaching out to them. Other players owe me something! Devs owe me something! I'm special! Me, me always me!" <---I basically just summed up every ak69 post on the forum.

    So, Demigan, if you feel personally attacked by me for having a go at ak, then I'm sorry. I didn't mean to disparage all solo players, just the ones who think solo play is the be all end all of the game and everything else should be gotten rid of.
  19. Demigan

    Funny, construction has pretty much always been a solo experience. It was originally intended to be team-oriented, but from the get-go the entire premise was flawed so it was solo players or tiny groups of 2 to 4 people that would use it. Actual team-oriented construction is extremely rare, unless you count Router bases and single airpad bases used by groups as team-oriented construction. Although again: The solo players have been getting their gameplay nerfed since the first years of PS2 when they started redesigning The Crown on purpose to make it harder for players to stick into that meat grinder.

    Also how do you think that they've been chipping away at construction? They removed HIVES, then they added stuff to it to try (and fail) make it valuable again. Often by sacrificing idea's and mechanics that could have done orders of magnitude more for the game elsewhere.

    Lastly, how else have the team-oriented players been hampered? The spawn system? Originally the redesign was supposed to reduce redeployside, but they left in so many tools and added new tools for them to get around that it effectively did nothing more than make these groups use a Gal drop a bit more often. In the meantime the solo players were far more hamstringed getting around than the squads and platoons.

    There is no way around it: Solo players have been getting crapped upon since forever and much harder than the team-oriented players. If you also read up on what the developers think you might notice that they spend way waaay more time trying to get more people into team-oriented gameplay than they do making solo play fun. The most blatant and overt time this happened was from the Escalation update up until today (and probably will keep going in the future). They quite literally stated that people in outfits stayed longer in the game, and that they wanted to make sure as many as people as possible would join outfits to increase their time in the game. This is why they gave you the Colossus, the Bastion, a small continent specifically for teams to duke it out, resources and incentives that can only be gathered when you are in an outfit, several war assets that were expanded upon and have had more updates related to them in the months it exists than all solo content has had in the last 2+ years.
    So with developers that quite literally tell you every damn update since the Escalation update (and a lot of times before that) that they focus on teams, how can you still complain that you poor team-oriented players get crapped upon?

    Well yes it doesn't ened to be a binary topic, that's why I added some context by stating that both sides have players that go to the extremes.
    The problem however is that in the end it can't really be a binary topic, not in the way you think of it. Outfit, squad and platoon-oriented gameplay as it's currently being designed and implemented into the game is often designed specifically to harm the solo gameplay either directly or indirectly, incentives are being added that force solo players to either join them in zergs and ghostcaps or to flee into the 24/7 fights and stay there for their MMOFPS experience.
    On the other hand the solo content will always benefit the outfits, squads and platoons. In fact it should be the very basis of these groups to build their strategy and meta from the solo content available. Solo content is now more important then ever. It's required to get new players to stay, it's required for the currently almost completely missing basis for teamplay, it's required to offer a fun gameplay without the need to segregate yourself from your fellow players by only interacting with a small group that has pressed a button to join a squad/platoon/outfit.

    No I don't feel personally attacked by you and I don't know why you would think so. I'm adding a ton of important context to the discussion, explaining how the solo players have been forced to stay into the 24/7 fights that the team-oriented players constantly complain about are "taking away their players" and that both these players and the devs have been actively advocating to destroy piece by piece.
    So in a way I do feel attacked: The last gameplay that is still enjoyable in the game to many is actively being disrupted and destroyed, and when you dare say something about it, dare offer the opportunity to simultaneously boost team-oriented gameplay and solo gameplay you get people gushing about how the team-oriented gameplay is supposedly getting chipped away. Despite the developers actively saying that they are spending more time, effort and money into team-oriented gameplay than ever before and simultaneously openly removing entire bases for the sole fact that they are popular for the solo players.
  20. RabidIBM

    Well, Demigan, I don't think I ever said that team play is being chipped at. If others said that, that's them, not me.

    As for your points about construction:
    "Funny, construction has pretty much always been a solo experience."
    No, not if you play it right. It works well if a couple builders are embedded in a platoon, the platoon takes some ground that is important to the PL's plan, and the builders fortify it. PMBs really shine when their is a platoon fight for them. In addition to acting as a force multiplier for the defenders, they also create a new arena for players to fight in that they haven't been playing in for years.
    "Also how do you think that they've been chipping away at construction?"
    Ok, first I need to get into what construction offers. Fortification on a specific location, the ability to shelter from incoming air and ground fire, traffic control (vehicle gates), the ability to add spawn points to locations which are either difficult or impossible otherwise, and the ability to augment the platoon nanite pool by providing equipment which normally would cost nanite.
    -The nanite pool function has been eroded by the additions of discounts and merit purchased nanite boosts. It takes far less effort for a PL to right click a discount onto any base on a whim than for a builder to set up a supply base for the purpose of supplying the platoon. It takes any player far less effort to activate a nanite boost when they run low (I've been using some of these since I canceled my sub) than it takes a builder to give them things for free. Also these other methods of creating more nanite can be deployed anywhere on the map immediately, whereas the builder has to build in a specific location and anticipate needs.
    -Traffic control is another small erosion. Caltrops can be dropped anywhere, ie not restricted by no build zones, appear in 2 seconds instead of 2 minutes, and they don't need a silo to power them. It's one of the many features that Wrel must have seen and said "that looks cool, too bad it's tied to construction".
    -The ability to para-drop sunderers somewhat steps on routers. Sure, the sundies are still restricted by no-deploy zones, but they can be air dropped into places vehicles otherwise can't get to. Spawn points in places sundies don't go is the router's turf. Anvils step on that turf. There's another one of the thousand cuts.
    -Even the canopy shields and another example of the last point. "those sky shields look cool, too bad they're tied to construction." I know it's a small point, there's another one of the thousand cuts.
    -As for fortification on a specific point, shelter, the ability to shoot out and not be shot back, giving time to regroup for the next push because this cover won't last forever: Citadel shields. Again, another feature of construction added in a way so players don't have to play construction to get it.
    -Let's not forget the OS spam. OS used to be one of the big reasons to play construction. It was the hardest hit in the game, and it belonged to the builders. You had to have your fort ready to fight before you placed it, as it announces your location, watch it charge up, and hopefully 10-15 minutes after you placed it the location it covers is still relevant. Enter the armoury OS: an effortless right click, and if you were ready for it, but now the moment isn't right, that's fine, use it 2 minutes later on the other side of the map. And of course, to deliver the constructed OS you have to survive the approach to the impact area long enough to get the dart out, as opposed to "When I use the OS, I try to die on the impact area, then right click my own death icon from the dead screen".
    -Then, oh boy, the cortium bomb. The griefer's favorite. You don't see members of skillfits using these, you see garbage players with garbage attitudes using them. After 8 years, I finally checked my kdr, and it's 1.04. I'm sharing that for context. The cortium bomb players don't fight, kill, then place the bomb. They find the base behind the line and bomb it when nobody is there. Sometimes I can bait them out and catch them, this is where my kdr comes in. I never have any trouble killing the players who are using these cancerous abominations. Think about that - I know I'm bad at 1v1 ivi, and these specimens of humanity reliably lose to me if I catch them. Now, you might ask "why is the base empty? If you built it shouldn't you be there?", a fair question, but the battle front can be difficult to predict. It's not unreasonable to build at Berjess Overlook and assume that it will be fought for. However, sometimes the front moves down to Tawrich, and even on from there. Berjess is now way behind the line, and my base is a nest egg for later. It might be half an hour or more before the front is back up to it, and it is not reasonable to expect me or any other builder to just sit on our thumbs 3 bases behind the front because some chuckle**** might show up with cancer bombs, but that's what we have to do now. The bomb takes 20 seconds to explode, and will 1 hit kill the spawn tube. Redeploy takes 10 seconds, spawn tubes have a 15 second timer after that. So I have a 25 second delay to my reaction to a 20 second problem. This results in me watching the spawn tube disappear off the spawn screen, grabbing a sundy from one base back, right after I re-hack the vehicle pad, see the endless free cortium bombs going off like a bag of popcorn as I'm driving up because he is endlessly re-equipping off his sundy console, kill him, kill his sundy, and endure a string of PMs which mix "haha I killed your base scrub, you mad bro? Get gud bruh!" and "you couldn't have possibly killed me that fast, I'm reporting you for aimbotting!", as I survey the damage, and see that the silo is dead, so everything is dead.
    -These guys aren't new, they used to do this with explosive tipped crossbows, and they were just as toxic people then: "Rofllolol I killed 2 modules, haha, you mad scrub?" and "Hey! you're aimbotting! I'm reporting you even though it won't do anything because you probably have friends at Daybreak! You're what's killing this game!" They would park a cloak sundy up to a km away, and keep coming back. I kept having to cut cortium runs short, or tell my team to defend my router because I'm leaving etc. to deal with this idiot who might have killed 1 or 2 modules by the time I get there. After that, I see him nearby by the population radar on the map, and these toxic ***** will sit there for up to 20 minutes waiting for the population in the base to report empty, then move back in and irritate me more with the crossbow. Now they have cortium bombs.
    -Then...after months of enduring the cortium bomb BS...on a hope that they would get noticed and toned down...Wrel...in his infinite wisdom...Buffed. The. Cortium. Bomb. ... ... ... and I cancelled my sub. I had to look up how, I'd always assumed there'd be a button in the depot, there isn't. I've been a sub since 2013, and had to look up how to cancel sub. Thanks Wrel.

    So, I know I went on a giant rant there, but, you asked.