[Suggestion] Construction : Siege workshop

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Halkesh, Jun 30, 2016.

  1. Halkesh

    Destroying a base on a fair fight is a nearly impossible, I don't want to reduce construction resistance but if we want construction to be destroyed easier, we can add some anti-construction vehicle or item.

    A siege workshop should be vulnerable to attack but grant high potential against enemy construction :
    It can't be placed near a silo or a HIVE
    You can store corium in the siege workshop (it need corium to create siege stuff)

    Unlike construction building, anti-construction tool spawn faster but is much less resistant. Some of them have a "damaged status" : when destroyed, it can be fix/rebuild by non-MAX infantry. [hold "use" key, like a generator]. Enemy (and ally) can remove a damaged construction with the deconstruction tool.

    Elevator
    A standard NS elevator that can help infantry to climb over wall. It also grant immunity to skywall shield for a short duration. Elevator have "damaged status" ability.

    Ramp
    A simple ramp that allow infantry to climb walls. It also grant immunity to skywall shield for a short duration. Ramp have "Damaged status" ability.

    Jammer
    Modules and module benefit are disabled on the jammer radius.

    Earthquake module
    This module damage construction and module within a large area.

    Siege ram
    This is a slow and resistant vehicle that deal incredibly strong damage at construction and is nearly ineffective against mobile target. Its shape and low speed allow ally infantry to use it as a cover. This is a 4 manned vehicle : pilot / 1st loader, gunner, 2nd loader / 1st repairer, 3rd loader / 2nd repairer.
    This vehicle can be 1 soloed but you'll have to switch seat to reload. The more loader crew it have, the faster it fire. Repairer crew repair constantly the vehicle from inside (they aren't exposed, don't have overheat like the engineer tool and don't need to be engineer)
  2. Devilllike

    sure it sounds good and all but arent tanks,planes,anti material rifles,max suits better?
  3. LaughingDead

    I think the ion cannons will be enough for seiging. The ESF noseguns are great for killing modules and libs could deck a lot by themselves
  4. GunGood

    We are getting the ramps, and personally, I think the Jammer Module would be pretty cool, but that's the only thing out of that list that I would like.
  5. Halkesh

    If you want a quick battle, yes they'll be better. But speaking of efficiency, you currently need a shîtton of vehicle/MAX to destroy a base keep by only 5-6 people.
    Destroying a base in a fait fight (50% vs 50%) is a pain in the ***, even with tank support.

    The idea is to let attacker collect corium to reduce defender advantage. By letting infantry go inside easily (elevator/ramp) and without getting wreck by AI turret (jammer) so they can destroy enemy module and kill engineers.

    Well actually, airplane is out of the fight as long as skyshield is here.

    These idea aren't carved into stone : some of them may be only fool idea. :p
  6. JonnyMonroe

    Citation needed.

    I've been in plenty of fights where the defender held off equal and even superior numbers, and in every single one of them it was because the attacker was just being stupid.

    Also if the numbers are equal the advantage should be with the defender - they invested a lot more time and effort into building a base than you did in pulling an MBT or spawning at the nearest sundy. Regardless;

    Learn to focus your tanks/AV on turrets, learn to use infiltrators and take advantage of blind spots. Learn to hit modules over the walls or through gaps. The very worst outcome for an attacker is bleeding the base of cortium and rolling it once it shuts down. That's still a win for the attacker, even if it's pretty much just a runner up prize.

    To address your suggestion: they are adding siege mechanics in the form of the ion turret (which rightly requires a similar level of investment as the defenders made on their base in order to level the playing field), but smart attackers won't need them.
  7. xxx-reaper

    What would be better for bases is to do something to encourage small scale attackers.
    Anti-Infantry turrets need more accuracy but longer time to kill. All turrets should be able to detect an attack on the base in general and fire at their designated targets. IE a prowler is railing a turret, all AV turrets can turn to fight it.
    Give the ai for the turrets more of a delay and more error possibilities because right now they are better than a lot of players.
    Make it so turrets can only target on their own when an enemy is both within range and spotted or revealed on the map OR whenever they are attacking the base.
    Have health show like it does on vehicles and not only after the target is hit.