Player Base Template

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Agouha, Mar 18, 2022.

  1. SilentSueRia

    If you get lucky enough to find builders who want to work as a team, then you may ant to make 2, 3, 4 builder templates as well. It becomes a lot easier to actually surround a base with actual enclosed walls when you have more then 1 character, preferable controlled by a separate person who has a teamwork frame of mind and an eye for base design.

    though without daybreak putting in a genuine effort to make construction work and adding some sort of function where players can directly co-ordinate base designing from within the game, in a reasonably easy manner, that the current system doesn't provide, it is going to be difficult to be able to even make the templates work.

    This very missing aspect stand alone is playing a huge role in why construction isn't working. They current tools available to build a base does not allow for any directly sharable views and prototyping before building. You could call this, the PS2 Construction Rosetta Stone. Without this ability too share designs and prototype ingame before building and donate parts, construction will never work no matter what you give it.
  2. AuricStarSand

    Ye " we " the experts builders, Like your template. & find it adorable. TBH.
    If it works, it works, depends on the area & allies.

    Tho yes, expert builders are burned out. We've been through enough. Enough of our bases dying. Mostly just the turrets need a buff, so 1 enemy lightning doesn't do as much dps, to a turret, as it does now. Cort bombing infils aren't the problem as much anymore, they still are a problem. Just they happen less often than tanks destroying your base or enemy glaive / flails destroying your base. The glaive / flail you can potentially hunt 1st to stop, its unlikely as they usually built x10 less items than you did, tho its possible to find them b4 they wreck all your stuff.

    So the real problem is mostly enemy vehicles. & the main reason enemy vehicles are a problem. As the health points of walls & buildings is fine. The main reason is that enemy vehicles can shoot down your 1 AV turret, too fast or easily. That's the main problem.

    So the problems would rank like this:
    1) AV turret getting shot down by 1 guy or a squad of enemy vehicles = RIP your base / as allies rarely defend as good, as attacker's attack. Or allies redeploy leaving your silo undefended, even if you built it on a road hugging a ally base. = RIP still.
    2) Enemy small outposts, that glaive / flail your base. That is to say, your stuff is getting flailed & by the time you find the flail, half the time all your stuff is dead. The other half the time, you may deal with the enemy glaive / flail, via magrider run.
    3) Enemy cort bombing infils, this happens less often these days, tho nerfing the cort bomb to hit the modules for 3/4th of their hp, was a improvement, tho not good enough either. As 1 Infil may still cort bomb you, or if 2 infils sunder bomb you. Theirs not much of a counter. As motion sensor item doesn't read crouched Infils.

    Tho yes, #1 is the main problem, 2 enemy lightning or a few MBT's shooting your base. That's the main problem. That has no counter.

    Like I said the glaive / flail, if your base is double skyshielded, then you have some time to find the enemy flail. The devs should give you more time to find enemy glaive / flails. Tho at least theirs some time of counter. Then fighting Infils, at least 1 infil has a hard time solo'ing a base. Its usually not overly op till theirs 2 infils cort bombing. These days. For 1 Infil, you just have to use your own infil to hunt him, or lay some mines around. Just depends on who the troll enemy vet is. How determined he is. Overall less people cort bomb, since the 1 hit module nerf isn't a thing. Even tho they can still finish a module with 1 cort bomb + some ammo. Still less players who solo cort bomb, luckily. So yes, other than a better item, that motion senses " crouched " infils. Or nerfing the glaive to have a longer cooldown, between uses. The main problem is enemy vehicles. 1 AV turret isn't able to solo 1 noob lightning. When Oshur may have 2 to 96 vehicles storm your silo. So ultimately your 1 AV turret needs to be able to nearly solo 2 MBT's & it doesn't even solo 1. So then the base just relies on wall hp & that always falls. Doesn't fall as fast as turrets fall, tho still falls.

    The main solution is to wait for the devs to buff silos against these 3 things. Tho until then. As far as your " template " goes. The only solution is the use terrain as walls. Which is the only thing your template is missing. I rarely build in a open field, 80% of the time I only pick spots that have some sort of terrain cover, to use as a wall. Even if its only 1 wall worth of terrain cover. Like trees, boulders, hills, & so on. Even if you build on or near the road, for allies to potentially help you defend more likely. Even then; I'd find some trees near that road, or a rock. I wouldn't just build in the middle of emptiness. Having some trees to fit some walls around, or a boulder. Means you don't have to build a four square. you build a triangle instead. Since the terrain acts as 1 wall, then you don't need 4 dimensions of items, you just need a pyramid formation, with the terrain acting as the 4th wall.

    So ye I'd focus on triangle, more than squares. Even if some pro builders often post pictures of square builds, I still wouldn't recommend square builds till they buff these 3 weaknesses. Till then you got to make up for the weakness. & Simply put, triangle builds with terrain as extra padding, fight off vehicles better than square builds do. Also triangles keep out infils better than square silos.

    Oher than the obvious, finding some unique way to get allies to help defend, when it matters. If your serious about defending your turrets or walls. Well you need to have a MBT parked inside your walls. If you have a ant, usually they destroy your ant if its parked inside. Pretty much your usually gonna be fighting 2 to 3 enemy vehicles on average, solo. So how do you beat 2 to 3 enemy vehicles, solo? You have a chance you get a ground AV turret, so its less likely to be sniped. Then you bring your MBT next to your ground AV turret & try to fight off 3 enemy vehicles with 1 auto ground AV turret & 1 MBT your driving. Then you get ambusher jet + smoke grenades, to further c4 invaders.

    Ultimately tho, you'll find that more silos die from your main allied zerg outfit, redeploying to farm or fight elsewhere. Leaving your silo undefended against 12 to 24 to 48 enemies. Even if you set shop near a allied base road. Redeploying zerg outfit members, will be the reason that most of your silos die. Even if you initially started building near a huge battle. So study redeploying trends. Know when & where your team is gonna redeploy to, will 48 allies randomly redeploying away from your silo's area, effect if your silo is destroyed? Heck ye it does.

    So while 40% of the time your silo's will die from not winning a 1vs3 against enemy vehicles. The other 60% will die from a more impossible reason, like not being able to solo 24 to 48 enemies. The only good take away from this, is if that happens; the next time your probably just gonna want to build ontop of a mountain top. Where turbo helps with that. & the only good news is that the harvest buff (more cortium per map) makes mountain building, meta again. As it use to be too boring to haul resources up a mountain, it still is. Tho at least now theirs more resources around. So less trips needed.

    Yes your next template: throw some trees, boulders, or hill walls in the template. Then connect your walls to the trees or boulders & make a triangle fort instead. Or even better, using all the terrain as walls somehow & placing all the walls / gates forward (however that kinda location is usually not near allied support, so pick wisely).
  3. SilentSueRia

    All that info is great for doubling down on building solo. SOE never designed construction around solo PMB's though, not even threw same account alts, nor threw multi-boxing alts. All you need too do to realize that is simply look at how many base parts you have access too, even with the all unlocked. Effective use, management, defense requires players. No amount of extra base parts from alts from any source will change that.

    But with the currently available tools and the limitations they have, PMB building is not conducive to co-operative play. Until a method of co-ordinaiton that allows for sharing base parts, in game design prototyping before building, that can be viewed and interacted with by the group, construction will never work. The Devs have too choose to make that Rosetta Stone for PS2 Construction system, if there is any desire in the Devs to make construction work. (highly unlikely with everything they have done against construction, since they bought PS2 from SOE.)

    The ability too cover those weaknesses that currently exist can be incorporated into the construction system by adding a way to research and upgrade building parts. Adding a function of limited upgrade slots with a wide variety of upgrade modules that can be researched inside a bases R&D building would allow for a Non-OP way to be able too choose what weaknesses you want your base parts to over come, while having to way the options and figure out which option will work best for your current base. Such a thing would add an element of base management interaction that would add interest into PMBs, especially if PMB's can research ways add exclusive equipment or abilities too vehicles spawned at the base.

    And if the R&D building also has the base prototyping and design terminal inside it, where other players can contribute to the design of the base, via layout suggestions and donating their base parts, allowing for the group too see the desired design before hittig the "build it" or "apply" button, that would go a huge way into making it possible to actually co-ordinate the teamwork based PMB's SOE originally intended construction too be.

    If PMB's can provide exclusive equipment for vehicles, players who have a favorite equipment that can only be gotten from a PMB will have a stronger tenancy too want that PMB to stay alive, so a tenancy to help defended it will exist.
  4. AuricStarSand

    - Reasons for pubs to help defend, when tons of enemy vehicles are around. Yeah I agree.
    - Maybe like a 2nd tactical slot, for allies to deploy Mana turrets that hook to the walls.
    - Zerg outfits redeploying are a problem. Outfit resources aren't defending allied silos.
    - A item that gives me a free pub steele rain for defending the base, after lit.
  5. SilentSueRia

    Oh hey, have you ever notice those squares on the top of the Bunker, Pillbox, Tower look like they where suppose to have something bolted onto them? They look like they are suppose to support a turret on top of them. Would be nice if that feature was added, where that terminal on the building allowed you too choose too add a turret to those spots, without counting against your personal turret count. I imaging they would have to make the turret a little taller though, since the edge of the building acts too much of a blind spot. I suspect the blind spot issue and the goofy look of the turret with added height on the roofs was one of the reason why SOE didn't prioritize trying to get those too work. Still it would be nice to have that function finally added too them.