[Suggestion] Construction/Module Suggestion.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Suicune, Jul 11, 2023.

  1. Suicune

    First and foremost, please buff the durability and repair module. As it stands now, walls can't even survive a single vehicle chipping at them. If two vehicles are going at it? That structure is gone.

    Modules:

    Now, onto the suggestion. Can we get some combo modules? For example Repair Module + Durability Module. Maybe triple the effect at a 1000 nanite cost. As it stands now, Durability/repair is absolutely required for any structure that will be protecting core structures from vehicles. Overall, current modules are too weak. They don't even survive two vehicles attacking.

    Fortress Shield also needs a timer increase. 60 seconds isn't long enough for the cost it has, as it forces someone to constantly being running back and forth to keep it supplied. Vehicles will ultimately just drive into the shield anyways.

    Reduce the time it takes to slot modules. Maybe an implant on this.

    Construction:

    There needs to be a dedicated skyshield structure, sorta like old construction had. The current system implementing skyshields makes it too hard to place if you don't have a command structure or rebirthing chamber. This absolutely punishes small bases that are in cramped areas like Nasons on Hossin. Sometimes that spawn chamber is the only spawn we have, when it goes? The fight goes with it.

    On the note of the rebirthing chamber. The inner section should have shielding that protects from shelling. Infantry can still come and go, vehicle weapons can not.

    BUFF ALL CONSTRUCTION RESISTANCES AND HEALTH.

    Construction Placement:

    You guys are going too hard on restricting how construction can be placed with the red and blue arrows. The solid walls are basically unusable if you aren't on perfect terrain, but are preferred because vehicles can snipe through the standard walls with the viewing window. Command Structure is also nearly impossible to place in most situations. If its an active fight? The 2 minute build timer assures it will be destroyed before it completes.

    The closer those red and blue arrows are together vertically? The harder it is to place an object. Ease up on the restrictions.
    • Up x 2
  2. NCtraitor7

    Idk if you know that you can hold E and run away while still holding E to equip modules? NO! DO NOT FIX THIS DEVS! Unless you decrease module equip times by 3 times.

    Implementing combo might not be worth devs' time and might be OP. Fortress seems to be the ultimate answer to survival, might deserve a buff. Not a healthy balance but, I don't see problem with buffing it but am not sure.
    It would be cool if walls had 90% resistance and people had to destroy gates but ofc this would allow total blocking with walls.

    Solid wall needs its protruding part removed. ATM it is indeed almost unusable. Yeah, make construction easier to place, even at slight slopes.

    IDEA: Modules could be inserted to building when they are being build so they can repair a bit (small) but this would allow to Fortress the CC, so enemy vehicles still can easily get inside and get it but they cannot sniper from 500 meters. This way you can actually defend it if have tanks inside Fortress
    Still, 1 minute build for CC would be fine, I think.

    Skywall module access for Bunkers?
  3. Botji

    I have also felt the lack of a more compact Skyshield structure/module it feels weird having to decide if its a good spot for a base 'based' on if a spawn building fits or not.

    Another thing I have noticed is the possibly imagined increase in Flails because now they really do only need a Silo and Flail, possibly a spawn. They used to put a little bit more effort in before when we had modules because the Flail required the AI module to function, which anyone could destroy with small arms damage.

    Flails are kinda chunky unless you are in a Prowler or something and not everyone will bother to blow them up when spotted while before it was just a AI module and it was disabled for a while.

    So my suggestion is to bring back AI turrets via "AI/Targeting module" that you have to slot into them, that leaves them vulnerable to infantry/Infiltrators overloading them and disabling the AI function as well as doing the same for artillery, they need the Targeting module to fire... make it cost like 2k cortium too just to make it a bit expensive.

    Bases need their turrets back and artillery needs a soft component that any basic infantry can sabotage like they used to have.
  4. ganthercage

    The old construction was better
  5. RiP0k

    The new system is better, it's just that it's the most vulnerable due to the fact that the developers are apparently afraid to give invulnerability to structures, at least spawn and Silo buildings. Also, the lack of Skywall shield damage contributes to the brazen behavior of enemy aircraft at the base, since it is impossible to resist them 1 on 1. Especially 2v1 in the case of the Liberator, which can hover over the Silo and destroy it without any problems even if you repair the Silo. It's just crazy. This should not be. The current building system should be invulnerable or have a very high resistance that will require 5+ vehicles to destroy the base. And respawn buildings with Silo should be destroyed after the walls, otherwise the meaning of having walls at the base is lost.
  6. AmericanEmpire

    construction is a waste of time.
  7. AmericanEmpire

    it was obvious they dont care when they removed the pain spire. theres nothing to protect the base while you are away, so one infiltrator can just come in and blow your entire base up mines dont work because they have implants that make them useless you try to defuse the bomb, they just kill you. construction is a wastte of time.
  8. Yaesu

    Honestly, playing a stalker and this VERY ANNOYING FLICKERING now, I don't bother with constructed bases anymore. I was also fine with spawn tubes. These command centers and birthing whatevers are a pain in the butt.
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