[Suggestion] Improve the lives of construction workers!

Discussion in 'PlanetSide 2 Gameplay Discussion' started by RiP0k, Jul 7, 2024.

  1. RiP0k

    Make terminals destructible or better yet, unhackable. Also make the Fortress Shield a permanent module without a time limit.

    Also return Pain Spire as a structure with a support radius, which would transfer the properties of the module installed in it to the structures in the area of action. For example, we install a repair module and structures in the radius receive an additional amount of repair from Pain Spire in addition to their repair module. In short, for Pain Spire to work like old modules only with the ability to select this module by installing it in Spire.
  2. RiP0k

    The constant effect of the Fortress Shield will save builders from annoying damage spam from a distance. And this spam is just constant, and constantly running to install a module without which the base that is built on the Command Center cannot exist is the most annoying part of the Construction System update. The Fortress's shield is not so powerful that it is limited in time. Until he is shot from the inside.
  3. RiP0k

    Changing the terminals will get rid of the ubiquitous trolls. Which time after time return to the base with the help of ESF to revive equipment from the terminal in the hope of destroying the base. And if there are several of them, then builders have no chance to resist this spam.
  4. RiP0k

    The return of Pain Spire in a new guise will alleviate some of the weak state of the structures. It will also add properties to those structures in which the module cannot be installed or to those structures in which there are few cells for modules.

    It would also be nice to be able to install Skywall Shield.
  5. RiP0k

    I would also advise limiting the setting of spawn points. So that the player can install either Command Center or Rebirth Center or Elysium Spawn Tube
  6. 23rd enigma

    Ripok, What exactly is the goal of construction in your vision? It seems like you're set on having construction be impenetrable fortress bases. On a live-play, people seem to use construction to build orbital strike centers, routers, and flail. The Flail and orbital strikes actively make other parts of the game worse for everybody. Especially outfit OS and flails on Oshur.
  7. RiP0k

    The construction should be like a fortified area in which the allies can be safe. And not a piñata in the shape of a command center that collapses in a minute and allies fall to the ground like candy.
    • Up x 1
  8. AuricStarSand

    - Unhackable terms? Okay.

    - Always fortress shield? No. Tho they can add 30 seconds to timer for 90 second shields.

    - Pain spire module? I don't know. Seems they'll die before they deactivate them.
    Pain spire was fun to use and shoot. Yet the issue is that new players aren't smart verses them.

    What's the issue with you verse infantry? Infils? Cort bomb LA?
    If Infils just give players more spotting lights. From 0/1 to 0/3.
    • Up x 1
  9. RiP0k

    I don’t understand why you think that defense fortifications should be weak. Why then do these fortifications exist?
    • Up x 1
  10. AuricStarSand

    The fortress shield mod with 60 seconds; parked north 100 feet of Saerro tower Esamir; took 48 NC 30 minutes to take down.
    So if a spawn building is hidden amongst the mountains; it's almost immortal. Esp if your team is amateur hour.

    You only have a few seconds to kill the guy replacing the module.
    Even if on the opposite side; it's too tedious to replace every 60 sec. Why I said 90 sec & costs more.

    The Pain Spire is cool; yet has noobs walk into it, die, then they may log out. It's not new player friendly. Less it has a huge arrow to tell new players to shoot it.

    The command center was too big of a idea to begin with; Idk why they went that route; instead of helping players connect walls together and other smaller items. You also don't need the command center.

    I'm fine if they make terms unhackable; since theirs a bug; that when you rehack them it makes your silo need 20k cort after to use. Yet tbh; I've never had much of a problem with some guy hacking my terms and destroying my base. Sometimes it's annoying if they keep hacking it, but always easy to kill the bus they pull.
    But yes they don't need to hack terms; they should just drive.

    I did have a enemy Ant guy build his own AV turret near my base once; & destroy all my silo items.
    While I was gone.

    As for infantry; I've had 2 to 3 LA vets; park a sunderer behind a tree I couldn't find soon enough & cort bomb my silo rapidly. However that only happened once. I still had the option to find their sunderer sooner, the next time. & only works on hossin with the trees. Else would have found it. If I had a teammate to help me defend the silo; sure. Maybe cort bombs do too much dmg to silo's. ok.

    Ye verse infils they just need a few more spotting lights. from 0/1 to 0/2 0/3.

    Other than that all the items that don't have modules to stay alive, auto regen.
  11. 23rd enigma

    Auric stand has good points.
    Fortress shield buff would make more sense than an infinite amount of uptime. He's right about the command center aswell. It's far too big despite the buff's it had to its HP. It should only be killable by "overloading" it. Besides that, there is hardly any places to put one that are not in dedicated construction zone.

    Ripok it looks like you base your construction experience mostly as a solo builder, when construction is at it's weakest. With a few more builders' construction is easier to build and manage making it stronger. The dev's should balance construction with the view that people will take advantage of it to it's fullest and not when it's at its weakest(solo building). The fortress shield buff you suggest is to strong.
  12. RiP0k

    Running every time to install a module just to prevent the base from collapsing is, of course, the peak of gameplay.
  13. RiP0k

    The construction system now serves as the only vehicle spawn point. It is almost impossible to place a densely designed base near capture points.

    So what will be so powerful about an unlimited time fortress shield?
    Often the enemy ignores construction and simply begins to immediately capture the base. I don’t understand why you are such supporters of maximally vulnerable buildings. Moreover, any faction can build its own base and everyone will be on an equal footing.

    The Construction System will at least be able to become a non-mobile permanent spawn point for players, and if they stop appearing, the base will be easily destroyed even with a permanent dome. Also, do not forget about Glaive IPC which should be able to turn off the dome. And if you leave the dome like this, then the trolls shooting from behind the hills in the distance will continue to do so. And running around constantly activating the dome is not an interesting and annoying activity.

    I didn't feel as bad about the old Construction System as I did from the Fortification update.
  14. RiP0k

    If everything in this game is scaled in terms of a larger number of players, then everything in this game is fine. In fact, everything is deplorable. An outpost must significantly increase the number of enemies required to storm it, otherwise there is no point in having a fortress.
  15. RiP0k

    But if the Construction System was not designed to create a fortress, then DEV did not need to make any building structures at all. One could only leave all the cancer in the form of artillery, OS and walls. Because buildings have no meaning. There are no battles in them.
  16. RiP0k

    The base you built is not a Sunderer that can be taken and transported to another place. This is the most non-mobile design that must make up for its lack of mobility with its survivability. But now, in particular, bases built on the basis of the Command Center are simply not able to survive either in a large battle or in a small skirmish, without activating the Fortress Shield. It's like putting a person in a coma on life support.
  17. RiP0k

    The worst thing is that you consider this condition to be satisfactory. I'm afraid that at this rate I will never return to the game as a builder. Because DEV will never correct the situation. Because he sees what suits you.
  18. AuricStarSand

    Ripok is for sure playing construction without allies anywhere nearby. He's playing as if it's the old system; where you park your silo hecka remote far away from the main battles; solo; and hope your silo is a immortal turtle shell.

    Instead of you know; playing during prime time; spamming invites to many people for a pub squad to platoon. & steele raining people to your silo. Some things may be true; like command center dying to tank shells; just depends how many allies to enemies are near. For sure the walls are better than the old system and strength of av turrets regardless of no auto.

    You're just going to have some creative methods to have ally tanks protect your silo and rebuild smaller silos once the front line moves forward. Is everything amazing? maybe not. Tho I know the new system; is better; than the old system. Walls died x10 faster for the old system. Turrets died faster.

    I personally believe the best bet for construction is to just add more far utility to them; via new spires; Jumppad spire.

    Tho the days of just building middle of nowhere; waiting for enemies to attack you; then being surprised you got 2 to 4 tanks shooting you; else 4 infantry attacking your silo; while your solo; Those days are over. The new system is for front line silo's and more for prime time. With 2 pub squads; stacked with 4/4 steele rains.

    Then you have to remove your silo to the front line every 40 min; 30 min; & not just keep the same silo for 1 hr 30 min.
    So the silo meta is more for medium size silos; and more about walls than command centers. Def isn't a solo turtle shell remote build meta.

    Even when I use to build with 4 alts; had 5 to 6 automated AV turrets; with the old system; it would never last. The walls would die faster than this new system; the turrets even if automated would get tank sniped. So they never scored a kill. Less verse noobs. Yet noob Lightning's are easy to c4 anyways. So the automated turrets weren't effective.
  19. AuricStarSand

    Obviously even if you build near allies; they won't always help defend either. Depends.

    If you build on the road south of Ascent. & your team is busy fighting in the A caves of Ascent.
    And you're NC. Yes; maybe TR sends Prowlers down that road to kill your silo.

    So yes you're going to have to shield fortress mod; your front line walls; on your own. Then send out Lightning tanks solo & jump out with Ambusher Jet LA; with c4 and smoke barrel attachment; to scare off those Prowlers.

    Less like I said you have Steele Rains stocked for those occasions. Less you hid a router nearby the cliffs for potential allies to jump those enemy prowlers. & whatever else helps.

    So defending silo's is always going to be about who's online, how many vets are online your faction, and where your army is busy farming infantry elsewhere or not. No matter what they add to silos.

    Also on the attacking end; even if they made silo's more immortal; then you'll have vehicle mains; complaining about how boring it is to shoot silos.

    As for your requests; sure don't allow Vehi Terms to be Hacked; that's fine. Enemies should have to drive to your silo, not hack.
    Sure makes Heavy repair mod for turrets cost more; yet last 90 sec; instead of 60.
    Sure make Fortress shield mod 90 seconds too.

    As for anti infantry; yes if you can't solo 2 infantry enemies; then yes you need to lead pub squads and hope they show.
    Rather than pain spires killing new players.
  20. AuricStarSand

    For anti Infantry; the answer is

    - to add a free " Steele Rain " button. To use once per 15 to 20 min; that brings your pub squad to your silo for free. Without outfit resources.

    For anti tank; since jumppodding your potential early hour noob teammates; who are often medics; won't help fend off tanks.

    - To add a free box of dev made AV mines; that stack with Engi mines; so you're able to place 8 to 10 mines total around your silo. 6 from the av box item; 4 from engi.

    - Then to give noob medics something to shoot tanks with; a Loot crate box with AV Launchers any class may use. Since the noob medics, you just steele rained down, won't switch to LA or HA. So they need a AV Launcher equip box.