[Suggestion] Improve the lives of construction workers!

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

  1. Katiuzha


    AV Mine dispensers and Disposable AT dispensers.
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  2. AuricStarSand


    Ye and a lever switch attached to the wall; " Press E to Steel Rain your pub squad " once per 18 min.

    Free for cortium; without outfit resources.

    Else a 2nd spawn tube; that only works once per 18 min. " Press E via new spawn tube to auto make your squad show & defend ".
  3. 23rd enigma

    That's actually wouldn't be a bad idea. But instead of a lever, the devs can use the alarm module tower (the one that says enemy is attacking your base) and then add a notification to press a key so that anyone in the base builders squad (or even proximity based) can steel rain to the base with the alarm going off.
  4. karlooo

    I used to build frontline bases all the time in the past. From my experience I do remember that for this, the structures must be types that are low to the ground and must not stand out or be highlighted on the map. I remember also once complaining about Skyshield module highlighting your position but if you didn't equip it, you'd be susceptible to that stupid Flail or OS.

    Otherwise you will become the pinata.

    But now when I think about it, it doesn't appear that construction was ever designed to be a frontline base, a fortification to begin with. You know, if it were, then it'd be designed very differentially... You'd have more guns lol. Turrets. But it's more complicated than that.

    But you are right that a simple shield would help us build the base. The job of a construction worker is too much for something that is subpar and doesn't interest allies one bit.
    I remember not so long ago some outfit leader dropped a Citadel Shield for us to more easily construct a base directly in front of a Tower lattice base, which would add protection for our tanks sieging once the shield runs out. And TBH it's a good idea from many angles because you are essentially moving with your team, but how would one accomplish this as a free mechanic? Not everyone has the privilege of outfit assets.

    Oh and, I quit construction as soon as update Fortification released. The new modules actually doubled the time to construct a base and it's just all annoying, feel like a clown. So, it all went downhill from what it was before and it was hell before.
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  5. 23rd enigma

    Yea bro tell me about the construction meta is so bad. Pretty much if you don't have a flail you are a sitting duck for another builder who wants to **** you over. Once the flails are up the construction game turns into who can fly a valk and shoot thier flail the fastest (and taking out modules with c4 fairy) .

    IMO something that would help construction massively is having well-thought-out No Build Zones, Like Wokuk Eco + pommel gardens. Those two bases allow you to build a frontline base very close to where you would park a sunderer. Check my vid for example.



  6. karlooo

    The only motivation to build a construction base now, is only if you are an air main and want the discounted ESFs. That's the only effective reason why one would want a construction base nowadays, an air main. It has no other qualities. Attempting to use it any other way is simply trolling.

    The Steel Rain idea is ridiculous. It feels very selfish.

    Oh I came up with an idea. What if the Flail gets reworked into a mine laying system. With the same rules, same range, same firing mechanism but instead it drops the anti-tank mines. But the question is whether there should be a number limit or time limit for the mines.... I would make it a number limit, to ease some pressure off the Construction player. They have too many things to handle and requiring them to drop mines in heat of the battle is much, rather based on situation drop mines on a road for example where they suspect enemies to come from (lets say limit 12 mines, 4 + 4 +4) and then go back to their usual business.

    With new Sunderer update I can imagine the number of vehicle pulls becoming greater than before and a mine layer may be generally suitable and viable, even if 90% of structures will be unused, that is a problem with construction itself but possibly in the future one will come up with a solution to give the reason to complete the base design because generally you would want to invest time in designing and walling of something that is valuable in the long term, but there's nothing to wall off currently, new structures are oversized to begin with.
  7. AuricStarSand


    Silos are good for the front line. Unless the front line; is a infantry farm; where the no build zone doesn't allow.

    Most builders who build to build; aren't pilot mains.

    Usually 10 out of 12 people like Steele Rains and the one guy to complain; IS the selfish guy. " Oh wah you took me out of my farm I can simply find anywhere anytime of the day; and simply return to with 1 button taking only seconds. " - said from guy who usually isn't even the main sunderer setup driver for his faction.

    Helping someone defend their silo is the opposite of selfish. Also the 2nd spawn tube for " Press E to summon squad "; else Steele rain wall lever switch; is only allowed once per 20 minutes.

    How else do you get a ton of guys at Ascent A cave for 40 minute infantry farm; to redeploy back to the road 100 feet south; to defend your silo from a enemy tank rush? Tho like I said they need a AV Launcher box; or you're just gonna be steele raining noob ally medics who die to tanks after landing.

    The irony is they probably got that A cave farm; from a router the silo guy is supplying; yet they can't help defend his silo once per 20 min?

    That's one issue with silo's you have 1 AV turret; to defend from a tank rush. If people didn't build more; if they're even around to man the others. So the AV Launcher box to field pub squad medics with AV weapons; isn't just kinda needed; it's super needed.

    Ye 1 out of 12 guys might complain, that this item takes them out of the infantry farm; once per 20 min. So what. Forget that guy. He's not helping. If he's smart he can just join another squad; that isn't lead by a silo builder.

    As for me and most people; they enjoy steel rains & I don't mind if my leader accidently transports me to a empty base once awhile; so what. Just go instant action.

    If you want to make everyone happy; allow droppods to be able to steer themselves; so at least people find them more entertaining; regardless of where they are transported.

    If sunderers are really more anti solo c4 these days; then steering your own droppod shouldn't be a problem.

    New players aren't using instant action button enough; not even during map tie death match; I've had to /yell at them to " hit " J " button! "
  8. RiP0k

    Silo also desperately needs the ability to install a Skywall shield module.

    Secure Silo should also become a full-fledged Silo of choice so that all structures can work with it. Add at least 1 module slot to it, also with the possibility of placing a Skywall shield.

    Remove the 20,000 usage limit from the Vehicles terminal.
    • Up x 2
  9. TRspy007


    back when we had the victory cores or whatever they were called there was a sort of permanent mini fortress shield module you could put on it to protect just that structure. They should maybe do the same with silos, except let it be overloaded by infantry or taken down by insane amounts of damage for example. And yeah the builder should be able to set the limit to the silo pulls, not a default 20k.
  10. Baneblade


    HIVE, at least back then a base mattered lol. Now its whoever can get the best OS position before the fight ends.

    I have a lot of my own thoughts about how to improve construction... not the least of which is letting us build a properly defensible base. Hell, rampart walls are actually a liability without the ability to put the shields on them. I'll never understand why that had to go. Same with the Infantry Tower, Bunker, and Pillbox.
  11. RiP0k

    If each update makes it easier to destroy bases, then it might be worth making sure that the structures are invulnerable if there is a repair module. The OS could destroy all installed repair modules. This will eliminate the weakness of structures for some unknown reason.
  12. 23rd enigma

    Give the repair modules in construction the same treatment as the sunderer. At least to where it sustain an attack by 2 manned sunderer. Other than that, construction needs a better purpose. Other than it being mainly used for orbital strikes and flail( artillery installations to attack other player-made bases) .
  13. TRspy007

    The main issue with construction is that they made it a completely separate game mode. Really construction should be something used to enhance the fight, to add an extra layer of defenses, and work in supplement to the regular bases. This is not the case as there's huge, poorly thought out no construction zones around each regular base and main road, preventing any sort of construction from being incorporated into the real gameplay. Instead they've added empty bases with no hardspawns as a way to claim construction's important to the game, when by design it's not meant to be a standalone system. The cost of entry, the time it takes to build a base, the building conflicts, etc all make it a very niche playstyle that a majority of the community wouldn't interact with in the first place.

    So what happens is the few construction mains learn when and where to build bases (it's not even in the empty bases designed for construction), they setup their flail, os, router and discount air and basically just spam more AOE into the fight from a distance.

    Instead of using construction to fortify existing bases, it's basically just used to add more cheese to the fight. Because who doesn't like getting incessantly flailed by a stalker or nuked every 15mins through buildings?

    Really construction should just be a way to build onto existing bases. Maybe that base is missing a sundy garage here, or a bunker there. No air term? No problem, we'll place one here. Drop some walls and a few turrets to start a layered defense. Once the construction goes down, the fight progresses into the real bases. Really it should be a way to delay the attackers for a bit, making existing bases harder to attack. Even from the attackers perspective it could be used to set up a forward outpost. Deploying a garage to protect forward spawns, deploying infantry tunnels to get to the base without getting sniped, deploying vehicle terms and spawn tubes so you don't have to drive 30mins from your previous base, etc. It should be used to enhance fights, where the fights will happen regardless, however having a builder or two on your side would add another layer to the fight and change things up a little.

    Here you've got the construction system separated completely from everything apart for those few empty bases. So it's useless everywhere else except for a few niche things, most of which are disliked (cheap a2g spam, flail spam, os spam), and if no one builds on the few zones dedicated for pmb capture points well then there's no fight at all. Even if they do there's rarely a fight because on its own, especially due to the flail and OS going through everything, and relying on someone to place adequate building and cover, it's just not fun. It's ridiculous the system was released in this way.
  14. 23rd enigma

    I agree with you . There are only a few bases that construction is fine and those bases have a small NBZ allowing for a base to be built very close to sundy deployment hotspots. Those can fill the role of being part of the main game while providing a harder to kill spawn than a sundy. But now with the buffed sundies it seems like construction repairs and dmg resistance modules would need a buff to compete with vehicles since anti vehicles towers are no match for nanite armor. Best solution however would be to nerf nanite armor heal rate and burst heal than to buff everything else to compete with it

    Video of good NBZ on Wokuk ECO
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  15. RiP0k

    There may also be problems with allowing construction in developer bases (blocking roads from the vehicles terminal, blocking passages, deteriorating productivity). I accepted that the system has neither purpose nor meaning. But making fortifications, calling them fortifications and not implementing them as fortifications (resistance to damage or increased survivability, ideally invulnerability under any conditions) is simply strange, to put it mildly. They make it possible to create fortresses, but the fortress cannot exist during shelling. I would at least agree with adjusting the strength and survivability of structures according to their size. In order for small structures to receive high damage from light anti-tank weapons (turrets), in turn, in order to inflict CC damage, you need a high-damage weapon, but the health of the structure must correspond to its size. But even in this situation, it is unlikely that it will be possible to balance this in accordance with the number of attackers. As for me, the simplest and most effective way is invulnerability under conditions. Not limited in time.
  16. RiP0k

    The system needs the ability to preinstall modules in a special menu. So you don't have to run around and install them.[IMG]
    It would also be better to automate their installation when they are destroyed. Remember this structure?
    [IMG]
    So why not attach a menu to this structure with a choice of installing modules, so that it automatically installs them into the structure without unnecessary legwork. And so that if a module is destroyed, it will be restored automatically after 2 minutes.
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  17. TRspy007

    It's a fair point as I've seen people using bases to troll especially on Oshur, where someone will put walls all around the base to make sure no vehicles can leave, and the things cannot be deconstructed except by the owner, and take a long time to kill with their huge hp pools, and are instantly replaced upon killing them. That being said it would be much better to remove all the restrictions and then implement them based on feedback than to have the system as it is now. It would make more sense to add a small no deploy area around the terminals if trolling really becomes an issue than to have these giant lazy no deploy zones that make no sense. The construction system in PS1 was much better integrated into the gameplay simply because it was allowed to interact with existing bases to fortify them.

    Tbh most of the construction structures already have huge hp pools without even factoring in the modules. This is one of the reasons it's not really fun to attack simply because you'll spend hours shooting at one thing and waste all your ammo to kill one wall or whatever. There's really only a few structures like the command center than actually need to hold more hp. These fortifications should be used to augment existing bases, or create small forward outposts. They shouldn't be a standalone invulnerable thing. If they're able to generate a fun fight, being actually useful to their team I believe some players will go out of their way to defend them. Keep in mind it's a lot harder to kill construction if there's people firing back. Right now a lot of construction items take really long to kill, but there's nothing fighting off the attackers in the meantime since most the playerbase doesn't interact with it. If it was used to help fortify existing bases and actually placed properly, I'm sure by default those things will be harder to kill since there will actually be players defending both actively and passively.

    Really making the thing an invulnerable fortress might preserve the builder's work, but again it does nothing to create a fun, progressive fight and overall would just further cement construction's position as a side game entirely separated from the main one.

    Great idea for the modules btw, its super annoying to run back and forth to the same structure to drop a bunch of modules. Just make it so they can be built into the structure from the start.
  18. RiP0k

    If structures can be built on the bases of the game, then the enemies will simply destroy Silo first, and this is not a problem for the same zerg or a squad of players with a bunch of equipment or even without it. By the time your allies come to their senses, your fortifications will collapse. So this is still unlikely to improve the situation. But if during the repair module the structure is invulnerable, then the enemies will have to immediately either overload this module and then destroy it, and this is a fixed minute. Either overload the blocking module and then use Cortium bomb or Swarm and/or overload the repair module. This will actually delay at least the destruction of the structure until the battle begins. Again, you can give the OS the effect of destroying installed modules by blocking cells for 30-60 seconds, which will allow you to resist invulnerability.
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  19. TRspy007


    Yeah this would make much more sense. The silo can be invulnerable or have really high hp, forcing infantry to interact with it to render it vulnerable. Or it can stay as it is now, but every base will now act similar to the construction base spires, where there will be a building zone around the base where the base itself serves as the silo. Then the pmb silos can be used to extend the line a little.
  20. RiP0k

    The same problem occurs with Command Center and Rebirth Center.