PlanetSide 2: Fortification (PC Update)

Discussion in 'Official News Feedback' started by Mithril, May 16, 2023.

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  1. Mithril Community Manager

    20-Years of PlanetSide

    When the original PlanetSide was first released on May 20, 2003, it offered the impossible: a grand scale, combined arms experience that spanned multiple continents (and planets!) Even now, twenty years later, we fight with tooth and nail. In this update, we celebrate the legacy of PlanetSide with additions, events, and some nostalgic sounds.

    Official PlanetSide Soundtracks become available May 20!

    We've partnered with CD Baby to bring official PlanetSide and PlanetSide 2 soundtracks to all your favorite streaming services. Get your nostalgia hit on Spotify, Apple iTunes, Amazon Music, Deezer, Pandora, TikTok, iHeartRadio, Napster, Shazam, and YouTubeMusic, just to name a few. A full list of platforms will be available at the bottom of the post. With this release you'll find one PlanetSide album with 30 tracks, and four PlanetSide 2 albums with 15 tracks for VS, NC, and TR, and 8 tracks for NS. These albums begin rolling out to digital platforms on May 20.
    Here's a preview we posted earlier in the week of the original PlanetSide theme.
    Content creators, as always, you're free to use music from PlanetSide and PlanetSide 2 in your videos and other creations!

    Double Experience Event (May 17 - 21)

    ALL PLAYERS receive DOUBLE EXPERIENCE from May 17 - May 21!

    20-Year Legacy Event Directive (May 17 - June 4)

    This year's event directive has many different paths to completion, celebrating our diverse sandbox of playstyles.
    • Helping Hand - Heal teammates or repair their structures, deployables, and vehicles to earn this ribbon.
    • Hot Drop - Earn this ribbon by deploying friendly troops to the battefield where they earn kills!
    • Hold the Line - Earn this ribbon for capturing and defending control consoles, and for killing enemies around them during a continent Meltdown Alert.
    • Module Mastery - Earn this ribbon by installing, overloading, or disarming construction modules.
    • Focused Assault - Earn kills during a continent Meltdown Alert.
    • Apex Predator - Earn kills using "Apex" weapons.
    • Foothold - Capture construction facilities.
    • Building Blocks - Deposit Cortium into a Silo in a contested region.
    • Armored Duel - Kill or assist in killing enemy vehicles while in a vehicle yourself.
    Complete this year's Legacy directive to unlock the newest addition to the PlanetSide arsenal, the NS-D Helios heavy weapon.
    [IMG]
    Unlock this fire breathing heavy weapon by completing the Legacy event directive!

    NS-D Helios

    As an ode to the original PlanetSide "Dragon" flame weapon, the NS-D Helios will be blazing a trail into the game as a common pool heavy weapon. Much like the original, this five-round burst incendiary weapon has an alternate fire mode that can lob an explosive blast of flame.
    Earn this weapon by completing the Legacy event directive, or pick up the celebration bundle and all of its new content! (This weapon will also be unlockable through standard means after the event ends.)

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    The NS-D Helios, available as a reward for the Legacy Event Directive.

    20-Year Legacy Bundle (2999 DBC)

    This bundle, available until June 30, includes "APEX" variants of the first generation SMGs, a cosmetic variant of the Helios, a 6-month Heroic Boost, and more!
    • Title: Field Commander
    • PlanetSide Legacy Banner Frame
    • PlanetSide Legacy Banner
    • Heroic Boost - 6 Month
    • "Apex" PMG-100
    • "Apex" SMG-46 Armistice
    • "Apex" AF-4 Cyclone
    • "Apex" Eridani SX5
    • NS-D Helios EX
    [IMG]
    PlanetSide Legacy Banner and Banner Frame.

    [IMG]
    "Apex" SMG variants.
    [IMG]
    The EX version of the new NS-D Helios.

    Construction Overhaul

    The construction system has received a major rework with the goals of making construction more accessible, more fun to fight at, and allow for more diverse base building.

    Many new construction objects have been added, and some have been given a facelift (or reworked entirely,) and more cover and interior spaces are now available to fight around.
    [IMG]

    Learning Construction
    • New, one-time construction-based tutorial missions have been added for players, and will reward players with the Elysium Spawn Tube, Infantry Tree Stand, Light Vehicle Terminal, and Equipment Terminal Module.
    • Additional construction-based daily missions have been added to the pool for all players.
    • VR Training now has Cortium spawns and facility silos, allowing for practice with construction objects.
    UI Updates
    • Removed the two-click process of placing a construction object, and you can now select either currency with a single click.
    • Added new "Favorites" functionality, to mark your favorite construction objects in their own category.
    • Buy, Unlock, and Equip button and terminology have all been adjusted to make more sense.
    • Exiting the building terminal window will retain your last selection.
    Placing Construction
    • Controls for placing construction objects are now visible when a construction object is held.
    • Construction placement spheres have been replaced with directional arrows showing whether they need to be above or below ground.
    • Reduced the default rotation speed of construction objects.
    • Sealed up the "holes" beneath certain construction objects, which would allow you to get inside the backface of the models.
    Maintaining Construction
    • Passive cortium drain has been removed. This change allows builders to set up bases far in advance of a fight that may or may not make its way down the lattice, instead of doing cortium runs for a fight that may never manifest.
    • We've moved toward a more active form of cortium drain. The Flail, Glaive IPC, and Orbital Strikes will drain cortium when firing; Modules (which we talk about later) are equipped and placed into structures when the need arises; and vehicle/air pads still drain cortium as vehicles are used.
    Interacting with Construction
    • Cortium Silos within 500m now appear on your map and minimap.
    • Spotlights attached to construction objects (like those at the Infantry Tower) now count as Darklights for the purposes of revealing cloaked targets.
    • Spawn locations at construction bases now show the name of the player who owns the object.
    • Additionally, there are new ways to interact with construction through Construction Outposts, Modules, and Attack Modules.
    Construction Outposts
    Construction Outposts (previously open-field vehicle capture bases) have been updated with a new Construction Outpost Silo. This silo is accessible to the faction who owns the region, and is accessible to any player on that faction. These outpost silos regenerate cortium over time, ensuring that construction assets are readily available to build with. When an outpost is captured by an opposing faction, construction objects within 100 meters are converted to the capturing faction's control. Players who previously owned these objects have their placement limits freed up so that they can build elsewhere.
    [IMG]

    Modules

    Modules have all been converted into hand-held objects that can be slotted into new sockets on many of the construction objects. Modules come in a variety of types, allowing for base customization based on needs. Certain modules can only be equipped on specific construction objects, and a list of compatible modules is shown in the terminal screen.
    • When you're at a construction base, empty module sockets appear on the HUD. While you're holding a module, the HUD will show compatible and incompatible module sockets, as well as which modules are socketed into which objects currently.
    • Modules are socketed into empty slots, or can be swapped out with an existing module. Modules and their effects cannot be stacked, meaning that only one module of a given type can be slotted into a construction object at a time.
    • Attackers can overload a module, much like a generator, by interacting with it. When the timer completes, the module detonates and deals some structural damage.
    • Similarly, Cortium Bombs and Tunnel Worms can be equipped in the Tactical Slot by attackers. When placed into an empty socket, they'll either count down until major damage (Cortium Bomb), or prevent a structure from repairing (Tunnel Worm).
    Standard Module
    • Repair Module - Repairs the building over time, and increases max health by 5000.
    • Projectile Shield Module - Provides the structure with shielded windows and doors, and increases max health by 2000. This shield is two-way.
    • Skywall Shield Module - Provides the structure with a skywall shield, protecting from airborne attacks, no longer EMPs infantry. This shield is one-way.
    • Firewall Module - Protects modules in the structure from being overloaded until the Firewall is brought down. Increases maximum health by 5000.
    • Equipment Terminal Module - Provides the structure with an unhackable equipment terminal.
    • Durability Module - Increases maximum health by 8000.
    • Capacity Module - Increases the maximum cortium held by this object by 5000. Remains active until destroyed or replaced.
    High Pressure Modules
    • Heavy Repair Module - Repairs the building rapidly over time, and increases max health pool by 5000. Remains active for up to 1 minute.
    • Fortress Shield Module - Provides a projectile bubble shield around the structure and surrounding area. This shield is two-way. Remains active for 1 minute.
    • Heat Dispersion Module - Drastically reduces heat accumulation for the weapon while being operated by a player, increases maximum health pool by 2000. Remains active for 1 minute.
    Tactical Slot Items
    • Cortium Bomb - This item has been reworked into a bomb that players can slot into any module socket of an enemy building. Detonating after a short while, dealing incredible damage to the structure from the inside.
    • Tunnel Worm - This module, when socketed into an enemy object, prevents it from regenerating health until it expires or is removed.
    Removed Modules
    • Turret AI Module - Artillery and Orbital Strike Uplinks no longer require this module.
    • Alarm Module - Has been replaced with a Recon Array structure.
    • Recon Module - Combined with the Alarm Module into the Recon Array structure.
    New Construction Objects

    Along with the many changes to construction itself, a variety of new buildings and cover pieces are now available.
    • Command Center - The Command Center is a large structure that houses ground and air vehicle pads, and a secure spawn room and equipment terminal.
    • Recon Array - This object alerts the owner to the presence of nearby enemies and attackers (similar to the Alarm Module), and passively checks for enemies nearby, similar to a Recon Device. The Recon Array can be activated manually to provide detailed motion sensing for a duration.
    • Bulwark Walls (Thin/Wide variants) - These heavy walls are built high to help hide structures behind them.
    • Module Dispenser - A module-only dispensary for placing near the areas you need it.
    • Infantry Tunnel - A covered tunnel for safe infantry passage.
    • Infantry Treestand - A compact, tall sniping perch for surveying the base below.
    • Infantry Awning - A covered overhang to hold back fire from enemy aircraft.
    • Secure Silo - Store additional cortium that you can lock for the use of you and your squad.
    • Rebirthing Center - A shielded spawn point with a built-in equipment terminal.
    • Vehicle Bridge - This bridge can span small gaps or smooth rough terrain, and is wide enough to allow a Colossus to cross.
    • Light Post - A light post to illuminate, and detect infiltrators who pass beneath it.
    • Blast Gate - A blast-wall styled checkpoint that allows infantry in and out, while blocking line of sight and protecting objects behind it.
    • Mining Drill - Outfits can now craft Mining Drills as a War Asset, and place them as Construction items. These Mining Drills churn up Cortium nearby, allowing you to sustain a base... or use the crystals defensively.
    [IMG]


    Reworks and Removals

    • Many of the one-way shields have been converted into two-way shields. Exceptions include the Skywall Shield, and shields that are specifically meant to allow spawning defenders to push out of their spawn room.
    • Pain Spires and turret automation have been removed, and Skywall Shields no longer EMP shields. These mechanics aren't fun to play around for attackers, and one of our goals is meant to encourage back and forth gameplay throughout construction bases.
    • The Orbital Strike Uplink has been converted into a larger building that can be played within and around, and Orbital Strikes on construction bases do significantly less damage than previously.
    • The Bunker no longer has such a large footprint, and has a more accessible roof.
    • "Anti-Vehicle" Melee Weapons no longer damage construction objects.

    Misc. Construction Polish and More

    • Elysium Spawn Tubes and other construction-based spawns now show the owner on the redeploy screen.
    • Updated the visuals on the construction building FX.
    • Added ambient audio to construction objects as they build.
    • Many construction objects have received updated visuals.
    • Updated and added FTEs and Codex entries related to construction.
    • Triggering a Recon Array's "alarm module" functionality now has more visual messaging.
    • We're still working on converting Flail, Glaive IPC, and Orbital Strike targeting darts into targeting lasers – this is almost complete, and is mainly down to polish.
    • If you owned a previous construction module that was replaced in this update, you'll receive the new version of that module if an equivalent exists, or receive a cert refund in the event that it doesn't.
    [IMG]

    Read the full notes here.

    Hello soldiers! Please give us your feedback on tomorrow's patch below! We appreciate your feedback! And any bugs you encounter please pitch them over onto our bug reports section. Thank you!
  2. RiP0k

    Where is the information about NCZ?

    Where is the information about changing the cost of structures for certificates?

    Where is the information about the change in resistance or strength of structures?

    Where is the information about the cells of the modules that are missing from half of the structures?

    Transport terminals can still be destroyed in the Command Center after which it disappears?

    WLT-Yellowjacket Mining Laser stopped damaging structures on PTS, will it be the same on LIVE?

    I also don't see a single note about reducing the monotony of installing modules.

    THIS is not a serious approach to PTS feedback. If nothing has changed, then the Bases will lie down from tanks, Bastion and Flail (if you do not constantly spam the Fortress Shield Module every minute).
    • Up x 5
  3. RiP0k

    Oh yes, the Bases will be easily destroyed from the pocket OS and the regular OS. Due to the fact that the Glaive beacons, no matter how they change it, will not be realistic to find on such bases. It's like looking for a needle in a haystack.

    Do you think there will be more infantry battles at the Bases? NO!

    Do you think that the enemies will try to capture the bases built on the points of the inverted SILO? NO!

    Why capture something that can be easily razed to the ground?

    And all this could fix the invulnerability of structures in the presence of a repair module.
    • Up x 8
  4. RiP0k

    [IMG]
    Here's what would remove the monotonous installation of modules each time, which spends from 5 minutes each time the base is built.
    • Up x 5
  5. redgroupclan

    Glad to see you listened to the feedback about AV knives. Thank you for that. However, it is disappointing that no other feedback has been listened to. This update is on a crash course to make the Oshur population problem even worse, and also push builders out of construction. None of the unfinished features and talking points from the PTS notes have even been finished. Please iterate on this update more after the initial release because the community consensus is that it's a disaster.
    • Up x 6
  6. Spykitty358

    Dang so the Legacy Bundle from last year with the AR's won't be making a return? That was about the only thing i was really looking forward to this month. I don't like SMG's so i probably won't be getting the bundle.
  7. V` agic

    Just a hint for next hotfix/patch: REMOVE Stalker Cloaking!
    • Up x 2
  8. Brakenium

    Just as a note, Europe is now in summer time, so CEST is the correct notation.
  9. Spyclist

    Really glad to hear that the color grading problem is being targeted.
    Caused so mich headaches while it lasted.

    Updates reads interesting, let's see how this works out, or if bases will still be ignored largely

    Will the cortium bombs still be able to be placed outside of bases? Reads like it's being redone to only work on bases, or is that just a added bonus??
  10. Nanashixken

    I was wondering if there is any way that AI modules will make their way back but in a different form? I understand that the percentage of the player base that does construction and love it dearly, have been rather upset that this was removed. Is there any possible way that this can be re-incorporated but revamped in a way?

    And the skywall shield module seems rather small/unprotective of the bases even on PTS, which only took some random player with the outfit OS to nuke the base down to nothing with only one or two pocket orbitals, are you guys looking to either buff the skywall/fix it up to protect bases better or any other solution to this issue?

    Construction overall feels rather weakened & nerfed. I honestly would hate to see 20-40 minutes of base building wasted by two prowlers on a ridge or a pocket OS.

    These are my only concerns when it comes to this update as well as the fact that construction is weaker than it was before the revamp/rework. Other than that everything else will take time to adjust to but these are the issues are VERY VERY problematic to live play when this is pushed out.
    • Up x 4
  11. 36thelement

    I don't understand this update, people are still going to be shooting buildings with tanks, and there's no reason to fight at construction bases. Any open field cap points will just be avoided.
    • Up x 4
  12. BrightSpade

    Planetside 2 looking more like Minecraft with guns, Dev likes to play engi-base-building in his spare time because that is what is being pushed hard, why not just add even more modules?

    Suggestion:

    Upgrade recon module to insta-kill cloaked units.
    Upgrade walls to enable auto-turret gun module.
    Add Large-area infantry healing module.
    Add Lock-on Heat-seeking anti-vehicle missiles module to AV/AA turrets.
    Add EMP-Field effect module to disable vehicles that are not being used by members/contain the anti-EMP cert 5 implant.
  13. Professor Q

    I think the NS-D Helios should be use by not only Heavy Assault but Engineer as well.
  14. RiP0k

    Let's start:

    Alen Lapidis THANK YOU for the nice models of buildings, walls and structures! They are wonderful. I hope you also have a hand in reworking the rest of the not updated structures.

    Now the negative side of the update:
    The structures are fragile like a cardboard fort. The command center is destroyed in half a minute. The repair module does not really have time to repair the damage from the usual one AV turret. To protect the base, it is supposed to use the Fortress Shield Module. Which works 1min? Are you seriously? Either make structures invulnerable with a repair module, or make the cost of Fortress Shield Module 3000 Cortium but make it work for 5 min. In the absence of invulnerability, the bases can still be destroyed using the OS. Did you even want to make it so that there were infantry battles at the base? Based on the current state, NO. Installing modules over the monotonous boredom. We builders need to do this all the time, and you are suggesting that we spend 5 minutes each time just installing the same modules without any changes for YEARS? This is very bad. You haven't fixed the fact that on the PTS it was still possible to destroy an enemy vehicle terminal using anti-vehicle damage, which caused the terminal to disappear when destroyed, and the only way to get it back is to remove the Command Center and install it again.
    Why is there no radius limit on placing structures with spawn points?
    Why do we need 5 spawn points in a 200m field? It just confuses the players.
    What about No Construction Zone? As huge as these zones were, they remain so.

    Bottom line:
    The update was both great and terribly destructive at the same time Construction System. All because of everything combined. In my opinion, it is NECESSARY to make structures invulnerable in the presence of a repair module.

    Reasons to restore invulnerability to all structures while they have a repair module installed:

    -This will force people to overload modules before destroying the base, which will increase the chances of infantry fighting in the base.

    -This will protect the base from spam on it OS, Flail.

    -This will protect the base from Bastion.

    -This will protect against vehicles spamming the base.

    -Players will feel more secure in this design.

    -Bases have a higher chance of surviving to battle (if your faction spawns in the base).

    -This will increase the time it takes to destroy the base, which slightly compensates for the time spent building the base.

    -This will give the most obvious purpose for the construction is to strengthen the positions of the allies.

    -Most importantly, it won't kill construction with the release of the update.

    With the absence of the AI module and Pain Spire, it is now not a problem for enemies to penetrate the base. So it is not necessary to say that you cannot destroy the base. Module overload lasts 1 min. Also, if a module is installed that prevents the overload of other modules, this will give another 1 min. This will make it less pleasant to attack the base with one enemy and the builder will be able to react in time. You ask how then to destroy the base? I will answer - by storm, as it should be. If the base is ignored by the defenders, then you will easily destroy this base. Yes, it will take longer than now, but if you do not want to spend so much time, then just ignore this base. I don't see a problem with this. Given that the base somehow does not affect the capture of bases created by developers.

    Isn't that a lot of pluses for the slightest change that has already been made before?

    I hope Mithril you will pass this request to the Developers, and I really hope that they will not ignore this request.
    • Up x 1
  15. Obtusa

    What was once a beautiful environment is now ruined by cardboard fortresses. The new update is a mess, and it's worse than expected.

    Refund
    The bought construction or bundles by DBC get refunded in certs with the first character you hop onto. We purchased this bundle with DBC for a reason. So we can use it across all our characters in-game. The refund should have been in DBC instead of certs on only one character.

    Construction
    The current construction feels overall weak & nerfed and isn't as intended creating more infantry gameplay because it's quicker to take down a player-made base instead of building it.
    • Turrets feel rather useless without the AI module since they feel now more like a waste of space. Even though it used to be out ranged every time, it still had a purpose.
    • Skywall Shield became useless since it only defends players now against air-to-ground farming. It has no more damage to enemies and is smaller than it used to be.
    • Pain Spire, why is this gone? It is not like with the new update that infantry fights are happening inside the player-made bases because they occur outside now with vehicles.
    Please return our beloved AI Module, Skyshield Emitter, and Pain Spire.
    Also, not everything is negative since I love to have a new variation of new structures in-game, except they are durability-wise pretty bad.

    NS-D Helios
    Garbage that should belong in the trash.
    • Up x 1
  16. OSruinedPS1


    Minecraft was sold to Microsoft for $2.5 billion dollah.
  17. OSruinedPS1

    Aren't "fortifications" supposed to provide an acute tactical advantage for defenders inside of them? Yeah I don't see that with this new update, in fact what I see is you build a "fortification" you are now at a tactical disadvantage.
    • Up x 2
  18. RiP0k

    At a temporary tactical disadvantage. Because even that won't last long.
    • Up x 1
  19. Gond

    Most builders get no help from players to defend the bases they create. So not having Pain Spires and automated Turrets, really makes it near impossible to defend a base with little to no help from players.
    • Up x 3
  20. NasaRulz

    Thx for update I think, I'm willing to give the base building changes a try, but what little I played around with on the test server, wasn't to thrilled with the new base builds.

    The only other comment I have is not everyone has time from now until June 4th to get the 20 Year Legacy Event Directive in five days (Weekend Playing) if that.

    Anyways, how about you nerf the magrider? Or allow my TR Prowler and Maglift upgrade to I can go everywhere with ease, just like the magrider. Oh, at the same time, give my prowler a NC shield module as well. Then I think my prowler may stand a better chance out there in the battlefield.

    Long Live The Terran Republic!!!
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