Observation (-) / Suggestion (+) : Other : +Rotation of buildings too slow. Request for a shortcut to speed up. -Repairing buildings damaged by decay grants XP (with modules or tool). -Cortium bomb does not cause area damage to infantry or vehicle on explosion -Some module compatibility descriptions are either incomplete or incorrect -Repair not being linked to the silo, risk of having continents littered with abandoned structures that do not decompose. Core : -No minimum distance between spawn rooms of the same category +Should limit the amount of spawn rooms in the same area / Avoid having multiple Command Centers too close together. Modules : -Skywall / Projectile Shield : Need Silo (Enemy or ally) but no cortium to work. +Request to add more placement options for the Skywall. -Repair / Heavy Repair / Fortress Shield : Does not require Cortium or Silo. -Buying modules with accreditations increases the chances of not spending them on installation. -Modules can be installed on enemy buildings. (Intentional feature ? Interesting). +Disappearance of the Structure Shield Module (overload and one-way shield for ramparts) / Proposes to add just the overload function to the new Shield projectile module. +Heat Dispersion should last longer than 60s (120s ?). +Add the possibility to install the Shield projectile module with the overload function of the old Structure Shield module on ramparts / bunkers / Pillbox / Infantry Tower Structures : -Module dispenser : Terminal not accessible to non-owners. -Bridge Vehicle pillars are short / Prevented from being used effectively to cross small straits on Oshur or crevasses on Esamir. +The bunker is badly named, it should have access to the defensive modules: Skywall / Fortress Shield -Pillbox has only one socket (Don't understand this choice) Walls : -Rempart Wall : Not affected by the modules: Repair / Heavy repair / Durability +Add Turret : +AI removed, possibility to add small xiphos and Hoplon turrets? Artillery : -Orbital Strike Uplink : Charges despite no silo and cortium / Does not decompose / Only needs silo to fire. -Flail / Glaive gun terminal too high. -Glaive does not work. Spire : -Routing Spire: No sockets / Destroyed, the placed router remains. _____________ Some buildings cannot be repaired or dismantled. Legend : R = Repairable with the tool D = Dismountable with the tool - = Neither of them Core: -Silo /R,D/ -Elysium Spawn Tube /R,D/ -Cortium Silo Reserve /-/ -Command center /R,D/ -Rebirthing Center /R,D/ Structure : -Infantery tunnel /-/ -Synderer garage /R,D/ -Infantery Tower /R,D/ -Vehicle Ramp /R,D/ -Pillbox /R,D/ -Infantry Tree Stand /R/ -Infantry Awning /R/ -Vehicle Bridge /R/ -Module Dispenser /R/ -Light Vehicle terminal /R,D/ -Light Air terminal /R,D/ -Vehicle Ammo Dispenser /R,D/ -Bunker /R,D/ -Vehicle gate /R,D/ Wall : -Blast wall /R,D/ -Narrow Bilwark wall /-/ -Wide Bulwark wall /-/ -Blast gate /R,D/ -Rempart Wall /R,D/ -Lumifiber Rempart Wall /R,D/ Turret : -Spear AV Tower /R,D/ -Spear AV Turret /R,D/ -Hoplon AA Phalanx Tower /R,D/ -Xiphos AI Tower /R,D/ Artillery : -Glaive IPC /R,D/ -Orbital Strike Uplink /R,D/ -Flail /R,D/ Spire : -Routing Spire /R,D/ -Recon Array /R,D/ Decoration : -Faction Banner /R,D/ -Light Post /R/
-The new Mirror bay looks nice -Removing the Astira Hydroelectric bridge without offering a replacement seems risky -Astira (West) and Pommel Garden (North) may generate MBT. The team in the south is at a disadvantage if Warpgate is unstable, instead of coming out of Viridian Genetics Lab, they have to come out of Pilay Interlink. -To make the tridents more fun, I think adding underwater and surface capture points would be interesting to encourage ship and water infantry combat. I would also add elevators from the bottom of the trident to the upper levels.