PTS - Bug report & suggestion

Discussion in 'Test Server: Discussion' started by Kasa, Apr 29, 2023.

  1. Kasa

    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/
  2. Kasa

    -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.