Construction Overhaul - Planetside's Salvation. - Put it on the Roadmap for 2023

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Commander Cyrious

Commander Cyrious

Жыл бұрын

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Пікірлер: 285
@WarpathWrel
@WarpathWrel Жыл бұрын
Good video, Cyrious. I like that you took some time to describe a lot of the struggles with the game in its current state, and some of the things that've been tried to shake things up over the years. We'll talk about what our targets are once everyone gets back into the office, but Construction is definitely on the list.
@blacktop5738
@blacktop5738 Жыл бұрын
Hey Wrel, I will ask just for one thing, please, when reworking construction system don't forget about the fact that most of the times builders own faction doesn't come to defend his base for the first few minutes, even if the base is on the way of enemy zerg, there should be a way for the builder to not get rushed as soon as his base actually stops other faction from moving forward. I suggest a module that charges for 5 minutes and upon activation destroys itself and gives every building a 30 seconds of complete damage immunity.
@creesmith2794
@creesmith2794 Жыл бұрын
@@blacktop5738 That is a terrible idea. If the base can't be defended by you while it's most vulnerable, you should lose it.
@blacktop5738
@blacktop5738 Жыл бұрын
@@creesmith2794 Then what's the point of constructing bases at all if 90% of them will be destroyed before anyone comes to defend it? Usually people realize that there is a base to defend in 30 seconds after the previous cap, with this module there would be time to regroup properly and get ready to defend
@CMDRCyrious
@CMDRCyrious Жыл бұрын
Thanks man. You and the team did great things last year. Look forward to all the great things to come this year!
@thrillium8623
@thrillium8623 Жыл бұрын
thanks wrel. It's always nice seeing you guys trying to make the game better, day by day, month by month.
@SHINYREDBULLETS
@SHINYREDBULLETS Жыл бұрын
I'd commented on this previously on Reddit, in that Construction is mostly excellent fun but suffers from a horrific time investment that often results in either the base being destroyed before completion, or being totally irrelevant by the time its built, or being completed just as the continent locks. Its frustrating. Cortium needs to be "worth" more, the silo needs to be full faster and full longer. CHANGES: The Flail absolutely should be able to hit within no-construction zones (which needs drastically reduced), *BUT* instead of being lethal, it should be a wide-area disruption that rips shields off players and gives players *AND* vehicle drivers a scaling concussion grenade effect. This turns the flail into a highly effective tool across the battlefield that *still* results in players realising they need to deal with the base. Flail should also have longer tracers so its obvious where they're coming from for longer. ALSO i'd love to see a wide-area stealth bubble available, perhaps restricted to "EITHER/OR" regarding the skyshield, but maaaan having a cloaked base would really change things up. Cloak bubbles hiding a fortress, or a sneaky spawn, or a platoon of tanks.... ALSO ALSO - the basic circular bunker should allow "lock-in-place" of other construction items on top of it, such as a turrets, infantry towers, even the ammo tower - anything that'll physically fit on it. This will allow for extra dimensions to the base, *AND* allow base builders to take up wayyyy less space within their construction zones. ALSO ALSO ALSO - players *NEED* to be able to "donate" their unlocked construction allowances to the primary builder via the silo. The builder knows what the base should look like and where things should go. Players who don't want to learn building but still want to help should be able to "unlock construction allowance" of players in their squad, meaning that instead of being able to place 1 spear turret i could possibly place up to 12, in a manner that I see fit, instead of players "trying to help" and making a mess of my nicely constructed fortress. I need to be able to place 36 walls if that's what my base needs, and my squad COULD build, instead of being limited to 3 and then having to spend a shocking amount of time coaching people into placing walls where i need them, not where they think i need them.
@RodniUA
@RodniUA Жыл бұрын
Nice suggestions, agree with everything 👍
@thetimeitis1256
@thetimeitis1256 Жыл бұрын
Same here, agree with everything. The only thing I could see as an issue is if there are two builders in a platoon. Would the donator have to go to the base first and click donate or add onto the limit?
@PoisoningShadow671
@PoisoningShadow671 Жыл бұрын
-Construction bases should have a building that offers buffs to the team in a given hex, not too dissimilar to outfit modules. (The cost would be a higher cortium drain for the duration of the buff, can have muiltiple if you can keep up with the drain.) -Flail should be reworked entirely into an automated anti-bastion weapon that automatically attacks bastions in its' radius. -Construction should get a catapult cannon, like from the boat, in which you can launch planetmans with it. -Optional suggestions, if the builder wishes, he can build a module that locks down the hex, or atleast slow down any attempt to capture it, but it's a large target and marks the base on the map, like an OS uplink. -OS uplink should be reworked into a massive EMP strike, remove knockback and damage, but make it so it heavily drains ability energy and shields, while destroying all deployables in its' radius, like mines, motion sensors, mana turrets and barriers, etc.
@foleyedge
@foleyedge Жыл бұрын
I like the idea of porting over effects from elsewhere in the game, hopefully a good way to try things without as much coding/implementation costs. Adopting some of the new bastion mechanics for base capture contribution, or base lock down (on a timer?) seem promising. I also think more variety or tacking onto existing bases could be fun, but it would probably take some work to make it useful without being abuseable. I like the idea of snapping components, but impenetrable walls isnt fun at the end of the day, so again some work to limit frustration. At the end of the day I think they need to decide what is constructions role in the game. If you are just an artillery center (need to tweak flail, my vote being shootable to everywhere, doesnt hurt things under cover, change damage model/cooldown), logistics support (increase router range, allow auto pull vehicles from deploy screen, damage/health/ammo/shields/repair benefits within a range), siege/protect (have to be careful with scaling with players, build zones modified, snapping construction). I think you need to choose because many balancing considerations are going to conflict, making it hard to have it serve more than one role.
@SquaulDuNeant
@SquaulDuNeant Жыл бұрын
The rework shouldn't make something differ from ti's original purpose but better it. For god sake why transforming a ground artillery into a dedicated AA ???? Just make another building lmao ! ADD CONTENT ! But i agree that visually it look like an AA tho x') still i like the idea of having artilery into the game and expanding the scope and flavours.
@lc5957
@lc5957 Жыл бұрын
I agree with most of these (exept the last one: i feel like we still need tools to allow factions to make big plays outside of outfits, but keep those kind of tools at a extremly limited ammount of options. the OS strike SHOULD be the ONLY "iron fist" tool they have acess to make big plays with, making me agree with teh frail, but not the OS idea, that & we have the other altilery cannon that can do just that). P.S. can the 3rd suggestion be adrop-pod triangulation system? and to keep it balanced, maybe attply the base sunderer restriction circle to it as well, but 2/3 of the size).
@stuarthamilton5112
@stuarthamilton5112 Жыл бұрын
Bases are already very useful. I’m not sure why people think they aren’t. If anything, the only change that needs to happen is a drastic reduction in the size of no deploy zones on Esamir, Indar, and Amerish.
@llN3M3515ll
@llN3M3515ll Жыл бұрын
#VIKINGS 2022 Superbowl Champs! I totally agree, the draw of PS2 is the content is the players. Having the ability to build on an existing base would be awesome.
@misham1213
@misham1213 Жыл бұрын
Construction works quite well in Squad, but it's a whole different beast. There it's focused on modifying existing compounds to create FOBs to attack capture points. It allows you to build spawn bunkers and vehicle repair stations for your faction, emplaced weapons to control nearby areas and mortars to provide long range support to other squads. This is largely irrelevant to planetside as these 2 games are vastly different, just answering your question from the premier
@ThexLastxUchiha
@ThexLastxUchiha Жыл бұрын
its not the games that are different, but the players. ive always wanted to see server of squad players form an outfit on PS2 and dominate. squad players are there for the teamwork, ps2 is all about kills or directive grind.
@AkeenFreysAndracos
@AkeenFreysAndracos Жыл бұрын
@@ThexLastxUchiha PS2 and its player base is totally competitive even between players of the same faction
@ThexLastxUchiha
@ThexLastxUchiha Жыл бұрын
@@AkeenFreysAndracos cool. how does that argue my statement? in fact, it reinforces it. competing against your own faction is the exact opposite of teamwork.
@AkeenFreysAndracos
@AkeenFreysAndracos Жыл бұрын
@@ThexLastxUchiha mine was just and observation/explanation why was that
@Erbo_Nebulas
@Erbo_Nebulas Жыл бұрын
As a FOB build enjoyer - what is I think: - Make a hole in Bunker for 1 module, and a placement on top of it for things like short Spear AV-turret. And non-hackable equipment terminal inside. Community just not using this building at ALL due infil issue. Things going even worse without old Pain Spires. - Or send us a "Firewall" module, similar to firewall implant, but better. - Need AoE buff modules for friendly infatry and vehicles, like Commander sayed. Or may be router-like deployeble device with cloack field-effect or buffs. Or small skywall. Or vehicle repair stations. - New type of walls what didnt share the same limit with lumbifire, rumpart and solid walls. - Remove damage to constructions from ALL knifes. Have an 1 infil deconstruct silently nearly full builded base in few minutes is ridicilus. Knifes can take out vehicle terminals, turrets, modules, swawn tube... WTF?? - Both artillery pieces - total rework. This gameplay is frustration for both sides. May be make a Glaive deal standart EMP damage, with hight cooldown time and without non-deploy zones restrictions. Flail need to be usefull only in cohession with friendly forces - non-lethal as itself. - Exp. income is SO low if you playing for team and not for flail and orbital strike spam on chokepoints like on this video. When you starting the construction things and not have a 15k certs - you have only one profit option - air vehicle terminal on backline. That thing have an active use for your teammates every time. Any other options is extremly situative and can`t afford you a decent amount of exp while require a high risk operations and a lot of time for establishing. - "Donating" from players their unlocked construction allowances to the primary builder via the silo, as a @SHINYREDBULLETS mention below. And have a problem with this AI turrets removing: You often building solo, even on the fronline no one cares about you, who trying to establishe a FOB on important chokepoints until your job is done. And no one can protect you from backstab except AI turrets. Public squads and platoons mostly dont care about base building and even kicking constructers out from the squad just when realise you are not inside a biolab with them. And deffencive bases on "non-deploy zone-free" capture points is useless now, because pre-builded base get nullifed in a moment without deffenders. Only with owner inside if lucky. And now without AI turrets... I think you all got it. No chance even vs 1 MBT or cheap sunderer and 2-3 infantryman. So we come to an important question. Who, in eyes of developers, have been able to create a base? This is a hardcore outfit-only gameplay, or bases aqtually can provide rewarding gameplay for random and solo players? What a vision on construction system thay have? Now contruction is only a battlefield for trolls of both sides, hide-and-seeck with artillery and "place-and-forget" vehicle terminal hidouts.
@LanzerYT
@LanzerYT Жыл бұрын
I agree that construction has an opportunity to refresh the game with custom bases and I 100% endorse reducing the no-construction zone (NCZ). My radical thought is to remove the NCZ for all non-offensive modules. I'm talking flail, glaive, pain spire, spawn tube, vehicle spawn, OS...they can keep the NCZ. But towers, walls, ramp, bunker...if I can fit it somewhere in a base, I should get to do that. Talk about a game changer :)
@eshock9208
@eshock9208 Жыл бұрын
This would be awesome and also one of the easiest to add to the game that I've read so far
@2perry
@2perry Жыл бұрын
I am 2perry, Leader of [SAVI] Strategic Arms Venture Inc. I lead entire ops centralized around construction. I have hear more cohesive combined arms game play involving all pillars of this game at high levels (Air armor and infantry) than I do during most squads simply focused on point holds or rolling armor around the map or an air squad dueling anyone they see. Perhaps SAVI is an exception, if so I take pride in being that exception. Because I have not in recent memory heard a single person in our squad/platoon walk away from that op feeling that as a person who mains one play style or another that their time was wasted or unfun. Even if we lose the fight. Live service should be positioned to be open ended and allow everyone to use every tool at their disposal to deal with threats. This is inclusive to the flail problem you bring up. The flail contrary to what you have said has a easy counter. A couple bricks of C4 and a rocket rifle from a LA will destroy the AI mod causing the flail to stop working and thus, stop firing ,making that stalker infil in the hills bombing a field now simply wasting their time. Construction is not a mindless activity to both play and counter which in my opinion is why so many people struggle and complain that its ruining the experience, while the system isn't perfect its full of plays and counters against it and is most vulnerable to competent people who know what to look for. The system needs a re work, this is understood, but I don't believe a 20 minute video where the first half is spent with in my interpretation a view that construction players are narrow minded, is going to accomplish constructive things for either side of this debate. I think a proper solution in the short term would be better education in how the system interacts with itself. Does the average player know what modules do and what they effect (turrets, artillery, shields and repairs), No? then that is a error in communication and a symptom of neglect and as such a player will not reasonably attempt to counter things that are hurting them. How can you solve a problem you don't even know step one of how to look to start. At the end of the day my goal when I lead ups to build is not to farm the ever loving hell out of a fight and not get punished for it. I want to put a base on the hot lattice and I want to fight using every tool at my disposal and I want the attackers to do the same. Currently, this is what is accomplished 9/10 times. So long as the fight we had was good, it doesn't matter to me that we lost or maybe our K/D suffered. It was constant action and on the fly strategy. Id be down to have a more in depth conversation with you at some point if that is something you would wish to have that, I have been doing this consistently since April 2020 as my main style of game play, if you find that experience and insight to be valuable.
@2perry
@2perry Жыл бұрын
As for your proposed fixes I can offer some of my insight on them below: --> Make bases Relevant in the field They sort of are as is, though it could be better. bases like untapped are often 45second skip bases or only see action major action as the last cap of an alert to tip the tide. Which if a base is there can decide the fate of an alert. - On the note of the control point mention, This actually is kind of doable with the recent bastion changes namely a function along the lines of lockdown protocol. The one that speeds up timers in this case would be a poor candidate as it is difficult to stop the attackers from speeding up the timer if you cant leave the spawnroom bcs a platoon has their guns at the door. How a "lockdown" could play into it is this. You have a module or building or whatever that has a set charge time. It can consume high cortium/s during this time or constantly whatever is deemed balanced for simplifity's sake lets say 15 minutes (same as orbital max range charge time) after which the "lockdown" effect triggers either preventing the timer moving or putting a "control point" in favor of the defenders. This a) requires a counter to the play the construction has made. and b) balances by preventing it from being abused during a fight if it gets destroyed as that charge time makes it so that even if it is replaced immediately the damage is done for the next 15 minutes, allow only one per two whatever is deemed balanced per hex and give it a go. -> Shrink Construction Zones and allow modifications to bases. - This is also doable, All that's technically required (in theory idk the background code) is to make construction objects that are deployable like the router is. Idk if a sort of tactical workshop sort of building or maybe give the bunker a use besides being a bulky infantry terminal. to place things inside of existing bases like you would anything else. Hell siege tools could be cool here. Amp station wall shields closed and no GSD sundy, how about a ladder, grav pad or some other tools like a wall or pillbox you mentioned. It wouldn't be a good idea to allow standard construction stuff to be placed inside stuff like a techplant I wouldn't think not because of utility but size. Rampart walls are just massive and would collide with so many things. This idea is more wishful to be honest as the intended use case is obvious but it would be difficult to predict actual user actions with these. -> Attacker Bunkers with spawntube to be better hardspawn than sundy gal etc - Personally I don't see this being a viable solution unless its health was significantly higher than that of a sundy. More so on the side of it fixes none of the problems that sundys and gals have. An armor column could roll up and obliterate all of them, 4 LA's with C4 would still be a menace etc. I don't think its a hard spawn solution due to what would have to be a lack of mobility. -> Making air and ground pads use nanites instead of cortium - I am against the wholesale switch from one to the other, One of the things a builder must consider is remaining supplied either via natural drain of components or when under siege, Vehicles are always required to fend of a siege and these vehicles cost cortium. If not careful enough people pulling constant lightnings or air can drop a silo below the threshold and lock it to people not in the squad. (For those who dont know the silo is unlocked below 20k to squad members and re-opens to all when above 20k again). This creates a resource game, a base without armor support from inside or ourside will fall quickly as the ability for both sides to survive a battle of attrition can make or break it. I say this because when the silo reaches 0 all shields turn off and repair mods stop working etc making a base extremely vulnerable and easy to crush. Often bases are destroyed before this point but it can happen. Nanite pulls would make it so only modules are putting strain on the silo, Inadvertently making a construction base in some respects more survivable. I can see both being an option, much how like when building you have the option to use certs OR cortium. But a wholesale switch imo wouldnt be advisable. -> The Flail - In regards to damaging through things this just needs to be fixed, that's on the devs and their damage models or something, Maybe allow damage through a sundy garage if its unshielded ( it has open windows at the top) but def needs a fix to allow you to take cover from mortar fire. be it on the other side of a tree rock, under a bridge. Honestly perfectly understandable anger on this one. - Incoming fire marker imo is fine. 9/10 the marker is there in bright green smoke or in a spinning pointed circle on the map showing if you need to run. Majority of the times I have used it against armor its been sending the dart and hoping they are oblivious to the smoke as most of the time vehicles see it and move out of the way. (Still provides tactical use there as they arent firing at you when running to avoid fire.). If you REALLY wanted to make it more noticeable maybe have it pulse like a sensor dart does on the map in addition to smoke and the map marker. Idk if you see a change in your peripheral vision if it will cause you to look at the map and see "Oh damn Im gonna get flailed" you might be more inclined to move to avoid it more??? Perhaps leading squads keeps my peripheral vision on the map for changes so this is easy for me. - If the flail in its entirety is the problem then what if you replaced it with a seat mounted artillery piece where you have to factor in elevation azimuth etc. It still serves as an artillery piece but now all your infil friend in the kills is doing for you is being your spotter to tell you if you came up short or need to go left or right. {S Q U A D P L A Y W O A H } . Make it a slower firing single shot with solid explosive damage. Allow it to hit inside no deploy zones, but if thats a big nono for balance then make it have the effect of an very strong AP round if it lands inside a nodeploy zone and very strong HEAT if it lands outside {Like a sort of smart shell idk}. -> New structures with abilities and functions - Of all your suggestions this is one I would love to see the most. This would have the biggest impact at the existing "construction" lattices. in the middle of fields and in mountains and hard to build places you wouldn't see much of this likely but it would make the "pass-over" lattices interesting. No complaints here All in all, As someone whos been doing this for a while, I am not against change and a redo of the system so long as its done with careful consideration and balance of what construction players come here for aswell as the broader community. As changes comes I will continue to do what I do best. What I will not change is my goals for my squads and my outfit, I am here to have fun and create fun fights and constant action and if that means I am having us build on the doorstep of a 48v48 fight and if it results in the biggest combined arms siege connery has seen all day then that is what I will do I simply wish not for construction to be nullified.
@Cosmis5
@Cosmis5 Жыл бұрын
Couple bulding ideas. I would love a structure that can launch people super far like the boats. A lot of the time bases will be close to the front, but far enough away that nobody wants to spawn in and hoof it over to the nearest capture point. I'd also like an "Orbital Drop" building that allows teammates to drop in on a target location. Like how the OS works, but you get a minute or so for people to drop in around the spot you shot the dart. Or like beacon that acts like a sundy spawn that you need to grab from the "Orbital Drop" building.
@somestupidsongbird8619
@somestupidsongbird8619 Жыл бұрын
problems I see with the flail: - if used by an infiltrator, it's impossible to know where you're being attacked from - if being attacked, it's difficult to know where the shots are going to land to dodge (smoke/projectile rendering problems) - if being attacked, there's no counter other than to kill the player with the targeting device or the flail itself solutions I'd like to see since I like the concept of artillery in planetside: - treat the targeting device as a loud weapon so the player using it is marked on the map, and/or require the player to 'paint' the target so they need to be visible for a couple seconds - I don't know how to fix this one - give infantry or specific vehicles access to a deployable shield that protects against flails (allowing ants to act as a silo could be an answer to this so sky shields can be placed more freely)
@riyadhbadi965
@riyadhbadi965 Жыл бұрын
I think the first point solves all the other points below it. The flail should be a high risk high reward so naturally it doesn’t make sense for a cloaker to have the ability to use it.
@2kt2000
@2kt2000 Жыл бұрын
Vikings....No construction, I'm PS4 player.Yet Cyrious's gameplay & in depth analysis are still worth the watch though. ALWAYS makes me wanna play my 2nd least used loadout after max....infil.
@IvanBrakmanTR
@IvanBrakmanTR Жыл бұрын
Vikings- I like the idea of being able to build near bases and helping modify the existing bases. I still don't feel like the flail should be nerfed (the marker does need to be clear and ACTUALLY show up). The players need to recognize the threat the flail is and focus on killing it. Attacking player bases is not that difficult. My outfit (MONKIE) does just fine taking a construction base down with just 3-4 people. That being said the flail does need work to make it a more consistent damage model and not kill through structures. Adding some new parts to build with would also be a welcome addition. One thing that would make a lot of builders happy would be a snapping tool to line up walls and such with. Also make the parts able to intersect with each other a little would make building a MUCH better process.
@aquapendulum
@aquapendulum Жыл бұрын
I'm 100% for slowing the game down to get it to become more like Planetside 1. PS1 was not so much a FPS and more like a logistics game, a RTS game from the boots-on-the-ground perspective. The TTK is longer, the gunfights are less frequent, logistics is everything. Planetside 2 made the mistake of trying to be more like a Battlefield game whereas the original game was trying to be Command & Conquer Renegade multiplayer mode. That's what made it stand out.
@SolyTheGreat
@SolyTheGreat Жыл бұрын
honestly if there was something like planetside 1 i think id play it, didnt find out about it until long after it had closed. the logistics of planetside 2 is extremely limited and mainly comes down to "keep pulling sunderers" which you either die trying to get back to the base or the fight stalls out and redeploys somewhere else. i feel like the whole redeploy system needs a rework to stop redeployside, it just isnt fun to play like that. hope they work on something like a planetside 1 remake/remaster
@Synaps4
@Synaps4 Жыл бұрын
Fantastic video. Keep it up.
@kiro-fo9qg
@kiro-fo9qg Жыл бұрын
Personally I'd love to see more Construction bases at any given time, scattered across continents. I say let players build wherever they like, as big as they like. Vikings!
@lolok266
@lolok266 Жыл бұрын
Suggestion: Offer an option for a refund after a overhaul
@WpA09
@WpA09 Жыл бұрын
Vikings And a happy new year!
@JPSavage84
@JPSavage84 Жыл бұрын
VIKINGS! I think another aspect that helps with keeping construction fresh is the new(ish) equipment that the ANTs have received with the ability to work as a spawnpoint. Perhaps more equipment options that can make ANTs kitted into more capable frontline or front-supporting vehicles. I love following a Colossus train and feeding it cortium while brushing away the inevitable enemy air swarm that comes for it with my trusty Ranger, but when it comes time to set up the base? By the time I've found a good spot the train has moved on and the base is practically deserted. Maybe an option could be buildings that deploy in half the time but have half the health. Some kind of quick, slam-bang setup that allows aggressive builders an option to keep pace (and usefulness) within an armored column. While it's neat to be able to be a mobile spawn point and give ammo to nearby vehicles, that's a Sunderer's job.
@popcorn7915
@popcorn7915 Жыл бұрын
Builders need digital spray paint (floor arrows?) so if average Joe players are spawning at their mathematically most defensible base and need to get to the fight, they can be pointed in the right direction And what I like most with ANT construction is never building a silo, but slapping giant walls and bunkers in the middle of a travel lane (which don't need power) More of that maybe, would go a little ways for me
@CMDRCyrious
@CMDRCyrious Жыл бұрын
That would be cool.
@efraim3364
@efraim3364 Жыл бұрын
i still think Orbital Strike should be removed from the Armory, make it construction only
@TwoHams
@TwoHams Жыл бұрын
Construction needs a big flat foundation and a real spawn building. People only want to talk about how annoying it is to attack a base but the spawn camping is even worse than a normal base.
@DanceSC2
@DanceSC2 Жыл бұрын
Now that terran have that 4 shot main battle tank gun, the last thing I want to do is open field combat
@soulshinobi
@soulshinobi Жыл бұрын
Vikings! Great to have a new thoughtful discussion video.
@rylandrc
@rylandrc Жыл бұрын
Ai turrets help protect a base in the back line from being destroyed by a couple players when you are off on the front line. In other words, they help prevent you from needing to watch over your base all the time and missing out on the action. It's pretty hard to build a base that will always be on the front lines, since the active hexes change. So bases inevitably end up in an inactive lattice, even if it's important for them to stay there for a future shifting of the front lines. Alarm module helps, but it's not foolproof, not everyone will have it, and without AI turrets a single defending builder can be overrun (even more easily) by a couple other players anyway.
@kurtfredette6705
@kurtfredette6705 Жыл бұрын
Yeah but can you see how one-sided gameplay that is? Sure, its fun and easy to have those AI turrets up and running… but is it fun to fight against?? The answer to that is NO! It’s generally boring and a pain to do! It kills your kpm… the only way to counter it is with a 12 to 48 man tank zerg which then just becomes a pop sink to your faction!
@rylandrc
@rylandrc Жыл бұрын
@@kurtfredette6705 AI turrets aren't "fun" to have up (IMHO). They're a (imo necessary) deterrent against a couple of high skilled infantry players destroying a large investment of time and building in effectively just a few minutes. And even then it's not a guarantee.
@DaRoach5882
@DaRoach5882 Жыл бұрын
Thanks Commander! sad I missed the premier!
@browniesbytes305
@browniesbytes305 Жыл бұрын
Currently I feel construction can have a very big impact but often is ignored/circumvented. Whereas it should have a small/moderate impact on a fight but be much more readily available (basically present at every fight/viable for both offense and defense).
@WarGamerKid
@WarGamerKid Жыл бұрын
Hi, Love to see when new vids are posted! keep up the good vids!
@Shillicity7009
@Shillicity7009 Жыл бұрын
Vikings. The most fun I had with construction is when my old outfit blocked off NC tank column by placing layers of walls in the canyon from Howling Pass to Hvar Databank on Indar, some engis maintained the walls and the rest of the platoon sat on mountain tops chipping away their tank with archer. In my opinion, PS2 players either not creative enough or don't consider construction as an assets that they could use. They never try out construction so it never occur to them that buildings can be use strategically.
@travis1066
@travis1066 Жыл бұрын
Little late to the party but you wanted a discussion in the comments so let me give you my thoughts on the system. I do apologize for the long read. First off I want to say I am a Construction main. I have completed the construction directive as well as finish the ANT directive as well. I've played with it for a long time as a solo player so I'll be mostly talking about it from a solo player point of view about IMO balances and balance changes and not really adding new things, since I'm so use to the current version of construction we have. (Opening thoughts) From what you first where saying Cyrious about everything needs to be changed at once. I agree 100%. When they wanted to change a few things around, nerfing AI & Pain Spire. Very bad idea. Why? Well First off Construction is like sand castles. You as the builder spend time and effort placing everything just right to keep the infils with cordium bombs out. SO when they said they where gonna remove AI and pain spires. That effectively killed construction for solo players. Nobody wants to sit next to the spawn tube all day and guard from the Inil, especially when the base is no longer on the front line. Now thankfully the community "voiced" this concern and the changes didn't go through, instead pain spire received a visual update which was so badly needed, since if you turned your settings down to low, the old floating skull warning area would disappear. I didn't however expect them to make the spawn tube immune to small arms fire as well as infil not being able to carry the cordium bomb anymore. IMO I was fine with infils with cordium bombs as long as the pain spire and AI stayed the same. But I welcomed the changes cause now I didn't feel like I was baby sitting my base all the time and playing this cat and mouse game against the infils. (Concerns going forward with construction) Going back a bit though lets talk about more of the issues with construction as well as some worries I have with possible changes. First off I said it's a sand castle. Reason being it's 9/10 its usually a solo player like myself. Very rarely do I have randoms building with me or I see another base have more than one person at it, it does happen in the case of being at the front line especially during low pop hours, but not that often. Which brings me to my first point. Don't abandon the solo player experience. With the previous year pattern to me the dev team is focusing heavily on Team gameplay. Which is okay, but It's starting to feel more like you HAVE to play with friends or randos to have fun. With construction I hope the dev team simply follows this approach. Construction is good/fun by yourself, but it's made even better the more people who use it. Meaning any single person can build, have fun and not be frustrated about it. You shouldn't have to have other people help you or NEED to be with people in order for it to work. Also IMO the defender should have the advantage against the attacker, such is the case for any fortified position in war. Before I go any further though I wanna say this, attacking a base is another issue and I do touch on it later further down, and a few changes I can think of, to were the attacker isn't frustrated with it. Continuing on, the defender took time to plan, design, and layout the base to be able to either stop or slow down an advance. The attacker should either have to rethink there attack plan or bring up more firepower to dislodge the defender(s). I.E. Bring up a flail. (Note. Wrel has stated they want construction to be more accessible to people, so I'm going off of the assumption that the prices will change in the future, meaning more people have access to flails) Speaking of the flail. (Flail) Next thing on the list, The flail. Oh boy, so this is a rather hot debate. IMO I think the flail damage is fine, however it does need serious fixing. I don't know if it's a bug or just how the explosion is translated in code, but it seriously should not be able to kill through walls. Why Oshur quickly got no construction zones, everyone was using them and people found out, hey this is broken or bugged lets flail the spawn rooms. That needs to be fixed. Second, flail indication does need to be more visible. I.E. Flail smoke really needs to be changed from Green to like Red or any other smoke color that isn't used by commander abilities. As well the smoke needs to be more visible from farther away. Possibly adding/ fixing the indicator on the map so enemy teams can see it. (Flail) Also explore possibly changing the flail to be manned like in PS1 like I always here people talk about *shrug* could test that out see how it goes on the PTS. (Flail/no build zones) Continuing on with the flail. I'm a little torn on weather it should be allowed to shoot into dev bases, as Cyrious says the same bases we fight over and over again. First off I would like to be able to shoot into bases, was the funnest time I had on Oshur feeling like I was actually providing an impact with construction, It was brought into the meta and felt like it belonged and I was helping take/ defend the base (at least to me). However the flail does need to be fixed before we even consider being able to allow the flail to shoot into dev bases. I think we should do a test with it, if changes ever do come. Specifically on Oshur. Fix the flail killing through walls and reduce the no construction zones ONLY ON OSHUR see how it goes first there. When I say reduce the no build zones to me its reducing the no build zones to around 10-20 meters just around the spawn room. Again just try this for Oshur, see how it goes, then consider changing the no build zones on other maps. (No build zones) If they do decide to lower no build zones just around the spawn rooms. I would like for construction to be able to build in dev bases again, that was fun and engaging, it shook things up and was a blast on Oshur. Of course flail needs to be fixed before hand, or simple not be able to build flail at all inside dev bases/ be able to shoot inside. (Maybe have a no flail zone specifically but allow construction) (Sand castles) Next issue with Construction, as I say it is a sand castle. Meaning one person will take time and effort to get everything jsut right, and make the base look good.... and then it only really takes on person to destroy it, unless of course it's been built high on a mountain or tucked away in a hard to reach spot. The best way to defend construction is not with construction but actually armor. Usually you get shelled by a tank from a distance, which is fine, the problem is the AI it's been nerfed so much in the past that it does shoot back, but usually the tank is hiding behind a rock or obstacle and the AI wants to shoot at the center of the hit box so it never hits the tank then. So pulling armor to counter armor works the best the AI, not to say AI is completely useless it's very powerful up close and no cover, just at longer ranges is where it struggles which I think is fine AI shouldn't have insane range. People just need to learn to pull armor or C4 fairy. A possible change that the Dev team could make actually if they do want the base to be able to defend itself, is actually the flail having a counter battery ability. I don't remember the range of the AV turret but if an armor is past that and is shooting the base. The flail (If it has AI) fires a counter barrage. Of course the tank shooting at the base would get an indication on the map (if the devs do add that, which I think they should) as well as smoke warning that they've been targeted. This allows the attacker to shoot the base a few times, then move a little bit to not get hit by the counter battery. (uncertain on Sand castle, maybe shouldn't be changed) Continuing on with construction being sandcastles. I don't really know what else to say to make it so it's not a push over. I could say increase the health of walls or turrets, but then you have to think about people attacking and how it's just gonna take longer to destroy it. IMO I think walls/turrets are fine. I would like to go back for a second to bring up what I said at the begging. Construction is good/fun by yourself, but it's made even better the more people who use it. So I don't really know what else can be changed so defenders are happy and attackers are not annoyed by it if defenders places walls and turrets and they have increase health pools/ resistance is changed. It would start to be to in favor of the defenders. This is something that needs to be tested and changed around. (Continued in replies, is too long for one comment. Sorry)
@travis1066
@travis1066 Жыл бұрын
(attacking basses/ changes) Speaking of attacking lets talk about that. First off, as much as I don't want this change it probably does need to be changed going forward. The one way shield needs to be looked at. This IMO is the biggest issue with why people hate attacking bases on foot and only attack in armor or try to get a sundee as close as possible or just ignore it entirely. It's not fun attacking the base, when you can't shoot back. IMO here are the options. (1) have it so damage resistance is applied for when a bullet passes through the shield against the defender (up for debate and testing, maybe nanoweave value?). (2) Make it so tank turrets can shoot through, but keep it so small arms can't go though. (3) Make the one way shield a one way shield, defenders can see out at the attackers clearly and the attackers can see in, but it's fuzzy they can make out player shapes, maybe like spawn room shields? (also needs testing as well as attackers can shoot back as well) I would say keep the sundee garage the same with the shield, and either change the infantry tower to have the same effect as the change to walls or make the tower an exception and allow the defenders to shoot out, but attackers can't shoot in. (A.I./changes defender) This is probably going to be the biggest issue with changes. I think A.I. is fine. It shouldn't be removed. I repeat do not remove A.I. This goes back to the whole solo builder that I have in my mind. It would just make it frustrating to defend against players and vehicles. This needs to remain to the attackers can't simply drive a tank up or walk in and shoot everything. (A.I. Anti infantry changes/Attacking) I think the biggest issue is the Anti Infantry tower for some people they do struggle with it. Which I think personally is a skill issue(no offense). I personally don't know how to change this or give feedback. Need to clarify as to why, First off when a swarm of people attack the base the AI turret is overwhelmed. It locks onto someone and usually they survive by getting into cover or the turret lock on to someone else. (Anti infantry turret thoughts) However the lower the attacking pop gets the more people get pinned by the turret(s). I can't tell you how many times one or two people attack my base and just get mowed down by it over and over again, which IMO is how it's suppose to be. They don't think that getting a tank is the best way to attack the base. So this is the problem, I feel like some people think they should be able to kill a base all by themselves as infantry on foot. Which infantry can do so, but not 1 to a handful of people. armor is the way to go. So then the question is should the AI turret be changed. I don't think so. (Anti infantry turret/ avoidance implant) I would be open to the idea of decoy grenades lasting longer and/or the avoidance implant working with the anti infantry turret(s). I don't believe it should completely make them invisible to it like it does with spitfires, again I'm thinking more on the lines as a solo player who is the only defender against again a handful of attackers. I would like the idea of avoidance working like this. It reduces the range at which the Anti infantry turret(s) targets you and when the attacker(s) do walk into that range, the turret take 1-3 seconds to actually target them. Allowing the attacker to get to cover. (Small changes) (Bunker) This needs either a redesign or allow the structure shield modules to work with it, to allow only defenders to enter. Or put a big gun on top that can damage bastions ^_^ (Talk about that lower in Ideas) (walls/structures) Please allow it to be toggled on or off to be snapped to another wall or structures. Placement is a headache, if you screw up, you have to demolish it and try and place it in the right position again. (ANT Changes) (1) I think giving the ant ability to explode would be a nice ability. Can be used against infantry, armor, but most importantly against construction (mainly walls). I'm thinking cordium bomb but bigger. Could make it so if changes to walls are made, this could be a way to get through them faster. Drop the health down by 20-40%. (Low value cause I know it's gonna get spammed against solo/small bases. Can be changed around if repair modules get changes or wall health/ resistance gets changed) (needed a lot of testing to find the right place for it) (2)Last think with the ant, I hope the original deliverer gets implemented. I loved the prototype, I hope the module for the ant makes it so the driver becomes the gunner again as well. Usually as an ANT no one will defend themselves when attacked (unless they have a gunner), most ants have turbo on and just run away as fast as possible to get the cordium to there base. (This is too long/New things being added) So been going on for a while about how I feel and possible changes. So would like to end it here with a few ideas of new things to add. (1) I've seen a lot of people say give construction the Colossus turret to shoot at the bastion, and I agree. However I would say it shouldn't be A.I. Controlled and you can only shoot it like 5-10 times before it overheats and your on a cool down for X amount of min. (needs to be tested) Also could simply add it on top of the bunker since no one really builds that. (2) Launch pads. The corsairs launch ability I think would be a great addition to have for construction.
@CMDRCyrious
@CMDRCyrious Жыл бұрын
Lot of really great thoughts on construction from a well verses construction player. Thanks for adding to the conversations!
@alphamoonman
@alphamoonman Жыл бұрын
5:45 Perfectly understand what you mean, dude.
@jazzboy1088
@jazzboy1088 Жыл бұрын
Vikings .... I think you made good points. I just watched lanzers 90mij full video base construction; I think it's be a cool video seeing you both discuss it further
@jackson777ification
@jackson777ification Жыл бұрын
Great video! I think the hard spawn bunker idea is a great one! I love the construction aspect of this game, its what brought me here, also the combined vehicles. It would be interesting to see the no build zones taken away , I think that would really change up the game in a good way. I agree that the flail is such a powerfull weapon, but maybe a deployable skyshield that can be accessed as infantry, or a vehicle or sundy skyshield that can be deployed at a base or over an armor column, maybe one that just mitigates some of the damage. its a complex game and a complex problem to balance it all! kudos supremely for tackling it!! also maybe giving some certs or a new directive for adding on to someones base might inspire larger bases, and defensive wall networks with multiple players. anyway have a kick a55 day!!!
@jtvice1862
@jtvice1862 Жыл бұрын
I'd recommend a base act as a refinery for cortium. Which will allow the purchase of class specific small buildings everyone could build and everyone has access to. That way everyone has skin and interest in it. Also. I'd recommend it give access to outfits the ability to fortify a base even if it is just hard points, discounts, and such. Which will be maintained by construction. Destroy the construction base to disable or even hack it to use it yourself. Lastly instead of creating a lattice you could buff or debuff an area. Such as increase the time or decrease the time to take a base or limit resource flow, restrict spawning to an area with redeploy etc. Possibilities are endless honestly.
@eshock9208
@eshock9208 Жыл бұрын
I know this is highly, extremely unlikely to happen. An idea that's come to mind is to have a map with a few key bases and in between you have lots of space and no construction limits and each base that's built claims some of the surrounding land/hex. Starting a base would add a point or several? that are an indestructible capture point of some kind that has an exclusion zone for putting down another new base too close. Another idea would to add some modules so that a builder could make a more cohesive base. Some modules would be stairs, hallways, elevators, etc. The modules would snap together to help with alignment. This is coming from a planetman who likes playing in construction bases but hasn't built them or knows much about them.
@LoiteringReaper
@LoiteringReaper Жыл бұрын
Devs add a set number of designs (set a few parameters for the randomizer, like "if cover=5 meters apart, playable=true" ) procedurally generated for base grids? I feel you as a player since Dec 2012. I love the immersion of being a medic/engineer scrambling to do things in a full platoon rushing across the plains of Indar against an opposing platoon.
@mlembrant
@mlembrant Жыл бұрын
yep , that would be kinda cool. i've unlocked many structures.. at least i will get to use them ^,^
@MarwanBassanio
@MarwanBassanio Жыл бұрын
I completely agree.. now here is my problem with construction, I tried it some time with some ppl, building for hours just for a single infil with a flail to chip it away in minutes, it's not balanced.. the amount of time, effort and resources I place in a base can be undone in few minutes by a single guy who placed a silo and a flail only somewhere. Risk and reward are not applied here, am risking a lot for next to none gain while someone risking basically half a load of cortium to undo all my work. Like it or not.. construction needs an overhaul Now.. vikings 😂
@valarmorghulis3197
@valarmorghulis3197 Жыл бұрын
Vikings! Completely agree with you Cmdr. Anyone here played Shadowbane before? That game had a feature which is dynamic world content which is really really cool. If planetside have something like that I think it would be a blast.
@VoidR
@VoidR Жыл бұрын
Vikings! I just hope that keep trying new things. The worse thing they can do is nothing.
@AK-xy3ry
@AK-xy3ry Жыл бұрын
I agree with most of our Vikings fans :) I just have so much trouble sparing enough certs to get building. It seems so much more tempting to work on my planettoon or vehicles as opposed to committing it to base features
@planethawk5803
@planethawk5803 Жыл бұрын
Vikings! There is a game that used construction similar to Planetside 2 called Starhawk, sadly it was only on the PS3. When you placed an object, instead of waiting 45 seconds for an object to be built, the object dropped from orbit anvil style and you'd have it up in about 5 seconds. There were also options to link objects including walls to make it easier to prevent gaps. I've presented ideas on Reddit on how to make it better but unfortunately I always get the same comments. It's pointless because someone could just OS it.
@YoSomePerson
@YoSomePerson Жыл бұрын
Core Problem with the CsS ist that it entirely separeted. There is a simple fix to it. Remove the construction zones. Base Object already stop CS Buildings to be build. So if it intersects with the normal base it won't be buildable. Let us build freely like Vikings are building shield walls.
@Jormungrandrserpent
@Jormungrandrserpent Жыл бұрын
The Flail is not HESH, it's more like Dalton to the face. If you get nailed by it as infantry, you're bad.
@CMDRCyrious
@CMDRCyrious Жыл бұрын
Sometimes the blast zone doesn't render though.
@thetimeitis1256
@thetimeitis1256 Жыл бұрын
Another thing to consider is solo players and how the AI modules actually help them defend vs a few other players. It isn’t too hard to flatten a player base to the ground as it is and I don’t think that should be changed. When I encounter someone using a flail on an armour column. They move out of the way and I jump in an ESF with C4 and easily take it out of commission unless there are defenders waiting in the base (rare). I do agree however that the bases that shield players from A2G and Flails were a brilliant idea. The only issue that remains on these bases are the choke points. As an example with the interlink, if there were two other bridges going off on each side this could help create flanks to break the choke points while still shielding from tanks, ESF’s and flails.
@simster2759
@simster2759 Жыл бұрын
Feel like there is so much potential to mix up some battles with certain structures being built at existing bases... Possibly needs 2 forms of no construction zones so that nothing capable of dealing damage can be built (no pain spires or turrets) but attackers and defenders can use pillboxes and jump pads etc as suggested...
@erosion01
@erosion01 Жыл бұрын
I always looked at bases and considererd how easy it is to shell it from the outside. But what if we had some kind of building structure that could house infantry fights, or like a sort of building that can be modularly added to that housed a "shield generator" that made the walls indestructable. The vehicles would have to punch through the AV turrets and infantry turrets to allow a sunderer a safe location to setup, but to destroy the base entirely you need to maintain a control over a generator overload sort of thing in a big indoor building. Spawn tubes couldnt be built inside and would have to be placed in a stateigic zone that is protected from the air/ground in order to ensure infantry can enter this building structure for defenders to defend. The only issue is how attackers will be ensured a good few different ways to approach this structure and enter it. And I dont know how easily a massive structure like this could be incorporated into a base with how I know object collisions work. And maybe Cyrious instead of adding whole new lattice points (big technical undertaking) they could use the same tech used in the recent bastion overhaul to lock whatever base is next to it in the HEX. Or alternatively an extra point or two to help with capture or defense. This could open up possibility for a base to be a platform for attacking a base that may otherwise be extremely difficult without the additional point to sort of skew the tide.
@yetuh1016
@yetuh1016 Жыл бұрын
I love construction, but I would love to have some new ways to impact the game in a more influential way, especially since our bases have to be so far apart AND can simply be skipped over
@waifuwarsplanetside
@waifuwarsplanetside Жыл бұрын
YES YES YES
@pedropimenta896
@pedropimenta896 Жыл бұрын
9:15 most people dont know there are exits on the top of the spawn room, from where you can flank from multiple angles.
@lc5957
@lc5957 Жыл бұрын
personally, i still like teh containment bases. it dose everything right, but tweaked the values way too high in terms of everything. scale it down, and make it into most large outposts abd beyond, finetune the base preportions and dezigns, and you have a solid set of bases.
@nobodytoyou4887
@nobodytoyou4887 Жыл бұрын
15:10 holy shit didn't think my reddit post would have gotten any sort of publicity XD nice to see. I have some thoughts on how to change construction though Buffs first, -First would be removing basically all modules, instead they would be upgrades you buy with cortium in the silo. (minus things that would be phased out from the other changes i mention). -All structures are immune to damage as long as the silo as has cortium (turrets do not get this buff). -Turrets get double to triple the firing capacity they have now and resists to lower incoming damage by 50% (current turrets can barely engage a single MBT and most of the time lose that fight also would love to see non construction base turrets buffed to match this as well). -Base OS gets double the range it has now Nerfs -Turrets can no longer work unmanned, Ai module gone ect. -The Silo has lower health and is always vulnerable (pretty much becomes the objective of the base, once it's gone base structures blow up within 20-30 seconds) -Flail, Glaive and Pain Spire are removed. -Silo model made taller so it cannot be completely hidden behind walls Other changes -Make it so player bases have a lockdown effect on the control point in the same territory as it. This way the base has to be dealt with for the enemy to even start taking the territory. -This would be a nice to have, MAKE BASE OBJECTS ABLE TO SNAP TO EACH OTHER WHEN PLACING! (obviously have a hotkey for placing things without snapping ect)
@rylandrc
@rylandrc Жыл бұрын
The problem here is that if you make bases that need to be guarded at all times (no ai, weak silo, everything gone if silo is destroyed) is exactly that. Base builders will need to guard their bases essentially all the time to avoid it being destroyed. This further prevents them from leaving their base to have fun participating in active fights, or even just taking a small break from the game. If not guarded, then they could lose all the effort and time they put into building the base in a drop of a hat, and at that point, why go through all that effort for something that is destroyed the moment they stop watching over it. Guarding bases in inactive territory is also essentially boring.
@ZaySoda
@ZaySoda Жыл бұрын
DAMN that snipe was nasty! at 0:22
@paul4712
@paul4712 Жыл бұрын
Option to allow Grid Lock Building Placement. Option to allow Top Down/Birds Eye View when placing buildings (RTS like). Empire Specific and General Upgradable Bunker Top Weapons Platform. And Empire Specific Gate Locks. Anti-Infantry Weapon Add-ons to Pillbox Tower bonuses: 1. Provides Radar Scans, and an upgradable alarm system when detecting infiltrators, sensor shield negates this. (Light or Audio) 2. Decrease AI Turret acquisition time. (Does not stack) 3. Increase AI Turret Range and Accuracy by a certain %. (Does not stack) 4. Gated Entrance. Disabled when Tower health is at 30%. 5. Equipment Terminals. Disabled when Tower health is at 30%. 6. Comes with Spawn Tube (someone already mentioned this) Do you know what adds gameplay and an element of surprise? Closing and Opening of Gates. ( I understand it's a pain for the game in a massive fight but man it adds the thrill. Also, give Infil the ability to hack those gates.) Thanks CmdCyrious~ Cooste Signing out~
@bakabule1014
@bakabule1014 Жыл бұрын
Can we make it so tanks and infils cant destroy constructs from over 300m? or give them a defensive bonus against orbital strikes? Every time I try to build anything I have to hug the base CURRENTLY getting captured, and throw a fully fledged base within 4 minutes including bubble so a tank 3 hilltops over doesn't one shot it before it finishes spawning in, only to be os'd by a stalked chuckling while stroking himself from his base he settup 2 hours ago, or an outfit that glances over at the map, calls down an orbital, and continues on their day. Or when I'm building a base on my own, and a single enemy ESF hovers outside of range of the turrets and just takes down all the constructions. Destroying the 3 hours I put into building a base 9 captures back that I only started in hopes that we'd get pushed far enough back that it becomes of use. Why was the range of router nerfed so hard? were the NC complaining that they couldn't take out the routing spire from spawn with tv rockets?
@McNugNug255
@McNugNug255 Жыл бұрын
id love for ants to spawn with a bit of cortium stored up already, like maybe enough for a single turret or wall, could make fights more dynamic with quick construction of forward offensive buildings or quick turrets on the road to help defend a base just taken and cleared. Of course, with the abilities also using that cortium, it could make ant a bit too instantly powerful
@siramira4183
@siramira4183 Жыл бұрын
What is this airstrike thingy that u use to get all those sundis and tanks killed? 🤔 something like this would come in handy some times cause ill only got c4 for those things
@CMDRCyrious
@CMDRCyrious Жыл бұрын
One is the orbital strike, really big boom. Smaller but very powerful is the flail, that is a construction building.
@coloneltungsten
@coloneltungsten Жыл бұрын
You know something? You know how during lower population times (like say 0600 est) on the east server, when a continent unlocks and the server pop warps into it, 90% of the hexes are grayed out and unavailable for deployment. The hexes from each warp gate are lit up to converge directly in the middle of the map. Why not leave the grayed out hexes… gray. Make them big ass construction zones that only light up the hex as capturable/useful once they’ve had a base built in them. Eliminate the predetermined base building necessity that we seem to think is the developers responsibility. We’re in a new era for the game anyway. Leave the old buildings as ruins that can be fortified or added onto but take away their capture points entirely. Honestly it would encourage some wild construction focused gameplay. Hell, they could even incentivize holding the center of the map as a buff giver for the continent while it’s unlocked just to make sure that section of the map doesn’t wind up being abandoned entirely.
@jcalambert10
@jcalambert10 Жыл бұрын
Without taking into account base to base and base to armor benefits of the Flail. I'd like to see it replaced with a buff/debuff tool. Drop a healing, repair, ammo, or smoke bomb on friendlies. Or send over a EMP or a havoc bomb on enemies. My main being to change it from the all out damage dealer it is currently. Edit: Also like how the bastion can influence a hex I'd like to see construction do the same. The presence of X building could give nanite discounts, additional shield health, passive repair armor, turrets and shield generator, extended hack time, etc.
@poidog12345
@poidog12345 Жыл бұрын
So nobody gonna talk about the shot at 0:22 ? Vikings yes with the S Wish they still let the Infil use the Cortium Bomb. Perfect for the Spawn Tube.
@rylandrc
@rylandrc Жыл бұрын
How the heck did Cyrious see that player?
@daddy4072
@daddy4072 Жыл бұрын
Vikings!
@Hobbs4life
@Hobbs4life Жыл бұрын
Easy fix, just get rid of the lattus system and allow any base to be captured. However, bigger bases should be necessary for pulling equipment. Thus, a bigger base like a tech plant could be besieged and cut off. Hard lines and predetermined pathways on the map are way zergs exist.
@icer162
@icer162 Жыл бұрын
what if we pulled things like the infantry health regen, and the air and armor discounts out of the outfit armory and made them construction modules you can put down that effects a certain area around it
@spectrala.i.3190
@spectrala.i.3190 Жыл бұрын
average sierra moment, you could be clicking redeploy into another lattice and they would still send you ragetells about it
@Frost87112
@Frost87112 Жыл бұрын
Vikings! after playing for few years now i believe construction should be enforced at some extent in order to encourage players to gain more resources from a captured base, so i like the idea of an outfit being able to fortify and modify any base they´ve conquered in the map so attacking or defending could involve more teamwork and logistics. I also believe the quests and so on need a major tweak, so they can operate just like an MMORPG quest, but this would require the dev team changing their business model so they can give away cosmetics, gear and camo to players doing that, while some of the best selling cosmetics and so on are exclusive for the DB shop. Certainly there´s a lot of work to do but i´m pretty sure if they seek help with the community, a lot of skillful people would be more than willing to help.
@lustrian02
@lustrian02 Жыл бұрын
- Walls should be allowed an angle within tolerance. Even a 5-10 degree variance would be substantial -I'd like to set up buildings in a top-down view -I'd like a new mechanic for targeting the OS/Flail. Preferably, instead of firing a marker, why not hold the target location with a longer distance capability. A lot of the playstyle for even using the artillery involves not dying at all while wielding the targeting gun. Instead of having to be within shotgun distance of a target, I'd prefer to be at the very least 100M out, laze the target for 5 seconds then bug out. I'd take out Vehicle resources just so I wouldn't have to respawn at the base to safe myself the trek to the nearest hotspot.
@nexo9602
@nexo9602 Жыл бұрын
I hope we can construct jump pads soon. Vikings
@biofrenzy2271
@biofrenzy2271 Жыл бұрын
love the vids as always- keep it up brother! I agree that construction needs the work but, as of now the game is just.. as it always was lol
@anuvratvr
@anuvratvr Жыл бұрын
VIKINGS! Yes with the S.
@nosferatu1745
@nosferatu1745 Жыл бұрын
As someone who has auraxed the construction directive (you can find me in fisu as NosfeRAtuTV - TR Emerald) and still enjoy construction. OS may hit 900m range, but require 5k cortium to be shot if not 10k, if thats not the case, modules and building around the OS building will suffer from overload or something similar, bc OS are usually near the center of the base to be easy to pull and use. The Glaive should be able use in "red zone" areas but with increased cooldown bc of the area, so it can shot every 2 minutes automatically, stops every 5 shots and range of use reduced to 900m. The Flail shoulb be nerfed, that thing is way too broken, can kill the armor fights in oshur way too fast. Not too many people can enjoy construction stuff bc requires skill to read the map very well and coordination with teammates to defend it properly, also requires some good time to learn placements of stuff here and there. Something to help all newcommers to construction is to make the directive wall avialable to be purchased by 500 certs, once they understand placement of walls with that, they may now buy the big wall (we all know that construction is p2w, cs one wall not being able to be fixed is a huge difference)
@TrucLe-li8wr
@TrucLe-li8wr Жыл бұрын
Vikings! Imagine PS2 construction integrated with the current base…my god, this is just a dream
@TECHN01200
@TECHN01200 Жыл бұрын
(Disclosure, I haven't played this game in ages) Part of how to make construction relevant I think, if the purpose is going to be defending bases, would be to have a command structure larger than a platoon (a company maybe?) where the purpose of the company would be planning on a larger geographical scale. As company leader, you could direct a platoon to fortify a base you believe is going to get hit after a base you know is going to go down goes down, but you need another platoon to buy the construction platoon time to fortify the base behind.
@AustralianDylanz
@AustralianDylanz Жыл бұрын
Well first things first, the deliverer ANT needs to be have the same deploy zones as the sunderer. Still not able to place construction in the zones that are in place at the moment making the delieverer useful on more continent than oshur
@durakeno5575
@durakeno5575 Жыл бұрын
I wish we can have a heavily urbanized continent to fight in.
@agenttarian3672
@agenttarian3672 Жыл бұрын
VIKINGS! Yes with the S!
@DeltaVTango
@DeltaVTango Жыл бұрын
My 2 cents. I've been playing PS2 since 2014. Me and my friends play the game a bit differently than you do. We make our own adventures in the game and we use construction as a tool to do that and we experiment with different base designs based on the behavior we're expecting from the opposing forces. Our main gripes with construction are that 1. we wish the walls were designed in a way that magnetically snap together or at least the construction elements fit together in a way that makes sense. 2. We wish the vehicle auto turrets would respond to attacks from whatever range they were being fired at. They don't have to initiate the attack from that distance but if they're being attacked they should fire back. 3. We wish there was more HP on the construction elements. Its annoying to spend a considerable amount of time building up a base that would be a challenge for attackers.. only to have a stray vehicle column erase it from outside the effective range of the turrets. All the stuff about exclusion zones etc are fine to us. We just want what we already have to work in a way that makes sense. The obstructions can be a head ache as well but I can understand that that might be too much of an ask. Maybe instead of getting rid of interactions with obstructions they should make random wide flat enough clearings in places to encourage builders to the advance of the location. It's irritating to scout out a location only to not be able to build your ideal design because the ground is a little high there or a rock in an annoying place
@kinnusai4432
@kinnusai4432 Жыл бұрын
Vikings! I've never dabbled with construction myself except during campaigns when we had to. I like the idea of player bases giving bonuses to nearby friendlies though, might make some of these bases a bit more important in the larger battle. Usually when I see player made bases it's because a zerg crashes into one and it crumbles pretty quick. Wrel could make it better no doubt 👍
@BallBusta
@BallBusta Жыл бұрын
Hopefully this upcoming update to construction fixes a lot of issues that currently hinder construction and make for good fights instead of hotspots for infantry to get farmed. Let's not forget, vehicles are force multipliers in Planetside and against a hodge podge mass of infantry spawning in on a poorly build base, it's open season.
@outlawjaw1639
@outlawjaw1639 Жыл бұрын
Great video, Here's my crazy idea for an overhaul. . the game would be improved if we split territory percentage between small bases and construction bases in that hex. you could link multiple construction bases together for more territorial control if you wanted a lattice system, but you could also split the fight by having battles take place deep in enemy territory like in ps1. For example, a faction could harvest victory points or territorial control percentage by builiding conbases in enemy territory, basically hexes could be split into half. 1 half being control over the central base itself, say hayd skydock, And the other half being the constructed base in that territory, the conbase along the road. This would have exceptions for big bases, because there isnt room for a second base, so the big bases would be worth double territory control percentage points.
@noble_lemon
@noble_lemon Жыл бұрын
Only thing that makes me stay in PS2 is a fighting against top players. Hatred to the nemesis. About building system. I've wanted to have a much easier placement conditions. This game afraid the collisions like it can explode the servers or something:) I want new type of buildings, templates for ready-to-use bases. Cheaper cortium cost/consumption for everything. I want place a tower on top of the pillbox on top of the garage on top of the bunker. I want an underground big bunker that you can place modules inside and be fully protected from Orbital strike and Flail! The ability to turn off your skyshield for disguise the base and energy economy. I want a Valkyrie that can harvest a cortium back into the game, it was very useful. I have a million of ideas 😃
@Joey-tu7kr
@Joey-tu7kr Жыл бұрын
A dream of mine would be to help support the dev side of planetside 2 to try and fix the many issues and implement new ideas. Hopefully one day as I am majoring in CS!
@dustix1087
@dustix1087 Жыл бұрын
same homie. you want to work for daybreak?
@LCInfantry
@LCInfantry Жыл бұрын
Let’s dig. We need more resources and they are underground. Lol. I know that would be too hard to implement. What I have thought about for awhile… before we even had an NSO operative update… is the second chapter of the war. The three factions as we know it found out who the real enemies are. NC, VS, TR unite as one faction (just as what TR was originally trying to do), to fight 2 other new factions. The NS robots become more prevalent… maybe they become corrupted either by a bad AI, or an organic life form that changes their appearance to be more “earthy.” The third faction would actually be Vanu. VS realized that papa Vanu wasn’t actually who they thought they were. The Vanu alien race would have to be crazy cool or hot or all female or something and the max would be a big alien beast or dude. Or just evolve each current faction, like the Vs actually get aliens, TR get some kind of psyche because more evolved Tr come through the wormhole. And then NC just gets cracked out or something, idk, lol . The maps would have to be totally new. Like, I hate to say it because I know it’s difficult, but 4 all new maps with buildings we haven’t seen before. Totally new design. Completely fresh look. Oooooor, a new hex system that allows bases to be “upgraded” to higher tier. (Kinda like in m&b2:b how you can upgrade the tier castle/walls) Making them stronger with better defenses and gates generators. We have to gather resources to upgrade these bases. We’d also have construction too, so that we we still have complete freedom to build bases still.). And before the map opens, all the hexes can be interchangeable (maybe only to a curtain degree). So, basically one lattice linkage wouldn’t have the same stretch of bases twice in a row(every rotation). Like the bases just snap together like a 80 piece Lego set, and be able to change the type of base with other interchangeable hex’s. Maybe even have some kind of well tested base building algorithm system, that procedurally generates random bases, but also somehow makes them balanced in all form infantry and vehicle. I know that sounds insane and impossible…. But just a thought or idea lol. Idk, I think some kind of “chapter 2” thing where the battle actually resulted in something new happening. And now we have to fight “this” new way idk. Like water rising in indar seems very interesting. I think the best thing to do is, is to do how change the our current maps to seem fresh.. like you were saying. Some kind of game element to battles that make a fresh experience almost every time. But I thin them base upgrading thing seems pretty good. Idk maybe have like 3 or 5 or 10 different tiers to a base…. And each tier increase the defenses of it. Maybe at like tier 5 it will have 3 capture points. To have a bad be eligible to be upgraded, it can’t be on a boarderline base…. And it’s also takes a lot of (new?) outfit resources. Maybe you have to mine a cave mountain, dig out the resource with the ANT idk. (Or maybe all vehicles can carry but ANT does the most…. Kinda Similarly to the air anomalies). Or add some massive event, where you are locked into a particular base. And the people of the base have to capture bases around them until all bases are captured. Like a free for all domination. Once you capture an enemies base… they then are locked allegiance to your faction until they become captured, or you capture everyone’s base. I know there is some balance things with that, but the use seems really interesting from. (It would kinda play out similarly to the first few rounds of “Risk” but with a lot more civilizations). No idea how that would work honesty. TLDR: Interchangeable base-hexes, and other random ideas.
@jamesedwards3923
@jamesedwards3923 Жыл бұрын
The containment site is a good idea. Considering I have been playing since PlanetSide 1. I like that they changed or tweaked bases. The playebases add unique fights. Especically between objectives. People are always going to complain about anything you add or take away. I agree that you need to see where the fire is coming from. At least in part. In PlanetSide 1, you could see when it was coming. I was a dude who would go out and search for it. Since back then, the flail was mobile utility. I would relay map grid coordinates. When playing solo, guess what? In command chat. Somebody would respond and send bombmers or kill teams to kill it. These days in Planetside 2. People are too lazy to pull a Sunderer with a gate difuser. They will pile up at the gate and get blow away. Or get picked off. Even one level to enable the gate defuser is enough to get the job done. If you hate getting flailed until the end of time. Change tactics. Either attack from another angle. Or go find it and blow it up. Like you say constantly CC, "... The game is a sandbox..." Players instead of bitching how they are getting their asses handed to them. Try learning something new. Remember virtually every weapon in this game is a sidegarde. Not and upgrade. The NX weapons are middle of the road mix, which is their exact function. A player can be a whale. Sink money into every weapon, item, and perk. Yet still suck ass! "What is skill?" Daybreak Games is trying. The gameplay is whatever the player wants it to be. Remember a lot of the PlanetSide 2 players. Including myself. Are getting older. A lot the PlanetSide 2 community are OGs from PS1. Yea, the Devs know this hence the branching off other consoles and incentives. Such as the mountaint of free weapons. Granted tied to one character. All of this is to keep the game going. To attrack younger players. All this seeing who sniped you and where. You see this in modern shooters. That was put in for two reasons. One it is what younger players expect. Also to remove stagnation. I do not play console shooters much anymore. However stagnation is always an issue. I remember seeing the link to Amazon Prime. Initially it did not make sense. Then I thought about it. They are trying to attract players. Players keep forgetting the point of PlanetSide. Single Player or in a Group. You decide the outcome of matches. Me I am trying to focus on obejctives. Just as a passive player, whom is building a channel. Not on this account. Sometimes I roll with outfit. When they have platoon. Sometimes I get ten request a day, but am doing my own thing. Users need to stop. The line between objective discussion on balance versus complaining. Is becoming blurred.
@0poIE
@0poIE Жыл бұрын
*2023 they need to re-release Planetside 1 under the all access program!* - Tell them
@hybridgaming8341
@hybridgaming8341 Жыл бұрын
Construction needs the "Bastion treatment." Remove its frustrations/annoyances while giving it a way to affect the territory meta and benefit the entire faction. Construction should have an object that when built functions as a control point for the faction that built it. It would speed up capture progress when attacking (incentivizing to build bases offensively) and slow down enemy progress when used defensively. This new feature would automatically be limited in scope by cortium spawns, and the fact that cortium is used for many other things already. Obviously this would be just the central part of a Construction overhaul, but I believe it's what needs to be done to make the system matter as part of the entire game.
@arnscluss
@arnscluss Жыл бұрын
Construction at least needs more stuff to place - like jump pads. (And maybe less restrictions in placing them)
@shadowdump2902
@shadowdump2902 Жыл бұрын
I wonder how a continent devoid of developer placed structures would go along with the addition of constructed capture points. Just completely handing over the territory to the players.
@thegreatordeal7692
@thegreatordeal7692 Жыл бұрын
vikings ! I have played this game since year 1 , never committed after year 3 because of farming , but I keep coming back and i liked the improvements. What I'd think could fix the game is a map of only warpgates and large terrain totaly made for construction , the preconfigured bases should be simple underground ones with capture points for both vehicles and infantry + 3 or more spawn points. We can use the new capture the flag system to activate capture points.
@JohnFromAccounting
@JohnFromAccounting Жыл бұрын
What needs to happen is that construction affects the game significantly without being a nuisance. Peak time fights on Oshur with bases are great. Low pop bases on the funky geometry on Amerish are extremely boring.
@rokn3rd
@rokn3rd Жыл бұрын
Vikings - construction is a tricky one that not everybody has adopted. In public platoons, bases always feel as a distraction whilst marching up a lane rather than a valid game play objective. I agree with most of the points raised, but getting them live and truly tested is difficult within what is a fairly hardened (read salty) community. Some flexibility and acknowledgement that its WIP would be needed given the potential that construction offers. Good video, but whats the dev team's mandate currently?
@basicbill7276
@basicbill7276 Жыл бұрын
I just picked up planetside 2 again. The closest server to my Country is US east. I play at about 175ms ping on a good day. That means I cant play direct combat because people see me before I see them. The real contribution I can have is either playing medic or engineer on full support role. You can see how that gets old fast. Being able to Build bases and participate in more gameplay where ping isnt an issue would be great for me and the other players that reside far from the server locations.
@frydac
@frydac Жыл бұрын
PS2 is full clientside, meaning the delay/experience is the same for the other player with respect to their interaction with you, even if he has lower ping than you. Watch some battle(non)sense vids, they explain it very well with frame by frame comparison showing both players screens.
@victorecho2
@victorecho2 Жыл бұрын
Vikings yes with the S
@josephlee5523
@josephlee5523 Жыл бұрын
Vikings yes with the s
@aofdemons5391
@aofdemons5391 Жыл бұрын
I agree about more building but I don't agree your changes on the si modules and flails
@toleusa2
@toleusa2 Жыл бұрын
I've been building bases since I first started planetside, around 1 year ago. I would remove the aoe damage of the flail and turn it into something more suitable for dealing with vehicle. Maybe increase its firing rate. Next, the Glaive needs some sort of buff, as it really only used when dealing with another base. A interesting idea I had , was for it to be able to disable tanks for a few seconds. Lastly, I'm more then wiling to give up my AI modules, If every building but the spawm tube gets a huge health buff.
@airraid1266
@airraid1266 Жыл бұрын
Well. The Flail has two things going for it, Anti-structure damage and being the ONLY HE/HESH Mortar in the game. What they could do is make the Glaive more useful in field fights as well. But removing the splash from the Flail will just make it frustrating as an artillery spotting construction player, if I can, I will try to hide my silo, a spawn tube and a flail in cover so I can help the fight by being a spawn point, artillery support (which exists in no other facet in planetside outside of long range Direct Fire from Prowlers, so really only one faction) and a spotter as I prefer to use a DMR and Emissary with the spotting tool. What COULD change is a slower velocity and well, it being more precise about the danger zone of the incoming mortar fire, I had one fun fight on Connery Oshur my Flail, silo and spawn tube were completely covered by a boulder and dropping Flails on TR Maxes as NC , I know THEY weren't losing any real fun firing at long range with AI TR weaponry so giving my boys some breathing room to push up by hitting AI/AV Manas and Maxes precisely with flails was fun, just make it so that moving out of the way is a viable option.
@FuzzballOnFire
@FuzzballOnFire Жыл бұрын
VIKINGS LETS GOOOOOO
@Igor369
@Igor369 Жыл бұрын
I wish placing buildings was not such a pain in the ass as it is right now. A deployable flying construction drone would make building WAY more convienient
@QuestionableMorality
@QuestionableMorality Жыл бұрын
Vikings
@patlecat
@patlecat Жыл бұрын
Playerbases need 2 things at least to make them relevant instead of just a shooting fest to destroy them. 1. playerbases have to contribute to alerts and continent progress for each faction like becoming another base to conquer. 2. bases need to be dangerous and harder to destroy so they become a more urgent target to eliminate to protect your troops.
@Joey-tu7kr
@Joey-tu7kr Жыл бұрын
Vikings !!!
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