DEV Letter: More details on the Construction Update | Planetside 2

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Commander Cyrious

Commander Cyrious

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#dev #Planetside2 #Cyrious

Пікірлер: 90
@magorostravsky5732
@magorostravsky5732 Жыл бұрын
Let's be honest. Was painfield rly so strong it was preventing you from entering the base? HA could blow up spawn tube safely whole time standing inside painfield. And spires had distance about 60 meters. That means dots of painfield were 50 meters from each other. Do you really call that problematic?
@Diamondbackwastaken
@Diamondbackwastaken Жыл бұрын
Yes.
@theDemolisher13
@theDemolisher13 Жыл бұрын
There's even a implant that reduces the pain field damage by 90% though no one uses it cause it has literally no other point. Pain fields are also easy to kill with just about anything. People just don't like them cause their burning animation takes up your whole screen. Though with a few tweaks to animation and whatnot they can be just fine.
@travis1066
@travis1066 Жыл бұрын
A big problem I think is communication with the pain spire and just construction in general. With the pain spire it's not communicated that you can shoot it and destroy it. Someone attacking just looks at it and things oh it's a building that only vechicals can destory. So people try and run through it or get stuck in it and die. There's no in game tutorial for it, although I would love for one to be in Vr training.
@see_horse
@see_horse Жыл бұрын
@@Diamondbackwastaken LMFAO, why don't you just shoot it from range then? LMAO. Like, 1.5 mags from a vandal and it goes pop.
@Diamondbackwastaken
@Diamondbackwastaken Жыл бұрын
@@see_horse Really? In my experience it's more like 10 rockets from a Shrike.
@Jamesc5531
@Jamesc5531 Жыл бұрын
*Notices the repair drone in the intro* Sigh, I miss that little guy.
@mataznuiz
@mataznuiz Жыл бұрын
Being able to blow off chunks of cortium is a cool idea. My idea was that they should add deployable auto mining canisters that can be picked up by any ANT later. In any case, they have to make mining less tedious before they fix stuff like infinite mining and phase glitching.
@travis1066
@travis1066 Жыл бұрын
Alright new video new discussion to be had. Again I'll be talking as a solo builder main with my thoughts about everything. (Modules rework) Regarding the module changes. I have a feeling it's one of these cases where it looks good on paper but implemented it's just gonna be tedious and a chore to do. Especially if the base is under attack, I don't wanna have to focus on getting my modules in to make the base "come online" I'd rather focus on fighting the attacker rather than having to worry about grabbing modules and putting them in sockets. I wouldn't mind though for a compromise. Say it's something we had to put in the socket and it didn't expire and instead had a passive drain on the cordium. I'm okay with that. As well as by the sounds of it newer modules are being added for a few of those (depending on what they do) I think it would be okay if they did last x amount of minutes. Something that gave buffs like the rapid repair module or the extra health module. I wouldn't mind if those lasted for x amount of minutes. But some default moduels ones I feel should remain indefinitely untill destroyed with a passive drain on cordium. Example is like structure shield module, default repair module, AI module. Just the basic ones. (AI module) Speaking of AI, again in your last video as I said AI should not be removed. One person or a few people should not be able to just walk into an undefended base and be able to blow up everything. AI is there to stop that and put up a fight. With the module change I wouldn't mind it if the AI had to be inserted to make the defenses work and with my suggestion, have it so that it never expires but has a passive drain on cordium. If they wanna rework this as wrel states, especially for the anti infantry tower. What they can do as an example lets say is make it so the AI Module for the anti infantry tower requires 12 or more friendly people within a 50-75mm radius around the module to deactivate the tower then. Since there's actually people in the base defending it. Again allowing the base to defend itself but no longer needing to do so once friendly forces deploy into the base (Pain spire) I'm a little 50/50 on this now with the newest changes. On the one hand I don't think it should be removed however it should be communicated better that you can shoot it and destroy it. Lot of people I feel just look at the pain spire and think it can't be destroyed without using a vehical. Or if they wanted to since the spawn tube sounds like it is going to be changed to it's own building, meaning a bit harder to destroy. I'd be okay if they change the pain spire to what they previously wanted to do and change it into an EMP tower. (Ant mining) Again I feel like this is one of those things where it sounds good on paper, but implemented might not work as well. Would love to test it out though as well as try the new outfit armory drill they're going to add
@ZealousVidya
@ZealousVidya Жыл бұрын
Cool video to get everyone upto date! While myself and some others may disagree with the direction of the game, the devs clearly are putting in a lot of effort and are more open and communicative than most devs.
@abotaccount6094
@abotaccount6094 Жыл бұрын
I love when the devs communicate that we can suck their nuts when it comes to differing opinions on balance discussion
@LanzerYT
@LanzerYT Жыл бұрын
What's up Zealous!
@BrendaDelam
@BrendaDelam Жыл бұрын
Watching this as a retired planetman who feels passionately about the idea of construction. This update makes me hopeful. I would like to propose a departure from the current "Build-A-Base" style construction has now, and instead shift it towards supplemental defenses in preexisting bases. Things like basic bunkers, small walls, minor spawns, even logistical constructs. If done properly this will give defenders a chance to bolster a defense in preperation for an attack, but also give attackers a way to build a staging base nearby. This would give Vehicle Players something to shoot at OTHER than infantry, and may even cause emergent gameplay as a hero ANT with an armour escort charging through enemy lines as to get cortium to their starving silo as it's being bombarded by the besiegers. For me personally, construction was fun as a premise because it allowed me to exert control or influence or otherwise shape a battlefield. I FULLY believe that if this idea was kept as the focal point, you could shift what construction was whilst keeping the essential idea. Around September of last year wrel asked the purpose of construction. Sadly, the way it was phrased by Wrel led the players (myself HEAVILY included) to believe that he was going to remove construction outright, and we were fighting for our existence. This spoiled the conversation and shifted it from what can be done to keeping it at all in our eyes. I am quite happy that the conversation has shifted back to what can construction be used for instead of why keep it.
@Phantom-el6oe
@Phantom-el6oe Жыл бұрын
Giving defenders too much advantage will mess up the gameplay. Once attackers get pushed back, defenders will go on offensive and cycle repeats. There should be some mechanics for attacker to exploit too. Like each captured point providing passive cortium reserve to entire base and sustaining all nearby structures. That way attackers could slowly starve out heavily defended points and not worry about a proxy bunker grinding away reinforcements for holding the point. It would also be nice if attackers were allowed to put up small constructions after some time passed since capture to give them a small edge.
@theDemolisher13
@theDemolisher13 Жыл бұрын
Can we please just make it so anyone passing a silo or a dedicated station in a base just get construction repair tools thrown into their innovatory it would help so much if everyone defending had one of these things.
@Onus6688
@Onus6688 Жыл бұрын
Yes, this please!!
@revan1202
@revan1202 Жыл бұрын
Instead of a no construction zone at dev bases. Have a silo there so that it has its own construction objects that are special and or restricted to that base only
@TheReprom
@TheReprom Жыл бұрын
I'm still hoping that WASP Valkyries will make a return.
@KrimsonStorm
@KrimsonStorm Жыл бұрын
Once all the obvious things, the flail, os, and others like you said are addressed... One thing that might be really interesting is if you can construct an additional control node. It allows for a destructible change of battle flow, and if defenders are too entrenched at a base, you can force them to leave by having a counter point outside of the facility. It also means reinforcements can come in and flank the attacking battle base to remove that spare point.
@Markfr0mCanada
@Markfr0mCanada Жыл бұрын
"Finding the fun in attacking construction" How little experience to the people reworking construction have in playing construction? Play it even a little bit and you will find that there are no shortage of people who will go well out of their way to attack a base. Usually it will be solo players with C4 and cortium bombs with a small base of their own for safe eject ESF. The base doesn't have to be relevant to their faction, they will just attack it because it's there and they imagine that they are upsetting someone by killing it. As for the people whining about automated defenses, these are exactly the people who should be ignored. They are the people who play without friends, aren't very imaginative, and when the first thing they try doesn't give them instant gratification they cry "IMBA!". If you die to an automated defense system you did something wrong. If you play with a team of friends and play a combined arms game like PlanetSide is meant to be then you will never die to an automated defense system.
@theDemolisher13
@theDemolisher13 Жыл бұрын
I know me and my friend go base fighting though even though we know all the hacks on how to kill a base in the memey ways we don't since we fight on both ends and it's just not fun to be that shitter. As for auto defense you will die here and there to them but no biggy that's just ps2 though with friends or just decoy grenades they're greatly reduced in effectiveness though it is a threat that must be respected never laughed at.
@lackokelemen83
@lackokelemen83 Жыл бұрын
Great video as always Commander
@CMDRCyrious
@CMDRCyrious Жыл бұрын
I appreciate that
@garrett0509
@garrett0509 Жыл бұрын
The problem is always going to be one guy with an AP lightning who just shoots at bases/sunderers with the smallest angle on it. These guys just go straight back even if you kill them.
@LCInfantry
@LCInfantry Жыл бұрын
I feel you. But it’s a teamwork game. Got to have friends to help and coordinate with. Should be considered cave man instinct
@Flubbred
@Flubbred Жыл бұрын
@@LCInfantry Not always. If you are dedicated enough you can 1v3 a base.
@garrett0509
@garrett0509 Жыл бұрын
@@Flubbred Yes it happens to me constantly. They come back and back until its too boring to deal with them
@LCInfantry
@LCInfantry Жыл бұрын
@@Flubbred That’s not the point in context to the op or to the video.
@Flubbred
@Flubbred Жыл бұрын
@@LCInfantry Yeah I know but the point of what I am saying is that if you even have friends and teamwork, you still can't stop a single dedicated enough player. They will either destroy the base or keep bugging, slowing the progression of the base.
@Markfr0mCanada
@Markfr0mCanada Жыл бұрын
Alright, I've made it to the end now. Thanks Cyrious as always for keeping us up to date.
@theDemolisher13
@theDemolisher13 Жыл бұрын
6:10 I'm not sold on this as how I read it I'm just imagining current construction but now all structures need their own mods and they need to replaced after X time effectively making the builder having to keep track of vastly more mods while on top of their already tall list of responsibilities to keep the base running. Furthermore I feel like attackers are getting shafted too as now cort bombs will only be useful once inside the very dangerous base. Effectively making it so cort bombs can only be really used once the attackers now have a firm foot hold in the base which kinda now defeats the purpose of the cort bomb as you don't want to blow up the stuff you just captured as then you're throwing away your own foothold. If anyone is interested I say keep mods how they are with the option to mount them onto structures if you want to free up clutter on the ground. Heck you might want to even add buffs for doing so. This would encourage builds to do this more and do the same for attackers. So you could place regular cort bomb or you can put it in the mod spot and it would say now do 5% damage to everything connected in the silo's rang. Again would like to see this or something like it in PTS.
@Markfr0mCanada
@Markfr0mCanada Жыл бұрын
3:04 "construction is flail based and OS based". No sir, no it isn't. Flail and OS are what non-builders think of when they think of construction. There's a block of the player base who have no interest in fort building, and just want the cheap farming tool. These guys usually only unlock those buildings (and AI module of course), and then go looking for an existing base to tag it too. It is a constant battle that I have as a builder, that I'll build a fort with a specific purpose, where low upkeep is part of the plan, but OS isn't, and one of these buggers adds an OS to my base. It will be somebody not in squad or platoon, just hoping that I'll be willing to be their cortium slave for long enough for them to get one OS off, then forget about it leaving it burning 240 cortium per minute until they log out. I have deleted MANY os uplinks that these selfish players add. Even have them team kill me sometimes when they see me removing it, followed by some "loving" DMs sent my way. There are also some people who want to try out construction, and after a bit of flailing and OSing they think they know what construction is about. They play enough for the game to give them the "builder" tag, and think that means they are construction experts. They are not. When that tag was created construction hadn't been in the game long enough to really know what makes a builder a builder. That, and the things that do would be really difficult to code the game to measure. Honestly, at least for me, to be considered a builder you have to know some builds. As soon as you see what continent and warp gate you are playing from, you should know where you want your buildings to go, and why each one is going where it is. To be an experienced builder, I would ask that your builds see enough action to destroy some but not all of your base, and then you've re-constructed.
@theDemolisher13
@theDemolisher13 Жыл бұрын
I can dearly respect this on so many levels. Support bases are fine front lines bases are the bread and butter and artillery is meh all you did was put 4 things down and left that's not building.
@see_horse
@see_horse Жыл бұрын
^ so much fucking this...
@GenericUserName443
@GenericUserName443 Жыл бұрын
But on the flipside, thanks to the huge block area a silo has on other silos, if you place one on the front lines then now your team can´t have any flails within range of shooting at the enemy since the build space can be very limited as it is in the more crucial areas. If you want to play master builder by all means, but then don´t do it in the important flail locations but instead further back from the front lines.
@see_horse
@see_horse Жыл бұрын
@@GenericUserName443 You can literally fit two silos inside the radius of a flails max range, lmfao. If you were to set silos at min range of base, and of each other you could get six to eight flails etc, in range. Would you like to know more? Lmao.
@Markfr0mCanada
@Markfr0mCanada Жыл бұрын
@@GenericUserName443 Since I seem to be getting accused of selfishness by a flail boi, I'll explain in better detail what I'm often doing. During the off hours I'll try to provide logistics to the main fight to sustain the gaming experience. Most recently I was pressed up to the edge of the no build zone on Nasons, with a vehicle pad pointed directly at A. I also had a router spire so I could router C. Competition for the cortium in thr area is hot, and I want faction access to the vehicle pad. For this reason I need low upkeep, but every time I get my lamps to yellow some chuckle-fuck adds an OS putting my silo back to orange, thereby locking the vehicle pad. Tell me again that I'm selfish for deleting it.
@Telorath
@Telorath Жыл бұрын
Honestly the only reason I as a construction player gave any crap about the automated defenses is because usually a "base assault" isn't a big fight over a base, it's one guy with a cloaked sunderer nearby spawning in over and over and making infinite attempts to destroy your base and no player on your side besides you having interest in defending it. If we take away the whole "Kill one guy and destroy the spawn point to win the base" issue, then the base doesn't need automated defenses, it just needs a reason for people to come defend it when it's under attack. Right now you don't have that so people want automated defenses to deter an infiltrator from griefing the base before they can even get gameplay out of it.
@CMDRCyrious
@CMDRCyrious Жыл бұрын
I do understand that problem if you take away auto defenses
@Telorath
@Telorath Жыл бұрын
@@CMDRCyrious Yeah. Bit late to reply, but I see automated defenses as a band-aid to other design problems. I've seen a few great base assaults, don't get me wrong, but often the only time you see bases get used is for people to pull free vehicles from. (Particularly aircraft which don't live long for bad pilots like me)
@GoldenSax
@GoldenSax Жыл бұрын
I don't think all of the mechanics would work, but the devs should probably look at what Foxhole does for its base/factory building.
@CMDRCyrious
@CMDRCyrious Жыл бұрын
The logistics in foxhole are so cool. It would be interesting to have a 3d shooter like it rather than isometric.
@houstoner
@houstoner Жыл бұрын
As much of a grind it is, construction should be unlocked across all accounts. Or drastically lowering costs to obtain.
@kinnusai4432
@kinnusai4432 Жыл бұрын
I had no idea non-engineers could repair player made bases. Probably because I've never got into construction. I like the idea of us being able to capture these bases though. Hopefully these changes make construction a bit more interesting for those like myself who have never got into it. I am kinda getting to the point now where I'm wondering what to spend my certs on cause there's nothing I really need to go out and get besides maxing out every little thing on my vehicles. Also noticed you're running carapace and is that vampire? On an infil. Never thought of doing that. Still learning stuff about this game and I've been playing almost 3 years now. That's probably on me lol
@magorostravsky5732
@magorostravsky5732 Жыл бұрын
you get tool from silo
@theDemolisher13
@theDemolisher13 Жыл бұрын
@@magorostravsky5732 Silo also needs at least 20K cortium in it else it auto locks and the builder can unlock it. So if you want to know if it's open look for the gauge to be yellow
@kinnusai4432
@kinnusai4432 Жыл бұрын
@@theDemolisher13 Good to know, thanks!
@kinnusai4432
@kinnusai4432 Жыл бұрын
@@magorostravsky5732 Yeah he covered that in the video but thanks!
@theDemolisher13
@theDemolisher13 Жыл бұрын
@@kinnusai4432 no where in the game does it mention that I only know cause A another builder told me and B I found the dev log that mentioned that change and C tested it out in the field
@jamesedwards3923
@jamesedwards3923 Жыл бұрын
What setting do you use to decrease the quality of tracer rounds?
@illegalalienfromsalviaspac449
@illegalalienfromsalviaspac449 Жыл бұрын
Some things i wish for : Unlock all merit deployables for all players (why should a br20 medic be at a disadvantage because he doesn't have portable flak 1) Remove / rework Outfit armory Orbital strike Remove the flail if it can still kill through developer building and construction buildings alike . Turn in into a glaive ipc variant that shoots hybrid havoc ammo/impulse blast shells instead of the annoying flail we have now. This way it's still useful vs construction and it won't kill people through buildings ruining the fights where the flail is active . Remove A2G vehicle pulls from construction air pads. Change this air pad to only allow the bastion variant ES fighter . This will also provide NSO with the option to pull 1 seat A2A fighters Add loading screen with tips about dealing with ai modules and pain spire. These tips would ideally include a tip about using the decoy nade to distract an AI turret and shooting exposed pain spires to destroy them. I think if people knew that, those construction items would be much less effictive.
@wittwashere
@wittwashere Жыл бұрын
i AM a constructor main and ive been saying that painfield should be limited to one per base and only placed within 5 meters of the spawn tube from day one also HI sir
@sashamakeev7547
@sashamakeev7547 Жыл бұрын
Recently left the Planetside 2. Picked up Squad instead. Man imagine if there was some middle ground between them.
@CMDRCyrious
@CMDRCyrious Жыл бұрын
Haven't tried squad yet. Which parts are better in squad, which parts are not as good as Planetside?
@theDemolisher13
@theDemolisher13 Жыл бұрын
4:20 Interesting concept. Though I have to ask wouldn't this make doing template design bases difficult as almost all template designs have the builder putting down structures or walls first to use them as measurements. Though this is a small gripe we'll quickly overcome as we design new templates for them. Furthermore ownership becomes a big question as many builders will actively delete or block each other's stuff if they're not all in sync with each other. This often leads to lots of in fighting which breaks community corrosion rather than building it. We'll have to figure out a system for not only a faction to lay claim to these special silos but to assign a squad or something as the dedicated builder/owner to help eliminate this in fighting. Lastly on that not we'll need a way to transfer ownership between squads/builders without surrounding the base to the opposing factions. I would also suggest adding a permanent spawn room area in those hexs for the opposing factions. Now these spawns would be at least 250m away from the silo they're be fighting for and put them in a bad spot but at least than the fight wouldn't be over once their vehicle spawns were all killed. But maybe this might be a bad idea though I'd like to see it in PTS before ruling it out.
@Waldherz
@Waldherz Жыл бұрын
Im tired with the CONSTANT reworks, changes, additions, removal of said additions and then even more reworks with no direction or end goal at all.
@Direblade11
@Direblade11 Жыл бұрын
Any updates on Consoleside 2? We haven't had Esamir since the underground bases were added. ... I'm Canadian. I need my winter map :(
@CMDRCyrious
@CMDRCyrious Жыл бұрын
Haha sorry Alek, no news there.
@bakabule1014
@bakabule1014 Жыл бұрын
Can we please make it so a single guy with a lightning couldn't destroy a base?
@LanzerYT
@LanzerYT Жыл бұрын
Yeah, reducing no-deploy zones for construction is key to enabling it's relevance. I mentioned this in my react video to your VOD from a few weeks ago, the flail is in a similar situation as the OS module...it's very limited in it's ability to affect the flow of battle. What makes you think it needs further adjustment? Your VOD that I reacted to didn't give me enough detail to figure it out.
@exorias625
@exorias625 Жыл бұрын
thats an indirect buff to flails
@LanzerYT
@LanzerYT Жыл бұрын
@@exorias625 Oooooo. good point. Yeah you're right
@mataznuiz
@mataznuiz Жыл бұрын
Pain spires and maybe AI turrets NEED to stay. Most people saying otherwise probably don't have much experience playing against them. They're just easy to point fingers at.
@Markfr0mCanada
@Markfr0mCanada Жыл бұрын
7:58 ...please no. I do keep to the NA servers, but I have a character on all factions on each of Emerald and Connery. I've spoken to builders from all factions on both those servers and I've NEVER met anyone who uses this feature. I would actually hold it up as some of the easiest fat to cut off the horse to expedite construction game play. Removing it would eliminate pointless clicking that slows the process down. Even so, who is it for? Once I announce in a platoon of people who know me that I'm building I don't have to worry about cortium. I'll drop the silo, then take the 10k I have in the ant around with me so I don't have to run back and forth to my silo all the time. By the time I've spent the 10k out of my ant, team mates have filled my silo. The only people who would spend their certs to create buildings would be players with an abundance of spare certs, but no friends, but who play support role. Across all factions on two servers over nearly a decade I have yet to meet the one unicorn of a player who this feature was made for. Please take it away and save me the pointless clicking.
@theDemolisher13
@theDemolisher13 Жыл бұрын
All construction players want it gone no one uses it, even the people with too many certs don't use it. Instead because we're stuck working on a terminal we just get sniped.
@LCInfantry
@LCInfantry Жыл бұрын
I’m on console. I’ve never used construction but I always have maxed 50k certs. I’m kinda like a jack of all trades type player/gameplay mindset. And…. Everyone who I play with (friends) I can see spending all their thousands of certs to help in the use of construction. Like, what else would we use our certs for … everything I we have is literally upgraded. What’s the down side to this cert building convenience?
@hermanmuncly1044
@hermanmuncly1044 Жыл бұрын
I hear a lot of people bring up Planetside 3. Why? What would it bring to the table that could not be added to Planetside 2 with less effort and a greater assured payout? What does the community get out of being divided between a newer game and a well established one, if not being forced to migrate to PS3 and grind all over again in unfamiliar territory? If you aren't forced to grind and get to keep all your gear, and most of the features in PS2 are carried to PS3, it isn't really a new game. Sequels don't really serve MMOs particularly well in the first place, and especially now that the technology and experience exists within the industry to upgrade existing games to the level of what previously warranted a new installment, why bother?
@CMDRCyrious
@CMDRCyrious Жыл бұрын
I think the idea is the freshness of a new game would bring hype. But I agree if both were active at the same time they would cause problems competing with each other
@hermanmuncly1044
@hermanmuncly1044 Жыл бұрын
@@CMDRCyrious Maybe they could put out a somewhat large graphics update, slap a 3 on the end, and we all just pretend it's a new game to bring in more players.
@legit_xc
@legit_xc Жыл бұрын
bro are you like a retired storywriter your vids are so good i think your writing scripts down and shit
@noble_lemon
@noble_lemon Жыл бұрын
just transfer PS2 on UE5 will be enough for PS3 to explode peoples heads
@shift_del3te249
@shift_del3te249 Жыл бұрын
how does he have those "triple kill" pop ups
@kungfury6410
@kungfury6410 Жыл бұрын
It’s a separate program you download, called Recursion Tracker. It tracks your stats and you can get some other cool features. It’s all above board and makes the experience a little better in game.
@Lulser
@Lulser Жыл бұрын
Construction needs to be a part of the actual game. It being segregated is a waste. Game needs to look to Squad and Foxhole for advice.
@CMDRCyrious
@CMDRCyrious Жыл бұрын
What does squad do for construction?
@Lulser
@Lulser Жыл бұрын
@@CMDRCyrious Everything. You drive 'logi trucks' to anywhere on the map. From their supplies you can build FOBs (spawns), walls, turrets, supply boxes, vehicle repair, etc. FOBs are the front line spawn, the main spawn locations of the game. In Squad you capture boarder areas than just an A point, there are no hard spawns. No building zones aren't a thing. Players determine the front lines while still fighting over specific areas. Planetside construction definitely follows alot of Squad's building design, only more poorly and then cuts it out of the game half way.
@see_horse
@see_horse Жыл бұрын
If they go with half of these proposed changes, I'm cancelling my sub and deleting my account. Pain fields are piss-easy to get around, they need their radius reduced so they can be placed CLOSER ffs. They're so easy to blow up with a rifle that anyone complaining about how they restrict their movement, clearly doesn't actually fight near or do much building. (I build 365 a year, 6-8hrs a day) and NONE of my bases last longer than 10 mins against a determined attacker. And as for AI towers etc, they're also stupid easy to get around. ONE engineer can 'neutralise' a base in under 4 minutes. I have video evidence of it. Hell even the flail is destroyable by small arms fire. (For real guys, Vandal, with a scope takes these down faster than armor. Thank me later.... and if you're TR or VS on Connery... yeah I'm that guy. xD LOL)
@Markfr0mCanada
@Markfr0mCanada Жыл бұрын
I with you on the sub cancellation, please don't delete your account.
@TheHuffur
@TheHuffur Жыл бұрын
Honestly I am just confused, how is anyone thinking these changes will be GOOD? All I am seeing is "We need to change/nerf construction so badly that there is no point in using it, so people will make bases that are 'fun' to fight in for the attackers!". And I cant help but notice the complete lack of "Who will build these useless bases for us to fight in?"-realization that should be the obvious #1 question after you make bases not able to take care of themselves and force the builder to never leave the base(TIMED modules, o lord what a great idea!). What sort of super niche construction player are these changes aimed at? Afaik there is not a single construction player that think its fun to build crappy bases that enemy infantry can easily overrun unless they get faction mates to 'man the walls' and keep the base safe but perhaps they have all been hiding somewhere all this time, just waiting for construction to become useless before they have a go at it? Where are all the construction players that are just itching for some 1-2 hour gaming sessions, filled with constant babysitting of their base, running all over it to refill the modules? MAN OH MAN I CANTWAITTHISWILLBESOFUN! ...said no construction player ever. I mean holy shit people are complaining about having to walk to the vehicle terminals and how that makes it sooooooooooooooo hard for squad/platoons because they cant just insta-pull vehicles and organize their players. Meanwhile, its apparently a super great idea to force the construction players to spend even more time building the base(more and larger buildings) and then force them to never ever leave the base no matter what because huehuehuehue automated defenses are too good(even though 1 solo infantry can dismantle 'any' base) and modules that are vital in keeping the base alive wont be active and will demand frequent upkeep in TIME from the builder, manually slotting them into the structures which alone is probably going to be like a 5+ minute task. Run to the silo Pull a module Run across the base Into the structure Slot module in Run across the base to the silo Pull a module Run back, slot it in Run to silo, pull module Run to structure #2 Slot in module Run to silo Run back across the base to structure #2, slot in module etc All that, and all you did was put in 4 modules, 2 modules per structure and from what I can see a typical PMB will probably have 3-4 of these larger structures and some might even have more than 2 module slots. Now do that every 20 minutes(will you even be done before the first ones are halfway to time out???). Very fun and engaging gameplay, especially considering the MASSIVE payoff! Now you have a base that is "fun" to fight in! (aka, you as the defender does not actually have much of any advantage) So again, why the hell did you do all that work? Who will bother with this?
@theDemolisher13
@theDemolisher13 Жыл бұрын
6:40 Defenders only care about defending. Attackers only care about attacking. I would suggest if the builders get good defenses then the attackers should get some good siegeing tools. For Armor this comes in the current form of Colosses cannon, & Hesh as both either shoot clean through everything or splash damage phases through the walls. They could also make it so busses/ants make for better ladders for climbing over walls or heck give them the ability to lob infantry like the boats. For infantry you can give HA a ability to replace over shields with a throw able force field barrier similar to those seen on halo but they're just cover that goes down with a bit of small arms fire. LA could have the ability to throw down jump pads to allow infantry to jump over walls or gaps in the walls. For other construction a pod launcher like the boats would be nice too to really help rain enemy units from the sky though they take a penalty for hitting the sky shield. We can come up with more fun ideas like this to really expand peoples options on how to engage on both sides.
@see_horse
@see_horse Жыл бұрын
No, please... no. If you can't take down a base with a scout rifle and some AV mines, you're doing it wrong. 10 mins tops.
@guidoraidmomdconderodrigue1336
@guidoraidmomdconderodrigue1336 Жыл бұрын
Planetside 2: * anuncian nueva uotade para la construccion Jugadores de ps4: esa mentira no no las comemos nosotros nunca tuvimos uptade y dejen de decir escusas invalidas como el rendimiento
@Slay0lot
@Slay0lot Жыл бұрын
If that’s all they got for a roadmap for 2023 that means they are coming to an end. Boring
@Fantastic_Mr_Fox
@Fantastic_Mr_Fox Жыл бұрын
First?
@lc5957
@lc5957 Жыл бұрын
me? last. simply a blast form the past. will it last? no.
@Jamesc5531
@Jamesc5531 Жыл бұрын
*Notices the repair drone in the intro* Sigh, I miss that little guy.
@CMDRCyrious
@CMDRCyrious Жыл бұрын
Haha yeah I have some old old footage that gives flashbacks.
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