Construction Overhaul Patch Notes Just Landed | Planetside 2
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- Опубликовано: 10 сен 2024
- Check out the patch notes here: forums.daybrea...
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#patchnotes #Planetside2 #Cyrious
The removal of one-way shielding from exterior structures AND the EMP effect from Skyshields, AND the AI turret modules *all at the same time* is going to be a huge problem for base defensibility. Removing the Sky Shield EMP alone will make coordinated attacks a lot more effective by making galaxy drops into a base much less suicidal, because the biggest weakness of the anti-infantry towers is that they have a minimum range. You drop a squad of dudes from the air in that minimum range and they can wipe out that gun ahead of reinforcements, whether it has AI module or not. Even more effective would be having EMP artillery (Glaive, I think?) hit the base ahead of the attack to shut down regular repair modules (high-pressure unaffected), one-way shields, and AI modules to make it easier to get an early advantage in the attack. Having one-way shielding for the firing positions of buildings helps make walls actually function as defenses.
"Never been a more suicidal vehicle in the game" The magrider would like to have a chat
The biggest problem I had with construction was unless you had an entire platoon dedicated to defending the base it would be taken down by 2 guys with tanks, I get the feeling this is just going to exacerbate the issue
Only takes one tank, Prowler.
@@wrongplanetgaming Meant more a tank, and a resuply sundy
Overwall seems like a good update the only bad thing is the removal of AI modules
As alwasys, expressing my concerns about "who would even defend a base?"
Automated defenses are gone, but there is no new ways to draw attention of defenders to actually make a defensive battle, unless the base build directly on the "Outpost".
Seems like it will result in people fighting against the walls again and even more frustated builders.
Yep this is Wrel bringing good old construction behind the shed with his shotgun and coming back alone just as many of us feared would happen the moment we heard "construction update".
Ability to capture bases hypothetically can attract big amount of people. Attackers and defenders too.
I think their goals is to achieve a regular base fight vibes. But it will be a new unknown geometry unlike the old boring locations.
@@noble_lemon That is probably the goal but unless you are a dev you also probably know that the PS2 community is more likely to nuke the entire site from orbit(quite literally) or simply push right through it with a vehicle zerg rather than stop and have a infantry fight there.
@@TheHuffur true. Unfortunately devs does not have a full vision of the game. Improving one and breaking another, that's how it works for now.
Without passive defenses, what's to stop one cortium bomb player from griefing every construction base on the map?
This was an issue when cortium bombs were at their peak, both needing the 3.5 second disarm and able to 1 hit kill tubes and modules in a radius, AND with the old 15 second minimum to spawn on a tube. During that time builders simply weren't allowed to play PlanetSide 2 anymore, as if we ever stepped out of our base for a full minute the base was as good as dead.
I'm concerned that this will be a construction killing issue (like, kill the entire aspect of the game) which won't come up during testing because during testing everyone is paying attention to the bases. Then, because "it didn't come up during testing, so it's probably not really happening, builders are just mad cause bad" will result in builders not being believed for upwards of 2 years.
Honestly, unless they give people a good way to defend against armor and A2G Esf bases will be little more than decorations. No epm on sky shield means that people can drop into the middle of the base uncontested and unless you're waiting there 24/7 baby sitting a base no where near the Frontline
Sounds like they have completely defanged player bases now, and you will now be reliant on teammates pulling armor to counter armor instead of staying in the spawn room trying to shoot outside… yeah that’s gonna be great…..
I stopped building player bases because of this. Player bases are so weak that a pair of lightnings a hex away can rip it apart. There is nothing a base builder can do to counter this.
If base structures get swapped and swapped constantly... does that mean if the Community coordinates super hard they could have everyone place down every object to the max amount making a huge city?
Damn that would be sick!
I heard some platoons have tried building their own Great Walls
Removing self defense of construction bases is a mistake. Normal bases can't move but can't be destroyed. Construction bases can't move but can be destroyed. This results in a single infil player with enough patience being able destroy ANY construction base that is far enough behind the frontline. I call it griefing. The infil can just keep spawning cloak sundis until the base is destroyed. And since the base can't move and now is also effectively defenseless it will loose every time if the infil has enough persistence.
We need to delete hard spawns, and no deploy. Let players build all the spawns. Vehicles then exist to move infantry, deploy, build, defend, and kill spawns.
This immediately kills Redeployside, even if we can still hop between player spawns quickly. Backcapping still exists but requires vehicles/construction to act as logistics to fill out the spawns for a hard base. Spawn camps are gone, because spawns die. Fights don't end the moment the hardspawn flips, because players are relying on having vehicles and logistics onsite to fight for the base in the first place. Bases would have fights advance through them, instead of just being fought over for a few minutes.
I know this is ambitious, but it'll go a LONG way in moving the game into a tug-o-war battle flow which actually encourages fighting. It would ACTUALLY create a 'combined arms' meta by creating a very basic logistics system. Instead of sitting around ghost capping hoping a platoon shows up to fight at the last minute, you're already fighting for every inch of land to even take the base.
Look at Squad or Foxhole. Very similar construction and player spawns available in Planetside, we just rely on flawed Hardspawns the devs built. Our pacing is also much faster, so these logistics won't be slow. It's very easy to pull a bus and park it, even to pump out a router FOB.
Ah yes AI modules are gone fantastic. Cant wait to spend 30-40mins making a base just to lose it to 3 people in tanks. This update might just kill a lot of construction players once they realize that our new main defense are blueberries.
Let's be honest here. Really honest... Those three dudes aren't even in tanks, they're in halberd harrassers, sniping your base form 200m away, and that base you had with one single AV turret with an AI module did fuck all because they just outranged it. It was going to fall regardless of that crutch you relied on Tiny Tim. If you're spending 30-40mins building a base, you're playing the wrong minecraft.
@@BallBustaBud, building is the most casual relax way to play the game. Of course I’m gonna spend 30-40mins building a base I like and it’s hard to destroy. And yes 3 dudes or even less would normally be enough to destroy a base giving that the repair modules aren’t always super effective
Ramparts should be immune to incoming fire and MUST be destroyed with a cordium bomb.
like i said there will be no point to making and designing a base, when the update hits all you will ever see from now on is a silo and a command center next to it with nothing else. Why spend 30-40 minutes building anything if there is no way to defend it? gone will be the blockade bases in Indar, the holdout bases in Esamir and the hidden support bases of hossin.
@@boag yeah, your not wrong
I have never really had any issues with my ant exploding from flipping.
What I have had an issue with is it getting stuck, it is preposterously easy to get a chunk of land wedged in between the wheels that you can't escape from.
The handling of the ANT is fine, its still jqnky enought to pull off some fun tricks with it, and chaotic enough to make the driver be more careful. You're literally driving a vehicle supposed to carry volatile materials, of course it will often feel sluggish or dangeeou. It makes sense. No need to change it. Plus the comedic factor is great to have too lol.
It feels like it is made out of styrofoam, so light and floaty.
The ant doesn't need fixing. Those flips and slides are preventable with practice. Ants don't need bullets. They are a bullet. BAM another harasser head shot.
the only thing on ant need to be fixed is random blows after flips, flips are not that bad, yeah
Yeah if your any hits the ground on the back bumper corner it blows up,
@@boag That is true, but that is preventable. After learning how you are causing that, you can stop it from happening. It will happen if you are using turbo to go up a steep incline and you turbo too much up at the top. If the ant is launched too much in to the air it will land on its back bumper causing the ant to explode. This can b prevented if you tap turbo just enough to inch over the top lip. This will right the ant stopping the back bumper from touching the ground.
@@oshtolz The driver can prevent the flips before they occur. IMO the driver deserves to lose their ant if they drive too fast and flip their ant over. Lightly tapping breaks when you hit a mogul will prevent one kind of flip. Steering to face straight downhill on very steep slopes will prevent another kind of flip. If you end up sideways going downhill, you will flip over. Cyrious flips his ant over a bunch of times in his video. In every case he was driving out of control. No brake tapping on moguls. Facing his ant the wrong way when going down a steep slope. etc. All his explosions were driver error.
@@CramerNews nonono, i mean that random explosion after ant's bottom touch big rock before wheels
Two-way shields, making pillboxes and infantry worthless with the module equipped. And no AI for turrets... It's not like people could just out range the AI or just get player penetrating weapons and snipe through the shields. Lets make it even harder to defend and even harder for solo builders to enjoy the game. Did they seriously not think things through. Give with one hand and take from another isn't what should've been done with the update.
2:45 On paper that should be good but in practice abandoned silos will now remain till they're destroyed by enemy forces as they will no longer take decay damage
Shame about the removal of AI modules.
Would've been nice if they just got rid of the Anti infantry turret and allow us to automate AA/AV turrets, as to give infantry a goal to destroy.
Theres also the fact if the HP values of the new construction bases remain the same as what's currently out, then armor balls can just simply roll in and level everything as usual.
Yeah, as obnoxious as the auto-infantry turrets can be, I'm very worried that without auto AA/AV turrets a base could easily get ransacked by a solo air player showing up while I'm busy getting courtium or whatever. I guess at least the new modules shouldn't be as easy to hit from the air? We'll see.
Repair modules and durability modules both increase building health. The removal of one-way shielding on rampart walls, towers, and bunkers also sucks donkey dick though, because an armor column hammering your walls now doesn't have to worry about being shot at with mana AV turrets or other anti-armor weapons from inside the base.
Yeah now an infiltrator can just hack a vehicle module and blow a base by themselves, just like before they removed cortium bomb access
Yeah people are going to constantly find their bases half destroyed when they get back to them all by one bored cloaker.
People who are heavily invested into construction and don't have a membership should consider getting one or freeing up some cert space so they're not losing out when they've surpassed the 10k limit when stuff gets refunded.
The infantry terminal cooldown is actually a change in stealth, as it is a nerf for sundy repairing engis. Before this, you could repair a sundy without worrying about your repair tool overheating, by quickly opening the sundy terminal and resupplying which resets the heat. Faster than waiting for the overheated repair tool to cool down.
Which is pointless because if a Sunderer is being focused, it will go down quicker than it can be repaired.
well thats real disapointing. And with a pen stroke they killed building for me. I think everyones kinda already pointed out a lot of the reasons why.
A fully loaded ant should explode violently with the colossus explosion animation. Not sure about what a reasonable damage might be, but strapping 2 bricks of C4 and driving it into a enemy sundie location might have interesting results. Which is probably why it is a bad idea to add something like that, but a man can still dream.
An ant can survive 4 C4 on the front. It will be engulfed in flames when the 4 C4 explode, but it can survive. 2 C4 on the front left and 2 C4 on the front right. BOOM
"Work work" Haha! love it.
You think the ant is bad at exploding, you should try driving a magrider my friend.
I give new magrider pilots the advice: "The ground is hostile to magriders" for a reason
OH MY GOSH YES WREL PLEASE FIX THE ANT. I can't tell you how many times I've suicided for NO REASON. I'm just rolling along with 10K cortium in the back seat WAIT NO YOU'RE NOT go ahead and drive upside down BECAUSE YOU HIT THAT PEBBLE WAY BACK THERE.
I am not that worried about losing AI, because bases are getting more tanky overall, but I am a strong advocate for a visible map icon like leader attack/defense when the base alarm is triggered. That allows builders to coordinate assists for each other.
In the current meta of construction it's relatively straightforward to counter distant attacking vehicles by placing a router behind them, and then repeatedly hitting them with C4 and rockets from behind. So I expect to do more of that.
4:00 It's an interesting concept I'm gonna ignore the other problems I'll bring up and ask a big one. Who owns the structures when the base flips factions as we'll need to ability to take structures down as needed to do some small or large scale redesigning?
"There's never been a more suicidal vehicle in PlanetSide 2." Weird way to confess you've never mained a Magrider. And even the Chimera is way more temperamental than the ant.
Nah I think mags handle better then ants
@@TheBackyardChemist lmao @soulshinobi agreed
Ants should have tank tracks and be heavier just so the can look cool.
Double video week?! NOICE.
Wtf I literally just came back tonight after 3 years. Just randomly decided to Download it again because of my nostalgia. And I chose the day or few days after the big update.
Looks like I chose a good time to return.
And what's this about construction?
I Bought every Construction Item that was in the shop on my Vanu main.
And I'm just now remembering everything else I spent on this game and how much shit and weapons and skins I have. Holy moly.
I'm gonna suck so bad for the next like 4 months probably. But I'll make up for it, and Just build Hardcore for my Faction
I want my turrets refunded. Theyre fucking pointless without AI modules, and will now just be shit thats in the way of aircraft trying to land for safety. Invest in vehicle terminal, its going to be your new defense system against attacker. Skyguards to replace AA turrets and Kobalt Battle Bus for infantry. Theres no point in adding new construction bases to the lattice. Once people realize theres no reason to build anymore theyll be just empty vehicle capture points again. As someone who mastered the arch of the flail dart and abused it with stalker cloak, I like the new "laze" system. I wont need to play stalker anymore because of how far away I can be and still put warheads on foreheads. The first week will be fun though. While all the idiots are trying to enjoy these new base fights, Im going to enjoy pocket nuking and flailing them. Theres still one mystery behind converted construction items. Since no one will own them, does that mean anyone on the faction can despawn it or no one can despawn it? Either way, I see multiple possiblities for trolling.
You're a fan of the fat electrician I see
Will there be a new campaign?
I'm actually concerned that once the "Aww new Stuff!" effect wears off on the community that we won't see anymore frontline bases and instead will only see vehicle pull or artillery bases. Heck the command center makes it as simple as play silo & command center and done you now have a vehicle pull base for everything.
After all these years the Commander still can't drive the ANT! 😂
As someone who has almost auraxed the ANT I hard disagree.
What a nice update i can't wait to hop on playstation and play when it releases. :D
Oh wait...
Man, i tell folks the Ant is a bumpy ride but my friends see my ANT kill streaks and think it's fine...
Thats a big problem with the ANT, though as a construction player NPE allowing me to get friends in is GREAT!
As a construction main, I hope this isn’t a “F you in particular” moment.
If you are a construction main you should already have known this IS a "F you in particular" moment.
Your base is now a prime Stalker Infiltrator bait(hacking/overloading your modules) and there is not a thing you can do about it unless ofc, you want to sit in your base 24/7 to defend it and even then you are just fueling the gameplay and enjoyment of the Stalker/s now farming both your base modules and yourself.
@@TheHuffur yes, but hear me out... denial.
@@Rob-uc8zr I might come join you in blissful denial, lets pretend we never built bases in the first place and just use the new command centre to spawn vehicles instead!
ESF ramming speed here we gooooo!
@@TheHuffur 😂
0:58 skill issue 😋
Seriously though I've auraxed my ant and it is a bit bouncy but I didn't think it was much more prone to spontaneous combustion than a sundy.
Edit: as someone else commented and would I agree: getting it stuck is much more of an issue for me.
So Cyrious- it seems you've got Wrel and DBG's ear on some issues.
On an issue unrelated to Construction and Patchies, what's your take on DBG's TOS policies concerning "toxicity"?
Do you think that players- some of them longtime and contributing members to the game and several even core to keeping the game and engaging and active community should be banned over things as petty as words? Especially when issues like cheating and exploiting seems to be more rampant than ever?
Sure DBG can write their own policy- but if the customers don't like that policy it can be altered with a big enough push for change- that is if you think that policy point ia junk.
If you think it's fair- Why?
Does the knowledge that SOE's former policy was to just ignore the issue before they went defunct have an impact on your outlook of the topic?
Cyrious!!!!!❤
#PS2 please fix the ridiculous vehicle physics! There's no need to let drive like on ice on every continent!
I don't want to hear your ant gripes, Harassers are consistently flipping lightnings on emerald
Ants can flip lightning, prowlers, vanguard, chimera, sundies AND colossus. I have flipped all of these over with an ant. I have never flipped a magrider over with an ant. Honestly though, it takes a bad driver to become the victim of a flip. Hit your breaks or reverse and the flipping ends. Press forward even more and you increase the chance of flipping. I have seen a harasser flip a magrider over. I didnt think it was possible. If the terrain has a cup like shape to it a magrider can be flipped over as well. I have a new achievement to work toward for my ant.
@@CramerNews I've tried that but I usually have too much momentum to slow down in time
I know Playstation isn't looked at anymore but I wish it could get updated to have some of the PC version has. I know DayBreak only put it on the PS because they are owned by Sony. I can't waste the money to get a PC. I see all these cool things on PC and just wish it could come to PS
Some day🙏🏻
Getting a PC isn't necessarily a waste of money, if you have a use for it.
@@Fantastic_Mr_Fox true but getting a decent pc is very expensive
@@MildlyInterested_ depends what you mean by decent. GPU prices have been reaching decent levels pretty much everywhere except europe, so it's not like that's the issue. And sure, an entry level PC might run you 600$, but if you make it reasonably upgradeable much of that investment can be carried on for your next two upgrades at least. Motherboard, ram, storage, case, etc, can usually be reused if you didn't make huge mistakes.
@@MildlyInterested_ I call BS, you can assemble a good PC from used parts under 500 USD
- complains about ant exploding when flipped
- drives ant like a harasser
in all seriousness though, there were a couple incidences there i saw you probably could have saved it.
High speed chassis will make it worse.
They are trying to make construction more relevant. In order in part, to draw in more revenue. Also to expand gameplay.
On all levels. It makes sense.
Except that the attackers won't have a base to go fight in at all. Builders usually solo, do you think we gonna build a base knowing it will be destroyed in a moment's notice... Because that was already the case. Now there might not be ANY "real" bases... Just vehicle spawns and remote silo's...
i understand all the critic voiced in the comments here, and i agree to some of them aswell. but lets face it, construction currently is in a bad spot and i am very happy that the devs are trying something new to make it work better. if it actually works out or not has to be seen, but changes needed to happen.
Wassssssup! Comment #1
🤡🤡
But this comment is under your comment?
So my comment is first
@@Fantastic_Mr_Fox That is an excellent point
@@LanzerYT No, this is an excellent point: .