Fortification Update 1 Month On - Hows it Going?

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  • Опубліковано 8 чер 2023
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  • Ігри

КОМЕНТАРІ • 81

  • @Ryno_D1no
    @Ryno_D1no Рік тому +21

    With the most recent change to walls it is very difficult to place them on anything other than a flat, wide open space.

  • @KrimsonStorm
    @KrimsonStorm Рік тому +8

    I didn't realize how impactful fortification was going to be, at least for my playtime.
    Right after this video I went and created a base as NC above Spiral Oasis and it created a monster combined arms fight against the TR. As we pushed we created more bases and the TR kept building ones of their own to fight with. It was an absolute blast, and it's not the only time. I have seen several fights get really good by having these support bases to help you as you crawl towards opponent or retreat.
    This update has in my opinion been a massive success for me.
    I agree tank shelling is still a bit too strong, we need to give more of a reason to fight in the base. And you are right, with all the micronodes to defend it can get tedious. I almost think that some of the buildings, the bunker, tower, ect would benefit from being more like the stack structures we have now, with multiple entrances so it is actually a space to fight through.

  • @deepdownwereallbased2549
    @deepdownwereallbased2549 Рік тому +12

    I think they need to reduce the size of non-construction zones, to enable more bases to be built on lattice and actually mean something. This is just me but I was also hoping for more, "rust like" or subnautica like base building options. Like interconnected facilities that battles could take place inside of, rather than just a bunch of moderately spread out buildings, just different with some new functionality, even tough I like additions such as the command center. I'm not complaining about what we got, I just think it could have been more.

  • @paskcharron4542
    @paskcharron4542 Рік тому +8

    Big Up to the devs that are at least trying things.

  • @0poIE
    @0poIE Рік тому +7

    *I find ESAMIR has some great base builds. Its nice and flat, long range shooting in and out. Then has some big dips but not too stupid. Love some of them. I think they should do more base stuff. Its insane when it kicks off. Mad DASH*

  • @Jormungrandrserpent
    @Jormungrandrserpent Рік тому +12

    The problem is the continents are anti-construction by design. Mountains, giant no deploy zones, really uneven terrain to fuck up placement, etc.

    • @noble_lemon
      @noble_lemon Рік тому

      For real, it's a few places on the map where you can build a command center. Overall the building process requires too much time if you want a full packed base.

    • @Manglet762
      @Manglet762 Рік тому

      I'm new to this base building thing so I don't know if they've done it, but why don't they just make it so you can place foundation squares or cubes that can be built on top of, and linked with other foundation squares/cubes? This would make building on mountains and uneven terrain easier while allowing for more creative builds. Don't know about no-deploy zones though.

  • @randy438
    @randy438 Рік тому +3

    I think the big thing with construction is still the fact that maps aren't build around it beside Oshur. I know Oshur gets a lot of hate but it's provided me the most fun fights I've had since the early days and a lot of those fights were in construction bases.

    • @maksymisaiev1828
      @maksymisaiev1828 Рік тому

      actually, most open areas are fine for constructions, so everything outside of Hossin is acceptable for building. Every area, when control point is lone tower in the region in areas, it is a good spot for fort. So that is literally almost each map except Hossin. Esamir doesn't have control point with only control point as far as I remember, but it has areas for base building. Hossin is the least decent for a base.

    • @randy438
      @randy438 Рік тому

      @@maksymisaiev1828 Yeah but a lot of those areas on other maps feel like you can just go around the player base. IMO on Oshur it feels like it funnels you towards the player base while providing natural cover and lanes to do so. The only points I can think of on all the other maps where player bases kind of work is Indar Excavation, Regent Rock, and Solus Nature Annex. I've spent way too much time on this game and I just don't feel like I'm fighting in player bases too much

    • @maksymisaiev1828
      @maksymisaiev1828 Рік тому

      @@randy438 for Esamir, south and east can be fully covered with bases, as it is open area.

    • @randy438
      @randy438 Рік тому

      @@maksymisaiev1828 Right buts it's too open, you can just go around them or swarm them. Oshur gives you enough room to make a base and fight around it while still funneling players towards player bases

  • @kinnusai4432
    @kinnusai4432 Рік тому +4

    I'm such an idiot, I thought there was some kinda bug with infil cloaks. I guess I didn't fully read the patch notes when the update dropped. Darklights everywhere. Gotcha.
    I've had a few cool fights at construction bases but I'm terrible with the names of bases even after a few years. It has been pretty cool to fall back to the construction base after a failed assault, regroup and push back again rather than just hitting the U key.

    • @KrimsonStorm
      @KrimsonStorm Рік тому

      So how much has it changed you from playing constant redeploy side

  • @AeciusthePhilosopher
    @AeciusthePhilosopher Рік тому +2

    I feel like it worked pretty alright when there was a lot of construction going on due to the amount of bases popping up - when most people got their directives done it felt like things returned to normal pretty quickly, with perhaps the occasional base.
    Some of the best construction fights I've had is where a base managed to end up in a location where it basically took over the role of an especially durable backup Sunderer.
    I'd say part of the issue is due to how fast lanes can move vs how long it takes a base - by the time you can get an intact ant somewhere near a suitable location on a lane that's actually being fought over, odds are the fight has long since moved on from there and won't be back in the foreseeable future. (Either that or the lane switches back and forth so often you have enemy tanks rolling through before you place much more than a silo and a spawn.)
    More construction locations (both in terms of building zones and the leeway you get on buildings) would help with this, but I feel that's only part of the issue. The time investment vs (tactical) usefulness is the other major factor here

  • @Timoruz
    @Timoruz Рік тому

    I recently had a really fun fight against a construction base in Hossin... When there isn't armor to immediately kill the enemy spawns, the fights are pretty fun.

  • @santimantii6434
    @santimantii6434 Рік тому +1

    I think a big problem are tower bases that just fire with AV-turrets against the base so you never have a break from incoming fire.
    I also would like to see all silos to function like a capture point and if you cap it, the buildings around it and the silo turn into your owns. It wouldnt be connected to the faction that owns the hex but just the base itself. Like this, a zerg would not just destroy the entire base but cap it and you could have the base change owner like in the bases around open field points.

  • @georgepal9154
    @georgepal9154 Рік тому

    I think we can all agree that the mains thing holding this part of the game back are:
    1. The large no construction zones.
    2. The small number of construction-based capture points on most maps, particularly well-placed ones, and
    3. The tedium of getting the modules in place.
    Esamir seems to do great with construction and Oshur is a no-brainer, but Hossin, Indar and Amerish only occasionally benefit. Regardless of location, they all suffer from the tedium of modules.
    Bases being "weak" is not as much of an issue and people seem to be split 50/50 on that matter, so I'd say that one can be fixed 'last'. If you make it easier to install modules, then by extension you will make bases hardier because repairing and reinforcing anything under attack will be simpler.
    So, if RPG can address those issues, I think Construction will be in a great spot and more game-relevant spot. For now, its just a neat fun thing to do once in a while- and yes, it served its purpose in generating hype.
    Unfortunately Cyrious, I think the core issue of battle flow in this game will come down to how battle flow is determined in every other FPS: level design. They will have to give a hard look at the map and create terrain and features alongside objects between the latices, not just objectives alone. IMO, placing more objectives is easy, but redesigning the spaces between those objectives without fucking up is a herculean task if we tackle all of Planetside 2. But if they go a little bit at a time, it could work.
    For now, I'll just be happy if they let us bring construction closer to the actual lattice bases and not simply between the spaces.

  • @JH-pe3ro
    @JH-pe3ro Рік тому +1

    The permanent silos, where they exist, are actually decent places to stay for a whole alert, e.g. Bergess Overlook. They get built up bigger and have more direct fight engagement, so it's easier to spend your time at them running modules and jumping into turrets. Northeast Esamir gets some really interesting action too.
    Hossin is just in a rough spot for this gameplay because it doesn't have vehicle bases - it has a series of infantry bases with large NBZs, and then the Nason's farm. If the Wasp were still around it could support a few more mountaintop fortresses, but it's the map that Fortification has done the least for overall.

    • @KrimsonStorm
      @KrimsonStorm Рік тому

      My only problem is when there's a permanent silo, that people will put down restricted vehicle or air pads and I feel like that is just rather frustrating.

  • @illegalalienfromsalviaspac449
    @illegalalienfromsalviaspac449 Рік тому +3

    Cyrious the NBZ like you mentioned are a major problem as to why construction is irrelevant for the most of the game. The No Build Zones are OK on a very small amount of dev bases : Wokuk ecological reserve, tawrich recycling, scared mesa, west pass watchtower, pommel gardens ... all these bases allow you to build really close to popular sundy deployment spots. Changing other NBZs to be similar to the wokuk ecological would make construction a lot more viable in the meta.
    Another problem is the flail. It encourages solo base destroying and gives 1 player too much firepower to farm on open field fights. It produces terrible gameplay for people on the receiving end and mediocre gameplay for the one using it. The flail should fire Havoc ammo and function like the glaive ipc. Perhaps it can even have the impulse and small damage like the cannons from the oshur flotilla . It needs to be changed.

  • @razortalon8704
    @razortalon8704 Рік тому +1

    I would like to have a blueprint loadout for the modules for example you pick say a wall then you add the chosen modules to it and save that as a loadout for that wall piece. Then any time you want it you can just choose it and go place it with the modules installed automatically once complete.

  • @planetwomanizzi
    @planetwomanizzi Рік тому

    The Wild Cards have been a real pain in the butt with construction - putting bases where you can't ignore them because they kill all your spawns.

  • @claing17
    @claing17 Рік тому

    The concept is really good. Its a fun option to be able to build a base or go gather for the faction. Locked silos are a massive pain in the ass and only hurt your team.

    • @flakcannon722
      @flakcannon722 Рік тому

      The lock function seems to be open to your fraction. I've popped down a silo then had someone come lock it so I couldn't use it... Maybe that's why people lock them?

  • @mataznuiz
    @mataznuiz Рік тому +1

    i think it's in a reasonable place. lots of interesting fights and usually unlimited vehicle spawns. i've been building bases south of the ascent on the road from raven's landing and while the people at the ascent might not notice it, that base is the reason why the fights don't die when a sundy does.
    the summer update has to go well. this is where we have the best opportunity to retain some new and returning players. if it's released in a broken state then i really do think we might dip below 1000 average.

  • @Keque
    @Keque Рік тому

    You are real cool, Cyrious

  • @BallBusta
    @BallBusta Рік тому +2

    Fortification was alright, but I could have easily had as good of a time if they added like 6 new guns to the weapon pool.

  • @TheBackyardChemist
    @TheBackyardChemist Рік тому +2

    I really want to love construction and build bases all the time, but building is just as much of a pain in the arse as it has ever been due to how janky the placement is. If anything the new large buildings make the problem more acute. I have on some occasions solved the problem of not being able to place a command center after 10 minutes of trying, by pressing Alt+F4 and not playing for a day or three.
    Seriously there are so many areas on the maps where placing a command center is IMPOSSIBLE, due to its unreasonable terrain flatness requirement, and oversized collision hitbox.
    -There are also many areas on the maps, where the ground is not actually ground, for a lack of a better term. Like cliffs where no matter how low I try to place stuff it is always "too high".
    -The flail still has an unmarked turret exclusion zone around it for zero legitimate reason, as far as I can tell.
    -When you cannot place something due to interference you should be given a meaningful reason. "Too close to other deployables" is utterly confusing to newbies, especially since we are talking about buildings, so WTF is a deployable anyways? It should say the exact name of the object that is blocking the placement, eg. the name of the turret that is too close. The same goes to "collides with other objects", it should tell me its too close to a tree or a boulder or whatnot, because it is often not obvious WTF is in the way.
    -Build time should be listed in the building descriptions in-game.
    -The game does not tell you that you can only hold 1 construction object at the same time. If someone tries pulling multiple buildings from the silo, they just waste cortium.
    -You are not given a notice if you try to pull a second base-unique building, like a recon array. You pull it, realize it cannot be placed and cortium is wasted. Yes you could look around the base before pulling one, but aint nobody got time for that.
    -Buildings and modules ought to be returnable. Sometimes you pull that command center or orbital uplink, find out it cannot be placed, and a lot of cortium is wasted. There should be an option to return unused objects to the silo and refund their cortium cost.
    -Trying to make planetmen-tight walls is extremely time consuming. There should be an option to remodel bases, eg. a tool for slightly nudging buildings around while they are being constructed.
    -It should be possible to figure out who is the owner of a particular building, especially the silo.
    -It should be possible to set your silo and vehicle terminals to be fully public, regardless of cortium levels, as the silo/terminal owner.
    -There should be a mechanism for transferring ownership of bulidings/silos, eg. when you log out.

  • @maze4184
    @maze4184 Рік тому +3

    my biggest gripe with construction is, they are an obstacle not something to have or to get, but to get rid of, if there was a capture "module" or sth like that it would make it matter more for me

    • @illegalalienfromsalviaspac449
      @illegalalienfromsalviaspac449 Рік тому

      That's a good idea. They should introduce a construction buildings that acts like the bastion assault mode when "overloaded/activated". This building can appear on the map like OS uplinks.

    • @santimantii6434
      @santimantii6434 Рік тому

      Or all silos would work like capture points that turn the buildings into your own after contesting it long enough

    • @flakcannon722
      @flakcannon722 Рік тому

      Would be great if you could destroy the silo, replace it with your own then get all the buildings in range of your new silo

  • @Remixthisgaming
    @Remixthisgaming Рік тому

    Need to bring these bases to the other bases by adjusting lattice links to make them a solid option

  • @austinstoner6270
    @austinstoner6270 Рік тому +1

    I just got the game and so far have only done the tutorial. But it seems to be really cool and the devs give it a lot of love. I can't wait to get further into it

    • @Manglet762
      @Manglet762 Рік тому +1

      How's your time been?

    • @austinstoner6270
      @austinstoner6270 Рік тому

      @_uck_einthea__tonight6507 man, I played tough for 2 weeks but got starship troopers extermination and haven't played in 3days. I love ps2 but will go 14 deaths b4 I get a kill. I've really only played support/engineer. Love the game, and the concept, just can't compete. Even tried turning my settings way down to get more frames. Honestly it improved my kd substantially. I'll still be 7 or 8 deaths b4 a kill. Let's not even talk about my piloting issues.

  • @MosesGovCRota-hr1vh
    @MosesGovCRota-hr1vh Рік тому

    🎉 great ! I love waiting. Hmmm hmmm hmmm

  • @Infernus25
    @Infernus25 Рік тому

    Holy hell thats alot of certs, im jealous

  • @dustix1087
    @dustix1087 Рік тому +1

    durability
    modules
    add more spires
    Edit: NBZ needs to be shrunk too

  • @mikeetoo96
    @mikeetoo96 Рік тому

    I love the new update its great

  • @Bigl00z
    @Bigl00z Рік тому

    OOOoooh ThankYouForComing Decime'd at the start of the video, guy might be salty a little XD

  • @larrymcmund6600
    @larrymcmund6600 Рік тому

    I've been really loving the new construction bases & fighting in them when I can but the cortium bomb feels kinda bad to use. Having just the 1, you either need to pick your target very carefully or run back & fourth between a resupply point to get another. & there are always a lot more then 1 high value target to drop a cortium bomb into

  • @Infernus25
    @Infernus25 Рік тому

    Im loving the update, makes for some interesting fights, my frame rate however is not enjoying it as much

  • @revan1202
    @revan1202 Рік тому

    A core issue no matter what is construction doesn't effect anything you can't build on or near existing dev bases and has no effect on territory control.

  • @friendlyhenry88
    @friendlyhenry88 Рік тому +2

    The construction items need to leave behind a wrecked version of them (that can't be repaired and will despawn after x minutes on its own) when they are destroyed - tanks mowing down bases from distance is not a very engaging experience.

    • @maze4184
      @maze4184 Рік тому

      this with a way to capture the destroyed modules might be a nice change

  • @nicholaspeterurgero1675
    @nicholaspeterurgero1675 Рік тому

    how are you getting those kill streak pop ups at the top of the screen?

  • @VCE4
    @VCE4 Рік тому +1

    It is already a month? Damn.
    Durability modules are decent enough at doing their job in my opinion. Combined with Repair module.
    But the overall flow is... yeah.
    I still don't get why open field capture bases have only 1 minute capture time (excluding Oshur ones).
    Defenders just don't have time to react and make up a fight.
    Also, can't get why northeast bases at Esamir weren't converted to field bases. That is still no-man land.
    No-Construction zones are still huge and cutting options for aggressive bases or actual fortification of existing bases, once again throwing the whole Construction system out of the game loop.
    And that god damn thing called Flail.
    It is essentially got buffs instead of deserved nerfs after update.
    Sincerely don't understand why they haven't done anything with it yet.

  • @kaligath6616
    @kaligath6616 9 місяців тому

    What i don't get is why did they not make the base models have a node for other models to stick onto and that if the main one blows it takes all the others with it.

  • @bolieve603
    @bolieve603 Рік тому +1

    I've been enjoying the patch. I feel like Oshur is 30% better

  • @Turan_U.
    @Turan_U. Рік тому +1

    Hopefully they will fix fps drop and optimisation problems as well, I am playing this game on lowest resolution with my gaming laptop....

  • @xgamerboyx4851
    @xgamerboyx4851 Рік тому

    I still find it very disappointing that structures like the command center, rebirthing center, and silo still aren't invulnerable to vehicle damage types. Perhaps the tunnel worm offensive module could also disable the spawn tubes along with repairs when slotted and cortium bomb modules should be able to one or two shot most structures as to make them the core way of destroying constructibles.
    I also find it quite dumb that bases can have their modules overloaded regardless if there's a lattice connection in the hex that the base is in. Normally generators have their overloads blocked if your hex is locked from being captured which should also apply to the module system.

  • @Jormungrandrserpent
    @Jormungrandrserpent Рік тому +2

    I think the end goal should have construction built into all bases to varying degrees. Rather the same bases 24/7, have bits and pieces modular in building.

  • @josephburchanowski4636
    @josephburchanowski4636 Рік тому

    I don't know if it is a bug but Cortium Bombs don't give xp for destroying buildings, nor for killing people (I found a poor soul on Oshur who was in a turret unaware that I placed a cortium bomb; he died but I didn't get a kill).

  • @claing17
    @claing17 Рік тому

    Wrellfare nor farewrell?

  • @gt420cool
    @gt420cool Рік тому +3

    A basic repair module should be baked into every construction piece. I see a lot of bases from people who probably skipped the tutorial and patch notes because they are not using any modules. And I think it just far too tedious compared to the old system. Having to run to everything in my base and put one their. plus allow us to use more of the other modules.

    • @flakcannon722
      @flakcannon722 Рік тому

      Na, I think it's a balancing choice. The builder can choose to not have repair and pick something else, depending on the situation. Base's don't seem to be set up to be a one man job anymore (good thing)

  • @sygnalz5303
    @sygnalz5303 Рік тому

    They get rid of a bunch of XP for using building and cortium and now expect us to be happy building when all I’m thinking “I can be making XP getting kills rn or getting closer to my auraxium goals”

  • @flakcannon722
    @flakcannon722 Рік тому +1

    sry man disagree with your take . On Connery, I'm finding there's LOTS of fights at construction bases, like heaps. If the base is in a lane or is in a useful area to sporn, there will be a fight.

    • @kiro-fo9qg
      @kiro-fo9qg Рік тому

      Depends on the day and time tbh.

  • @theDemolisher13
    @theDemolisher13 Рік тому

    As far as I can tell thanks to SteamDB PS2 after one month of this fortification patch has lost all the peeps that came back and some extras with a player retention of about 55% and the major patch before that had a retention of 60% and the one before that a retention of 67%. I can see a trend here and it's not good. At it's current rate the game has about 8 or 11 major patches to fix their tend before they hit a retention of 0%. Though to be fair it will probably level out at about 30% as the truly die hards hang on with everything they got.

  • @Slay0lot
    @Slay0lot Рік тому

    Construction bases was originally a feeble attempt at Planetside trying to be to many things rather than sticking to there core, combined arms.
    Every zerg in existence will go thru great measures to destroy them, which leads to tedious behavior, boredom and encourage spawn camping.
    They had the right rhythm with the Arsenal update, it was a step in the right direction and then did not finish the work and capitalize on it at the sacrifice of server performance issues. They lost the momentum because of it.
    There are plenty of elements they can pull from planetside 1. People would go nuts over assault buggies alone, the return to game was massive when they had Harrassers alone. Even core combat they could add caverns to existing maps with telepods to take you in. So much more could be done. They will just beed a new lead programmer that knows code instead of hiring a youtube star, I know Wrel tried, but the work is unfinished.

  • @Lulser
    @Lulser Рік тому

    NBZ needs to be reduced.

  • @alexey5070
    @alexey5070 Рік тому

    The constitution of the base was made unattractive, especially with the last patch. Concerning the latter, no more expt for vehicle spawn. That definetely encourages to build a base. No more exp for cortium gathering and refill, but maybe a bug. Base don't have auto turrets anymore, thus can't defend itself. The walls don't have shielding anymore. New buildings can only be built in a rather flat surface, so forget about a strategic placement. New walls are good, though, as well as the introduction of the new structures. The latter was a very welcomed step in the right direction. But globally, the way the construction works now isn't favorable for those who love building side of the game. People might have come back to the game, as mentionned in the video. But to me, they did it out of curiosity, just to see what the patch is all about. In my opinion, they won't stay long. To me, the attempt to do something good was done, but it mostly failed.

  • @zakadams762
    @zakadams762 Рік тому

    Wtf happened to cortium bomb

    • @KrimsonStorm
      @KrimsonStorm Рік тому

      It's now an item anyone can get inside the tactical slot, unlocked for 500. Insert it into any module and after 60sec it does massive damage

  • @blazemordly9746
    @blazemordly9746 Рік тому

    How is Emerald’s lag these days? I’ve been on Connery lately

  • @Igor369
    @Igor369 Рік тому

    Pretty sure ANT howler structure damage is an absolute meme now and you are just better off shooting at buildings with basilisk... of course they overnerfed it...

  • @klioseth4336
    @klioseth4336 Рік тому

    Planetside 2's biggest mistake was implementing construction. Think of all the time and effort that went into building systems that most of the server doesnt even care about. They're not conductive to good fights by design. The real goal of planetside is to generate good, sustainable large scale battles. Both teams need reliable spawn points, line of sight, flanking opportunities and fall back prospects. Player built bases do not incorporate those elements, while dev-made bases do.

  • @ssu123
    @ssu123 Рік тому

    AI module please

  • @rivencsky
    @rivencsky Рік тому +1

    No defenses = No use. Like having a tank with no gun. Pointless

  • @Markfr0mCanada
    @Markfr0mCanada Рік тому

    The construction mains warned you that this was not going to be a good patch. This is what happens when you dismiss anyone with an unwelcome opinion, you find out the hard way that the unwelcome opinion was well founded.
    Anyways, I just want to thank the whole dev team for futzing around with things they didn't understand with all the confidence predicted by Dunning and Kruger, they got me to finally try Foxhole.

  • @Lithdren
    @Lithdren Рік тому +1

    Construction was a waste of time and focus, it should just be removed. Construction should be modifying the existing bases, not building legos in a field.

  • @mitoma31
    @mitoma31 Рік тому

    bases are too vulnerable to tanks, too invulnerable to players. Wanna kill a base? Just get your platoon into tanks and spam focus fire from a distance. Same old thing as before

  • @konellin189
    @konellin189 Рік тому

    building is dead... and the patch just killed the game...the numbers of ppl leaving don't lie

  • @OhCanadaGamer
    @OhCanadaGamer Рік тому

    It's crap. Construction should have been baked into the game from the start like a cake with eggs in it. Instead it's like a cake with eggs fried afterward and placed on top. You have anti-construction red circles everywhere, the prebuilt bases don't even make use of construction or ants. The places where you can build and the terrain were never considered before they added it. Then you have stupid crap like the module placing. The best they could come up with is having a capture point you can build around. I would rather see player studio used as a way to submit prebuilt player made bases they could add into the game. Personally I wouldn't miss construction if it was completely removed and they had something like a classic PS2 server from 7-8 years ago.