PlanetSide 2

PlanetSide 2

Auditor Jul 22, 2018 @ 5:46am
Base turrets
Hello,

I never started a discussion before ( at least, on planetside 2 ), but today I get extremely frustrated by one detail : Base turrets are not protected / repaired by modules ( yes, they are repaired, but not enough ).

Actually, this is extremely simple to destroy a base ( fully upgraded ) with only one tank ( in 1 vs 1 of course )
Because even the invincibility effect of protection modules does not affect turrets, so, the only way to counter a base attack, is to call for allies or to use vehicles, but generally, you do not survive, even in 1 vs 1.
Why ? because the ennemy tend to be far from your base and plays as an artillery, and you do not have enough time to react before he / she destroys your main defenses, making your base... well... naked ?

But each faction is not a single sentient entity, most of the time ( not every time ), allies do not care about allied bases, you are alone with, or, without your friends.

A player base should be self efficient, but still destroyable :
-First, the opononents should have to send the infantry to enter the base and destroy primary modules ( spawn tubes, skywall ect... )
-Then, the vehicles should destroy the turrets, walls, structures ect...
-Finally, the entire team have to focus on what is left, the orbital strike for example.

But at the moment, the player bases are ridiculously vulnerable if not placed in a hole / between mountains ect...
The constructors have to use the terrain to ensure the security of their fortress, but most of the time, the "safe" spots are too far to make the base useful.

This is my opinion and I would like to know yours.
have fun.
Last edited by Auditor; Jul 22, 2018 @ 5:50am
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Showing 1-11 of 11 comments
DedZedNub Jul 22, 2018 @ 11:43am 
I'm not really familiar enough with the Player Constructed Bases situation. I do think they go down relatively easily, unfortunately I think that is part of the intended new Dev plan on them. They want them to require partnering of player resources to have a successful Player Constructed Base, and they want them to be, in effect, part of the Lattice Game Flow by being an augment to the assault or defense of Lattice Bases, I think.

But, here's some suggestions I think would help situations like yours.

1) In your own personal case, being part of a squad or outfit that likes to use Player Constructed Bases would be important. This way you have several constructors who can really create and guard the base.

2) I personally think that some bonuses (boni) for players like myself, solo players, who decide to guard or protect/patrol such a base would be useful at the current moment. I often like to pull a Lightning, and if I know that I'll get a 20% experience bonus, let's say, while I am guarding a player constructed base with a Router, for example, I'd be quite willing to spend more time doing that. The bonus might be triggered by simply joining the constructor's squad, and engaging in combat around the Player Constructed Base. As long as this is in between, say, 2 lattice areas, one the target enemy base and another the current nearest friendly base, I'd say this would make a lot of sense. In effect, you are protecting another assault forward base, like defending a Sunderer, or assisting a front ridge line defensive line. This is common for Lightnings to do, also assisting in probes, vulture moves/distraction, and anti-max fire. Basically giving something that the ridge line needs, or assault needs, that it is weak on. Mobility, heavy counter-fire, additional anti-vehicle capability. Usually the driver of a Lightning is an Engy anyway, so he can also help mend the PCB as well.

Might not even be necessary to join the Player Constructed Base Squad to earn this. Devs would need to set up the rules for this, if not already implemented.
Last edited by DedZedNub; Jul 22, 2018 @ 11:44am
Xilo The Odd Jul 22, 2018 @ 11:46am 
a totally unmanned player base can be taken out by a single engineer with the right gear. an archer AT rifle helps. but if you got the AV turret, and a harrasser with a strong AV top mount, you can bring down a unwatched base on your own.

now if its still active however it takes a few people to bring one thats built up a bit down. that or an orbital strike from your own team if you can set one up nearby.
Last edited by Xilo The Odd; Jul 22, 2018 @ 11:47am
DedZedNub Jul 22, 2018 @ 11:51am 
Yeah, you sort of need the personnel and some vehicle support to keep it up during construction, and even to keep it up once some clowns decide to take it down. I don't think there is any way around that for protecting Player Constructed Bases.
Xilo The Odd Jul 22, 2018 @ 11:53am 
yeah building a heavily fortified point is a squad effort, building one to last a long time takes planning.
Auditor Jul 22, 2018 @ 12:02pm 
Originally posted by DedZedNub:
1) In your own personal case, being part of a squad or outfit that likes to use Player Constructed Bases would be important. This way you have several constructors who can really create and guard the base.

If I have to care about the time spent to construct a fully upgraded base, I find that the fact that a solo anti-base player is able to destroy it is riduculous.

Do not pay attention about the team constructed bases, ( you can, of course, but I am not interested by this detail in this discussion ) a work of, generally, 30 minutes, can be wiped out pretty easily, this is THE detail that frustrated me.
I think that, even a solo builded base should require some strategies from the oponent, but like you said, the player bases require a team work / attention to fully fit their role, and this is a very good thing, it "forces" team mates to defend / attack a position.

For a solo base builder, you have to use the terrain and adapt yourself if you want to keep your base functionnal, so yes, this is possible, but you are... limited.
Auditor Jul 22, 2018 @ 12:06pm 
Originally posted by Xilo The Odd:
yeah building a heavily fortified point is a squad effort, building one to last a long time takes planning.

Of course it is ! ( even if it depends of your base's role ) this is a great way to help your Empire, and i appreciate this.

However, I still find that the turrets should be protected, even in a Zerg ( but of course, the turrets should never be invincible, but still destroyable with enough fire power ).
Xilo The Odd Jul 22, 2018 @ 3:00pm 
well, unrepaired and only assited by a repair module it takes a good amount of time for an engi to break it, more so if they cannot use explosives. a vehicle takes time as well but an MBT can take it out no problem in most cases.

if you've got 3 AV base turrets under AI control and they can all shoot their target, odds are they wont have enough face time to break the turrets. 1 lone one is always gonna be over powered by a MBT though. but thats why you get squad mates and coordinate turret placement and sky shield placement.

a base built well can hold up to random guys, there isnt much you can do to fight a zerg unless you got a well supplied squad there. and various spawn locations setup via spawn tube and sunderers.
Gir Fan Jul 22, 2018 @ 6:16pm 
Base turrets can only be effective when they are under the effects of a repair module, a fully certed repair sundy, and the engi fixing it. With a targeting module of course. Other then that a single tank can take down an entire base. Even with several people defending it. With AA guns being massivly nerfed, to near uselessness. IDK building a base is only good for ion blasts, and mortor equipment at this rate. You know the either pay to win or lvl 80+ group. (Myself included not bing a ♥♥♥♥)
Xilo The Odd Jul 23, 2018 @ 8:44am 
orbital bombardment targers are the ultimate goal for bases, the hive seems to have fallen into disuse with the new alert system. but, for the maps with those bases designed for player made bases its a great place to setup a choke point for a zerg.
rookie Jul 23, 2018 @ 6:30pm 
When hives were a thing I would bring a repair sundy with a ranger and a bassilk into the base and position it so it would help heal all 3 turrets. I fought many a base raiders with this setup solo usually getting far more kills than getting killed.

Back then the worst solo vehicle to fight was a lock down Prowler. Now when I do build I just don't fight as hard for the base becuase what's to lose.

Now that OS are a thing no base is safe.
Last edited by rookie; Jul 23, 2018 @ 6:34pm
Xilo The Odd Jul 23, 2018 @ 6:55pm 
yeah, and until they fix the whole firing a dart at a high altitude valk over a target area, no base of any kind is safe.
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Date Posted: Jul 22, 2018 @ 5:46am
Posts: 11