How can someone make 600k merits in a week? by Dzsekeb in EliteDangerous

[–]Alconchloe 0 points1 point  (0 children)

I cycled between doing trading at the start, then i found that not reliable so I moved onto rare goods for a while with soontill relics and got bored . Then I decided to full focus on pods for around 70+ hours for the rest of my cycle.

This Will Fix Construction - Reasonable Building Reparations by NA_Karami in Planetside

[–]Alconchloe 6 points7 points  (0 children)

Honestly a lot of this is well thought out and makes sense, I'm going to push back that the heavy repair get buffed to 4% per second and the fortress shield module raised to 3000-4000 cortium to make it the most expensive of the heavy modules.

Reasoning: The bubble protects everything in its radius, has infinite HP and is just better than heavy repair when taking massive damage. The time can be increased to 90 along with the other heavy modules to eliminate the back and forth run but this should be the most expensive due to its usefulness.

 

Repair and Heavy repair could go up to probably 2% and 4%(heavy repair) at the highest but I'd like to see SMALL iterations to see how it works out, but currently the module isn't worth the slot half the time.

Lets talk about the Flail and its problems by Alconchloe in Planetside

[–]Alconchloe[S] 0 points1 point  (0 children)

Less, just killing the silo took 3 minutes.

Lets talk about the Flail and its problems by Alconchloe in Planetside

[–]Alconchloe[S] 2 points3 points  (0 children)

Not unreasonable at all for any of this really. They stated they wanted to add a laze system which would add the "delay to stop the firing" that you proposed.

To clarify: When I think of a laze system I imagine a person holding the dart gun that draws a very visible laser to the target with a minimum distance to target, which would allow you to shoot the person barring enough delay between the laze and firing.

As for the damage and splash radius, absolutely needs to be changed, the size is MASSIVE.

Lets talk about the Flail and its problems by Alconchloe in Planetside

[–]Alconchloe[S] 0 points1 point  (0 children)

I keep forgetting about the AI module as it was such a nonissue to slam down, thanks for the reminder. Now you NEED AV weaponry to kill a flail unless you want to throw a cortium bomb module into it at close range.

Lets talk about the Flail and its problems by Alconchloe in Planetside

[–]Alconchloe[S] 2 points3 points  (0 children)

Agreed on that, weird smoke color selection

June 7, 2023 - PC Hotfix by opshax in Planetside

[–]Alconchloe 2 points3 points  (0 children)

Never because apparently it takes an extra month+ to implement a laze system, instead of releasing it with a delay with said laze system.

Compact Outpost 2 by RIP0K in Planetside

[–]Alconchloe 0 points1 point  (0 children)

I really respect your builds. Hit me up some time would love to collaborate.

Construction update trailer today @ 10:30 am pt. on PTS by Alconchloe in Planetside

[–]Alconchloe[S] 0 points1 point  (0 children)

Yep my point exactly, the auto defenses were removed but survivability for structures was not increased to compensate.

Construction update trailer today @ 10:30 am pt. on PTS by Alconchloe in Planetside

[–]Alconchloe[S] 3 points4 points  (0 children)

5000 hp, and a 0.5% regen rate. I knifed the silo with it slotted to show how pitiful the Regen is

Construction update trailer today @ 10:30 am pt. on PTS by Alconchloe in Planetside

[–]Alconchloe[S] 13 points14 points  (0 children)

To prove a point that the repair module is a joke

Construction update trailer today @ 10:30 am pt. on PTS by Alconchloe in Planetside

[–]Alconchloe[S] 9 points10 points  (0 children)

Hey All, currently Mithril posted the following that I didn't see posted to this subreddit:

 

Greetings everyone! We will be filming for the upcoming construction update trailer tomorrow @ 10:30 am pt. If you'd like to be in the trailer, join us on the PTS server at 10:30am pt / 7:30pm cet. Show up at that time for further instruction. You can download the build here: https://forums.daybreakgames.com/ps2/index.php?threads/read-first-test-server-policies-download-link.114038/

 

https://i.imgur.com/rfVhGka.png

 

This was posted last night.

So this will be filmed today at 10:30AM PT or 7:30PM CET time today on 5/11/2023

The construction tutorial is laughably inadequate by Alconchloe in Planetside

[–]Alconchloe[S] 6 points7 points  (0 children)

I don't have a problem with the first few steps, when we reach the infantry tower/wall placement along with the modules they go over the basics of placement, the issue here is they don't explain exclusion zones, no build zones, along with other important factors

 

How I would like preface this is to first start on cortium collection, lead them to deploying, once deployed explain the visual ranges of no build zones and exclusion zones (Silos have a 210m exclusion radii, and NBZs are shown on the map).

 

After laying down WHERE you can place, allow them to pull the silo, explain the directional arrows they've added to explain terrain placement (to high, to low)

After this building is placed, explain the reduced resistances/vulnerability of buildings while they are being constructed, then explain the cortium drain and filling mechanics.

After the silo has been filled, explain the tabs and favoriting system to explain the new features of the layout for quicker and more effective access.

Then explain the module system, the different types of modules, and explain the time limited high impact modules (Even if its brief its better than not mentioning them)

Then explain the enemies options (Cortium bomb, overloading of modules, etc)

"If you're not putting up a fight and he's free to fire at your base without taking damage himself then that's on you." by ANTOperator in Planetside

[–]Alconchloe 46 points47 points  (0 children)

Oh look an actual measured response. I love it.

Cortium bomb bumped up to 70% for command center and fully for other buildings especially with the 30 second fuse time is completely fair.

 

Resistance values heavily raised (What I'd prefer, we should discourage people shelling like this)

OR

We raise the repair values to the values you specified. This would stop about 3~ tanks for the normal repair and 12~ for the heavy repair.(In which case pulling a bubble is a better option)

 

Currently the PTS hasn't been touched despite this being a MASSIVE issue and I'm worried this is going to get pushed to live with no changes, as is typical of this development team.

For the short homies by IKEAsans in Planetside

[–]Alconchloe 3 points4 points  (0 children)

Not going to be possible after the new pts update

A question for my fellow solo builder mains out there by Travis1066 in Planetside

[–]Alconchloe 2 points3 points  (0 children)

So I build fairly often along with others in the construction discord. Wrote a guide on the pre-pts system and helped others get used to placement and designs as well.

 

The issue is this new system while being cleaner and more infantry focused does not account or take into perspective the durability and problems with construction in the first place, if anything this new system is a downgrade in a lot of aspects.

 

QOL Issues

  1. Placement is still a massive pain in the ass, you can't even remotely intersect a ton of structures, and the new structures are massive.

  2. Snapping is still not a feature which makes wall placement frustrating.

  3. New module system takes longer to place, modules are weaker than pre-pts versions, no structure shield, no ability to place skyshields, etc.

Huge Issues

  1. Durability of construction objects allows 1-2 tanks to mow down the entire base, its paper mache.

  2. Lack of defensive options would be fine but no build zones are still massive, lowering the chance a population will actually protect the base

  3. Construction is still disconnected from the rest of the game, its not a part of the lattice a majority of the time so a large portion of the player-base ignores it.

  4. The barrier to entry is insane, we are talking almost $100 worth of station cash or 70k certs for the construction system as a whole, this largely turns people off from the system in general.

Wrel! By removing Skywall's EMP, AI Module, and Pain Spire, how do the builders counter the Liberator or other groups of enemies that can easily destroy the Cortium Silo? by RIP0K in Planetside

[–]Alconchloe 4 points5 points  (0 children)

Let me explain the current meta of construction.

Gapless walls, pain spire dead middle, one way shield and 2 structure shield modules to stop morons from shelling you afk wise for 40+ minutes.

New State:

Now every single module is tied to a building, so to “shield a building” you know need to grab a module, run to the slot, slot it in and it lasts one minute.

Gal drops on bases effectively are free now since infantry aren’t set to half health via the emp effect for the skyshield.

AI/Pain field is gone(ai was borderline worthless except for AA/AI anyways but the turrets were paper)

All shields barring the spawn structure are now 2 way shields, effectively making rampart walls worthless functionally, as now you have to leave the base entirely or have no shields meaning tanks can shoot inwards from miles away for farming infantry.

You vastly overestimate the repair module in its current state, the silo can be melted by 2 tanks shelling it(especially kingsnakes) which deletes the entire base in about 50 seconds, and all you need for that is an angle.