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Construction System

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Page Contents Current As of Patch: 2016-10-24

The Construction System is a new system that allows building fortifications on unclaimed territory, using a new resource — Cortium.

In order to place a construction object, you’ll need to first have access to its schematic. Once you own the schematic, you’ll be able to use the terminals on the ANT or Silo to deploy those items with Cortium.

These schematics can be obtained from either the Depot’s new Construction section, or directly from an ANT or Silo terminal.

Each item has a limited number that can be active at once, so keep an eye on the counter or you’ll end up deconstructing earlier objects.

Construction Placement Edit

Construction placement keybindings and controls:

  • Move construction using mouse, look left and right to move object to the left or right, look up and down to raise or lower the object.
  • Use «Fire» and «Aim» buttons(Template-LMBleft and Template-RMBright mouse buttons by default) to rotate.
  • Hold «Crouch» button(Ctrl by default) to slowdown rotation speed.
  • Hold both «Fire» and «Aim» buttons to move object close/further away from you.
  • Use «Interact» button(E by default) to confirm placement of the object.

A group of red and blue orbs that appear on construction item, when you are holding it, should help you determine right placement high:

  • Blue orbs must be below ground level.
ConsSysTut1
  • Green orbs must be above ground level.
ConsSysTut2

A series of highlights and rings that appear when you are holding a construction item should help you determine what objects are affecting/being affected by other construction objects:

  • Red highlights/rings show no deploy areas and objects that are creating that conflict for deployment.
ConsSysTut3
  • Blue highlights/rings show active repair modules and their radius of effect.
ConsSysTut4
  • Green highlights/rings show the things in the radius of effect of the object you are currently trying to place and/or objects other than the repair mod that will affect what you’re placing.
ConsSysTut5
  • Orange ring shows the range of what can be powered by a placed Cortium Silo.
ConsSysTut6

These effects should only appear when relevant to keep the display from becoming overly cluttered.

Victory Cores Edit

With the HIVE, we’re introducing the concept of Victory Cores. These cores are shared across each faction and can be viewed in the VP UI.

When a continent unlocks, each faction has a certain amount of cores available. By default, each faction gets 2 cores, with an additional core given to whichever faction unlocked the current continent. Cores are automatically placed in HIVEs the system thinks are the most viable every 180 seconds, with the following rules:

  • The closer the HIVE is to an enemy Warp Gate, the higher its efficiency which means it will generate Victory Points faster. HIVEs that can generate more VP are prioritized over those generating less.
  • While a HIVE's efficiency is based on where it is located, it also slowly increases over time.
  • If your active HIVE is in a contested area, your core cannot be relocated.
  • If you overextend into enemy territory without enough support, the system will determine your HIVE to be too dangerous to provide a core to. If you’re setting up in enemy territory, bring some significant backup or you won’t get a core.

When an active HIVE is destroyed, the faction who destroyed it will steal that core for their faction, and it will then automatically activate the most ideal HIVE, provided another empty HIVE exists.

It’s worth noting that Silos must be restocked with Cortium constantly, as HIVEs, like modules, require an active power source to function. If a Silo runs out of Cortium, an active HIVE will no longer generate Victory Points.

Inactive cores (owned cores without a valid chassis) have a placement timer on them, if the timer reaches zero and there is still no valid chassis to place it in the core will become neutral and be awarded to the faction with the oldest existing valid chassis or the first faction to place a valid chassis if non already exist.

Advanced Nanite Transport Edit

Main article: Advanced Nanite Transport

Advanced Nanite Transports, or ANTs, is a vehicle with a 2 man crew with an additional 2 passenger seats. It is equipped with mining lasers for harvesting Cortium nodes. They can store Cortium in an on-board tank or unload it into an already- constructed Cortium Silo. The ANT can be deployed at any time, which will reveal access to a building terminal, from which you can equip and then place fortifications, at a varying cost to Cortium based on the chosen structure.

Cortium Edit

Main article: Cortium

Appearing across the wilder areas of Auraxis, Cortium crystals can be harvested by ANTs, and used to create and power player-constructed objects, defenses, and fortifications. Cortium is refined by a HIVE in order to generate Victory Points on the continent. Cortium tends to 'sprout' in the same location repeatedly, so it's worthwhile to revisit sites you have mined out once already.

Constructions Edit

Turrets Edit

Deployed Aspis Phalanx Turret Edit

Deployed Aspis Phalanx Tower
Deployed Aspis Phalanx Tower
Allows cortium to be used to construct an Anti-Air Phalanx Tower that may be manned by allied players.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 499 Icon Daybreak Cash
Build Cost
Cortium Cost: 1200 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Weapon Type: Anti-Air
Fire Rate: 300 RPM
Muzzle Velocity: 375m/s
Effective Range: Long
Fire Modes: Automatic
Placement Info
Limit Per Player: 1
Placement Radius: 20m
Durability
Health: ?
For Damage resistance details see this article.
Damage
Max Damage: 150 before 50m
Min Damage: 40 after 200m
Max Indirect Damage: 90 before 6m
Min Indirect Damage: 1 after 8m
Damage Type: Aircraft Machine Guns,
Flak Explosion
Accuracy?
Minimum Cone of fire: 1.25

The Deployed Aspis Phalanx Turret is mannable turret which excels at destroying enemy aircraft. The Turret AI Module allows it to shoot targets automatically.

Can be locked via «Change Access» Q radial menu, to be only accessible by faction, self, squad or platoon.

Deployed Spear Phalanx Turret Edit

Deployed Spear Phalanx Tower
Deployed Spear Phalanx Tower
Allows cortium to be used to construct a Spear Anti-Vehicle Phalanx Tower that may be manned by allied players.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 499 Icon Daybreak Cash
Build Cost
Cortium Cost: 1200 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Weapon Type: Anti-Vehicle
Fire Rate: 30 RPM
Muzzle Velocity: 250m/s
Effective Range: Long
Fire Modes: Automatic
Placement Info
Limit Per Player: 1
Placement Radius: 20m
Durability
Health: ?
For Damage resistance details see this article.
Damage
Max Damage: 1550 before 175m
Min Damage: 1250 after 300m
Max Indirect Damage: 700 before 0.5m
Min Indirect Damage: 1 after 4m

Deployed Spear Phalanx Turret
Deployed Spear Phalanx Turret
Allows cortium to be used to construct a Spear Anti-Vehicle Phalanx Turret that may be manned by allied players.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 499 Icon Daybreak Cash
Build Cost
Cortium Cost: 1200 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Weapon Type: Anti-Vehicle
Fire Rate: 30 RPM
Muzzle Velocity: 250m/s
Effective Range: Long
Fire Modes: Automatic
Placement Info
Limit Per Player: 1
Placement Radius: 20m
Durability
Health: ?
For Damage resistance details see this article.
Damage
Max Damage: 1550 before 175m
Min Damage: 1250 after 300m
Max Indirect Damage: 700 before 0.5m
Min Indirect Damage: 1 after 4m

The Deployed Spear Phalanx Turret is mannable turret which excels at destroying enemy vehicles. Available in Tower and Turret variants, only one variant can be deployed at time.

The Turret AI Module allows it to shoot targets automatically.

Can be locked via «Change Access» Q radial menu, to be only accessible by faction, self, squad or platoon.

Deployed Xiphos Phalanx Turret Edit

Deployed Xiphos Phalanx Tower
Deployed Xiphos Phalanx Tower
Construct a Xiphos Anti-Personnel Phalanx Tower that may be manned by allied players.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 1200 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Weapon Type: Anti-Infantry
Fire Rate: 545 RPM
Muzzle Velocity: 600m/s
Effective Range: Short
Fire Modes: Automatic
Placement Info
Limit Per Player: 1
Placement Radius: 20m
Durability
Health: ?
For Damage resistance details see this article.
Damage
Max Damage: 200 before 10m
Min Damage: 167 after 85m
Accuracy?
Minimum Cone of fire: 0.75
Bloom per Shot: 0.25

The Deployed Xiphos Phalanx Turret is mannable turret which excels at taking down enemy infantry. The Turret AI Module allows it to shoot at Infantry targets automatically.

Can be locked via «Change Access» Q radial menu, to be only accessible by faction, self, squad or platoon.

Glaive IPC Edit

Glaive IPC
Glaive IPC
The Glaive Ionized Particle Cannon is an unmanned mid-range artillery that disrupts defensive shield systems but only inflicts minor damage to personnel and equipment due to its lack of conventional paylaoad. The IPC requires AI module support as well as manually fired targeting dart to acquire target.
Schematic Cost
Cert Cost: 1500 Icon resource certpoints 25x25
DC Cost: 799 Icon Daybreak Cash
Build Cost
Cortium Cost: 1250 Icon Cortium
Cert Cost: ? Icon resource certpoints 25x25
General Info
Effective Range: Long (1000m)
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Effect Radius: 1000m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Glaive IPC is an unmanned mid-range artillery which excels at destroying enemy shields, especially effective against Skywall Shield Emitters. The Turret AI Module in radius is required for it to function.

Can be locked via «Change Access» Q radial menu, to be only accessible by faction, self, squad or platoon.

IPC Targeting Dart Edit
IPC Targeting Dart
IPC Targeting Dart
The IPC Targeting Dart fires a dart projectile that can be targeted by Glaive IPC, the projectile of each tool is linked to and can only be targeted be the cannon it is pulled from.
Costs
Cert Cost: n/a Icon resource certpoints 25x25
DC Cost: n/a Icon Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault

The IPC Targeting Dart can be acquired by pressing E while standing near the base of the Glaive IPC Cannon. The IPC Glaive Targeting Dart is required to make the Glaive IPC Cannon fire. The dart can be destroyed by any enemy who finds it. Destroying the dart makes the Glaive Cannon stop firing.

The IPC Targeting Dart is a pistol-like tool that fires a blob of light (the 'dart') that sticks to the target you shoot it at. A few moments after that, the Galive IPC cannon begins to fire a stream of projectiles at that target. The darts of each tool only guide projectiles from the cannon the tool was pulled from. If you shoot the dart at an illegal target it will stick for a moment, then disappear. Illegal targets are in no-deploy areas. You can see no-deploy areas on your mini-map if you are holding the tool.

Tools Edit

Deployable Decon Tool Edit

Deployable Decon Tool
Deployable Decon Tool
Deployable Decon Tool is used to quickly deconstruct construction objects you or any of your squad members have placed; it can also be used to deconstruct any construction object within the sphere of influence of a VP generator you or your squad members own.
Costs
Cert Cost: n/a Icon resource certpoints 25x25
DC Cost: n/a Icon Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault

The Deployable Decon Tool can be used to deconstruct misplaced structures. Aim at small monitor on the structure to deconstruct it. It may be held with other construction materials. (I.E. Rampart Walls, Cortium Silos, etc.)

Modules Edit

Structure Shield Module Edit

Structure Shield Module
Placeable Module
Allows cortium to be used to create a module that, when powered, applies one-way shields to structure openings to help protect the defenders inside.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 1000 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: 20m
Effect Radius: 35m
Cortium Use per Second: 0.15 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Structure Shield Module is a cortium-powered module that creates one-way shields for most of the openings on Bunkers, Rampart Walls, Sunderer Garages and Infantry Towers.

Repair Module Edit

Repair Module
Placeable Module
Allows cortium to be used to create a module that, when powered, renders nearby structures nearly indestructible thanks to lighting-fast repairs.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 1000 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 3
Placement Radius: 25m
Effect Radius: 25m
Cortium Use per Second: 0.25 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Repair Module is cortium-powered module which quickly repairs nearby structures. This is an extremely important component of any base, especially for keeping hard targets like walls and bunkers alive as those items will be completely invincible while Repair Modules are nearby.

Turret AI Module Edit

Turret AI Module
Placeable Module
Allows cortium to be used to create a module that, when powered, applies automated targeting systems to nearby constructed turrets, allowing them fire upon enemies while unmanned.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 1500 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: 15m
Effect Radius: 20m
Cortium Use per Second: 0.1 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Turret AI Module is cortium-powered module which provides nearby deployed turrets with automated tracking abilities, allowing them to fire on enemies who stray too close.

Infiltrator Decoy Grenade can fool Xiphos AI Module to shoot at it.

Skywall Shield Emitter Edit

Skywall Shield Emitter
Placeable Module
Allows cortium to be used to construct a module that, when powered, protects against aerial bombardment and infantry drops.
Schematic Cost
Cert Cost: 1500 Icon resource certpoints 25x25
DC Cost: 799 Icon Daybreak Cash
Build Cost
Cortium Cost: 1500 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: 15m
Effect Radius: 40m
Cortium Use per Second: 0.2 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Skywall Shield Emitter is cortium-powered module which projects a shield above, protecting from aerial bombardment and severely injuring enemy infantry which drop through it, leaving it with 100hp.

Reinforcements Module Edit

Reinforcements Module
Reinforcements Module
Allows deployed Sunderers within range of it to be a potential continent wide reinforcements spawnpoints; your faction population in the area must still meet the reinforcements needed requirements.
Schematic Cost
Cert Cost: 1250 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 1500 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: 15m
Effect Radius: 40m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Reinforcements Module is cortium-powered module which allows deployed Sunderers in a construction base to enter reinforcements needed list on same rules as normal bases.

Alarm Module Edit

Alarm Module
Placeable Module
Alerts the owner and their squad when an enemy is detected or a construct is attacked within 100 meters of the alarm module. Will automatically deconstruct if owner offline for more than 2 minutes.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 1250 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: 20m
Effect Radius: ?m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Alarm Module is cortium-powered module that will alert the owner and their squad when an enemy is detected or a construct is attacked within 100 meters of it. Will automatically deconstruct if owner offline for more than 2 minutes.

Cover Edit

Rampart Wall Edit

Rampart Wall
Rampart Wall
Constructs a large, fortified wall with firing areas for infantry.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 1200 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 3
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

Lumifiber Rampart Wall
Lumifiber Rampart Wal
Constructs a large, fortified Lumifiber wall with firing areas for infantry.
Schematic Cost
Cert Cost: N/A Icon resource certpoints 25x25
DC Cost: 499 Icon Daybreak Cash
Build Cost
Cortium Cost: 1200 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 3
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Rampart Wall is a long, horizontal wall with high health, and firing areas for infantry.

If placed under a Structure Shield Module's radius, it will add one-way shields to the wall firing areas.

When under a Repair Module's radius, the wall will take no damage and it's health bar and hitmarker will be disabled.

Blast Wall Edit

Blast Wall
Blast Wall
Large wall that once fully constructed can withstand a moderate amount of damage.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 1000 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Blast Wall is a short, square wall with two walkways with stairs on both sides.

Vehicle Gate Edit

Vehicle Gate
Vehicle Gate
Large walls with an opening wide enough for vehicles to pass through. When combined with a Structure Shield Module, the opening will be sealed with an energy shield that blocks enemy vehicles and large projectiles.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 1250 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Vehicle Gate is wide gate with force field allowing friendly vehicles to go through. Powered Structure Shield Module in radius, is required for force field to function.

Structures Edit

Sunderer Garage Edit

Sunderer Garage
Sunderer Garage
Allows cortium to be used to create a garage suitable for protecting a deployed Sunderer.
Schematic Cost
Cert Cost: 1500 Icon resource certpoints 25x25
DC Cost: 799 Icon Daybreak Cash
Build Cost
Cortium Cost: 1500 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Sunderer Garage is a small garage with enough cover to house a single Sunderer, ANT, or perhaps some other things you’d want to keep safe. Being placed under a Structure Shield Module's radius will add vehicle shields to both the Garage entrances and roof windows. It can also pull double duty as a makeshift gateway in more organised bases, particularly in plugging a gap too small for conventional walls, be it between said walls, a bunker or part of the terrain. Though Main Battle Tanks may find the fit a little tight, all other ground vehicles should fit through unscathed.

Bunker Edit

Bunker
Bunker
Constructs a fortified bunker with firing areas for infantry.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 1200 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 2
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Bunker is a medium sized fortification with firing areas for infantry, and an open area on the top.

Being placed under a Structure Shield Module's radius will add one-way shields to the bunker's firing areas.

Being placed under a Repair Module's radius will make the bunker take no damage, disabling it's health bar and hitmarker.

Infantry Tower Edit

Infantry Tower
Infantry Tower
Allows cortium to be used to create a tower structure that can be used by infantry units.
Schematic Cost
Cert Cost: 1500 Icon resource certpoints 25x25
DC Cost: 799 Icon Daybreak Cash
Build Cost
Cortium Cost: 1500 Icon Cortium
Cert Cost: 75 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Infantry Tower is a tall, durable tower with firing areas for infantry on all sides. Under a Structure Shield Module, it will have one-way shields in the tower's firing areas and roof. Floodlights placed on the tower's corners illuminate it's exterior.

Pillbox Edit

Pillbox
Pillbox
A small fortified structure that can provide cover for both infantry and deployed equipment.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 1250 Icon Cortium
Cert Cost: ? Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Pillbox is a small, durable tower with firing areas for infantry on all sides. Placing it under a powered Structure Shield Module's radius, will add one-way shields to the tower firing areas and it's roof entrance.

Vehicle Ramp Edit

Vehicle Ramp
Vehicle Ramp
A constructable multipurpose vehicle ramp.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Build Cost
Cortium Cost: 1000 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Vehicle Ramp is a ramp that can be used by vehicles to jump over walls.

Faction Banner Edit

Faction Banner
Faction Banner
Allows cortium to be used to create a banner displaying your faction logo.
Schematic Cost
Cert Cost: N/A Icon resource certpoints 25x25
DC Cost: 299 Icon Daybreak Cash
Build Cost
Cortium Cost: 500 Icon Cortium
Cert Cost: 60 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Faction Banner is a cosmetic item that display TR, NC or VS logo.

Generators Edit

HIVE Edit

HIVE
HIVE
While active, Hardline Interference Volume Emitters house power cores which generate Victory Points in exchange for Cortium.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 2500 Icon Cortium
Cert Cost: 125 Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: 200m
Cortium Use per Second: 3 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Hardline Interference Volume Emitter or HIVE are structure that generates Victory Points over time, when powered with a Victory Core.

Active HIVEs generate Victory Points based on their proximity to the enemy Warp Gate, and require Cortium from a nearby Silo to operate.

The “chassis” is vulnerable when unpowered, but while housing a Victory Core, the chassis becomes indestructible, and a small, shielded area becomes the only point where it can receive damage. A powered Structure Shield Module in radius, will add bubble shield for additional protection. If the shield takes sufficient damage it can be temporally disabled allowing the HIVE to take direct damage; the bubble shield will not activate again until the HIVE has regenerated back to 100% health. Alternatively, enemy players may overload the HIVE's shield, should the countdown finish, the shield will lose power and the HIVE's core will be vunlerable.

Players must be BR 15 or higher to place a HIVE.

Logistics Edit

Cortium Silo Edit

Cortium Silo
Cortium Silo
Silos hold up to 50,000 Cortium and are required to power modules and other core structures. ANTs are required to deposit additional Cortium into a Silo.
Schematic Cost
Cert Cost: Default Icon resource certpoints 25x25
DC Cost: Default Icon Daybreak Cash
Build Cost
Cortium Cost: 1000 Icon Cortium
Cert Cost: N/A Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: 100m
Cortium Use per Second: 0 Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Cortium Silo heart of any large base, its stores large quantities of Cortium. ANTs can offload Cortium to Silos using the same method as harvesting minerals; just approach the Silo and hold the firing button. Can store up to 50,000 Cortium at a time. A light at the top of the Silo correlates to the power meter.

Many objects require a nearby Silo (with stored Cortium) to remain active, as the Silo acts as a fuel source for their abilities. Modules, for example, are constructs that can improve surrounding fortifications, but go offline if the Silo runs out of Cortium. While a module is near a Silo, Cortium will be drained automatically. The more objects that require power, the faster your Cortium Silo will drain.

Claims the nearby area for you and your squad, which allows you to deconstruct (see Decon Tool) the fortifications of un-squadded allies near your Silo.

Can be locked via «Change Access» Q radial menu, to be only accessible by faction, self, squad or platoon.

It's important to highlight that modules can use an enemy silo to function, ANTs can refill enemy silos (grants experience but you can't use an enemy Silo to place buildings) and you may not place a Silo if there's ANY other Silos nearby.

Elysium Spawn Tube Edit

Elysium Spawn Tube
Elysium Spawn Tube
When powered by an adjacent Silo the Elysium Spawn Tube will provide a spawn point for nearby allies at the cost of a small amount of Cortium for each spawn. Additionally, it includes a matrixing option, allowing those linked to it to spawn at it anywhere on the continent. You can only matrix to one point at a time.
Schematic Cost
Cert Cost: 1500 Icon resource certpoints 25x25
DC Cost: 799 Icon Daybreak Cash
Build Cost
Cortium Cost: 1250 Icon Cortium
Cert Cost: ? Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Elysium Spawn Tube is a buildable spawn point. Pressing E on it will allow linked players to spawn there from anywhere on the continent.

Light Vehicle Terminal Edit

Light Vehicle Terminal
Light Vehicle Terminal
The Light Vehicle Terminal can be used to spawn small and medium sized ground vehicles at the cost of both Cortium and Nanites.
Schematic Cost
Cert Cost: 2000 Icon resource certpoints 25x25
DC Cost: 1499 Icon Daybreak Cash
Build Cost
Cortium Cost: 1250 Icon Cortium
Cert Cost: ? Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Light Vehicle Terminal is a buildable version of Vehicle Terminals, that allows a faction to spawn Flash, Harasser, Sunderer and Lightning.

Spawning a vehicle will consume both Cortium from the Silo and Nanites.

Light Air Terminal Edit

Light Air Terminal
Light Air Terminal
The Light Air Terminal can be used to spawn light aircraft such as ESFs and Valkyries at the cost of both Cortium and Nanites.
Schematic Cost
Cert Cost: 2000 Icon resource certpoints 25x25
DC Cost: 1499 Icon Daybreak Cash
Build Cost
Cortium Cost: 1250 Icon Cortium
Cert Cost: ? Icon resource certpoints 25x25
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Light Air Terminal is a buildable version of Air Terminals, that allows you to spawn ESF and Valkyries.

Spawning vehicles will consume both Cortium from the Silo and Nanites.

Vehicle Ammo Dispenser Edit

Vehicle Ammo Dispenser
Vehicle Ammo Dispenser
When powered by a nearby silo, can resupply the ammunition of ground vehicles in its vicinity.
Schematic Cost
Cert Cost: 1000 Icon resource certpoints 25x25
DC Cost: 399 Icon Daybreak Cash
Cortium Cost: 1500 Icon Cortium
General Info
Placement Info
Limit Per Player: 1
Placement Radius: ?m
Cortium Use per Second: ? Icon Cortium
Durability
Health: ?
For Damage resistance details see this article.

The Vehicle Ammo Dispenser is a buildable version of Vehicle Resupply Towers, it will resupply nearby ground vehicles.

Media Edit

External Links Edit

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