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Page Contents Current As of Patch: 2018-06-12
Constructions

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

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(Left Mouse Buttonleft and Right Mouse Buttonright 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 green 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.
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These effects should only appear when relevant to keep the display from becoming overly cluttered.

Advanced Nanite Transport

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, that can also deal heavy damage to constructions. 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

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 capture continent. Cortium tends to 'sprout' in the same location repeatedly, so it's worthwhile to revisit sites you have mined out once already.

Constructions

Core

Cortium Silo

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.

Has “cortium reserve” of 20000, which will prevent players from accessing your silo only when that threshold is reached and your ownership settings are enabled.

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.

The owner and squadmates now receive a warning when the silo’s cortium levels are below 1000.

Elysium Spawn Tube


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.

Modules

Skywall Shield Emitter


The Skywall Shield Emitter is cortium-powered module which projects a shield 15m above it, protecting from aerial bombardment, EMPing Infantry passing through the shield and dealing significant damage to Vehicles.

Skywall Shield can take set amount of damage, before it will temporarily disappear.

Structure Shield Module


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.

Can be interacted using E with a powered module to engage the Overcharge Shields functionality. Overcharge Shields turns large structures like walls, bunkers, and towers invulnerable to damage for a short time, giving a chance to repair those structures while under fire.

Structure Shields prevent splash damage from going through them.

Repair Module


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.

Turret AI Module


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.

Reinforcements Module


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


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.

Structures

Bunker


The Bunker is a medium sized fortification with firing areas for infantry, and an open area on the top. Infantry Terminal in it requires cortium from silo to function.

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

Sunderer Garage


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.

Infantry Tower


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


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


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

As of the March 12, 2018 Update, it no longer has its prongs at the end of the ramp.

Defense

Xiphos Anti-Personnel Tower

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.

Spear Anti-Vehicle Tower

The Spear Anti-Vehicle Tower/Turret is mannable turret which excels at destroying enemy vehicles. Available in Tower and Turret variants, only one variant can be deployed at time. Turret variant 100  Cortium cheaper to build, compared to Tower variant.

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.

Hoplon Anti-Aircraft Phalanx Tower


The Hoplon Anti-Aircraft Phalanx Tower 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.

Rampart Wall

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.

Blast Wall

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

Vehicle Gate


The Vehicle Gate is wide gate with force field allowing friendly vehicles to go through.

Tactical

Orbital Strike Uplink


The Orbital Strike Uplink are structure that allows user to call for an Orbital Strike. When powered and charged, any target in range can be designated using a tool obtained from the uplink terminal. Longer distance strikes cost additional charge, so frequent or long distance attacks will require longer term defense of the structure.

It has 200m minimum and 800m maximum range.

Orbital Strike Target Designator
Orbital Strike Target Designator
Orbital Strike Target Designator
Designates a target for the connected OS uplink. For valid acquisition, the target must be no less than 200 meters from the uplink, fall within its current strike range (displayed on the map), and be within visual range of the designator.
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Data Sources?
Census DBG API source:

Orbital Strike Target Designator API Data

Census LF API source: Orbital Strike Target Designator API Data

The Orbital Strike Target Designator can be acquired by pressing E on Orbital Strike Uplink terminal. Similar to IPC Targeting Dart it fires dart, required to begin Orbital Strike. It takes about ~15 seconds after firing dart to Orbital Strike.

At the place of Orbital Strike,Icon Orbital Strike Orbital Strike icon appears on the map and all units in range receive alert about incoming Orbital Strike.

Routing Spire


The Routing Spire are structure that allows to acquire Router — placeable spawnpoint, by pressing E while standing near it. Unlike S-AMS, Router can be placed inside No Deploy Zone.

Pain Spire


The Pain Spire are structure that damages enemy infantry and MAX units within 15 meters of the spire. The pain zone marked by floating red skulls effect.

The Flail


The The Flail is an unmanned mid-range artillery which fires volley of 4 mortar shells in quick succession, doing moderate damage to all in range. 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.

Flail Targeting Dart
Flail Targeting Dart
IPC Targeting Dart
The Flail Targeting Dart fires a dart projectile that can be targeted by the Flail. The projecitles of each tool is linked to and can only be targeted by the Flail it is pulled from.
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Data Sources?
Census DBG API source:

Flail Targeting Dart API Data

Census LF API source: Flail Targeting Dart API Data

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

The Flail 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 Flail 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.

Glaive IPC


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
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: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Data Sources?
Census DBG API source:

IPC Targeting Dart API Data

Census LF API source: IPC Targeting Dart API Data

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 Glaive 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.

Support

Light Vehicle Terminal


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.

Can be hacked by infiltrators.

Light Air Terminal


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

Spawning vehicles will consume Cortium from the Silo.

Can be hacked by infiltrators.

Vehicle Ammo Dispenser


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

Decoration

Faction Banner


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

Field Tools

Deconstruction Tool

Deconstruction Tool
Deconstruction Tool
Deconstruction Tool is used to quickly despawn construction objects you or any of your squad members have placed; it can also be used to despawn any construction object within the sphere of influence of a HIVE you or your squad members own.
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Data Sources?
Census DBG API source:

Deconstruction Tool API Data

Census LF API source: Deconstruction Tool API Data

The Deconstruction 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.)

Welding Device

Welding Device
Welding Device
Any class may equip this device to repair player made structures. The rate of healing is equivalent to an Engineer's rank 3 Nano-Armor Kit.
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire: Icon NS
Can Use: Icon InfiltratorIcon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Data Sources?
Census DBG API source:

Welding Device API Data

Census LF API source: Welding Device API Data

The Welding Device can be used to repair player made structures at the rate of Engineer's Nano-Armor Kit rank 3.

Removed Constructions

HIVE


The Hardline Interference Volume Emitter or HIVE was a structure that refined Cortium over time, when powered with a Core.

Active HIVEs refined Cortium at rate based on their proximity to the enemy Warpgate, and required Cortium from a nearby Silo to operate.

The “chassis” were vulnerable when unpowered, but while housing a 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, would 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 would 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 would be vunlerable.

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

Couldn't be placed along side of Orbital Strike Uplink. Minimal distance between HIVE and OSU is 250m.

Media

External Links

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