Talk:Construction System/@comment-97.125.135.155-20180722020401/@comment-28138495-20191117003603

No, beacause it means you could just just fire directly in to an area that is infantry only. That said, I think no build zones should be half as large for the flail targeting dart, allowing people to actually get some decent use out of it aside from shelling an enemy construction base, such as decent option for shelling vehicles. That said, some other things that could really use some QOL changes are the pain fields on spawn/teleporter rooms (more on that lower). Oh, and Orbitals don't seem to be killable when shelling them solo, as I've shelled an OS with dual falcons untill a little after I heard the kill sound, but it never blew up and proceeded to not register my hits (no hit marker. I repeated this three times after which I gave up.

Doubling the painfield area and increasing it to match vertically (I've seen LA's just camp on top of the extedo roof platform-things without any pain field interference) would be really appreciated, although these changes would need to be fine tuned for biolab teleporter rooms due to their close proximity to actual fighting lanes. Biolabs in general need a bit of a rework of their terrain as there's been multiple occasions on which I've seen MAXes on the roof of the point building to the left of main spawn shoot at us from the north west teleporter room, of which LA's can just sit of top of and not take damage despite sitting directly on the roof on a spawn room. And no, those MAXes didn't have an OS to launch them up there, so I know the terrain has hidden ledges somwhere that need to be removed.

Additonally, theres a rock that's 30 meters straight up from the north east teleporter room's northern exit and where people can just unload on people's backs down with near impunity as you face away from them as you exit, and the rocks to the left of the room can be climbed by non LA's.