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Bastion Promo 3

Bastion Fleet Carrier Side View
Bastion Fleet Carrier
The Bastion is a multi-purpose airship with multiple weapon systems, soldier respawn capabilities and fighter launch pads.
Type: Flagship
Empire: Icon NS
Health: 20,000x8
For Armor and Damage resistance details see this article.
Decay: 60 Minutes
Top Deck: Bastion CDWS,
Bastion CIWS
Secondary Weapons: Bastion CIWS,
Bastion Battery

The Bastion Fleet Carrier is a massive airship, a war asset buildable by an Outfit in PlanetSide 2. Each faction may have only one active Bastion per continent, and bastions are exclusive to the main continent maps.

Overview[]

An Empire's might and determination, symbolized in metal and voiced through cannon fire. The Bastion Fleet Carrier descends from orbit, ready to wage war across the battlefields of Auraxis.

The Bastion Fleet Carrier (or "Bastion") is a faction's flagship, made to support large-scale operations. Its abilities include spawn capabilities, heavy bombardment, costless interceptor creation (for Outfit members only), and fleet engagement commands that can either enable a faction-wide spawn point or manipulate a base's capture timer (See Bastion Fleet Carrier#Engagement commands).

The Bastion is impervious to normal damage and must be destroyed by breaking eight resilient hardpoints around its hull (See: Bastion Fleet Carrier#Destroying a Bastion).

An active Bastion is always displayed on the map and minimap for both allies and enemies.

Limitations[]

  • A Bastion may be called for a maximum of 60 minutes, after which the call expires and the carrier despawns.
    • The Bastion war asset is always consumed, whether the Bastion expires or is destroyed.
  • A Bastion hovers high above the ground at all times, maintaining a constant altitude to ground level. (See: Bastion Fleet Carrier#Controls)
  • An Outfit may keep only one fully assembled, callable Bastion in its war asset reserves at a time. (See: Bastion Fleet Carrier#Acquisition)
  • Each faction may have only one active Bastion per continent.

Weapons and transport[]

The Bastion features 48 total seats. One is reserved for the pilot of the carrier, five for anti-aircraft gunners, and four anti-ground gunners. The remaining 38 seats are reserved for transport.

The top deck features one Bastion CDWS and two Bastion CIWS anti-air gatling turrets, while the underbelly hosts two additional CIWS turrets. The Bastion CDWS turret can rotate in any direction, while CIWS firing angle is limited by its location on the carrier. Four Bastion Battery ground bombardment turrets line the carrier underbelly. Turrets take up seat numbers two through ten on the carrier, and can be accessed with the respective Change to Seat keys (F2 through to F10, by default).

Spawning and interceptors[]

A Bastion's outfit members may deploy into the carrier at any time, and they gain an Interceptor upon disembarking, a unique variant of their empire specific fighter with a predetermined loadout and no nanite cost. (Nanite Systems Operatives will also spawn in their assigned empire's interceptor, rather than an NS Dervish.) Interceptors are restricted to a Bastion's Outfit members, only.

Commanding the Bastion into Anchor mode turns it into a spawn point for the entire faction. (See: Bastion Fleet Carrier#Engagement commands). Non-outfit members who disembark from a Bastion do so from a Drop Pod.


Bastion Fleet Carrier Diagram

Acquisition[]

As a war asset, the Bastion Fleet Carrier is created and called down by an Outfit. An Outfit member must possess the appropriate permissions to craft or call a Bastion. Crafting a Bastion is a multi-stage process involving five assembly steps which take a minimum of 49 hours and 70 Polystellarite polystellarite to complete. (Polystellarite is an outfit resource gained by holding a continent's center facility or through timed resource exchange missions, called Expedition missions.)

A fully crafted Bastion can be called by an outfit member with the appropriate permissions by visiting the Bastion Fleet Carrier terminal in the continent Warpgate. Successfully calling down a carrier will alert all players on the continent to its presence, announcing the calling player's name and their outfit.

Bastion Uplink Terminal Promo


Bastion Fleet Carrier components are crafted in the order they are listed below.

Bastion Crafting
Component Build Cost Build Time
Bastion: Response Vehicles 10 Polystellarite 12 hours
Bastion: Hull Reconstruction 15 Polystellarite 12 hours
Bastion: Support Systems 20 Polystellarite 12 hours
Bastion: Rearm and Refuel 25 Polystellarite 12 hours
Bastion Fleet Carrier All above components 1 hour

Controls[]

Due to its colossal size, the Bastion Fleet Carrier uses the waypoint system to command its movements and systems, rather than typical vehicle controls. The pilot has access to four unique waypoints that control the Bastion.

Engagement commands[]

  • Bastion Move Destination commands the carrier to move to the target location. All waypoint commands move the bastion in this fashion.
  • Bastion Assault Facility commands the carrier to an enemy facility and doubles allied base capture rate.
    • Only enemy facilities can be assaulted, and the capture timer must be progressing in favor of the Bastion's faction.
  • Bastion Lockdown Facility directs the carrier to defend and lockdown an allied facility, pausing capture progress.
    • Only allied facilities can be subjected to lockdown.
  • Bastion Anchor commands the carrier to move to the target location and anchor, becoming a spawn option for all allies.

When the Bastion is commanded to move, the carrier will slowly turn towards the waypoint and then begin to move at a constant speed until it reaches the destination. If the destination is at a significantly higher or lower altitude than the carrier's current location, it will climb or descend as appropriate to maintain a high altitude.

If the pilot vacates their seat, all commands are immediately revoked. Using a command, besides Move Destination, places that command on a sixty second cooldown.

Destroying a Bastion[]

Bastion Fleet Carriers, while possessing a health pool of 100,000, are not damaged/destroyed like other vehicles. Instead, attackers are required to destroy all eight Hardpoints located across the carrier.

Each hardpoint features a large 17,500 health pool, with an additional 2500 pool of shielding which begins to regenerate 20 seconds after receiving damage. The destruction of a hardpoint deals 12,500 damage to the carrier's primary health pool, with the elimination of all eight hardpoints causing a chain reaction explosion, destroying the Bastion and dealing massive damage to all nearby infantry and vehicles—allies and enemies alike.

  • Hardpoints can only be damaged by hostile players. They are immune to friendly fire.
  • Hardpoints cannot be repaired by any means. Their only regenerative defense is in their shields.
  • Hardpoints are counted as aircraft for lock-on mechanics, such as when using Tomcat A2AM Pods, and can thus be locked onto with said weaponry.
The Bastion's hardpoints are spread across its hull—two located on the carrier's belly, and the remaining six scattered across the top deck of the airship. The latter six hardpoints are located out of reach of ground fire, but can be hit with the penetrating beam of Skylance Cannons from Colossus Heavy Tanks.
Bastion Weak Spots

Captain Weapons[]

Mauler Cannon
Mammoth Cannon
Fire Rate: 12 RPM
Muzzle Velocity: 250m/s
Effective Range: Long
Fire Modes: Semi-Automatic
Damage[?]
Max Damage: 1000
Min Damage: 1000
Max Indirect Damage: 1000 before 8m
Min Indirect Damage: 750 at 20m

Top Deck Weapons[]

Bastion CDWS
Xiphos Phalanx Turret
Fire Rate: 600 RPM
Muzzle Velocity: 1000m/s
Effective Range: Medium
Fire Modes: Automatic
Damage[?]
Max Damage: 150 before 100m
Min Damage: 125 after 500m
Ammunition
Magazine Size: 72 (equivalent)
Ammunition Pool:
Heat
Accuracy[?]
Cone of Fire: 0.5
Bastion CIWS
Xiphos Phalanx Turret
Fire Rate: 600 RPM
Muzzle Velocity: 1000m/s
Effective Range: Medium
Fire Modes: Automatic
Damage[?]
Max Damage: 150 before 100m
Min Damage: 125 after 500m
Ammunition
Magazine Size: 72 (equivalent)
Ammunition Pool:
Heat
Accuracy[?]
Cone of Fire: 0.5

Underside Weapons[]

Bastion CIWS
Xiphos Phalanx Turret
Fire Rate: 600 RPM
Muzzle Velocity: 1000m/s
Effective Range: Medium
Fire Modes: Automatic
Damage[?]
Max Damage: 150 before 100m
Min Damage: 125 after 500m
Ammunition
Magazine Size: 72 (equivalent)
Ammunition Pool:
Heat
Accuracy[?]
Cone of Fire: 0.5
Bastion Battery
Spear Phalanx Turret
Fire Rate: 180 RPM
Muzzle Velocity: 250m/s
Effective Range: Long
Fire Modes: Automatic
Damage[?]
Max Damage: 500
Min Damage: 500
Max Indirect Damage: 250 before 1m
Min Indirect Damage: 50 at 4m
Ammunition
Magazine Size: 6 (equivalent)
Ammunition Pool:
Heat
Accuracy[?]
Min Cone of Fire: 0
Max Cone of Fire: 2
Bloom per Shot: 0.33

Bastion Fleet Carrier/Cosmetics

March 25, 2020 Update[]

  • The victorious outfit in an Outfit War now receives a free Bastion Fleet Carrier (this reward is mostly a placeholder that will be changed later.)
  • The Bastion’s deployment terminal now has a unique new visual.
  • Fixed an issue where Bastions could be instantly destroyed by physics collisions.
  • Drop pods should no longer get stuck inside Bastion collision.
  • Fixed visible texture seam on top of some Bastion turrets.
  • Glaive IPC can no longer deal damage directly to the Bastion (but may still damage its hardpoints.)

April 15, 2020 Update[]

Outfit Armory[]

  • Outfits now have access to the "Bastion" permission type, and all Bastion-related components now use this permission instead of Expedition permissions.

Crafting Adjustments[]

Each piece of the Bastion now crafts in 6 hours, opposed to 12 prior.

Pieces of the Bastion must now be crafted in the following order.

  1. Hull Reconstitution
  2. Support Systems
  3. Rearm and Refuel
  4. Response Vehicles

Dev Note: The intention of these changes are to create a buffer of time where resources won't feel "wasted" if they're not going directly toward funding a Bastion. This does slow the rate at which a Bastion can be pulled for those outfits who can easily harvest resources, and we can readjust again in the future if Bastions appear too infrequently on the battlefield.

Mauler Cannons[]

  • Now have a unique model.
  • No longer deal damage or impulse through one-way collision (like spawn room shields.)
  • Maximum Blast Damage from 1250 to 1000
  • Blast damage resistance type from 9 (Tank Mine) to 23 (Air to Ground Warhead)
  • Dev Note: These changes should create a better window of survivability for vehicles aware of an incoming barrage, and allows for certain defensive slots (like Flanker Armor) to help mitigate these attacks.

Misc. Bastion Changes[]

Bastions now generate Power Projection score while over VS territory. Bastion Uplink Terminal has been renamed "Command Terminal," and has new UI visuals. Seats 3 - 6 no longer show empty ammo pools in the HUD seating chart. Added a missing panel to the starboard side of the Bastion.

Bastion Command Terminal Promo

April 29, 2020 Update[]

Outfit Wars - Alpha Cycle 2 Ruleset[]

  • Spawning a Bastion for your Outfit immediately grants you 1000 Outfit Wars score during a Qualify phase.
  • Destroying a Bastion weakpoint now awards all opposing Outfits that have at least one member within 500 meters with 100 Outfit Wars score if done during an active Qualify phase.

Misc. Fixes, Changes, and Additions[]

  • Fixed an issue where Bastions could be damaged without attacking the hardpoints.

May 6, 2020 Update[]

  • Bastion terminals now match the color of their respective faction.

June 17, 2020 Update[]

Resistances[]

  • Bastion weakpoints from 15000 Health/5000 Shield to 17500 Health/2500 Shield.
  • Bastion weakpoint shield recharge cooldown from 12 seconds to 20 seconds.
  • Resist type 5 (light anti-vehicle) from -100 to -150.
  • Resist type 7 (tank cannon) from -25 to -200.
  • Resist type 23 (air to ground warhead) from 0 to -25.
  • Dev Note: Changes here should make the Bastion a more susceptible to chip damage, and increases damage from more weapon types.

Bug Fixes[]

  • Mauler Cannons now use a different icon on the death screen.
  • MAX units can no longer pilot the Bastion Fleet Carrier, or its Interceptors.
  • Bastion Interceptors now have consistent first and third person projectile origin.
  • Fixed an issue where Bastion Interceptors could swivel their weapons in first person.

Misc. Changes, Fixes, and Additions[]

  • !! Speculative fix for Bastion weakpoints going missing.

July 16, 2020 Update[]

  • We've removed the ability for Bastions to generate Empire Strength, as players don't seem to need the additional motivation to bring Bastions into combat areas. This change also addresses an issue where the Power Projection meter could get stuck when a continent would re-open. To bridge the gap, and add more strategic targets, we've added three bases on each continent (in additional to normal territory gain and facility captures) that will contribute additional Empire Score.
  • Optimized performance and bandwidth usage of War Assets and Bastion Fleet Carrier. Please report any noteworthy changes in behavior with these features.

October 1, 2020 Update[]

  • Galaxy and Bastion
    • A2A lockon resistance (type 45) from -125 to -100.
    • Dev Note: For the Galaxy, this is a small change in the realm of being able to survive one extra Tomcat lockon missile, but with a typical repair convoy, this small change should pay dividends for overall survivability. For the Bastion, the goal is to to reduce some of the extreme value lockons currently have against the weakpoints, though these changes don't dethrone the weapon by any means.

References[]

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