The problem just stopped happening in my game , but I don ' t have a solution . <| sep |> maybe I ' m talking out of my hat , but this actually looks better than the first Avengers <| sep |> I don ' t build myself often , but when I do , it just doesn ' t seem like anyone attacks my bases with the same urgency as I attack them , even when there ' s an opening in my base that they could use . Add a hive , someone will make an effort , less often if it ' s deep within enemyfriendly to you territory . Or build bases in more aggressive and supportive positions , ie . just behind a friendly push toward a regionso it works as a fallback location they can push out from , and be prepared to start over if that push succeeds , when that front moves , you moveunless you can see the enemy pushing back sufficiently . AI turrets are easy to avoid , for example , except the instant you uncloak to actually do anything , those spitfires are going to go crazy even if they don ' t have line of sight to you . What ' s the cooldown ? I doubt it ' s that long , but even if it ' s a whole minute , the point is that it can go after you through walls , no matter how well you avoided the big turrets , and now they know you ' re there and what point of the base you ' re trying to hit . As a solo builder you only have one AI turret , so of course you ' re going to use spitty to cover an angle the AI turret can ' t see , any sensible builder does this . The cooldown is sufficient enough that i often will repair the one i have if i see it taking damage and can stay out of LoS . FYI , lob an EMP nade at the spitty and it ' ll disable it , you can also hack them . 1 a . Is it unreasonable that cortium should drain fast enough that a base can ' t hold out too long under a very heavy assault , that is , where there are lots of deaths per minute straining the spawn tubesIt already drains fast under heavy assault , a heavy assault can cut off your means for bringing in more cortium and limits how much you have to spend replacing parts or adding further defense , and there ' s always people that will buy things they can ' t place or that aren ' t needed , wasting your limited cortium supply . if builders put a base in some big hole , or up in some mountain , where they have little hope of getting another ANT back in especially while under siege ? Shouldn ' t there be a tradeoff to placements like that ? The trade off is that your silo has to cover the upkeep of your modules and it ' ll only have 1 k cortium until you remove it and place another , and you ' ll lose the functionality of your modules , terminals , shields and spawn tube during the replacement process . Shouldn ' t there be a tradeoff to placements like that ? I really think they need to do something about bases in holes where the shields which burn infantry fast are unavoidable all around , but if they ' re going to leave it like that , at least make sieging and starving the base a better option . Try not to assault bases in really exploity positions ? If the enemy is gathering in that spot , they ' re ready to farm and you ' re walking yourself right into it , don ' t give them a reason to reinforce the location , leave it be and have a solo builder plonk a small hidden base closeby with an IPC , once it ' s firing , even just one guy manning that base will get sick of running around fixing everythingand it ' ll drop the shield from time to time . Make them work harder and put more people into defending itfinding the IPC dart , or the IPC itself , than you are putting effort into the attack . Bases on hills or in holes though , who says an ANT can ' t get there ? There are very few places Turbo ANT cannot reach . 1 b . If you agree with 1 a , shouldn ' t sunderers placed at bases be subject to the cortium cost too and not provide a workaround for free spawns ? It has cost Cortium if it was pulled from a vehicle terminal in that baseand nanites for the player . There ' s the 3 k Cortium cost for the reinforcement module also , there won ' t necessarily be one in the base unless it ' s been established a while or the silo has lots of Cortium already , it ' s not really a high priority when you have a tube and it only works for reinforcements if the given hex needs itelse the sundy only works as a spawn for players within X distance of it , like any other sundy . Would it really harm construction if a player had to choose between vehicles or turrets ? Should a player really be able to pull a liberator on top of 3 AI turrets ? Shall i sit around in my base and wait for something to happen or go do something else ? I can ' t man my base defenses , repair defenses or modules , add new ones , or fight infantry all at the same time , i understand the need for automation , but isn ' t it reasonable to want to use a vehicle or aircraft as a defense mechanism to ? is a flash too much ? where ' s the line ? i can ' t add a sundy to my own base ? If it were a choice of , shall i defend my base and look after it , or go fight somewhere else in a vehicleaircraft , i think we ' d see even less people bothering to construct anything . Although i guess with such a restriction you could fight elsewherespawn back to tube as needed and just not be able to pull airvehicles , but then that would make getting around really tedious . I get some of your frustration , but for me honestly i just see it as people mostly doing a good job , one way or another , of defending their bases , which translatesusually into a shit time for the attacker . When a base is overwhelmingly attacked by enemy numbers , that ' s exactly how it feels for the builder watching the building time investment get shredded in minutes . In short , someone gets the shit end of the stick when it comes to construction , the best you can do is identify what bases are worth assaulting and knowing how to recognize a wasted effort and move on .