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Found 89 results

  1. Is it intentional that the orange FOB-request marker Squad Leaders can put down isn't removed when an FOB radio is put down at or near the marker's location? It's just slightly more messy on the map having to clean up the marker after I place a radio quite close if not exactly atop of it. I play with the FOB rings up, and seeing the usual blue and grey rings next to orange is just slightly distracting, and I don't see the need to keep the suggestion of where to place a FOB when there's a FOB already placed at the location. I don't know what radius would be preferable for deleting FOB markers from FOB radios, though. The blue circle of influence? Just in case someone meant to place one on a hill nearby, and got canceled out by another? Or the whole grey circle, to completely remove suggestion markers from impossible to build places?
  2. Time using on setting up a FOB

    Hey just wanna know how much time do you usually use setting up the fob? and should I build other defensive stuff like sandbag, wall etc etc as inf sq with 9 ppl? ty in advance
  3. Hello, I´ve noticed this bug occour x amount of times & I can recreate the bug when I get revived by medic x amount of times. 1. Get shot 2. Get patched up by medic 2.1 get shot 3. Get patched up by medic a second time 4. Die again = see the bug "eventhough I´m dead the compass is still visible" makeing it impossible to spawn since the game thinks i´m alive eventough I´m dead. See attachment Bug Anyone else has been affected by this bug? This still occurs 24/9 -18. Any plan of getting it patched?
  4. The much dreaded FOB camp by an enem y is nasty business. I humbly believe that FOB should not just have soldiers spawn in side FOB but around it and perhaps have finally placed spawn points. For example building mortar shelter near FOB should provide alternative spawn that requires both FOB and radio to be up, or on the radio. Further more perhaps if the enemy is inside the FOB it should act like neutralized spawn and simply will not allow anyone to spawn in it until enemy soldiers inside either leave or killed. This will fix the problem of spawn camping while simultaneously fix the problem of the bug where players spawn on the top of FOB bug and will decongest the traffic jams. Also I was thinking about suggesting the idea of alternative spawn. - Air Assault/Ground Assault. For US Brits and Russian factions give SLs the ability to summon transport helicopters. For US Blackhawks for Brits Merlin and for Russians MI28. The spawns meant to be temporary and therefore have to be coordinated with the rest of squad members to zip down the line before the bird takes off due to rtb or the enemy sees big bird in the sky to shoot down. This will be high risk high reward type of temporary spawn that can be placed anywhere but with obvious risk of giant helicopters hovering in one place as infantry slides down on the ropes on its side. Obviously due to refueling and repairs it will have cool down and since neither of those birds are armored, they can be relatively easy reshoot down. just to add there is already zip line skin in game aka TOW missile cable. All that is needed is AI helicopters and zip line rappelling down animations. Insurgents and rebels should have Mobile spawns since they should not have helicopters. They should work like Post Scriptum mobile spawns with Russian KAMAZ truck for rebels and Iraqi Bongo Van/Bus for insurgents. or Bongo Truck
  5. Could we add a second FOB design/option that doesn't feature a roof, nor such a deep foundation? This would make placement of FOBs in rooms of multi-floor buildings better as could help avoid FOB roofs poking up through ceilings to make new 'floors', and equally down through floors to form new 'ceilings'. An additional shorter total height FOB design could overcome this issue, and avoid the creation of unintended vulnerabilities. Being able to dig down a FOB from the floor above or the floor below a FOB seems wrong, I think.
  6. If you were on a military base. And you were ordered with defending the base. Do you think it would be a good idea to set up a few fake dummy targets? A bunch of assholes want to kill you and might start taking shots at you and your friends. If they do, you might be able to locate their position and return fire without having any of your teammates be in any danger. Targets should be able to be destroyed or damaged after extensive incoming fire. Possibility of being fixed? Should cost resources, how many? That's modular.
  7. At the present if the enemy destroys a fob you lose 20 tickets, no mater if the fob is fully deployed or just left out in the outskirts. How about a variable cost of lost. Repair station 5 tkts Mortars 6 tkts HAB 10 tkts Ammo Boxes 2 tkts 50cal Bunker 5 tkts Hesco Wall 2 tkts Have the value of the FOB over the radio overlay, with press f to remove. Giving a variable value would give a bigger reason to hold a constructed FOB or at least to remove it. Maybe a max FOB loss of 60 tkts, for superfobs.
  8. Razorwire Idea

    Hello, It just came to me. While there is nothing wrong about how current way of putting razorwire down works, and I would not change it, I would however expand on it and put more ways how to deploy it in the game. Why? If you, like us, like the idea of funeling the enemy into a certain kill zone with razor wire or blocking some avenues of aproach then you will understand. But to explain why to other people, is to be more conveniant and easier to use. The idea is to open the map as a squad leader and deploy ("put", or "paint") razor wire on the map. So, when you "paint it" on the map, its deployed in the world where your teammates can go and showel it. Also, these "painted" razorwires would be visible on the map for teammates so they know where to go to showel and build them up. Also, another veeeeery old thing is which STILL didn't change. Razorwires need to be razorwires and not paperwires. They need to hurt and they need proper equipment to get removed faster, like razor cutters. Regards, Rain
  9. Base Defence Guide

    Here is some base building theory, somewhat inspired by the thread about grenade defence in fobs. This is the doctrine that i would adhere to when building Fobs but i hope we can have a discussion and see other interesting designs for reasonable fobs that are not super fobs. The common mistake people make is to think they are playing tower defence or zombie apocalypse, thus what they often do is barricade doors thus making it harder for a squad to get out of a FOB and then eventually just being blocked and just easier to kill, many people build defences that actually make it harder to defend and easier to attack. I'll try to explain the doctrine that i follow when making any kind of FOB or defences. Some assumptions I work by: Explosives is the primary danger to any FOB FOBs designs should contain as few items as possible so that they are realistic to build, atleast at the core. FOB defences should Never restrict friendly exit possibilities thus bottlenecking them. FOB defences should Never make it easier for the enemy to use explosive weapons against defenders FOB defences should Deny aproaches and areas in which would be a desireable aproach FOB defences should attempt to create zones in which the enemy can easily be killedNotice, I am not suggesting you should build FOBS in harms way, but if you do this is some advice for you. Part 1 FOB on a Point When you have a FOB on a point it will be assaulted, and most likely will be showered with grenades, people will attempt to shoot through holes in the wall, and try to get inside a corner to camp the FOB area in order to get kills. For this reason, you usually should Not build FOBS directly on points. However in certain maps like Chora, you have large open grounds, with no bushes to hide in, and building fobs on the fields of Chora makes it extremely easy to kill your squad once discovered as their is no cover at all. So let's take a look at the exception case where building a FOB on a point or indeed just any compound is actually a good idea. Most points are located near or in buildings, and so most FOBS are probably made inside a compound. The trick here is to have mobility to get out of the compound when needed, being able to fire from the compound, and also avoid being spawn killed by rockets and other weapons. I've made an example using lilac estate on how to use defences to make it much harder to attack without blocking yourself in, let's go through that. I've marked the entrences with blue triangles. If you look at triangle 1, usually the enemy will sit here and fire rockets in diagonally and kill people in the other corner or center of the compound, by placing a hesco wall a bit away from the entrance you obstruct their line of sight while you are still able to exit. I've placed a line of sandbags to cover entrance 1, with RPG or grenade fire, even if they remove the hesco in that entrance this wall would prevent them from firing near entrance 3, while also giving a good place to fire upon the entrance in which they would have no cover. Entrance 2 and 3 have hesco walls outside and inside, this is to prevent people from firing rockets through the door, thus friendlies can sit behind the wall and fire out of it, without the risk of being blown up by a rocket that comes through the door next to them, notice also that each window (marked in teal) and firing position has a hesco behind them to prevent people from shooting through windows into the compound if they manage to get all the way up to the wall. We deny house 1 with razor wire, as house 1 serves little purpose in terms of defence, but serves as a good position for an attacker to cover the courtyard. Entrance is already fairly hard to attack since you have to enter a room that can be grenaded or rocketed quite easily, the defences here serve to compartmentalise an area for a grenadier to sit and coer the house entrance, usually the enemy would throw grenade over the wall before entering the house, but it's very difficult landing a grenade inside a small area between 2 hesco walls. This area is of low priority to build though, as the place can also be covered from house 4. It's 4200 points of hesco walls which is somewhat expensive but completely doable. The 5 Hescos that should be made first and are the most important are the ones on the inside of entrance 2 and 3 and the one covering the window at the top of the compound. Here is a hypothetical example of how i would construct a FOB in the middle of an open field or top of a hill. It's not based on any map, just the idea of protecting a spawn. As you can see it would be impossible to fire rockets inside, while the defenders would be able to hit the rear of a hesco in order to clear attackers hiding outside the wall, of course the hesco protecting the gates could be removed thus the second layer around the radio, more single hescos could be added for extra defence against grenades. Another lilac estate illustration with kill zones added. http://i.imgur.com/A9pIv0W.png My Lilac Estate ground plan for editing http://i.imgur.com/FYxix2M.png Part 2 - General tips and tricks If you build a FOB somewhere in order to fortify it, you should remove the radio when you are done so that it cannot be sieged, then relocate it to a more hidden place.Don't ever build the "bunker" on top of buildings, the bunker has a roof, and anyone with a rocket will actually have an easier time putting a rocket into a bunker on a roof, than hitting people without the bunker just hiding behind sandbags on the roof top.As a general rule, there should be no wall behind the firing position than the firing positions own wall, otherwise you're giving the enemy a larger target to hit with explosives.Compartmentalise: When you make a fire position, consider adding sandbags between them so that explosives that land inside won't kill everyone to the left and right of it.
  10. "FUBAR" Using only FOB's

    https://i.gyazo.com/910c7f5d430a9b8260e23f6f6759f07b.jpg
  11. FOB/HAB/Respawn Suggestion

    Squaddies and Devs, Currently, a FOB needs a HAB for fellow team members to spawn. As a FOB is being attacked, the HAB timer increases. Would it be a good idea for a well-supplied FOB to have a low or 0 second respawn timer? So that if a team keeps regular Logistics runs to a FOB, it can be rewarded by faster Respawn and similar team benefits? Thanks for your time!
  12. With helicopters arriving in coming updates, i was thinking about how fobs might be seen from the air. I'm not entirely sure how fobs are eventually going to be used but my suggestion is to have some sort of camoflague net, to try and hide fob locations. This might be difficult because of open areas, little tree cover, different foliage colors on each map. I thought this would be useful for teams who have built a forward operating base and rely on keeping it hidden.
  13. Hello, I recently set up a (non licensed) 50 slot server hosted by Gamerzhost for my SQUAD clan, everything is fine with the server except the fact that no one, not even an admin, can place any deployables (FOB's, HAB's) on any map, not even on Jensen's Range, except for Rally Points. The placement "ghost/blueprint" is green, but when you left click to place the deployable the ghost just disappears and nothing else happens. AlwaysValidPlacement does not work either. I can't figure out what the problem is. I'd be very grateful if somebody could help me. Current Server config: (RCON is disabled)
  14. I have the impression that the minimum distance between fobs was initially a way to avoid FOB spam, back when there were no logistics vehicles and supplies were gained automatically (crazy times). Now, with cooker FOBs gone, we are at a point where you MUST resupply a FOB for people to spawn on it, spamming them is hardly a big problem now. Why not remove or atleast shrink the minimum distance requirement so that 1. stupid teammates can't **** up your plan with bad FOB placement 2. Smaller maps like Sumari and OP First Light can have more than one worthwhile FOB?
  15. Scout guide 101

    Little guide of using the SCOUT role.
  16. Recently played a insurgency game and realized I could not drop a radio anywhere near cache. It was a short match to say the least considering we had to protect a radio 200 meters off the cache as well as the cache itself and cold not even build defensive positions on the far side of cache compound. Allow radios in insurgent resupply and cache locations.
  17. Does it seem to anyone else that the single block hesco deployables are incredibly difficult to place close enough to actually build a wall? they are also unstackable without "adminalwaysvalidplacement 1" or in training range. they refuse to butt up against each other, and you cannot use them as you would sandbags. They are already costly enough to justify the inability to destroy them with HMG's and low power ordinance, they give about a third of the cover for the same 50 build points. They would just be much more usable if the collision box was small enough to allow them to touch on parallel placements.
  18. The current meta seems to dictate that you attach an IED on every FOB radio you place. You then detonate the IED when you notice the FOB meter going down (in the process killing all enemies digging out the radio). After the explosion, you can place a new IED on the radio. This is a good tactic, I can't argue about that, but... If an IED is able to blow up a HMMV or a Stryker, shouldn't it also destroy the radio stack? Currently you can detonate any number of IEDs near the radio without causing any damage to the FOB radio. What if detonating an IED near a radio, would also destroy the radio? This would make these "IED radio detonation" a last-ditch effort instead of default way of protecting your radio.
  19. What type of FOB/HAB is your favorite?

    What type of FOB/HAB is your favorite?
  20. Super FOB'ing Storage Site

    This is kind of my usual Super FOB layout on Storage. So if you see this, it was probably me who built it (just kidding, I don't have a shovel). What's your usual layout if you FOB up Storage Site?
  21. I'll argue that the best place for a radio is in the open, against a wall. Being a player from the Free Weekend, my naivety affords me something else -- some fresh perspective. I think that the thinking regarding radio placement hasn't evolved from the times when the radio was still a spawn point. Because of this, we see radios in places that don't make sense. Before, there was a reason to put the radio in a defensible spot and a place that wasn't easily accessible. But now, after the radio is placed the next things to interact with it will be an enemy shovel. SLs put them in rooms out of habit, and it's time to change that. Hopefully you can start to see what I'm getting at: if you're building a FOB you actually want to make the radio as attackable as possible, because if the enemy has shovels on the radio then you will be the one attacking it. Having the radio placed in a location without cover ensures that you don't have to be the one entering chokepoints to get to the radio. The reason that you want to put a radio against a wall is twofold. Firstly, a lone digger could potentially hide behind the radio, meaning that you have to move positions to find the shot. If the radio is against the wall, a digger must expose themselves. Secondly, grenades. To ensure that an RPG/underbarrel/good ole easter egg lands right where it should, having the radio against a wall is the perfect solution. If you overthrow then the grenade will hit the wall and drop onto the radio, or it will roll into the wall. These are the two key parts of my thinking regarding radio placement: Put the radio in a place with minimal cover/maximum viewing angle Put the radio against a wall Let me use an example: Police Station on Sumari. It's common to set up a FOB there with a HAB on the roof and the radio in one of the rooms in that building. But consider the two situations in which a radio can be dug up. There's the "hot dig", where you've having to fight your way out of the HAB and to the radio to try and stop the enemy from digging. There's the "cold dig", where you realise the enemy's digging the radio but no one else is there, so you have to send the next spawning/nearby person there. In the hot dig, it's pretty much game over if you're stuck on the roof. Going downstairs can be walking into a firing range. In the cold dig, even reaching the radio in time can be difficult enough. If there's even a few enemies keeping watch, then you can forget about saving the radio. But if we place the radio in the north side of the southern part of Police Station aka the south side of those closed double doors that separate the two parts of Police Station, then we can resolve these issues. In the hot dig, you can underhand throw a grenade onto the radio, or you can shoot at it from the roof. For a cold dig, you can do the same thing. What's more interesting about the cold dig is this scenario: imagine that you learn the radio is being dug but you're already near Police Station. You can throw a grenade from outside of Police Station onto the radio. Considering the radio is against a wall, your chances of landing the perfect grenade is pretty high. If the radio is in a room, then you simply can't pull off a cheese nade. This is what we should be thinking about when placing a radio: how do we make it as easily attackable as possible for ourselves? I think a similar type of thinking can be applied to sneaky FOBs. You want to prevent the enemy from seeing it from a long distance, but hiding it in a room will actually be detrimental. If the enemy going through the compound then they're going to hear it anyway, so hiding it in a room won't stop them. Instead, courtyards are the right places. TL;DR: Place radios in places that are easiest to throw a grenade onto, because the only people who touch radios are enemies.
  22. Feature Suggestion: When finding an enemy FOB radio, the SL gets the option to retrieve/translate Intel from it. This will give the SL a short amount of time to check his map for the approximate location of another enemy FOB (if it exists) as accurate as 4 keypads. Conditions: - SL needs min 2 other Squad members (to help "translate" or "decrypt" the intel if you will) on him to retrieve Intel from the Radio - Optionally, the FOB radio could then be blocked from being destroyed for 1 minute (this will make the decision for the SL tougher: destroy or gather intel, which brings more value?) I believe this will add not only much more realism (enemy radio chatter would naturally give away strategic information) but also makes finding an enemy FOB radio all the more valuable/interesting, while not altering the gameplay too drastically. Thoughts?
  23. Hello fellow Squadies, I want to give you a short feedback on the FOB mechanics. First of all, I really enjoy the FOB building system. I think it is much better than in PR and i can't wait for more Assets to be added to it. Hopefully soon we will get some Mortars and maybe a TOW Launcher ;-) Now a thing where I think needs a bit of rework. Make the FOB so, that you can over run them with a certain amount of Soldiers and so make them unspawnable for the enemy Team until these are killed or go away. This would put a End to the ridiculous Spawn Camping inside the HAB. The HAB itself was a attempt to reduce Spawn Camping but didn't solve the Problem completely. Also, often attacking a FOB is somehow impossible, when it is entrench in a Compound with all Exits blocked by Sandbags, the Enemy being able to spam Nades due infinite resupply at the Ammo Box and being able to Respawn on it, the whole time when it is under attack. Making a FOB unusable by over running it would solve these Problems.
  24. FOB Deployable Artillery

    As someone fascinated with the concept of indirect fire, I am eagerly awaiting the introduction of static artillery. In my opinion having FOB deployables such as Howetzers and mortar pits could greatly improve the game. Not only would it add to the combined arms goal of Squad, but would help turn FOBs into key map objectives for players to attack or defend. Another thing I would like to see is a manual approach to aiming said artillery, following the trend of the Rocket Technical. Instead of gunners just clicking a map, have them experiment with the angle of elevation and orientation. This would promote communication with forward observers and keep the crew from getting bored. So what are your thoughts on FOB based artillery and when do you expect it to be implemented?
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