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Found 65 results

  1. It keeping with the spirit of the philosophy of the game (realistic), I request that if multiple repair stations are allowed at a single FOB that you program a minimum spacing distance between them so as to prevent multiple repair stations from repairing a single vehicle. I've seen as many as three repair stations repairing a single vehicle.
  2. With the FOBs could we get 2 models for it one with a deactivated state. Antennas, down laptop close. The other with an open laptop with antennas up , and lit screen for active. Maybe even flashing lights on the Radio . So easy to see which stage the fob is at. Also Ammo box how about making that destructible with grenade, like weapon cache. Not just an undig.
  3. Hello, I have some suggestions regarding FOB information for SL. 1. On the map, each FOB placed by your team would show 2 mildly colored circles. One would display a 400m radius around the FOB, so all SLs would know where they can plant additional FOBs. The 2nd would display a 100m(?) radius around the FOB, allowing SL's to know where they can deploy emplacements (such as ammo crates/50cals etc) around it. 2. When pressing the 'T' key (SL menu), the 2 circles mentioned above will show up on the SL's map, thus providing him the information he needs in order to know about his intended FOB radius of effect. 3. Possible addition: allowing SL's to place a special marker of the map for future fobs that all other SL's can see, along with the radius info (radius would only be displayed when you mouse over it). I think these improvements would make SL's lives much easier and enhance the game experience. Thanks and have a lovely day!
  4. Right now, the only incentive to fully dig a deployable is so that it would take longer for the enemy to dig it up. However, really the only time the enemy digs up deployables is when they dig up razorwire/sandbags blocking the entrance to a cache/FOB building. Deployables have four stages, in order; when they haven't been built (0%), when they're partially built (~30%), when they're built to the point where they're usable or visually appear fully built (~60%), and when they're actually fully built and can't be shoveled any more (100%). The problem I see is that there's no real incentive to build deployables all the way to the fourth stage, and people often stop shoveling at the third stage. My suggestion is that the second stage should occur when the deployable is 50% built, the third stage gets ditched, and instead the second stage is followed by the fourth stage at 100%, meaning deployables must be fully dug to be usable.
  5. I guess we gonna have a different system on fobs creation in the future. The pr system of logistics is much more complex and real, we don't get so many fobs around map bcuz you cant just make it in the middle of nowhere if u haven't got a proper support. What u guys thinks about it?
  6. Basically the same thing as normal "base mode" jensen's range with the reduced limitations but the deployables are instantly constructed instead of requiring building. This would not only be fun to mess around with but also allows people experiment with tactics and build that superfob they always dreamed of without wasting a round or spending 5 hours switching kits and digging it yourself.
  7. I have been experiencing something kind of worrisome lately while playing Squad. When the Open Alpha started over a year ago, 3 out of 10 games had people giving away FOB positions at the beginning of the match. The last 3 rounds I have played had very obvious traitors revealing FOBS and team killing then leaving the server. I want to know what the Dev team has planned to keep this from happening in the future. As of right now, this game is completely ruined by this.
  8. Militia and insurgents need trenches to place in FOB. There's a number of people that play insurgency for super fobbing. It wouldn't be too hard to implement, I think. All I want is a rectangular hole in the ground that can be connected to more at an angle. Zigzagging WW1 trenches would be very fun and immersive. The trench should be 2 sandbag lengths long, 1.5 sandbag deep, and wide enough for two people to pass eachother. To get out, there should be a little ladder on 1 side. Right-clicking with shovel should fill the trench up and remove it. It should not be able to be placed inside buildings. The cost should be around 100-150 points. A foxhole would also be nice.
  9. Alright. Playing as the US we had this FOB with good over watch on a southern flag (on the map that has north/south DC but a different layer with Ghazi farm or something iirc) Anyway, We we're rockin and had plenty of ammo (500+ pts) and after something like 10 minutes of lighting up a couple flags and a few hills - really supporting the team for a while the gun just wouldn't fire anymore. Checked the ammo count at the FOB and it read 350+ (can't remember the exact number but it had gone from 800ish down to like 386 or something) The HMG would do the reload animation (at this time it was the HMG Bunker) but it wouldn't fire regardless of who got in and reloaded it. It could even be reloaded back to back by the same person repeatedly. I checked with SquadOps because they're pretty experienced and they said overheat lasts mere seconds, we spend probably a couple minutes with a few of us getting in and reloading a couple times and declaring that the gun indeed wouldn't shoot, even with 500+ supply again. So we dug it up about half way, SL gave the order to build it back up since the gun model and most of the hescos despawned. Only this time when we built it up the gun didn't spawn in at all and we just had the hescos and a couple low sandbags. It was really bizarre and we didn't have the supply to build a completely new HMG Bunker.
  10. An idea i had talking with friends while sitting on a point. Since Yeho v2 has a capable point that has special attributes. Is there a way to make those points spawn a vehicle when capped? So my idea along with that was Command Vehicles. A mobile FOB. A humvee, BTR, Ural truck with a box cabin/thingy. Requirements for spawning could be. Engine on press Q to "deploy radio antennae" idle for 2-3 minutes Has limited spawns (18-27 before resupply) Then it can be spawned on until its moved or destroyed. Be worth its base vehicle cost + FOB loss cost and only one available in the match and only spawn after 15 minutes match start or only spawns on special cap points.
  11. Can we get some thin yellow "caution tape" connecting the steel poles? This would help with infantry getting stuck inside of Bunkers ect. and is just helpful in general, you could see if you ****ed up a wall before your squad spent 30 seconds digging it. It's pretty difficult to tell what you're trying to build in the current state:
  12. Evening Gentlemen, I come to you tonight to express a concern, a need for us as fellow squad leaders to rethink our common misconceptions on FOB placement. I ask you the dirtiest of taboo questions: Why is there such a dislike to putting FOB's on (or very near too) capable points? Now, I am aware of some arguments to this questions immediately arise: e.g "But if you get wiped on the FOB, the point's easily capable." (Or similar arguments to that effect.) My answer however is this: Rally points are an alternative, but before that the mindset of our playerbase needs to shift. Because the current "meta" of placing FOB's far away from the action to act as permanent rally points, to me is simply lazy Squad leading. Encouraging zerg playstyle and boring backcaps that steam roll opposing teams. It is a tactic that invites the misguided saying "the best form of defence is attack." I ask the question, what is so bad about defence? Digging in a position after the logistics truck comes in, dumping its supply in order to allow you to place those 50'cals covering the killing areas, or wiring off the obvious avenue of advance. The wait and then the crack of contact, the round's are flying and the orders are given. And it's you, your Squad holding against a numerically superior enemy, but you have all the comforts of sandbags and wire to even the odds. The options are endless, the Dev's have allowed us to entrench ourselves yet we shy away from building these great defensive work's of art for an unknown reason. The replay ability alone is amazing, attacking a well entrenched enemy, forcing you to actually employ your Squad in a different way, not just following the same cookie cutter tactics employed on the same map rotation. Now, I know obviously, you're reading this, thinking this guy is either onto a valid point, or clearly missed out on every game I've been in, I've seen plenty of FOB's etc. Well, if the latter is your strain of thought, then perhaps I am mistaken, however with 139hours logged into Squad I have only come across two well fortified positions in my time. I challenge you, break the Meta of lazy FOB placement. Take a stab at holding a point with a FOB a stone's throw away and dig it in. Who knows, you may just end up with a close knit team by the end of a victorious round. ~ Wonka, out.
  13. For the US Hesco Walls you have one line of Hescos that acts as a platform for your team to stand up and shoot from, however the other side is flat so enemies can't scale it: On the otherhand, for the Russian Hesco Walls there is a platform for your team to stand on- but also a platform for the enemy team to climb over: I hope this gets fixed in the future, because right now US FOBs have a huge advantage over Russian ones.
  14. Idea that was well received during a match yesterday. While the ambient sounds from FOB radios are nice, it would be cool to have the teams actual communications play through FOB radios. Perhaps the ambient sounds would play when there are no active player comms Could also add an interesting dynamic where enemy players can get some intel when within a certain range (very close) of the radio Unfortunately, just like any chance for proximity based hearing of voip (regardless of the team you are on), is probably too easy to circumvent long term with players just avoiding the ingame voip (via mumble, teamspeak etc)
  15. Hi there :) I'm kind of a FOB guy which means i'd like to push deep into enemy territory and build a well defended FOB there. The big problem on a lot of maps is that the enemy has a concealment advantage which often makes HMGs pretty much useless. So we end up with an enemy sniper behind a tree which shuts down HMGs worth 1000 supplies. My solution to this problem are camouflage nets which can be placed like ordinary structures. That would enable the defenders to search for enemy snipers much longer and effectively counter-snipe them without being in a far inferior position. (e.g. FOB on top of a mountain with almost no trees and/or bushes).
  16. I would like to see FOB have damage states. Of course make it repairable. This would make even more reason to have repair bay. 100% working 75% Delayed respawn 50% Not work 0% destroyed I miss the old PR stain the radio to disable the fob. Would love incendiary to destroy it or Heat round from Rpg
  17. The FOB/Rally system is being exploited by players. Too many times to count, I see clans joining a server and leaving ONE clan member on the enemy team - this guy is giving them precise directions to rallies and FOBs so that his clan member on the opposite team can camp the rallies and FOBs or destroy them. It completely ruins the game and it's FAR too easy to exploit. Even 1 person who decides they want to switch to the other team (for any reason) may easily create a squad and mark the enemy FOB / rally locations - completely destroying any fairness of the game in every way. The FOB/Rally system should be COMPLETELY RE-WORKED. I know this is a lot of coding but it's clearly too easy to exploit as it stands now. Sometimes it's just 2 friends who happen to be on opposite teams when they join a server, but they are coordinating easily over teamspeak/discord/mumble or other voip to farm kills at one of the FOBs, and then they even have the nerve to brag about their 50+ kills at the end of the game. ALSO: - The grass is too ****ing tall, IRL in the prone you can see over grass. - Which basic training did these soldiers go to? Every basic training environment IN THE WORLD teaches you how to climb over walls much taller than yourself yet squad members in this game can't even step over a few bricks. The inability to scale obstacles on certain maps makes navigating a ****ing nightmare.. yet somehow these soldiers can sprint on top of walls and jump from roof to roof without issue. - Since when do sandbags stop RPGs? LAT special ammunitions should destroy fortifications like sandbags AND soldiers behind them in 1 hit. - After throwing a grenade or performing other actions (but especially after throwing a grenade) we SHOULD be capable of sprinting immediately after, but instead the soldier is unable to sprint because he is retrieving his weapon, etc. The transition between weapons, or medkit, or otherwise should be sped up dramatically if not instant. It takes far too much time to swap weapons etc, and SPRINTING should automatically CANCEL whatever animation or action was being performed and allow you to sprint. You should never be unable to sprint just because you have just thrown a grenade and you are stuck in a "readying the weapon" animation.
  18. Yellow = Building, not ready Green = Fob Ready Red - Fob attacked. Currently there is no way to tell if FOB is being attacked or just built. //Thoughts.?
  19. Hi there, i just saw that the FOB system in INF version of a map are the same as in the "normal" ones?! is this intended? like, you dont have a supply truck to immediatley activate your FOB on INF versions of a map. thanks
  20. Does the radio messages on the FOB actual have any relevance. Nice effect but does play affect the message its playing?
  21. fob

    Hey there, with the new Logistic and Supply System , we thought its should be possible to put the FOBs on a new Level. Having vehicle in the mix, and especially having the Repair boxes, we thought about how to integrate and build a proper FOB for vehicle use. We tried a little out to see what the capacity is, how quickly u can build, how many supplies you can basically dump into Hescos in a certain amount of time. So here is a proper vehicle FOB stomped out. cause u obviously want to build quickly: We build that in around 15-20 Minutes, until then we had lost not too many tickets, the flags were taken and the game was stabilized. The outer Hesco wall contains several Bunkers, one 50 cal right next to the entry, the other one on the backside, both having open fields to fully cover. The inner sandbagring protects the radio itself and would give a little bit more of protection i the enemy infantry gets through the outer perimeter. The biggest line of defense of that FOB is of course the Humvees driving around the whole area to spot enemy vehicles and infantry movement into direction of the FOB. From that position we went out to patrol the two Village Flags and help out the squads on the attack flags, falling back to here to repair an just have the last flag secured. I imagine 2 Mortars beeing placed in the pit at the back, and maybe some "hesco watchtowers". In the beginning, taking two logis and a humvee, going to cap the first flag an immediate start to work on the buildings. After some supply runs, we got another Humvee there, then a normal trooptruck, just for the case a Squad needs to respawn or needs a Pickup. We took vehicles that respawned in Mainbase and drove them up to that fob, supplied other Squads in the field and killed some enemy logis and troop trucks while patroling. Won the round to 180 tickets. Any thoughts? Any other Vehicle FOB engineers? I want to see the possibilities :-D
  22. I'd like to see some kind of mechanic that will disable spawning if someone was killed within X number of seconds and/or Y number of feet from the spawn. Obviously it's not a viable location if someone is able to camp it, so why not disable it instead of allowing summer kiddies to rack up as many kills as they can, completely ignoring the tactical aspects of the game?
  23. Hey guys, Here is my newest squad video I have finished. Kills, funny moment and a super fob tower!! Aeon Play - Squad Montage Ep 1: Lemme know what you think. Enjoy!
  24. Is it me or does anyone else also think that building fobs is a useless mechanic now that you cannot stack things. You cannot really make a forward operating base with all sides open. Also points generate way too slow to build fobs rendering it completely useless.