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Showing results for tags 'fobs'.
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So i was Squad Leading the other day on Yehorivka and my squad was walking through a small wooded area. I thought to myself, "Wouldn't it be great if for, no supply cost, we could dig some hasty firing positions? Sure, riflemen have sandbags and razorwire, but why not be able to dig a quick 2 man foxhole? I know it is an ambitious thought because they'd have to make all maps with dirt into a dig-gable map. But seriously, a foxhole could be used so diversely. Imagine your entire squad in these foxholes in the woods between objectives. Your GPMG and Auto-Rifleman set up and ready to go. Staggered foxholes in the ground with only their chest visible. This would change defense tactics incredibly. Of course, there would need to be restrictions like the SL can only set up so many. If it costs no resources, maybe the SL can only set up X many in X distance from each other? Kinda like the FOB system. So only 4 can be dug in this radius, and that "home" radius point can be determined with some sort of physical object, like a rally point?
I was in one of those game where a fob was inside a tall building and it was nearly impossible to take the point or assault the building. I thought, why not make spawns consume building materials or ammo? It would mean that having a supply line would be essential for a fob and denying the enemy of said supply line would gravely hurt them, I think it would change the meta a little and give teams more options when assaulting and would make rallies even more important when on the offensive.
“Ammo FOBs” promote unhealthy gameplay, are detrimental to the role of logistics, and can cause games to snowball out of control. They should either be removed or reworked until a solution conducive to healthy gameplay is found. Let’s start off by defining what an “Ammo FOB” actually is. An “Ammo FOB” is when a squad leader places down a radio and an ammo crate, builds them up, rearms his squad, and then proceeds to tear them back down, ad infinitum until his squad has been fully rearmed. This can be done practically anywhere and at anytime. As one could imagine, this system is easily abusable and unhealthy for gameplay. To emphasize my point, I’d like to share a segment of one of Karmakut’s latest videos. Let me first preface by saying that I do not blame him in any way, shape, or form for utilizing a gameplay mechanic to his benefit. In fact, you’d be purposely putting yourself at a disadvantage not to. With that said, skip ahead to roughly 22:30 and onwards to see exactly what I’m referring to by unhealthy gameplay. Time Stamped Video Here For those who are unable or unwilling to watch the video, allow me to summarize. Karmakut and his squad have been performing overwatch in the mountainous regions north of the Kohat Toi River Valley for the duration of the round. Multiple attempts at resupplying his squad via logistics trucks have ended in failure due to the cumbersome terrain or enemy ambushes. To resupply, they’d ideally be forced to either pull back to friendly lines or risk another logistics truck run. Either way, any momentum towards pushing the next flag would be lost or ill advised due to being under equipped. However, by repeatedly exploiting “Ammo FOBs”, not only were they able to fully resupply themselves completely out of thin air, but they were also able to continuously pressure the objectives and eventually push the enemy team all the way back to their main base spawn. You don’t have to be familiar with all the ins and outs of Squad to know this mechanic is bad for gameplay in a variety of ways. The most notable of such is how insignificant they make the concept of logistics. Why wait for a logi truck that may or may not be destroyed en route (costing valuable tickets and disrupting your team’s supply line) when you can just magically spawn infinite ammo from out of the blue? On a lesser but equally irritating note, you’re also able to swap kits whenever you want while out in the field. While not necessarily a bad thing, it begs the question: where are all these weapons and munitions coming from? Is that a rocket in your pocket, or are you just happy to see me? Running logistics is already deemed “boring” by a good majority of players, there is even less incentive now that “Ammo FOBs” are meta. I could go on and on about how “Ammo FOBs” can potentially snowball a game out of control, or how they artificially and needlessly accelerate gameplay, yet there are an endless amount of possibilities and my intention was never to write a novel. Suffice to say, with no real restrictions on where and when you can get unlimited ammo and kits, unhealthy gameplay is bound to rear its ugly head. Thoughts?
Niklasgunner posted a topic in General DiscussionI 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?
After a weekend playing I'd really like to see the FOB passively generate manna again. Albeit maybe slower this time but still crock potting away because on the bigger maps it's really cramped the fun factor of being able to drop them and come back later and get something going. Bring back the cookers please!
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!
So I'm not a pr guy but was wondering with maps getting bigger and bigger are we going to be able to collect supplies from rear FOBs instead of having to drive all the way back to main for supplies. example of this is going back to a fob at cap point 2 for 1,000 supplies rather than back to main if the FOB has the supplies available.
No tire walls, forced gaps between building sandbags and hescas/walls, and barbed wire that is virtually useless.... FoB's were not over powered. Especially playing as insurgency, isn't that the point to use rag tag items (tire walls, trash, barbed wires) to defend against the enemy forces? There is now no point in putting up a FoB other than a spawn point (Edit: Except for an ammo crate, maybe a 50. The rest is pointless) There might as well be nothing else in the building system. I enjoyed making FoB's and defending them against rockets and grenades. I also loved attacking dug in positions and that satisfying feeling after you've finally taken one out. Build points have been nerfed to a factor of -5x. A large portion of the game has been destroyed with V6 update.... =7Cav=SPC.Storm.C
Kind of had a few small(ish) ideas about base-building. I think that trenches would be an awesome addition to a squad leaders base-building menu (pretty much says it all), squad should also include some other base-building options like watch towers (snipers nests), platforms, bunkers, etc. They should organise the base-building menu a bit better and have sub-menus or categories (like the map icon menu that squad leaders have), with names such as sandbags, defensive (emplacements), towers, etc. In those names (categories) you would find more assets. Just an idea.
I was playing earlier today and one of my squad-mates complained about a FOB being built in the objective area because it was too obvious to the enemy, and that got me thinking about people being afraid of making their FOBs too obvious so they don't bother with any fortifications, which is a shame. To remedy this and bring fortifications back into the forefront of gameplay why not separate the fortification function from FOBs. To do this the SL places a materials stockpile (visually a pile of empty hesco/sand-bags) in the same way they do a Rally-point or FOB. The stockpile has an amount of resources and a buildable area around it, the same as the current FOB, but can only create fortifications, so the FOB is still required to place Ammo boxes and spawn players. Thanks for humouring me, and sorry if this has been discussed elsewhere, I did a search and couldn't find anything.
Do not know if this has been suggested or not, but here it is. Have a specific kit, some sort of Engineer (Combat Engineer) mandatory to build and deploy CERTAIN assets. More balanced out FOB building mechanics, especially with the new build-able defensive asset that seem VERY powerfulMore usefulness for Engineer kits besides mines and explosivesNot all emplacements should require an Engineer kit, only things like a Hesco Barrier wall/bunker, .50 cal HMGs, TOW System etc. (Heavy Systems ONLY)What do you guys think? Questions, comments concerns please and thank you