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Showing results for tags 'placement'.
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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.
Playing map last night can't think of its name (Has storage and village, forest or first op) and the team was being beaten back to village. The squad leader didn't want to build fob in village for fear of loss of extra tickets, which has a valid and prefered tactic by a lot of SL's. But considering medic where complainING of being out of bandages and others without ammo, and his only response you can run back to main. After pointing out that if we lost the flag, we would be worse position being in ticket bleed, he agreed to place one, but west of the flag saying he didnt want to put it where the enemy would know where we would be.(it was meant to be defended) Thus he create two places to defend. We the defended the flag putting up a vallant defence with a positive squad K/D, the rest of the team threw away tickets like lemming jumping of cliffs. We lost but not from losing the flag. Personally I think you need defences at last flag, stick an fob, build some defence then remove it, (replace when you need to defend)and trying to defend with out ammo is trying to fight with an arm tied behind your back.Sl's seem to underestimate how much ammo boxes will influence attacks and defence. Spawning 200m away at the main doesn't help if you have to fight you way to the first flag. Maybe this rant is more consider ammo logistics are as important to a squad as an Automatic rifleman or SL need to think more about the harsh ticket bleed that last flag loss can do more damage than losing an fob. Happy gaming
Caveat : I don't know if this has been reported already so apologies if it's a duplicate (I've done a bunch of searches but couldn't see anything specifically about this). I noticed over the course of last weekend's play that shot placement seems to be slightly out (read low) regarding cover height versus the weapon firing angle and height. When a weapon is fired over sandbags or hesco barriers, it seems like quite frequently the bullets get stopped by the barrier even though the weapon barrel and sights appear to be clear of or higher than the object being fired over. I don't know if anyone else has observed or reported anything like this already? I wasn't really sure whether this was more generally a symptom of the hitreg issue, but figured I might as well post here and see if anyone had noticed similar things during the last weekend's play? For obvious reasons its hard to capture with screenshots but I could try and record some footage of it this weekend if that might help.