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Showing results for tags 'sandbags'.
Found 6 results
So short and sweet. The rifleman can reasonably be described carrying a bunch of empty canvas sacs rolled or whatever Can we get a limited radial menu that lets us pick a sandbag type from existing types to build? Same system only one at a time, new one despawns the old one.
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.
How about letting the rifleman build sandbags at least or any non ammo related items. So they would have a t key basic. This would be like an opening to what the SL does and a sneak peak at what they have to do. Still make iit in deployable areas.
Hi folks! I feel (although it is quite fun to build power-fortresses) that it is somewhat (very) unrealistic to have sandbags be 100% resistant to everything thrown at them, e.g. incoming rpgs, 50+cal, etc. A sandbag would of course be blown to hell by any kind of rpg round, even a hesco would be bad off. Most likely, a sandbag won't resist that many 50 rounds either before its protective ability has been greatly diminished (sand running out anyone?). Think about it, if sandbags would be so great we would have sandbagged vehicles instead of armoured vehicles. Also, if sandbags were to be destroyable then it would be easier and more realistic to clear out those super-FOBs that some people are bitching about (although I, personally think they are super-FUN, but that's just me). So, I propose a super-easy quick-fix that I am sure the devs propably thought about, but haven't come about for some reason I don't know. It goes like this: We assume that a sandbag has like 100% buildpoints when it's build (right?) and that it is completely unbuilt (disappeared) at 0%. OK, so why don't you just take away 100% of the build points of the sandbag receiving the direct rpg hit so it just disappears? Maybe it doesn't look supernice, but probably won't be noticed so much in the smoke and all. If you want to make it even better, remove like 50% from those around it too. And even better -well some stuff flying around, but my point being here of course: Give us the quick-fix ability to clear away sandbags right here and now (all the mechanism are already there, it would be super-easy I am guessing)! It would add much dynamics to the gameplay and bring about much more interesting gameplay at almost no developer's effort! If it doesn't look 1000% supernice, it is still OK! (Actually, can't rpgs remove build-points from just about anything that way?)
Wonka posted a topic in General DiscussionEvening 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.