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Phadthai

The game's HAB, Fob system right now is kinda broken

Posted (edited)

(Sorry for bad english)

 

I feel like HAB,FOB, Rallypoint system needs nerf. because almost every map i see people rush logi and place fob behind enemy lines. Example like in OP first light. militia rush for railway and place fob there and the US just stuck there near their spawn cant advance to first flag.

    Spam fob ---> Human wave ---> Rush Flag    That how i feel about game right now.  Squad Tactics are kinda point less to be use in game because no matter how hard you try to be tactical, try to travel so far just to flank around. You lose to fob spams and human wave tactics that they just blindly run in straight lines and keep coming and rush into flag. really annoying for me.   

       We should limit fob to only2 or 3 on whole map. at least have punishing mechanics like increase spawn time 60+ seconds when enemies are near. but not completely blocked like PR. so to force players to place fobs in safe place behind their territory. make it very far just to run back to front lines. it will really improve firefight experiences. The game is exactly like battlefield with bigger maps that you can just place your own spawn points anywhere.

Edited by Phadthai

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5 minutes ago, bilsantu said:

Rush their rush.

LOL Phadthai, EXACTLY what I told you on our STEAM chat.

 

-topper

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4 hours ago, Phadthai said:

We should limit fob to only2 or 3 on whole map. at least have punishing mechanics like increase spawn time 60+ seconds when enemies are near.

 

No, go away. This doesn't even resolve the issue you're complaining about. Which isn't an issue at all. The opening flags on OP First Light are rush-vulnerable and you should move an appropriate amount of troops there to ensure you cap it.

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Quick overview how the system has changed:

 

Rally --> Rally& FOB (without activation time, fast respawn) --> Rally & FOB ( longer respawn time for both) --> Rally&FOB (FOB needs supplys to activate)

--> Rally&FOB&HAB (needs supplys in order to build a HAB that acts as spawnpoint).

 

There is much more on the todo list such as:

-picking up supplys from different FOBs (not main!)

-more emplacements (mortars, heli pad, ATGM,FLIR,...)

 

All the stuff is WIP so we will see mor changes with v.9x /v10

 

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Posted (edited)

I think it's funny how the devs were saying that it'll be harder to hide fobs and that people will have to stay on them and defend them, but now people still hide the fobs in bushes and place the habs as far away as possible to keep the fobs hidden. People still don't defend the fobs and don't seem to care that much about them compared to cap points. That's the trouble I see with the new system.

Edited by fatalsushi

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5 hours ago, fatalsushi said:

I think it's funny how the devs were saying that it'll be harder to hide fobs and that people will have to stay on them and defend them, but now people still hide the fobs in bushes and place the habs as far away as possible to keep the fobs hidden. People still don't defend the fobs and don't seem to care that much about them compared to cap points. That's the trouble I see with the new system.

 

It's not really a problem with the system. The problem is simply one of manpower: You can't have 5-6 guys just sitting on a FOB just in case some enemies drop by, because then you'll be outnumbered on the actual objectives.

 

Everybody, devs included, just needs to drop this notion that there's going to be these large, player-built bases that are manned and defended on the map. It just doesn't add up in any way. You can't have the manpower sitting idly on the FOB, you can't expend the construction time needed, and the FOBs won't be relevant for long enough to justify the expenditure in time and resources.

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Posted (edited)

8 minutes ago, Tartantyco said:

 

It's not really a problem with the system. The problem is simply one of manpower: You can't have 5-6 guys just sitting on a FOB just in case some enemies drop by, because then you'll be outnumbered on the actual objectives.

 

Everybody, devs included, just needs to drop this notion that there's going to be these large, player-built bases that are manned and defended on the map. It just doesn't add up in any way. You can't have the manpower sitting idly on the FOB, you can't expend the construction time needed, and the FOBs won't be relevant for long enough to justify the expenditure in time and resources.

I agree. Right now it's about which team can throw more bodies at an objective and then quickly cap the next one. I was saying it's a problem because it goes against what the devs are trying to do but I agree that the current meta doesn't make player manned bases viable.

Edited by fatalsushi

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6 hours ago, fatalsushi said:

I think it's funny how the devs were saying that it'll be harder to hide fobs and that people will have to stay on them and defend them, but now people still hide the fobs in bushes and place the habs as far away as possible to keep the fobs hidden. People still don't defend the fobs and don't seem to care that much about them compared to cap points. That's the trouble I see with the new system.

 

That's when the one random soldier comes along and stumbles across the FOB, ultimately removing the FOB/HAB for the other team. I tend to keep my radio/HAB combo somewhat close to each other to prevent exactly that scenario. 

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On 4/6/2017 at 10:05 AM, Tartantyco said:

 

It's not really a problem with the system. The problem is simply one of manpower: You can't have 5-6 guys just sitting on a FOB just in case some enemies drop by, because then you'll be outnumbered on the actual objectives.

 

Everybody, devs included, just needs to drop this notion that there's going to be these large, player-built bases that are manned and defended on the map. It just doesn't add up in any way. You can't have the manpower sitting idly on the FOB, you can't expend the construction time needed, and the FOBs won't be relevant for long enough to justify the expenditure in time and resources.

Agreed. In all my time playing PR the only FOBs I saw actively defended were either right on flags or were the mortar FOBs I made. Even then there wasn't a wave of construction going on, two mortar pits, an ATGM launcher and perhaps an HMG nest and an AA nest and that was it. No great wall of china to seal in an entire compound to become a fishbowl of death. Personally I hate where FOB deployables are at right now and think that FOBs have devolved a great deal from PR(yes I am quite aware that many mechanics are still missing).

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In my experience, nobody really wants to build a super FOB. There is little to no incentive to do so. Perhaps when we get mortars or some other team based capability that requires a force to stay and maintain a fob there will be that incentive to do so. Right now, the tempo is pretty fast. You either roll over them or get rolled over.

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I fail to see any issue beyond your guys sitting too long at the main base before moving on. A single squad should be sent to each point in sequential order to capture points so the enemy can't back cap you and stop you up at one cap and as soon as possible you move to where the frontline has been established. The beginning is a mad rush, and if you're not in a rush you will lose, end of story. 

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