Loving the new Fob changes, consider going a step further.
The new FOB changes are a breath of fresh air and I am disappointed that the community has had such a negative response to these changes. As for my feedback I, and many others would love if the devs doubled down on these changes and went a step further.
These changes are not as bad as you may think, and really helped remedy some of the problems we have with FOB spam and the meat grinder meta that has taken hold of Squad in the last two years. Below I am posting some changes I feel would fully solve these issues and create an overall better and more positive experience.
Starting with FOBs I’ll post my feedback below here. And maybe in another post I will touch on rallies and perhaps suppression. Please consider these changes and give them a chance. Read it over. Think about it. Also type in Realitymod.com in your web browser and consider hopping in PR for a few rounds to get the feel of what many in this community are missing and are yearning for.
Forward Operating Base (FOB): The forward operating base, also known as a forward outpost serves as a defensive spawn position for the team. It comes online 90 seconds after being build. It becomes unspawnable for 30 seconds if 1 enemy is within 10m, 2 enemies within 50m, 4 enemies within 100m or 8 enemies within 150m. Requirements and limitations:
Must be constructed within 50m of a friendly large supply crate.
The team may have a total of 6 forward outposts at the same time.
Must be constructed at least 200m from other forward outposts and the team's HQ.
Must be constructed at least 10m away from the map border (200m on CNC).
Hideout: Insurgents use hideouts as a spawn location. If 2 or more enemies are close by (within 50m), spawning is disabled until 90 seconds after they leave or die. Requirements and limitations:
Requested further than 200m from the closest hideout and the insurgent HQ.
The team may have up to 6 hideouts at the same time.
Must be constructed at least 10m away from the map border.
Yes indeed. I posted this straight from the manual of PR. You know why? Because these gameplay design elements worked and fostered an experience rival to none. An experience Squad, despite being a “spiritual successor”, has failed to capture. Again. I’m disappointed in the community responding so negatively to the changes and hope the vets, casuals, and comps and come to some sort of middle ground with the changes I have posted above. I personally would love these changes to be implemented fully but understand we have a lot of differing opinions on the matter. This is my 2 cents. Feel free to respond with what you think would be better changes or if you agree with my sentiment.