badmojo420 wrote:So what are you saying in this paragraph? The coalition should just give up and go home?
Defending an FOB is painfully easy when you have people DEDICATED to doing that. Sure, when you spawn into a FOB that is under attack, it's hell. But, when people built the FOB and want it to stay alive, they can defend it pretty easily. Unless of course a cache spawns right beside it, which happens from time to time. The FOBs go down so easily now, because the squad who built the damn thing tends to rush out and try to assault the direction the attackers are coming from. Leaving the FOB wide open to a 1 man flank.
No, I'm saying that when 0.9 comes out, we will know pretty soon if the FOB thing works with insurgency or not. And I've seen FOBs be defended by "DEDICATED" squads, but they are still pretty easily overrun. Take VCP in Basrah for instance. It could have 2 full squads there, but it still gets overrun pretty easily. And you really can't say to place FOBs in "less obvious spots" because it only takes a week of playing to figure out which spots are good for FOBs and which ones aren't, and we are months into 0.85. I can pretty much tell you every spot on every map that is a decent spot for an FOB and at least 1/3, if not 1/2 of the people here would know those same spots.
They lose intelligence. Which leads your team to the cache locations. And also while attacking your fortified position, they can't defend a cache or setup and ambush.
The intelligence system requires wayyyy too many kills in order to get intelligence. Sacrificing 20 tickets to defend an FOB is really not worth it for the intel when you factor in that another 20-40 tickets will be lost when the team actually attacks the cache. And the whole "can't defend a cache while attacking" is a myth. Because of the respawn time of the insurgents/Taliban, it really only takes a couple to successfully assault an FOB since they will kill the enemy, be killed, and be back to attack before the US/UK can even respawn back in.
I call it unrealistic because it's always a maximum of 6 people running around the hostile city, with no backup or armored support. I would like to think that in real life, the military would not send 6 soldiers alone into a hostile city,(with confirmed enemy presence) kilometers away from the nearest friendly squad or heavy armor. That sounds more like a task for special forces or Rambo.
And since when do squads go in with no armor or vehicle support? I see that all the time, even multiple squads together, and I'm one of the SLs who does that. And you say to not send in 6 soldiers, but the military also doesn't use 6 man squads, so you really can't throw out "realism" on this one.
I would love to see squads performing combat patrols around the FOBs. Instead of just heading directly into the city. Because currently we have 6 man assault teams all over the place, who usually only report contacts or ask for assistance when they get wiped out. I know this is not always the case, but it happens a lot. This strategy works because of the rallypoints. I can't wait to see what happens with the new rallypoints.
That serves no purpose at all. This isn't AAS. You can't have squads do 3 different things at the same time (build FOB, patrol/defending, while hitting caches). That's an AAS strategy, but in insurgency, you don't have time to wait around because somewhere on that map, people are dying (not always intentionally either) and that will slowly drain your tickets out in insurgency. Add in ticket losses from vehicles and it only compounds the problem.
May I ask you why a recon squad would need to 'cover ground'? Should they not find a good location and observe? I mean we know there are insurgents all through the map, we need to find the location of the caches. How is walking around with no destination going to help the team? It's not like the real world where they have to send out a patrol to see where the enemy engages you. You know there are insurgents within the map. You know there are two caches around. Without having a target to assault, any "patrols" are a waste of tickets.
Because on a huge 2K map, sitting in one spot is a waste of time, especially with the terrain on maps like Korengal or Archer. Sure, sit in that one spot for 10 minutes, but chances are, you aren't going to see but maybe 1 insurgent go by that entire time. Most of the time, insurgents stay within 50M of the cache and on maps like Korengal or Archer, you don't even see those insurgents unless you are within 100M because of the terrain. That's not even counting caves or underground caches.
That is the main issue I have with the way insurgency is played as coalition. The lines between patrol, recon, defense, and assault are all blurred beyond recognition. People leave on a so called patrol, only to switch to a 6 man assault as soon as intelligence is gained. It's just stupid tactics and with any half decent insurgent team is a game loser.
Oh yeah, 6 FOBs with 6 man squads defending each. That's 36 people. Guess we'll just defend FOBs the whole round right?

Did I say 6 men defending each FOB? Did i say we needed 6 defended FOBs at all times? I believe i said 4 fobs with 4 people on each. Half the team defending our spawn points isn't exactly absurd is it? Or would you rather walk/drive/fly from main everytime you need to respawn?
"Intel" isn't even the reason why people get caches most of the time. They usually just come across or see enemy movement, relay it to the team, and move in. The Intel takes so long to receive and is so inaccurate, that you are actually better off just patrolling yourself. As for the FOB thing, even 24 people (4 x 4) is too much to redirect from cache killing. You sound like you have never assaulted a cache before (I know you have). It can sometimes take up to 2-3 full squads with armor support just to get one (Fallujah Mansion, Cave caches, Archer village and mountain caches, Archer Airfield, etc.).
They get close it gets overrun? Heres a crazy thought, don't let them get close. Push your lines out a bit. With the new changes in .9 that will be even easier.
Ummm, that's one of those "easier said than done" arguments. Like I already said, every FOB spot is pretty much known and even with the weaponry, it is not very hard for a half decent couple of guys to take out an FOB with a technical.
It's kind of funny really, your complaining that caches are so hard to assault and take out. Yet a FOB with guns, foxholes, razor wire, etc, etc. are the easiest thing in the world to take out.
Ummm, maybe because caches don't spawn out in the wide open and only take 2 knive strikes to take out?
Guess what, it's the people defending that decide how easy or hard something is to take out.
And.......that makes absolutely no sense at all..... I guess the Nazi's at Normandy decided that they were just going to let the US come ashore right? If the attackers put in enough force and don't let up, they will eventually run the defenders die of materials, support, and morale.