Firebases in cities

General discussion of the Project Reality: BF2 modification.
Meza82
Posts: 279
Joined: 2009-06-13 21:26

Re: Firebases in cities

Post by Meza82 »

[R-CON]Rudd wrote:but then if you have a CE....there wasn't much point in the wire because you want the enemy vehicle to go on the mine.
i dont see mines making the wire be "wasn't much point". but you make a good point that the APCs with riflemen will rip through wire barricades and be able to cause damage, even overrun the defended FOB, with the 25mm HE and riflemen supporting.
OP and Rudd both have good ideas: respectively, the strategic deployment of wire, HMG nests, AA, and TOW; and strategic placement of mines especialy with the wire barricades. combining wire with mines would be most effective in funneling enemy forces into the kill area.
good post
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Meza82
Posts: 279
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Re: Firebases in cities

Post by Meza82 »

Trooper909 wrote: If wire was to be instant build if there was no enemy around would be a different story.
having 3 full infantry squads (in a 32x32 server), with a CE (combat engineer) or 2, could deploy and build all those in strategic order in a few mins if there is organization and discipline.
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Deer
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Re: Firebases in cities

Post by Deer »

Each blockade, or useless firebase asset is literally a signpost which says: "We have firebase here, could you please be so kind and come destroy it"

Without building these "signs" you will averagely make your firebase live much longer and therefore its loads more usefull than it would be with shorter life + blockades.
SGT_Griggs
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Re: Firebases in cities

Post by SGT_Griggs »

Couldnt you put mines in front of the wire rather than behind to slow the advance?
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Meza82
Posts: 279
Joined: 2009-06-13 21:26

Re: Firebases in cities

Post by Meza82 »

[R-DEV]Deer wrote:Each blockade, or useless firebase asset is literally a signpost which says: "We have firebase here, could you please be so kind and come destroy it"

Without building these "signs" you will averagely make your firebase live much longer and therefore its loads more usefull than it would be with shorter life + blockades.
thats a good point. this may be a shortcomming of PR, hardcoded or not. this is why, imo: the more built up one's defenses and area denial material are, the harder it would be to overrun that position irl.
as Deer accurately pointed out, this is not how it is in-game. the FOB assets like wire barricades and foxholes may do more harm than good by siignalling to enemy forces that an FOB is nearby
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Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: Firebases in cities

Post by Trooper909 »

[R-DEV]Deer wrote:Each blockade, or useless firebase asset is literally a signpost which says: "We have firebase here, could you please be so kind and come destroy it"

Without building these "signs" you will averagely make your firebase live much longer and therefore its loads more usefull than it would be with shorter life + blockades.


Soooo whats the point of having wire and foxholes in the game at all?
no offence but the logic of the devs these days disterbs me :shock:

real buildt up FOB's was only usefull when we had rallypoints as RP's would be the hidden spawn and FOB's would be the overt one now peaple try to hide FOB's insted hence no real thought out FOB tactics like in the OP.

I say bring back the old wire that could only be blown by C4 as and alternate or make thermite a lot less comman would make much more assets not "useless"including combat engi.
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