FOBs more robust against inceledary grenades.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

FOBs more robust against inceledary grenades.

Post by samogon100500 »

Hi I have 1 suggestion - when rallypoints been removed gameplay makes more boring,especially on some asymmetrical balance maps,where 1 side have choppers.
They can drop units under front line,where he can make yours FOBs and attack nme from the tails,where they can't wait it.
Anyway in general,in PR we got R@M60 guys,who goes alone and try to find losted nme FOB to destroy it.My suggestion is to make firebases more robust to protect they against this guys.
I think 10 incendary grenades will be nice to destroy this FOBs.When units dies on that fobs - respawn on they not possible.When near that FOB nme units - respawn not possible.I think knifing FOBs must be removed,cuz they r R@m60 $tyL3,exept for TALIBAN/HAMAS/INSURGENTS(For balance,cuz they no have anything)

mr.Samogonsheek :twisted:
Image
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: FOBs more robust against inceledary grenades.

Post by killonsight95 »

Not a bad idea, however i think you should be punished for going behind lines and putting an FOB up as this doesnt happen IRL, maybe a small camp is possible.
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: FOBs more robust against inceledary grenades.

Post by samogon100500 »

killonsight95 wrote:Not a bad idea, however i think you should be punished for going behind lines and putting an FOB up as this doesnt happen IRL, maybe a small camp is possible.
Old good bunker from old PR versions,i think they can be save respawned units,due - when nme close - they r not active.
Image
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: FOBs more robust against inceledary grenades.

Post by Redamare »

. . . haha plz dont bring back bunker ;P it was an old smelly out house with a radio lolol . ..
okay i think that 10 incindarys would be too much .... that means you would need . . . 10/2incindarys = 5 indivdual players to destroy a fob . . . . the entire squad basicaly seeing that they arnt a medic and that they dont miss the fob and have to scramble to find an ammo box . . .

i think that its fine the way it is now . . knife the radio and then destroy the remains
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: FOBs more robust against inceledary grenades.

Post by Murphy »

Redamare wrote:....that they arnt a medic.....i think that its fine the way it is now . . knife the radio and then destroy the remains

Medics now have incendiary grenades, not sure all factions got this update though.

I feel FOBs being vulnerable is a good thing, it means if no on is around to protect it you can be sure it will go down sooner or later. Taking away the ability to knife the radio would mean insurgents have few means to destroy the FOB, but conventional forces also benefit from this which is kind of redundant as they have incend nades. That's the only point that made any sense, I think the FOBs are intentionally weak to encourage defending them instead of using them like a "super rally".
Image
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: FOBs more robust against inceledary grenades.

Post by Imchicken1 »

I agree with FB's being vulnerable, but its also a pain when a lone wolf manages to sneak through your lines and destroy your FB.

My personal opinion would be 2 stabs of the radio, or 2 incindis to make the FB "explode" and need to be rebuilt.
Image

I won't cluck for you
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: FOBs more robust against inceledary grenades.

Post by Startrekern »

Frankly, I'd like to see a return of the bunker anyway (when close to a friendly flag).. it would allow more assets to be built around it, and you could only build AA/AT at a bunker to prevent people from making these "behind enemy lines super FOBs".. have FOBs not near a flag work more like a team rally point with the ability to drop smaller foxholes and an MG nest.
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: FOBs more robust against inceledary grenades.

Post by samogon100500 »

Murphy wrote:Medics now have incendiary grenades, not sure all factions got this update though.

I feel FOBs being vulnerable is a good thing, it means if no on is around to protect it you can be sure it will go down sooner or later. Taking away the ability to knife the radio would mean insurgents have few means to destroy the FOB, but conventional forces also benefit from this which is kind of redundant as they have incend nades. That's the only point that made any sense, I think the FOBs are intentionally weak to encourage defending them instead of using them like a "super rally".
Yeah,1 know,how they defending on public severs - 1 squad build FOB in big ***(Translate:Very far from the flag :lol :) ,and stay them,where nme team capture flags easy.
Second situation - "Right" FB defends 2-3 squads,where 1 nme R@M60,easy destroy FOB,and another part of R@M60'$ just wait,where they star to build FOB, to kill all squads,when they build that FB.

I know 1 guy,who fight in chechnya - and am ask some tips,due they possible in PR sometimes.
So about attack enemy positions(TIP for sqd/platoon leaders) - you must attack enemy positions,if y have this units ratio - attack/defend - 3(or more)/1.
How in PR we can 1 attacker can kill more defenders i think it's 1/2-4.
Vehicle can be make more chances to attack nme positions - how thats wrong,Combat vehicles just drive alone,without any support,APCs don't lift units,and used as IFVs,infantry move alone e.t.c

P.S i hate,where 1 side have 4-5 FOBs and 2nd side have 0(!) FOBs on the map mostly of time.
Image
Swado95
Posts: 68
Joined: 2010-11-23 13:43

Re: FOBs more robust against inceledary grenades.

Post by Swado95 »

One thing you can do is limit the area that the fob goes out when people are nearby and mabey make it so if your a certain distance away from it then you can stay there for more then 4 mins or something to prevent camping.
Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: FOBs more robust against inceledary grenades.

Post by Tarranauha200 »

Fobs should be able to destroy whit no lighter weapons than 50.cal. Another would be whit C4/IED. Knifing could be removed and it needs 5 Inc. grenades to destroy.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: FOBs more robust against inceledary grenades.

Post by Dev1200 »

I read ten and laughed out loud. I think it's perfectly fine the way it is. You can always build more you know..
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: FOBs more robust against inceledary grenades.

Post by samogon100500 »

Dev1200 wrote:I read ten and laughed out loud. I think it's perfectly fine the way it is. You can always build more you know..
You can build more,but when they going down in first 5 mins,and team no have no one Supply trucks in a base.May be your point of view been changed,when team,who have a chopper can be make 1 chopper on the map,and team,who have vehicles only got 3-4 supply trucks.
Anyway - i don't say anything about vehicles - they can be powerful against a FOBs,isn't right to make some paper spawn points.Really - it's so boring:
1)FOB builded
2)FOB down by 1 man
3)You try to rebuild FOB,but you die by second rambo etc.
4)On Main we have not any Supply trucks and fastly loose this maps,due nme team have choppers or something,what ride fast.

Just in my opinion.
Image
Post Reply

Return to “PR:BF2 Suggestions”