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.