Please don't build FOB's on Caches

General discussion of the Project Reality: BF2 modification.
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Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Please don't build FOB's on Caches

Post by Mikemonster »

Just a quick post to all you budding Insurgent Squad Leaders.

Good on you for getting a FOB up, but please for the love of god don't build it next to the cache location.

Instead build (or allow for) a triangle of FOB's around the Cache, on prominent land or in defensible areas (such as a cluster of buildings).

If you build one 10m away from the cache you deny your team this tactic, and usually this results in only one FOB being built which, once over-run, allows no spawn point for your team and loses the cache.

Sometimes it's unavoidable, but mostly it isn't. Insurgency relies on weight of numbers most of the time, and having a network of FOB's is very important.

On Laskar Gah specifically, if you build a FOB on the cache you usually deny other FOB's being built on nearby hills, basically rendering the cache indefensible.

Not intended to be a rant, just a tip. FOBs are the cornerstone of a good round and there is an art to placement and position. If unsure, just check with other SL's on the SL Channel.

Cheers, MM
Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Re: Please don't build FOB's on Caches

Post by Sneak Attack »

It really chaps my *** when people build hideouts in the same complex that caches are in. guaranteed way to loose the cache. Do as mikemonster said and build them a couple hundred meters from the cache, they are far less likely to be over run, you can easily run back to the cache when you die, and you can set up 2 or 3 for each cache in case one does go down you can just spawn on the other. When the hideouts are farther away they also can help when the next cache is made known if its in the same general part of the map.

I figured this was almost common sense but I have been proven wrong time and time again.
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Stealthgato
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Joined: 2010-10-22 02:42

Re: Please don't build FOB's on Caches

Post by Stealthgato »

Triforce the cache.
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: Please don't build FOB's on Caches

Post by Jolly »

Only experienced SL would build hideout in right position, New SLs indeed have a lot to learn.
ryan d ale
Posts: 1632
Joined: 2007-02-02 15:04

Re: Please don't build FOB's on Caches

Post by ryan d ale »

Mikemonster wrote:Just a quick post to all you budding Insurgent Squad Leaders.

Good on you for getting a FOB up, but please for the love of god don't build it next to the cache location.

Instead build (or allow for) a triangle of FOB's around the Cache, on prominent land or in defensible areas (such as a cluster of buildings).

If you build one 10m away from the cache you deny your team this tactic, and usually this results in only one FOB being built which, once over-run, allows no spawn point for your team and loses the cache.

Sometimes it's unavoidable, but mostly it isn't. Insurgency relies on weight of numbers most of the time, and having a network of FOB's is very important.

On Laskar Gah specifically, if you build a FOB on the cache you usually deny other FOB's being built on nearby hills, basically rendering the cache indefensible.

Not intended to be a rant, just a tip. FOBs are the cornerstone of a good round and there is an art to placement and position. If unsure, just check with other SL's on the SL Channel.

Cheers, MM
Message recieved, understood & appreciated.

I never considered the building regulations & how one bad FOB can mess the whole game up.

In simple terms I even never thought about it...

"Keep it safe, keep it hidden ....preferably somewhere easy to defend."

Wow, Mike's post will revolutionise my squad leading :)

I'm still a rubbish SL but at least I won't be THAT bad now.
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PLODDITHANLEY
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Joined: 2009-05-02 19:44

Re: Please don't build FOB's on Caches

Post by PLODDITHANLEY »

Amazes me too, FOB and hideout become unspawnable at the same time ... fail.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: Please don't build FOB's on Caches

Post by Arc_Shielder »

Last time I played as a SL in INS I literally made our team win the round as I was the only one placing hideouts far from the cache (and in smart positions).

But this is not about people lacking intelligence or experience to place some, it's about laziness.
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SterrUwe321
Posts: 80
Joined: 2011-06-28 10:14

Re: Please don't build FOB's on Caches

Post by SterrUwe321 »

SO RIGHT! The Triangle Tactic is the best tactic for defending a cache!
But the most SL are too lazy to think about it
LITOralis.nMd
Retired PR Developer
Posts: 5658
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Re: Please don't build FOB's on Caches

Post by LITOralis.nMd »

Image
By ramblingkey at 2011-07-26

Red Diamond=Cache
Red Triangle = Hideout
Yellow circle= 150M zone (enemy presence overrun zone)
Grey Circle= 200M distance between the Hideouts
Red Circle= 35Mdiameter BluFor Cache Marker zone


So, if you build at least 150M from the cache, you allow other SLs to build Hideouts , and this can be done without a CO or Mumble coordination.

Players can run 100M in one continuous Sprint, which means you'll be within close combat quarters near the cache in under a minute.

regards,
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Please don't build FOB's on Caches

Post by dtacs »

The above is good in theory but building hideouts around a cache is purely situational due to terrain, open space etc.

I just follow Psyrus' triangle idea. It's more practical than 4 around a cache since it allows others to be built elsewhere.
marcoscl
Posts: 37
Joined: 2009-09-07 09:08

Re: Please don't build FOB's on Caches

Post by marcoscl »

LITOralis.nMd wrote:Image
By ramblingkey at 2011-07-26

Red Diamond=Cache
Red Triangle = Hideout
Yellow circle= 150M zone (enemy presence overrun zone)
Grey Circle= 200M distance between the Hideouts
Red Circle= 35Mdiameter BluFor Cache Marker zone


So, if you build at least 150M from the cache, you allow other SLs to build Hideouts , and this can be done without a CO or Mumble coordination.

Players can run 100M in one continuous Sprint, which means you'll be within close combat quarters near the cache in under a minute.

regards,

Is that magic?!!!??? :lol:

OT: I really see this happening all the time, and always on public servers. A squadleader just building 5 m next to the cache, most of the time you can tell the CO to destroy it or just go CO and destroy it by yourself, then build a GOOD hideout. This also happens in AAS, when building a firebase just in the middle of the flag, it can be good if you are defending it with at least 2 squads, but if you get overruned by the enemy you will have to walk a lot, what means they can capture the flag, destroy the fob and you will be walking in the middle of nothing.
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Mikemonster
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Joined: 2011-03-21 17:43

Re: Please don't build FOB's on Caches

Post by Mikemonster »

Litoralis, did you have a spirograph as a kid? # grins #

Never actually thought of making FOUR! that's 33.3% better than three, mathematically speaking.

As dtacs said, maybe a step too far, but a welcome suggestion for the sake of broadening minds.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Please don't build FOB's on Caches

Post by Dev1200 »

"But when the cache is unspawnable you can just spawn on the firebase LOL"


Except for the simple fact that the cache because unspawnable when infantry is nearby, which means your firebase is unspawnable as well.


Which basically the only point of a Fob-on-a-cache is used for is giving away the cache, and once infantry is wiped out (big IF here) or moved on, your firebase is spawnable.


That is, if they haven't taken out your firebase, as well as the cache lol.



It makes more sense to put it away from the cache, so that you can always have a steady re-enforcement point.
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40mmrain
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Joined: 2011-08-17 05:23

Re: Please don't build FOB's on Caches

Post by 40mmrain »

there isnt always opportunity to make a defense triangle of fobs.

Maps like kokan that have isolated compounds make it hard to run from remote locations to the cache.
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: Please don't build FOB's on Caches

Post by =]H[= JakCurse »

PLODDITHANLEY wrote:Amazes me too, FOB and hideout become unspawnable at the same time ... fail.
It's certainly a facepalm moment, isn't it?

On the subject of 4 versus 3, you have two options. Build 4 on one cache, and 2 on the other, or build 3 on either cache. Also, A triangle is more flexible than a square with regards to where you can place the hideouts, that diagram looks like it would need absolutely perfect conditions.
Orford
Posts: 856
Joined: 2009-06-17 15:41

Re: Please don't build FOB's on Caches

Post by Orford »

With 3 Hideouts around the cache, in well placed positions. If you keep an eye on the map when your hideout becomes unspawnable then you know which way the enemey is coming from.
with one hideout on the cache enemy arrive take out the hideout kill you and take the cache. With no backup. your left walking from either main or the mortar pit outpost which no doubt is a long walk.
Truism
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Joined: 2008-07-27 13:52

Re: Please don't build FOB's on Caches

Post by Truism »

Pfft. When will the community learn that the best way to win Insurgency is to hide all the Insurgents and let the Coalition just search room to room for 3 hours.

Hideouts get in the way of that.
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Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Please don't build FOB's on Caches

Post by Mikemonster »

40mmrain wrote:there isnt always opportunity to make a defense triangle of fobs.

Maps like kokan that have isolated compounds make it hard to run from remote locations to the cache.
Ahh yes, certainly. However they also work very well as flank defence.

I find it surprisingly easy to cover the terrain on Kokan, people need to understand dead ground.


Rather than an equilateral triangle, I was simply recommending at least two and preferably three FOB's around an objective or a FOB.

They become mutually supporting. No matter what the game-mode, you can create mutually supporting FOBs.

But usually in anything but Ins the team creates just one Uber FOB that, once over-run, is completely lost as you have to walk from the last objective to get it again (rather than the 200m if it had a mutually supportive partner).
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