FOB's vs. Ninjas - Modifications to FOB system

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Fox_J21
Posts: 33
Joined: 2009-11-30 21:49

Post by Fox_J21 »

The explosion damage from fobs is detrimental to game play, much more so than the problem itself. Don't encourage it. I think the system is fine as is. Just require more damage to a fob to disable it, giving the team the yellow fob symbol. If they even care about it, they'll see it's under attack on their map.

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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: FOB's vs. Ninjas - Modifications to FOB system

Post by Dev1200 »

Solution:

Build a new fob once a "ninja" takes it out. If someone takes out a fob, that's a good thing. You shouldn't be punished for destroying fobs, solo or not.
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: FOB's vs. Ninjas - Modifications to FOB system

Post by pr|Zer0 »

isnt enforcing squadless kick combined with a slight increase in FOB HP more effective??
Now there are fewer chances for a guy to play rambo while he is in a sq. And dedicated FOB search and destroy sq will occur, which is an effective way to cut off reinforcements, and its a legit form of warfare
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SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: FOB's vs. Ninjas - Modifications to FOB system

Post by SGT.Ice »

Dev1200 wrote:Solution:

Build a new fob once a "ninja" takes it out. If someone takes out a fob, that's a good thing. You shouldn't be punished for destroying fobs, solo or not.
Exactly. However it shouldn't be just a simple punch to a FOB.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: FOB's vs. Ninjas - Modifications to FOB system

Post by sylent/shooter »

The punch is like PR's equivalent of picking up the radio tools and running away. It basically makes it inoperable because they have lost contact with the FOB. Nowhere and neither have I ever seen someone completely take down a FOB by punching it. It's still re-buildable.

Killing the enemy sylently
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