Indestructible FOBs

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Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Indestructible FOBs

Post by Henrique_Dalben »

Fired 5 Light AT round at a fob from 100m. The FOB didn't even flinch, nor got disabled.
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: Indestructible FOBs

Post by SANGUE-RUIM »

also, Why won't 5 AP tank rounds destroy a FOB? I know it's supposed to be used HE, but man... :(
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: Indestructible FOBs

Post by Henrique_Dalben »

It was the other way around, Sangue. You fired 5 HE rounds at it, it only fell when you hit it with the AP shell.
Ca6e
Posts: 231
Joined: 2008-12-08 12:40

Re: Indestructible FOBs

Post by Ca6e »

Actualy u can destroy it with one, just u need to wait around 10-15s it will fall down, looks like some delay hm
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: Indestructible FOBs

Post by Henrique_Dalben »

Ca6e wrote:Actualy u can destroy it with one, just u need to wait around 10-15s it will fall down, looks like some delay hm
You can't. I tested it. After i hit it with 5 Light AT rounds i waited 5 minutes and it didn't went down. If some sandbags and a couple pipes can't be destroyed with an AT rocket, something is seriously broken.
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: Indestructible FOBs

Post by SANGUE-RUIM »

Henrique_Dalben wrote:It was the other way around, Sangue. You fired 5 HE rounds at it, it only fell when you hit it with the AP shell.
No, I really used AP... then I switched to HE and destroyed with 1 hit... :wink:
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Indestructible FOBs

Post by Heskey »

Am I not correct in saying that Timed C4 is now the only way to destroy FOBs?
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Indestructible FOBs

Post by Psyrus »

Heskey wrote:Am I not correct in saying that Timed C4 is now the only way to destroy FOBs?
No, most things can kill fobs, but they have been buffed to make them more resilient. About 6 tank shells, 50+ APC rounds etc.
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: Indestructible FOBs

Post by Henrique_Dalben »

50+ APC rounds to take down sandbags and a couple pipes? That sure is some incredible seabee work right there.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Indestructible FOBs

Post by Psyrus »

Henrique_Dalben wrote:50+ APC rounds to take down sandbags and a couple pipes? That sure is some incredible seabee work right there.
Knifing a radio to make a whole structure fall to pieces... that's incredible! :roll:

If you have nothing productive to contribute...?
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: Indestructible FOBs

Post by Henrique_Dalben »

Except for the knifing the radio part, and now with the removal of incendiary grenades, FOBs should be left as they were. Now they're indestructible fortresses that can't even be brought by an A2G missile (tested with a single KH-25). But if no one saw anything wrong with it taking 6 120mm shells to bring down a FOB, then no, i don't have nothing "productive" to contribute, except for the suggestion to rename it "Project Alternate Reality".
Psyrus
Retired PR Developer
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Joined: 2006-06-19 17:10

Re: Indestructible FOBs

Post by Psyrus »

Henrique_Dalben wrote:Except for the knifing the radio part, and now with the removal of incendiary grenades, FOBs should be left as they were. Now they're indestructible fortresses that can't even be brought by an A2G missile (tested with a single KH-25). But if no one saw anything wrong with it taking 6 120mm shells to bring down a FOB, then no, i don't have nothing "productive" to contribute, except for the suggestion to rename it "Project Alternate Reality".
Thanks for your feedback! Any and all is much appreciated, positive or negative :)
notmyingamename
Posts: 89
Joined: 2010-03-19 05:59

Re: Indestructible FOBs

Post by notmyingamename »

fobs need to stand against one hit wonders, save for guided air munitions with the purpose of defeating armored targets/emplacements.

what i mean is:
2-3 enemy infiltrating and occupying to overrun is perfect
2 HE shells
1 LGB/AGM
2 HAT/3-4 LAT
1 large C4. 2-3 small C4's (too bad there is no command detonation, hint hint)
sustained mortar fire (1-2 direct impacts, 5-7 impacts inside of 50m)
sustained HMG or greater fire. (200 .50/12.7 and less of greater cannon fire)

realistic and practical defeating of a fortified emplacement
tweak as necessary for gameplay
Prevtzer
Posts: 648
Joined: 2012-06-13 12:19

Re: Indestructible FOBs

Post by Prevtzer »

[R-CON]Psyrus wrote:No, most things can kill fobs, but they have been buffed to make them more resilient. About 6 tank shells, 50+ APC rounds etc.
It actually takes 1 tank shell to the sandbags or 2 to the base to destroy an FOB. And about 25 APC HE/AP shells.

Also worth noting is that CR2 uses L27A1 as it's APFSDS round and not L23 (older round) as in PR.

Psyrus
Retired PR Developer
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Joined: 2006-06-19 17:10

Re: Indestructible FOBs

Post by Psyrus »

Prevtzer wrote:It actually takes 1 tank shell to the sandbags or 2 to the base to destroy an FOB. And about 25 APC HE/AP shells.

Also worth noting is that CR2 uses L27A1 as it's APFSDS round and not L23 (older round) as in PR.

Oh sorry, I guess it was changed since the last time I saw the numbers, my apologies! :)
K4on
Retired PR Developer
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Re: Indestructible FOBs

Post by K4on »

___sangue-ruim___ wrote:also, Why won't 5 AP tank rounds destroy a FOB? I know it's supposed to be used HE, but man... :(
Henrique_Dalben wrote:It was the other way around, Sangue. You fired 5 HE rounds at it, it only fell when you hit it with the AP shell.
___sangue-ruim___ wrote:No, I really used AP... then I switched to HE and destroyed with 1 hit... :wink:
When you guys post bugs/ feedback, it would be nice to have a video of that as well. Especially when it's damage related.
Helps us DEVs and Testers alot!


Check this for example:
Prevtzer wrote:
K4on
Retired PR Developer
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Joined: 2009-05-08 19:48

Re: Indestructible FOBs

Post by K4on »

And yeah, that FOBs are mostly destructible by medium/large calibers and explosives only is more based on gameplay.
Of course a LAT would be able to blow some sandbags away.
Of course you could destroy the FOBs radio by hitting it with ya rifles butt.

Infantry should'nt be able, except with really haevy weapons (HAT, ATGM, Mortars for example), to destroy a FOB from 100 meters away.


As the report that tanks can't blow FOBs is invalid, and the other feedback is not a bug,
I'm closing this.
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