edits in bold
I do, out of a sense of Pride
but also for these reasons
1) It provides a safe reload point for vehicles, 0.8 bunkers do not reload vehicles, but you can act as a repair point
2) Its a fall back position for any squad running from teh city
3) Insurgents just VCP and can't help but attack it, taking forces away from the caches
4) Thanks to aforementioned insurgent obsession with VCP, the VCP generates intel from killing the attacking insurgents
5) It is a sniping spot which can be used to great effect in the hands of a skilled player (I forgot his name but I had an awesome Italian in that squad who picked up the sniper kit of a dude who killed 3 civis lol)
edit- forgot these
6) There is a chance you can keep teh VCP bridge up and clear of IEDs
7)
also, good staging point for any squads
The problem with defending VCP is that you need to have a 50cal ready to take their cars down, as the m249s have limited fields of fire.
If you have a coherent plan of what to do to counter each insurgent attack tactic, you can hold VCP all round; not necessarily with ease, but you won't lose many tickets compared to intel points if you do it right.
What they do
1) Get close and use molotovs/smoke (what I do is get my guys to teh NW corner and nadespam them back, civis may die, but its do or die time)
2) They get on the hesco barrier and shoot over (thats the hardest one to stop imo, gotta tap a grenade over teh barrier once you've found him), If a grapple hook arrives, nade the area on your side if they are already over, otherwise camp it.
3) RPG snipe you (upside is they probably aren't next to the hesco if this is happening, but if that is happening, don't get on the guard towers, only the hesco barrier and medic must stay in one of the bunkers under the towers ready to revive anyone who gets caught in an explosion
4) Rush with Cars, counter with m249s/LAT and 50cals (if the blue mob don't steal them all)






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Jaymz