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Re: FOB Ninja'ing

Posted: 2011-12-16 19:54
by xambone
Fob system is great but Mortars are killing their effectiveness

Re: FOB Ninja'ing

Posted: 2011-12-24 05:17
by BulletPr0of
Personally I think the majority of the more recent suggestions need to take into consideration the player count, this suggestion is great as it stands, 32 players isn't really enough to attack and defend flags, use assets and on top of that defend each fob on a 4km map; however if this server size idea really starts to take off, it shouldn't be to difficult to spread responsibilities and roles, including the defending of tactical FOB's - they will become in their own right just as much an objective as the flags, same with bridges etc.

I do agree that having 1 man take out a FOB is a bit 'too easy' for lack of a better phrase, however as Rudd rightly said, FOB's do need defending, what we lack is the numbers to do so, if the 100+ man servers become the norm, hopefully changes will be made to suit that, but if the idea gets brushed to one side, the changes made may need to differ than if we're to start seeing 150 people on a server.

Re: FOB Ninja'ing

Posted: 2011-12-25 10:37
by K4on
Rudd wrote:FOB ninjas aren't that good for gameplay I agree, but then again...undefended FOBs kinda deserve to die
mhh, we are placing fobs 100m-200m in the background, so that we can concentrate on defending or attacking a flag. the number of players on usual servers is too low atm (64) to order a squad to defend a fob (AAS). thats why people like to hide fobs instead of defending them which is way more effective (in my opinion).
Arcturus_Shielder wrote:Is it just me that notice some indirect contradictions, if I can call them that? How is it possible to defend a "hidden FOB" when you don't want to draw attention to it?
exactly my thoughts.

MaSSive wrote:I think you see it wrong. Its not lone wolfs that are doing this, its highly organized squads or experienced individuals who like to call themselves recon. Lone wolfs usually don't get very far alone on battlefield, and from experience I have in this game it is like this.
well, you experience is way diffrent of mine. cause lonewolfs are sometimes very effective. if they are experienced players like you and me, it will be easy for them to check out standard fob locations and destroy them nice and silent.

thats too easy and i think it needs to be fixed.
for example you need to stay 20 seconds in the firebase, to get the fob vulnerable for knifes.

Re: FOB Ninja'ing

Posted: 2011-12-25 16:25
by Arnoldio
With 64 player you cannot have people defending fobs, except if it comes to that scenario. So lets see., lets say that 3 players per FOB, because there might be 2 ninjas.

Max amount of fobs is 6 iirc , but lets say there is only 5 present, wich is kinda the aregular amount you see.

That is 15 people sitting on fobs looking out for ninjas.
You have 17 left. Of those 17, 6 is in Armoured vehicles. 11 left. There is two transport choppers. 9. Also an attack/scout fully manned chopper, results to 7. Someone is a sniper. 6. A full INF squad, wich, by my experience often isnt really teamwork oriented. But lets say were lucky and its a completely decent mumble squad.

One squad to operate on the field, split into 2 groups, so one can defend one attack.

3 players per combat area.

Lets say other team has same assets, but doesnt defend the FOBs. That is 15 more. 2 full INF squads and lets say 3 added to an APC, as MECH INF.

Those 3 guys defending/attacking will face atleast 1 INFSQD plus additional 1 INFSQD or 1 MECHINFSQD.

You are toast.

FOB itself should be only destructable by C4 or as said, with certain amount of people in range, wich is more acceptable.

Would take some fun out of the game though. :/

Re: FOB Ninja'ing

Posted: 2011-12-26 09:20
by ZonexNL
I agree that it's an issue, however on the other side, if you wanna keep a FOB alive, then you shouldn't leave them out there alone, but defend them as long as needed.

Re: FOB Ninja'ing

Posted: 2011-12-26 10:51
by Xander[nl]
Leaving undefended FOBs in the hands of enemy squads is not the problem. The problem is that you cannot really spare the manpower to defend and even more to that these lone wolfs attacking FOBs are hard to spot and are resilient in their cause. If they get shot down, they're not bound to their SLs new orders but simply continue attacking untill said FOB has been taken out.

Proposed system (or any variation) cancels out FOB ninja's, forces people to join squads more and might drastically improve gameplay. It's very much worth looking into IMO.

Re: FOB Ninja'ing

Posted: 2011-12-26 20:35
by Stoickk
I have reformatted, refined, and tweaked the ideas presented in my post on Page 2 of this thread. Those ideas have been formatted as a Suggestion and submitted to the BF2: PR Suggestions Forum. Currently, my post is in the moderation phase, and if posted, I will update this thread with a link.

EDIT:

My suggestion made it through moderation. You can follow progress and add to the discussion here.

Re: FOB Ninja'ing

Posted: 2012-01-10 22:12
by chris_stoiva_ganjais
If a lone wolf can take out a FOB its not that needed is it. It might be used if the frontline FOBs is taken out, but then a lone wolf would never be able to take out those in front.

I do Lone Wolfing sometimes. But its more then just a dummy game. You need to scout, if its dense woods you need to wait to see where the enemies come from, then move in cover and try to get closer. When you are there you have the option to sneak in unseen or to lie there just peeshooting them to boredom. Ive never done that, i always go in unseen because it is those FOBs that are not used that normally comes in my range which is normally way off where the fights are running.

I dont know about all you guys, but intel also is a aspect of thise. Not everyone can be a sniper, and surely not when most sniperkits are used by full squads nowadays. Lying for 1 hour in a hidden location just to report enemies and movement should be highly awarded if you ask me. I have played full rounds with no kills and no deaths, just feeding the team with info. Surely a abandoned FOB isnt something i would run away from, that should get high priority.

Only suggestion i would support is the need for a TWO man squad, just to add a officer kit to the gameplay. As mentioned, in 64 server there simply arent enough recourses to defend FoBs, though the used ones should somehow be seen as so.

Most Rifleman kits have two incenary grenades, thats one FOB and perhaps one crate.

Re: FOB Ninja'ing

Posted: 2012-01-12 17:43
by Mikemonster
Chris you sound like a pretty good special forces guy, the trouble is that if you have a line of FOB's (say Muttrah) if you destroy the ones furthest away from enemy troops and work towards them they can end up losing a flag and finding that they cannot spawn in anywhere apart from main.

Re: FOB Ninja'ing

Posted: 2012-01-14 17:26
by chris_stoiva_ganjais
Mikemonster wrote:Chris you sound like a pretty good special forces guy, the trouble is that if you have a line of FOB's (say Muttrah) if you destroy the ones furthest away from enemy troops and work towards them they can end up losing a flag and finding that they cannot spawn in anywhere apart from main.
I read your text and your mind mate. Surely that would be a potensial above whats expected from a lucky wolf as me. With two incenaries, and enemy kits lying around crates, i guess its possible for one man to take out every FOB there is on one run.

That is indeed a overkill, i agree.

Re: FOB Ninja'ing

Posted: 2012-01-27 13:55
by Ca6e
I dont know if it could be implanted into bf2 engine, but lets say if lonewolf die, alone with no friendly around 100m(predefined) radious he must wait for 120s spawn. this will prevent a lot of players not wondering in alice world. If he is successful he is lucky, but then again he must come back to his team :D . wish devs could check this option.

it will also bring more teamwork into entire sq, couse if everybody get shot, and giveup then u will need to wait for sq to spawn, and regroup, and between u will need to stay alive or u will get penalty. It will encurage players to not give up, after they are wounded, till the last man. And also it will encurage sq mates to stay close. :D

Re: FOB Ninja'ing

Posted: 2012-01-27 16:37
by Mikemonster
Ca6e wrote:I dont know if it could be implanted into bf2 engine, but lets say if lonewolf die, alone with no friendly around 100m(predefined) radious he must wait for 120s spawn. this will prevent a lot of players not wondering in alice world. If he is successful he is lucky, but then again he must come back to his team :D . wish devs could check this option.

it will also bring more teamwork into entire sq, couse if everybody get shot, and giveup then u will need to wait for sq to spawn, and regroup, and between u will need to stay alive or u will get penalty. It will encurage players to not give up, after they are wounded, till the last man. And also it will encurage sq mates to stay close. :D
That's a good idea. I like that.

Re: FOB Ninja'ing

Posted: 2012-01-27 18:57
by spiked_rye
Though what if you get killed, then have to march cross country because the trans squad are down, you get killed again? Or what if you have a marksman or sniper covering movement over a large open space, and he gets killed. (admitedly that's quite a specific set of circumstances, but I'm sure there are more).

Oh yeah, trans chopper pilots, gets downed in mutra bay, gets a long spawn punishment, same for a squadie bring a logi truck to the front or back to main.

But this idea does have alot of merit. Maybe could be tweaked so non-squad members get a 3x multiplyer on their spawn time if they're not near friendly units?

Re: FOB Ninja'ing

Posted: 2012-01-29 22:34
by Mikemonster
spiked_rye wrote:.. Or what if you have a marksman or sniper covering movement over a large open space, ..
My god you have just sold the idea to me.

Re: FOB Ninja'ing

Posted: 2012-01-29 22:56
by spiked_rye
Mikemonster wrote:My god you have just sold the idea to me.
I didn't mean a loan wolf sniper :P (though yes it would make loan wolfing rather annoying) I meant what if your marksman was covering your squad whilst they made a river crossing or suchlike, and he got killed, he'd be punished for being a team player, and working with his squad.

Re: FOB Ninja'ing

Posted: 2012-01-30 17:53
by Mikemonster
Hmm, I had that situation the other day.. I set up a guy in my squad who wanted Sniper to cover us.. He got knifed in the arse.

Personally I see the whole squad as the assault squad.. Whilst it's nice to think that you can set the AR up to cover your assault, inevitably he gets flanked or shot and your medic isn't nearby.

Covering an attack is best done by either armour or another Inf squad, splitting up your squad is a bad idea I reckon.

Back to FOB ninja'ing though.. Erm..