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Re: FOBs

Posted: 2013-07-02 17:31
by Hfett
Iv encountered this situation:

Our squad was on one side of the street.
The hideout was on our sight

The street was being guarded by enemy infantary, we could kill dudes that spawned on the hideout but could not cross the street to take it down.

So all we could do was spawn camp since we where not close enough to overrun it.

We could not engage the infantary that was covering the street because we had to deal with multiple players spawning in front of us

The radius from where fob's and hideouts are overun should be much larger, that would fix the issue of it being to "hard to destroy"

Re: FOBs

Posted: 2013-07-02 18:02
by tANNERRRR
Pvt.LHeureux wrote:I think I found your problem.
Oh, ok. So you are with your squad every second of the match or something? I was in CAS and spotting for them in the city, so I decided I would help the guy cap.

Re: FOBs

Posted: 2013-07-02 18:17
by Phoenixo_Idaho
FRENCH_FRIES wrote:Heavy vehicles still take them out
Really ? today i saw, from my uav, a BTR failing to destroy a fob on Saarema (the distance between them was like 10 meters). :neutral:

Re: FOBs

Posted: 2013-07-02 18:50
by Leut.dweed
Make it like before. Maybe the fob would need 10 Kifehits to be destroyed.

Re: FOBs

Posted: 2013-07-02 20:49
by nAyo
The new FOB destroying system makes no sense, it improves absolutely nothing whatsoever but rather makes people camp them more when they have nothing to destroy them with, which is the case 80% of the time.

Re: FOBs

Posted: 2013-07-02 21:01
by ghostfool84
Just give one C4 stick to the officer that its enough to destroy a fob but you can not take down the crates or several fobs and assets, for that you need a specialist.

Re: FOBs

Posted: 2013-07-02 23:34
by HeadlessChicken86
zloyrash wrote:I used LAT vs Hideout. Hideout won.
Top comment... Change that pls

Re: FOBs

Posted: 2013-07-03 01:08
by Warfighter
I really liked the idea of explosive charges or heavy vehicles to take out fobs, but for PR's sake it's just so damned impractical. Only 1 person in an infantry SQ will actually have the ability to destroy a fob. Suggestion, maybe make it so charges still work the way they do, but 6+ stabs to the radio could still take out the fob. This would mean whoever is stabbing it has to stand there stabbing repeatedly until it goes down, which exposes himself greatly, but still keeps the need for the rifle-spec incase he is alive and near you.

Re: FOBs

Posted: 2013-07-03 02:57
by doop-de-doo
ghostfool84 wrote:Just give one C4 stick to the officer that its enough to destroy a fob but you can not take down the crates or several fobs and assets, for that you need a specialist.
So the SL now becomes the demolitions specialist?

Teamwork, that's what it's about.

Especially now with 100p servers, do you think there will be many single or double manned squads anymore?

Re: FOBs

Posted: 2013-07-03 04:50
by zloyrash
I like the strong fobs idea, but
mb make 2 specialists per squad?
And make FOB destroyed by:
Spotter, specialist, LAT, HAT, Combat Eng, 50cal+ vehicles

Think its gonna be ok

Re: FOBs

Posted: 2013-07-03 05:06
by waldov
CR8Z wrote:Specialist or combat engi.

It's like complaining that it's too hard to heal people without a medic kit and saying that other kits should carry epis and patches and med bags. Or, just make sure you have a medic.

I think it will just take some getting used to, but fobs and caches will be dropping like flies quick enough.

If you're a lone wolf though, good luck getting a specialist or combat engi. You're days of lone wolf fob hunting are numbered!
Exactly my thoughts.

Re: FOBs

Posted: 2013-07-03 05:13
by 40mmrain
can a dev explain exactly which calibers, and weapons destroy the fobs, if there are weak points and how many rounds it takes?

For example, will 14.5 to the dirt of the fob destroy it? How about the radio?

Will ASMs from helicopters do it? .50 cal? AT weapons?

or will you make me test these things.

Re: FOBs

Posted: 2013-07-03 05:36
by Stealth Clobber
Today I came across a FOB and was an AT soldier, I had a LAT before but had a HAT at the time as our FOB was interestingly just down the road. I shot 1 HAT round at it at about 25-30 m, didn't detonate due to arming distance. Went back and got my LAT, 1 round on it didn't blow it up. Went back, re armed and shot another round, STILL didn't blow up. At this point I gave up, went back to the crates got C4 and blew the damn thing up.

2 LAT rounds don't kill these things? IIRC the LAT only gets 1 round anyway so if the squad has a LAT and no C4 and comes across a FOB, they're screwed? That's stupid. A rifleman can rearm the LAT guy but that's a wasted ammo bag IMO because the 2nd round doesn't kill it either.

Re: FOBs

Posted: 2013-07-03 07:46
by viirusiiseli
We're talking about a dirt foundation with sandbags and a radio. How do you suppose 1 120mm HEAT shell doesn't throw the sandbags around and make it "destroyed". IMO a better idea would be to make the dirt foundation absorb almost anything except bombs/missiles, but a hit inside/on the sandbags or radio kill it much faster?

Same for constructed assets, HMG, TOW, AA and mortars. I doubt a TOW emplacement in real life is usable after a direct hit on the launcher with any cannon round.

Image

Re: FOBs

Posted: 2013-07-03 08:43
by 007.SirBond
I think using a LAT or HAT should destroy a fob/hideout, both LAT and HAT are valuable ordnance. They should be held to a higher standard.

In my opinion, the only real needed change is that enemy vehicles should overrun fobs/hideouts, there has been too many cases of people getting spawn camped by gunners of vehicles who just continue to camp it for kills. I know what your thinking, your afraid one player is gonna get a vehicle and drive up to the fob and just sit there, well if he gets out, he will disable the overrunning of the fob, and enemies can spawn in. Can this be coded in? I think it would help with the fob spawn camping problem.

Also I think having a some kind of notification a fob is being overrun due to enemies near by would really help the game-play. If a spawn point is cancelled, it would simulate command deciding not to deploy troops to a region because they are unable to or decided not to. Either way, that Intel would be known by the soldiers on the field.

Re: FOBs

Posted: 2013-07-03 12:07
by Cavazos
I think it is a good change and people need to consider Specialist more often now. This requires more planning and teamwork. Based on kits determine what missions you can accomplish and gives kits purpose.

The LAT and HAT idea is good to consider though. I would think that sort of firepower should be able to take out a FOB. Also heavy machine guns such as a .50 cal should take it out. It has to be heavy caliber though. A M249 or 240B shouldn't take it out.

Re: FOBs

Posted: 2013-07-03 13:51
by Prevtzer
I think that they should be destroyable by:
-5 frag grenades
-120 bullets to the radio
...

This way even single riflemen could take them down but it would take them very long plus it would make a lot of noise.

Re: FOBs

Posted: 2013-07-03 22:08
by Warfighter
Prevtzer wrote:I think that they should be destroyable by:
-5 frag grenades
-120 bullets to the radio
...

This way even single riflemen could take them down but it would take them very long plus it would make a lot of noise.

Even that works. But until FOB's are "fixed", and I don't have the proper gear to take them out, I will continue to just sit there and spawn camp. I don't normally play like that, but when it's near impossible to take out a fob, there is not much else you can do.

Re: FOBs

Posted: 2013-07-03 22:30
by 40mmrain
nice to know the weakpoints, thanks psyrus 8-)

ill test other stuff myself

glad foxholes are strong as shit now

Posted: 2013-07-04 01:56
by CR8Z
007.SirBond wrote:
Also I think having a some kind of notification a fob is being overrun due to enemies near by would really help the game-play.
I would hope that the dead guys who got camped would sound the alarm and give you notification? Team work?


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