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Re: 3rd HMG for FOBs

Posted: 2010-08-06 12:50
by Tartantyco
I don't see what the problem with a 3rd HMG would be. The 'no exposed flanks' argument holds no weight whatsoever as you have grenadiers, snipers, HATs, and plenty more tools available to you for taking out or neutralizing an HMG nest.

Besides, it is practically impossible to cover an entire area even with 3 HMGs, the terrain hardly ever allows you to successfully cover everything, and even then individual HMG nests will have blindspots where they are vulnerable to attack.

EDIT: Additionally, I think every active emplacement should require supplies to use, much like my FOB suggestion here. Dump any kind of building restrictions and the team's ability to resupply them will balance things out. A strong point can be neutralized by cutting off their supply routes, in addition to a head-on assault as described above. That is how you improve gameplay.

Re: 3rd HMG for FOBs

Posted: 2010-08-06 13:57
by cyberzomby
Once you have 3 hmg's, theres going to be arguments for 4 hmg's because you still cant cover everything with just 3. etc.

Re: 3rd HMG for FOBs

Posted: 2010-08-06 14:07
by Tartantyco
cyberzomby wrote:Once you have 3 hmg's, theres going to be arguments for 4 hmg's because you still cant cover everything with just 3. etc.
Which is why this should be player-controlled instead of game-imposed, as I refer to in my edit. Want nine HMGs over here? Two TOWs? Then you're going to have to keep them supplied.

Re: 3rd HMG for FOBs

Posted: 2010-08-06 14:43
by =(DK)=stoffen_tacticalsup
the_ganman wrote:or build something like this

Image
Winston, we have a winner.

Re: 3rd HMG for FOBs

Posted: 2010-08-06 14:55
by mangeface
2 .50 cals seem fine to me. I don't see them manned enough to have a 3rd one implemented, and with the ridiculousness of the TOW, FOBs seem to be overpowed already. I say stick with 2, put up barbed wire to funnel in enemies to foxholes, and enjoy a even more ridiculous FOB kill score.

Re: 3rd HMG for FOBs

Posted: 2010-08-06 15:16
by cyberzomby
Tartantyco wrote:Which is why this should be player-controlled instead of game-imposed, as I refer to in my edit. Want nine HMGs over here? Two TOWs? Then you're going to have to keep them supplied.
Oh! I guess I read over your edit! Sorry. Let me read it now

EDIT:
That sounds better. I dont think I like the idea of 9 tow's there but if they need an almost constant supply chain it might be fun. Altough it takes resources and players out of combat.

Re: 3rd HMG for FOBs

Posted: 2010-08-06 15:58
by Bringerof_D
goguapsy wrote:Yeah that was my point, IRL you could get a better defense area, while gameplay wise they limit to 2 HMGs (even if you can resupply for more weapons...)
i dont get how that proved your point. with such a small platoon you'd only get 2. and lets not forget in real life that also balances with the amount of other platoon support weapons you get such as HAT or tow missile defenses, etc.

IRL as well you wouldnt be able to make a 360 defense anyways. there's a reason why the choice of location is so important. having a 360 defense line would stretch your lines way too thin IRL, remember that the line has to be far enough away from the FOB so that an attacking enemy cant just fire over your defenses to take it out. your main defenses face the most dangerous direction your rear should be friendly territory. however since your defense line is small and enemies can flank. that's where patrols come in.

in game i've never constructed a 360 defense, there's usually not enough people around the FOB to use all the defense measures anyways. flanking enemies were usually spotted by my sentries which i post early on outward from my left and right flank. my rear is either blocked off by the terrain or is frequented by friendly troops enough to spot enemies. occasional patrols out to the sides have saved us many times as well.

Re: 3rd HMG for FOBs

Posted: 2010-08-06 18:45
by goguapsy
Bringerof_D wrote:i dont get how that proved your point. with such a small platoon you'd only get 2. and lets not forget in real life that also balances with the amount of other platoon support weapons you get such as HAT or tow missile defenses, etc.

IRL as well you wouldnt be able to make a 360 defense anyways. there's a reason why the choice of location is so important. having a 360 defense line would stretch your lines way too thin IRL, remember that the line has to be far enough away from the FOB so that an attacking enemy cant just fire over your defenses to take it out. your main defenses face the most dangerous direction your rear should be friendly territory. however since your defense line is small and enemies can flank. that's where patrols come in.

in game i've never constructed a 360 defense, there's usually not enough people around the FOB to use all the defense measures anyways. flanking enemies were usually spotted by my sentries which i post early on outward from my left and right flank. my rear is either blocked off by the terrain or is frequented by friendly troops enough to spot enemies. occasional patrols out to the sides have saved us many times as well.

Ok Firebases (FOB is suppose to stand for firebases I think, because a real FOB =
Image


Image



And I think that a Fire Base like this
Image

Is probably able to defend all sides even with 2 HMGs...

Re: 3rd HMG for FOBs

Posted: 2010-08-06 21:36
by ytman
I only think this should be an issue in the CnC game mode.

More than 4 HMGs please.

Re: 3rd HMG for FOBs

Posted: 2010-08-06 22:41
by Dev1200
ytman wrote:I only think this should be an issue in the CnC game mode.

More than 4 HMGs please.

For CNC you get double deployables (4HMG, 2 Tow, 2 AA, 20 Foxhole/Wire)

Re: 3rd HMG for FOBs

Posted: 2010-08-07 00:45
by ytman
Dev1200 wrote:For CNC you get double deployables (4HMG, 2 Tow, 2 AA, 20 Foxhole/Wire)
Hence more than 4. I mean you have a super FO now... it should be more than a double FO. But this is a different suggestion anyways.

Re: 3rd HMG for FOBs

Posted: 2010-08-07 13:06
by Teh0
Just one 360 turnable hmg and it could turn more upp to shoot copters.

Re: 3rd HMG for FOBs

Posted: 2010-08-07 18:29
by Bringerof_D
goguapsy wrote:Ok Firebases (FOB is suppose to stand for firebases I think, because a real FOB =
Image


Image



And I think that a Fire Base like this
Image

Is probably able to defend all sides even with 2 HMGs...
ok well if we're gonna be talking about real FOBs then note that your main base is your FOB, the in game FOB is only a forward command post. so something that's setup for communication with your FOB from the front line.

Re: 3rd HMG for FOBs

Posted: 2010-08-07 19:15
by Tim270
The in-game build-ables are more a representation of being able to construct defences, rather than being a realistic example of base defences.