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Re: Hesco Barrier
Posted: 2011-05-11 10:36
by Sgt. Mahi
How about choppers flying already-filled Hesco barriers in??? Isn't that seen in real life?
Re: Hesco Barrier
Posted: 2011-05-11 10:59
by PatrickLA_CA
Yeah, HESCOs are realistic for FOBs but for large ones like IRL, not like in PR, it wouldn't be realistic to see 2 HESCOs in the middle of the dessert or city right? Maybe sandbags but they were suggested couple of times.
Re: Hesco Barrier
Posted: 2011-05-11 16:16
by goguapsy
[R-MOD]Thermis wrote:You underestimate the power of motivated soldiers being shot at. How do you think we get hescos on top of mountains?
While the preferred method of filling hescos is using a front loader, soldiers can fill them by hand. Yes is does take forever.
Exactly.
1st, you wouldn't be building this while getting shot at... Or so I think. At least.
And by forever you mean like what? According to the book, it takes about 1 day for a squad (or platoon - not sure) to fill 1 barrier up completely.
Re: Hesco Barrier
Posted: 2011-05-11 16:39
by Charliesierra-RCR
here's my 2 cents, Hesco is used widely in afghanistan, and right on the front line... but usually never filled by hand, and mostly filled by engineers with heavy equipment or local afghan contractors.
The fire bases we make in the game, are designed like Patrol hides... quick to set up, and quick to dismantle, ideal for the light infantry..
If the addition of Hesco to be added to the game, i think it would be ideal for the Team Commander have the ability to set up the hesco at the main base to start up a "FOB"... most servers allow 2-3 minutes worth of waiting before a round starts, if a team commander could hop in, put up a 4 wall compound with a entrance, then it would alright...
But no Hesco for the firebases that a Squad leader can set up..
Re: Hesco Barrier
Posted: 2011-05-11 17:07
by rushn
maybe sandbags would suffice
Re: Hesco Barrier
Posted: 2011-05-11 18:47
by Thermis
goguapsy wrote:Exactly.
1st, you wouldn't be building this while getting shot at... Or so I think. At least.
And by forever you mean like what? According to the book, it takes about 1 day for a squad (or platoon - not sure) to fill 1 barrier up completely.
If you're building a new COP it happens. Generally though you are not getting shot at, I am not aware of the textbook answer for how long it will take x amount of people to fill a hesco, but I imagine a squad could probably get at least 2 of the small ones filled in a day without breaking their backs.
Re: Hesco Barrier
Posted: 2011-05-11 19:01
by illidur
i would like a wall of sandbags.... wires offer no cover. incindiary can destroy it for game mechanics, but it would be better if it took more. like arty/30mm >/vbied/bomb/tank/c4 or rpg etc.
Re: Hesco Barrier
Posted: 2011-05-11 19:08
by Doc.Pock
imo only a nuke or jdam directly should completley eradicaet teh wires as theyr yust well wiers.

sry for bad lang now
im durnkk
Re: Hesco Barrier
Posted: 2011-05-11 19:57
by Hotrod525
'[R-DEV wrote:Eddie Baker;941167']Close- a front-loader.
Front loader
Bull-dozer

I garantee you dont need any machinery to set them up... They are EXTREMELY long to dig... BUT its "Digg-able". I know i had to fill some with my god damn shovel.
Re: Hesco Barrier
Posted: 2011-05-11 21:38
by Redamare
this was suggested years ago

. . . But okay . . i DO believe that there should be a WALL alternative to razer wire / tank traps . . a Hesco barrier that cant be destroyed without the use of C4 or IEDS. but the more assets we have for FOBS the easier they are to be picked out from the land scape we need to figure out new ways to destroy them them before we add new assets.
Re: Hesco Barrier
Posted: 2011-05-11 21:53
by goguapsy
[R-MOD]Thermis wrote:If you're building a new COP it happens. Generally though you are not getting shot at, I am not aware of the textbook answer for how long it will take x amount of people to fill a hesco, but I imagine a squad could probably get at least 2 of the small ones filled in a day without breaking their backs.
Okay.
The info about 1 hesco "cube" a day came from Sebastian Junger's "War". It was while they built Restrepo.
Re: Hesco Barrier
Posted: 2011-05-12 04:42
by Rissien
Wernt they alternating between shooting back and digging it up when they started putting it together?
Re: Hesco Barrier
Posted: 2011-05-12 09:06
by illidur
Redamare wrote:this was suggested years ago

. . . But okay . . i DO believe that there should be a WALL alternative to razer wire / tank traps . . a Hesco barrier that cant be destroyed without the use of C4 or IEDS. but the more assets we have for FOBS the easier they are to be picked out from the land scape we need to figure out new ways to destroy them them before we add new assets.
i agree with everything until you said "need to figure out new ways to destroy them". im pretty sure everything aside from a smoke grenade can destroy a FOB or render it useless including just being near it. haveing a more defensive placeable structure would be awesome.
better yet... sandbag wall with barbwire on top!!!!! so people can't just double jump over barbwire walls on flat surfaces... without even bleeding. if you do it twice you will start to bleed. but i do it all the time.
Re: Hesco Barrier
Posted: 2011-05-12 09:39
by DenvH
'= wrote:H[=Rissien;1592026']Wernt they alternating between shooting back and digging it up when they started putting it together?
Yes, and you have to remember that they where on a mountain in Afghanistan with hard soil and rocks to dig. This would be an extreme if you ask me and I can imagine that it would take less time when digging in a wet environment or when digging sand.
The idea of a Hesco Barrier however is a good one. It will enable you to really set up a solid defence in AAS and I can see C&C mode getting better from this as well with front loaders being able to build a small base, you could even add Hesco watch towers like this on C&C to get that mode more popular I guess:
http://i60.photobucket.com/albums/h29/Dr_Rank/BF22009-03-1823-38-09-68.jpg?t=1237419961
Re: Hesco Barrier
Posted: 2011-05-12 17:12
by Sgt.BountyOrig
Perhaps theres something in this that we could develop upon, with this we can distinguish by FB and FOB, currently being an FB but perhaps we have struck upon building a more "FOB-ish" FOB, with reinforced/improved deployables. It may require larger crates, selectable by trucks or helicopters at their respective ammo points and Three would be needed to construct, they would take a long time to re-arm.
In this new FOB structure, we can have the HESCO walls, perhaps small towers, alongside all the basic necessities as found at an FB, except this could become the only place in which mortars could be built? And perhaps the spawn is always selectable, akin to the mainbase until the main building (or...structure) is destroyed. The main structure is only damaged with C4? it would give combat engineer an all new role to play in demolitions. Perhaps the FOB can only be within a captured flag radius..
It can serve as a team universal rally point, like a team-placed flag even. It could help the C&C mode, with this being a main objective and FB's being bonus objectives?...
Im out of steam, but ill let you critic me to Papa New Guinea.
One per team per map, as Bringerof said...I meant to say it
Re: Hesco Barrier
Posted: 2011-05-12 18:37
by Bringerof_D
Sgt.BountyOrig wrote:Perhaps theres something in this that we could develop upon, with this we can distinguish by FB and FOB, currently being an FB but perhaps we have struck upon building a more "FOB-ish" FOB, with reinforced/improved deployables. It may require larger crates, selectable by trucks or helicopters at their respective ammo points and Three would be needed to construct, they would take a long time to re-arm.
In this new FOB structure, we can have the HESCO walls, perhaps small towers, alongside all the basic necessities as found at an FB, except this could become the only place in which mortars could be built? And perhaps the spawn is always selectable, akin to the mainbase until the main building (or...structure) is destroyed. The main structure is only damaged with C4? it would give combat engineer an all new role to play in demolitions. Perhaps the FOB can only be within a captured flag radius..
It can serve as a team universal rally point, like a team-placed flag even. It could help the C&C mode, with this being a main objective and FB's being bonus objectives?...
Im out of steam, but ill let you critic me to Papa New Guinea.
a new type of FOB structure to go along with this sounds reasonable
limit only one, once destroyed you cant build it anymore. but honestly building something on that scale would only be possible in a few places on any given map. i still recommend only the sand bag walls.
Re: Hesco Barrier
Posted: 2011-05-12 21:21
by goguapsy
'= wrote:H[=Rissien;1592026']Wernt they alternating between shooting back and digging it up when they started putting it together?
I think so.
Wouldn't it be something like that in PR?
Re: Hesco Barrier
Posted: 2011-05-20 02:49
by badmojo420
I like that idea about the bigger FOB alternative. It would be cool if it was something like the Basrah VCP or the similar Hesco structure just outside of Ramiel. Towers and big enough for a FOB inside. Cover from mortars, firing positions for vehicles.
I think that it should be a once placed static object. And then it's there for the rest of the round. Poor placement or defense could let the opposition take it over and use it against you. It would require no shoveling and could never be destroyed. Obviously it would need a large empty area.
I would say this should be a commander deployed asset. Like the commander rally, it should require a certain amount of squad leaders & players to be around, crates, etc. I envision massive tk's when it's deployed

but they would be worth the added game play value. Especially in the C&C game mode.
I don't think the un-realism in deploy time should deter us from building Hescos. The amount of time it takes 2-3 players to shovel up a fox hole or HMG nest is crazy fast. There's no way you could build one of those foxholes anywhere near that fast in real life. Especially on more difficult terrain.
goguapsy wrote:I think so.
Wouldn't it be something like that in PR?
Not really, if you stop digging in PR, the asset starts to bleed and then explodes. It makes for unrealistic situations where people would rather keep digging and hope the enemy is incompetent then to stop and lose a bunch of work.
Re: Hesco Barrier
Posted: 2011-05-20 05:13
by Bringerof_D
badmojo420 wrote:
Not really, if you stop digging in PR, the asset starts to bleed and then explodes. It makes for unrealistic situations where people would rather keep digging and hope the enemy is incompetent then to stop and lose a bunch of work.
lets also remember in PR, even an uncompleted structure, once it switches away from the "destroyed" model starts blocking bullets. this means you have full protection despite the hesco perhaps only being 10% filled, it's a fair trade off.
Re: Hesco Barrier
Posted: 2011-05-20 19:38
by badmojo420
Both things are unrealistic. There's no way an object providing cover 30s before it's completed is a fair trade off to losing your work if you stop shoveling. Neither things improve game play at all for either side. And one is dependent on the other, you won't have that cover at all if you stop shoveling. Also, most of the time people shovel stuff from behind the foundation, so the cover is there from the start.
I don't expect these things to change, but I don't agree with your justification for them to exist. Two wrongs don't make a right.