Fired 5 Light AT round at a fob from 100m. The FOB didn't even flinch, nor got disabled.
Re: Indestructible FOBs
Posted: 2013-08-10 03:25
by SANGUE-RUIM
also, Why won't 5 AP tank rounds destroy a FOB? I know it's supposed to be used HE, but man...
Re: Indestructible FOBs
Posted: 2013-08-10 03:57
by Henrique_Dalben
It was the other way around, Sangue. You fired 5 HE rounds at it, it only fell when you hit it with the AP shell.
Re: Indestructible FOBs
Posted: 2013-08-10 19:50
by Ca6e
Actualy u can destroy it with one, just u need to wait around 10-15s it will fall down, looks like some delay hm
Re: Indestructible FOBs
Posted: 2013-08-11 01:23
by Henrique_Dalben
Ca6e wrote:Actualy u can destroy it with one, just u need to wait around 10-15s it will fall down, looks like some delay hm
You can't. I tested it. After i hit it with 5 Light AT rounds i waited 5 minutes and it didn't went down. If some sandbags and a couple pipes can't be destroyed with an AT rocket, something is seriously broken.
Re: Indestructible FOBs
Posted: 2013-08-11 01:32
by SANGUE-RUIM
Henrique_Dalben wrote:It was the other way around, Sangue. You fired 5 HE rounds at it, it only fell when you hit it with the AP shell.
No, I really used AP... then I switched to HE and destroyed with 1 hit...
Re: Indestructible FOBs
Posted: 2013-08-11 04:16
by Heskey
Am I not correct in saying that Timed C4 is now the only way to destroy FOBs?
Re: Indestructible FOBs
Posted: 2013-08-11 04:59
by Psyrus
Heskey wrote:Am I not correct in saying that Timed C4 is now the only way to destroy FOBs?
No, most things can kill fobs, but they have been buffed to make them more resilient. About 6 tank shells, 50+ APC rounds etc.
Re: Indestructible FOBs
Posted: 2013-08-11 06:25
by Henrique_Dalben
50+ APC rounds to take down sandbags and a couple pipes? That sure is some incredible seabee work right there.
Re: Indestructible FOBs
Posted: 2013-08-11 08:11
by Psyrus
Henrique_Dalben wrote:50+ APC rounds to take down sandbags and a couple pipes? That sure is some incredible seabee work right there.
Knifing a radio to make a whole structure fall to pieces... that's incredible!
If you have nothing productive to contribute...?
Re: Indestructible FOBs
Posted: 2013-08-11 16:22
by Henrique_Dalben
Except for the knifing the radio part, and now with the removal of incendiary grenades, FOBs should be left as they were. Now they're indestructible fortresses that can't even be brought by an A2G missile (tested with a single KH-25). But if no one saw anything wrong with it taking 6 120mm shells to bring down a FOB, then no, i don't have nothing "productive" to contribute, except for the suggestion to rename it "Project Alternate Reality".
Re: Indestructible FOBs
Posted: 2013-08-12 13:07
by Psyrus
Henrique_Dalben wrote:Except for the knifing the radio part, and now with the removal of incendiary grenades, FOBs should be left as they were. Now they're indestructible fortresses that can't even be brought by an A2G missile (tested with a single KH-25). But if no one saw anything wrong with it taking 6 120mm shells to bring down a FOB, then no, i don't have nothing "productive" to contribute, except for the suggestion to rename it "Project Alternate Reality".
Thanks for your feedback! Any and all is much appreciated, positive or negative
Re: Indestructible FOBs
Posted: 2013-08-12 13:27
by notmyingamename
fobs need to stand against one hit wonders, save for guided air munitions with the purpose of defeating armored targets/emplacements.
what i mean is:
2-3 enemy infiltrating and occupying to overrun is perfect
2 HE shells
1 LGB/AGM
2 HAT/3-4 LAT
1 large C4. 2-3 small C4's (too bad there is no command detonation, hint hint)
sustained mortar fire (1-2 direct impacts, 5-7 impacts inside of 50m)
sustained HMG or greater fire. (200 .50/12.7 and less of greater cannon fire)
realistic and practical defeating of a fortified emplacement
tweak as necessary for gameplay
Re: Indestructible FOBs
Posted: 2013-08-12 14:25
by Prevtzer
[R-CON]Psyrus wrote:No, most things can kill fobs, but they have been buffed to make them more resilient. About 6 tank shells, 50+ APC rounds etc.
It actually takes 1 tank shell to the sandbags or 2 to the base to destroy an FOB. And about 25 APC HE/AP shells.
Also worth noting is that CR2 uses L27A1 as it's APFSDS round and not L23 (older round) as in PR.
Re: Indestructible FOBs
Posted: 2013-08-14 10:55
by Psyrus
Prevtzer wrote:It actually takes 1 tank shell to the sandbags or 2 to the base to destroy an FOB. And about 25 APC HE/AP shells.
Also worth noting is that CR2 uses L27A1 as it's APFSDS round and not L23 (older round) as in PR.
Oh sorry, I guess it was changed since the last time I saw the numbers, my apologies!
Re: Indestructible FOBs
Posted: 2013-08-14 12:20
by K4on
___sangue-ruim___ wrote:also, Why won't 5 AP tank rounds destroy a FOB? I know it's supposed to be used HE, but man...
Henrique_Dalben wrote:It was the other way around, Sangue. You fired 5 HE rounds at it, it only fell when you hit it with the AP shell.
___sangue-ruim___ wrote:No, I really used AP... then I switched to HE and destroyed with 1 hit...
When you guys post bugs/ feedback, it would be nice to have a video of that as well. Especially when it's damage related.
Helps us DEVs and Testers alot!
Check this for example:
Prevtzer wrote:
Re: Indestructible FOBs
Posted: 2013-08-14 12:29
by K4on
And yeah, that FOBs are mostly destructible by medium/large calibers and explosives only is more based on gameplay.
Of course a LAT would be able to blow some sandbags away.
Of course you could destroy the FOBs radio by hitting it with ya rifles butt.
Infantry should'nt be able, except with really haevy weapons (HAT, ATGM, Mortars for example), to destroy a FOB from 100 meters away.
As the report that tanks can't blow FOBs is invalid, and the other feedback is not a bug,
I'm closing this.