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Fire base and Bunker assets

Posted: 2008-11-02 09:39
by talkinBEERmug
I have noticed that when squads build fire bases, or bunkers not many stay to man them, and when they do I often see them get over run by tanks or APCs. Is there a way that we can place a stationary tow, like we can put down a 50cal or a sandbag? Also is it possible to put down tank barrier to stop the movement of large vehicles, or a complete road block(2 sandbags and wire between them).

Re: Fire base and Bunker assets

Posted: 2008-11-02 09:50
by [MoL]jaVi
I also had some thoughts of this. At least it should be possible to build sum barriers against vehicles for both firebases and bunkers. 1 TOW would be fine when a bunker is built, no need for firebases for me, that would be overpowered, but when capped the flag and built a bunker it is the area of YOUR team, you fought for the place and built a bunker, so you earned the right to protect it well.

Re: Fire base and Bunker assets

Posted: 2008-11-03 00:30
by WildBill1337
tank traps would be best. a TOW is a bit much.

Re: Fire base and Bunker assets

Posted: 2008-11-03 00:35
by vilhelm123
I like the idea of road blocks mainly because it will mean that sandbags are used as cover rather than bad road blocks.

Re: Fire base and Bunker assets

Posted: 2008-11-03 02:36
by Pariel
WildBill1337 wrote:tank traps would be best. a TOW is a bit much.
I don't think a TOW per bunker would be uncalled for. Taking out tanks is (and should be!) difficult, I don't think some more anti-tank would be too bad. Except maybe on Qwai. Anymore TOW missiles flying around on that map and the wires will start getting tangled.

Re: Fire base and Bunker assets

Posted: 2008-11-03 04:15
by charliegrs
this has been suggested so many times already

Re: Fire base and Bunker assets

Posted: 2008-11-03 07:58
by cyberzomby
I was a commander for 2 rounds last night and I think it would be a waste to put a squad up there. Usually you built a firebase in defense or offense of a flag so theres plenty of guys around to hop back and defend it once someone reports it going down.

Last night I had around 3 full squads and 2 half squads and a few random filled squads. So I needed every squad I could get. Altough on Muttrah one of those half squads defended a firebase and that helped us. So Im kind of puzzled on this one.

Re: Fire base and Bunker assets

Posted: 2008-11-03 12:22
by AnRK
Deployable TOW like systems are gonna be exploitable in some very irritating ways, and will be overpowered on alot of maps too if they're 1 per firebase.

Re: Fire base and Bunker assets

Posted: 2008-11-03 12:28
by Blakeman
I havent checked to see if someone else has suggested it, but perhaps a deployable line of mines that does not require an engineer? If not that I do like the tank trap idea.

Re: Fire base and Bunker assets

Posted: 2008-11-03 12:44
by cyberzomby
deployable line of mines will only hold out the hummers and the likes that race by to drive over people.

APC's and Tanks will just blast away from afar (where the mines cant reach them)

Re: Fire base and Bunker assets

Posted: 2008-11-03 13:46
by Blakeman
cyberzomby wrote:deployable line of mines will only hold out the hummers and the likes that race by to drive over people.

APC's and Tanks will just blast away from afar (where the mines cant reach them)
If done on a map like muttrah you could deny apcs entry into certain areas with lines of mines and if well placed could make it where the cannons of those vehicles could not have a line of sight on said bunker/FB. Not every map is wide open like Kashan.

As far as the running down of the guys, I've often thought it should have a longer respawn time like killing a civilian in insurgency mode. It isn't very realistic to run over folks like that.

Re: Fire base and Bunker assets

Posted: 2008-11-03 13:51
by Tartantyco
-The .50 cals need much more protection, right now they're just sniping fodder.

Re: Fire base and Bunker assets

Posted: 2008-11-03 14:00
by cyberzomby
Blakeman wrote:If done on a map like muttrah you could deny apcs entry into certain areas with lines of mines and if well placed could make it where the cannons of those vehicles could not have a line of sight on said bunker/FB. Not every map is wide open like Kashan.

As far as the running down of the guys, I've often thought it should have a longer respawn time like killing a civilian in insurgency mode. It isn't very realistic to run over folks like that.
Your absolutly right! I forgot about those maps haha :) Than the Firebase will act more like an "expensive" roadblock.

Re: Fire base and Bunker assets

Posted: 2008-11-03 17:42
by Caboosehatesbabies
See, I'm torn.

While I would like to see some kind of deployable AT weapon, I can see how a TOW launcher would basically be a kill everything button if it was put in the right place on some maps.

Maybe it would be nice to have a kind of recoiless rifle set up that fired SABOT rounds. Things that do very high damage but have almost 0 splash. Also, make them unguided and maybe a 1 or 2 times zoom with only 5 rounds or so. If you were to have a tripod mounted recoiless rifle it'd be good for trucks, ok against APC's if you get the drop on it, and really lucky against a tank, like a light AT.

Re: Fire base and Bunker assets

Posted: 2008-11-03 17:50
by Dude388
Caboosehatesbabies wrote:See, I'm torn.

While I would like to see some kind of deployable AT weapon, I can see how a TOW launcher would basically be a kill everything button if it was put in the right place on some maps.

Maybe it would be nice to have a kind of recoiless rifle set up that fired SABOT rounds. Things that do very high damage but have almost 0 splash. Also, make them unguided and maybe a 1 or 2 times zoom with only 5 rounds or so. If you were to have a tripod mounted recoiless rifle it'd be good for trucks, ok against APC's if you get the drop on it, and really lucky against a tank, like a light AT.
But doesn't this rifle still make you a huge sniper target? Not to mention the rifle must have great damage/rate of fire to destroy the armor or at least cripple it before it gets it sights on you.

Still a good suggestion though. Just needs tweaking.

Re: Fire base and Bunker assets

Posted: 2008-11-03 18:42
by AREM117
My opinion is that on the Bunker you get a TOW with sandbag cover and the power of a HAT and on a Firebase you get a Unguided TOW without sandbags and the power of a LAT. If a TOW is put down then you cant put down an AA. If placable artillery and mortors are added then there shoud not be allowed to be a TOW in the same FOP radius. Also if your firebase is getting hit by a tank, a sniper is the least of your worries. Adding tank barriers would be a good idea for urban maps but useless in open settings. I dont think there can be a deployable mine asset.

Re: Fire base and Bunker assets

Posted: 2008-11-03 18:56
by Sadist_Cain
TOW would be too much too n00by and too exploitable (cmon dudes think about it ffs this isnt a perfect world)

Tank Traps and their usage would make Outpost placement more tactical, rather than a n00btube to sit atop a hill and blast everything for miles around... a load of deployable tank traps would mean you have to think about how to funnel the enemy tanks into your mines or H-AT or just make his attack impossible due to land features like hills and such