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Exploding Firebases
Posted: 2010-01-10 05:04
by Truism
We've all had firebases blow up in our faces, normally not for very good reasons (like stopping shovelling to type >.>). Firebases should have bleed and should destroy themselves below a certain HP, but they should not deal damage when they do so.
Recently it's come to my attention that some players _always_ knife their own FB's radios once after building it. Why? Johnny is patrolling along in OGT, he doesn't have a squad with him because he's hunting enemy infrastructure and using a whole squad for this would be a great waste. He sees an unguarded firebase and goes to knife it.
Stab. Stab. Stab. BOOM.
Johnny is now bleeding too badly for bandages and can't use enemy crates to resupply. He will almost certainly bleed to death before he gets to a medic.
Timmy is assaulting a firebase with his fireteam. Timmy is wounded on the way in, but seizes the initiative after killing the firebase's last defender. He's bleeding, but he knows he'll get to a medic in time. He goes to knife the firebase.
Stab. Stab. Stab. BOOM.
Timmy is now dead. Dead, dead because he's clipped through the firebase's floor.
Firebases shouldn't deal damage when they are destroyed. There isn't a logical reason for them to do so when they die, and it's bad for gameplay too. They should bleed and die on their own below a certain HP, so that enterprising players can escape before it becomes clear the firebase has been sabotaged, but players shouldn't be punished for doing the right thing (knifing to kill an undefended firebase).
Re: Exploding Firebases
Posted: 2010-01-10 05:10
by Zrix
Agreed, it's really annoying and imho does more bad than good.
It would also eliminate the repair/destroy loop killing anyone near it that you get when a repair station is deployed next to a FB.
Re: Exploding Firebases
Posted: 2010-01-10 05:11
by Rissien
Next time dont knife it four times. Knife it three times then back away and wait the ten seconds and itl drop on its own.
Re: Exploding Firebases
Posted: 2010-01-10 05:16
by Zrix
'= wrote:H[=ElvishKnight;1229988']Next time dont knife it four times. Knife it three times then back away and wait the ten seconds and itl drop on its own.
Next time read the post?
Re: Exploding Firebases
Posted: 2010-01-10 05:40
by Psyrus
I actually try to always only knife enemy firebases twice, I then take up a position ~30m away and watch if any squads spawn on it, after the firebase goes down I hang back and wait for any spawned enemies to come back and start shoveling. If they do return, I knife/nade/shoot them while they shovel and the firebase will stay down a lot longer

Re: Exploding Firebases
Posted: 2010-01-10 05:40
by IAJTHOMAS
'= wrote:H[=ElvishKnight;1229988']Next time dont knife it four times. Knife it three times then back away and wait the ten seconds and itl drop on its own.
Which in his scenario would have the FB collapse on your third knife stroke, as 1+3=4, leaving no opportunity for a 4th knife stroke.
Re: Exploding Firebases
Posted: 2010-01-10 06:02
by Rissien
Neither scenario represented the firebases already being damaged, which in turn still makes only three knifes viable at taking one down. Following that prinicple one should be able to hit the radio and back off in time.
Granted ive had times where the fob was in fact already damaged and the third knife stroke does bring down the fob in my face. In the end, its still a minor issue as more often than not poeple are safe from the damage.
Re: Exploding Firebases
Posted: 2010-01-10 06:05
by Rudd
two actually works if you're worried
the only thing that gets on my nerves is when somone places a repair crate
but the easiest way to avoid problems is actually to have more than 1 guy digging and all will be well.
Re: Exploding Firebases
Posted: 2010-01-10 07:56
by Sabre_tooth_tigger
I didnt realise two would work, I swear Ive knifed three times sometimes and its still there 5 mins later
Does shooting the radio from afar still work, not sure how many rounds that'd take. Used to be quite useful with rally points that a scope rifle could be used from distance but I think firebase possibly takes far too many shots for this to be possible, this would be my complaint personally
The whole knifing thing does seem to backfire alot, I think incendiary is generally preferable currently
Re: Exploding Firebases
Posted: 2010-01-10 08:24
by maarit
i think that whole knifing thing should be removed.
and if you want to destroy enemy firebase you should use that Incendiary grenade.
but there should be also option to steel enemy stuff...and get more tickets to your team.
showel the enemy firebase and get 50 tickets to your team.
and give this kind of action to combat engineer kit.
Re: Exploding Firebases
Posted: 2010-01-10 11:13
by killonsight95
maarit wrote:i think that whole knifing thing should be removed.
and if you want to destroy enemy firebase you should use that Incendiary grenade.
but there should be also option to steel enemy stuff...and get more tickets to your team.
showel the enemy firebase and get 50 tickets to your team.
and give this kind of action to combat engineer kit.
that sounds stupid, whyso many tickets? also this could be abused by knifing the firebase then rebuilding it
Re: Exploding Firebases
Posted: 2010-01-10 11:35
by Kim Jong ill
Sabre_tooth_tigger wrote:I didnt realise two would work, I swear Ive knifed three times sometimes and its still there 5 mins later
Does shooting the radio from afar still work, not sure how many rounds that'd take. Used to be quite useful with rally points that a scope rifle could be used from distance but I think firebase possibly takes far too many shots for this to be possible, this would be my complaint personally
The whole knifing thing does seem to backfire alot, I think incendiary is generally preferable currently
I like to keep my incendiary for either destroying the base or the crates, I think you'll find many others of the same opinion.
Re: Exploding Firebases
Posted: 2010-01-10 11:52
by maarit
killonsight95 wrote:that sounds stupid, whyso many tickets? also this could be abused by knifing the firebase then rebuilding it
yeah,maybe 50 is too much.and like i wroted take that away that you can destroy outpost with knife.so you must use grenade to destroy it or if you have combat engineer in your squad,he can showel/wrench the thing down and gain tickets.
Re: Exploding Firebases
Posted: 2010-01-10 14:39
by akatabrask
I don't get why it has to be physically destroyed at all. Neither with knife nor incendiary. I can't really see the logic behind that. I'd rather see it that when n amount of enemies more than friendlies is inside the a radius of r meters from it for x amount of time it self collapse (of course with the spawn disabled with even less enemies near to prevent raping).
That would imo more accurately represent the situation of the FB being a controlled safe zone for (imaginary) supply routes to ship reinforcements/supplies to, much like the current rally points but in a bigger scale.
It'd be more of an: enemies gets near and interupts the (imaginary) supply lines -> Area is not safe -> suplies won't go there.
Rather than the "heey, there's an enemy building (or more of a tent actually) with a radio in it, let's go slice it up so the enemies for some reason can't spawn here because that radio is so damn important for that reason (some sort of teleport perhaps?)" situation that we have now.
Not only that, but as the thread starter wrote himself, it at times is enough with having one lone guy crawling up on it, rambo style, and knife it to take it down. Somewhat promoting both lone wolfing and suicide missions, two highly unrealistic tactics, at least for the conventional armies.
Re: Exploding Firebases
Posted: 2010-01-10 14:58
by Truism
akatabrask wrote:I don't get why it has to be physically destroyed at all. Neither with knife nor incendiary. I can't really see the logic behind that. I'd rather see it that when n amount of enemies more than friendlies is inside the a radius of r meters from it for x amount of time it self collapse (of course with the spawn disabled with even less enemies near to prevent raping).
That would imo more accurately represent the situation of the FB being a controlled safe zone for (imaginary) supply routes to ship reinforcements/supplies to, much like the current rally points but in a bigger scale.
It'd be more of an: enemies gets near and interupts the (imaginary) supply lines -> Area is not safe -> suplies won't go there.
Rather than the "heey, there's an enemy building (or more of a tent actually) with a radio in it, let's go slice it up so the enemies for some reason can't spawn here because that radio is so damn important for that reason (some sort of teleport perhaps?)" situation that we have now.
Not only that, but as the thread starter wrote himself, it at times is enough with having one lone guy crawling up on it, rambo style, and knife it to take it down. Somewhat promoting both lone wolfing and suicide missions, two highly unrealistic tactics, at least for the conventional armies.
Everything is to scale in PR from what I can see. A lone wolf is a small team by my reckoning. And small teams do patrol deep into enemy territory to disrupt supply lines.
They're called Spetsnaz. And they have cool hatchets.
In the interests of realism, only hatchet stabs should destroy firebases.
Re: Exploding Firebases
Posted: 2010-01-10 15:06
by akatabrask
Not to sound bitchy but spec ops was taken away in 0.8 (iirc)

Re: Exploding Firebases
Posted: 2010-01-10 15:54
by Shredhead99
akatabrask wrote:I don't get why it has to be physically destroyed at all. Neither with knife nor incendiary. I can't really see the logic behind that. I'd rather see it that when n amount of enemies more than friendlies is inside the a radius of r meters from it for x amount of time it self collapse (of course with the spawn disabled with even less enemies near to prevent raping).
That would imo more accurately represent the situation of the FB being a controlled safe zone for (imaginary) supply routes to ship reinforcements/supplies to, much like the current rally points but in a bigger scale.
It'd be more of an: enemies gets near and interupts the (imaginary) supply lines -> Area is not safe -> suplies won't go there.
Rather than the "heey, there's an enemy building (or more of a tent actually) with a radio in it, let's go slice it up so the enemies for some reason can't spawn here because that radio is so damn important for that reason (some sort of teleport perhaps?)" situation that we have now.
Not only that, but as the thread starter wrote himself, it at times is enough with having one lone guy crawling up on it, rambo style, and knife it to take it down. Somewhat promoting both lone wolfing and suicide missions, two highly unrealistic tactics, at least for the conventional armies.
+1
That would really fit the coming changes of the RP- System. Just make FBs more durable like akatabrask suggests.
Re: Exploding Firebases
Posted: 2010-01-10 16:31
by Truism
akatabrask wrote:Not to sound bitchy but spec ops was taken away in 0.8 (iirc)
Spec Ops was taken away because it was a completely redundant kit. There was no room in the game for Spec Ops as well as Combat Engineer. Almost anything that you could do with 5xslams and 1xc4 you could do with 1xc4 and ammo.
The kit was just a gimick, and had been since 0.7 which gimped the ability of a good SF operator to fight well enough to complete SF-y tasks. The kit just ended up not being good at anything. So the Specialist class took over the mundane aspects of both SF and Engineer and the Engineer kit became limited and got to keep the good stuff.
Re: Exploding Firebases
Posted: 2010-01-10 17:58
by Joeziah
just remove the damage when they are destroyed, everyone knows how to avoid it, but thats not the point of the thread now is it.