Squad's FOBs are Stagnate

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  • Опубліковано 1 лис 2024
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КОМЕНТАРІ • 12

  • @renagon6864
    @renagon6864 2 місяці тому +6

    Now we need a gameplay balance video that includes all other Logistic aspects of the game such as logi runs, supplies, ticket system, game mode refreshing to be updated with the new game mechanics...etc. the devs are hyper focused on factions and maps but not updating gameplay features to be rebalanced for the new content that exists

  • @UEemperor
    @UEemperor 2 місяці тому +6

    First off, nice that we see such videos; they are way more important than things like ICO or as you mentioned, new content. (although ofc, appreciated)
    I understand your points, however, i disagree with most of them:
    I think the current fob system is as you said, stagnant, but it comes from the intent and design of the system itself, rather than the mechanics it currently has.
    But real quick, feedback on the video itself:
    I definitely recommend complimenting your talk with visuals in your next vids; I often found myself rewinding as i just lost track of the amount of chatter you pushed, or because of visuals (aka b-roll) distracting me from the subject.
    Back to the topic:
    I seriously dislike that all the FOB system amounts to (on average) is just a spawnpoint with a rearm, or a TOW emplacement.
    Its extremely sad that the radio and hab placement mindset is either "hide it so far away from the point and place the hab on the point" or "hide the radio and hab in 2 separate locations from the point", leading to having one or two extra objectives you have to defend. I find it extremely ridiculous.
    The full FOB mechanic features are seriously underused, when they should be a core feature in how you approach an assault or plan a defense.
    I ALWAYS place the radio close to the hab, and both INSIDE the defence point (if defending), or in a defensible position when attacking.
    "But thats not good as the proxy will ha-" and heres the kicker: IF you properly utilize the FOB system, which means building defences, fortifying the area properly etc, and have a few people manning said defences (im not just talking about gun emplacements), THEN YOU WILL NEVER GET PROXIED and you will guarranteed hold the point 90% of the time.
    NOBODY uses this feature, and its baffling. Im not talking about superfobs, im talking about a simple fob creation where it serves as a spawnpoint and resupply area, but also as AN ACTUAL FORTIFIED POSITION. (What an actual FOB is irl)
    So what would i change?
    Have only ONE FOB, with a much wider build radius (200m+). The radio IS the HAB, so you cannot place them away from each other.
    HAB proxy mechanic is going to be max 50m, just like the rallies, and it requires 5+ people to do so, UNLESS you are inside the HAB. Then its insta proxied. That means if you reach and CLEAR the HAB, it STAYS clear.
    The idea is to eliminate FOB spamming , give meaning to placing down a FOB by means of emotional investment into building and protecting it, as well as allowing other units in the game to shine and potentially give extra utilities to (APCs/IFVs being actual APCs/IFVs, maybe trucks become spawntrucks etc).
    Kudos for the vid. Hope more people are interested in such topics, past the classic "OWI is X bad thing".

    • @habel8902
      @habel8902 Місяць тому +2

      Well, you need more than a few people manning the defense to hold a point or FOB indefinitely, especially if it is under attack and you are outnumbered on that objective. But of course, that is very map-dependent. Something like Gastown can be held indefinitely by a relatively small group if well fortified.

    • @UEemperor
      @UEemperor Місяць тому +1

      @@habel8902
      Yeah, for a decisive attack.
      But for the average situation fortifying a base properly will allow you to easily foil most attacks.

  • @FranciscoJimenez-bb7fk
    @FranciscoJimenez-bb7fk Місяць тому +1

    Moles everywhere make game hard and/or impossible 😆😆😆

  • @JayFive5
    @JayFive5 2 місяці тому +1

    What we need is an actual attack fob and defense fob mechanic that makes you choose which type of radio to drop. I think a defense fob radio should give a +1 fob bonus, make the radio double as an ammo box, and have a larger build radius. The attack fob radio would have a very small build zone but gain a bonus to ammo (rearming costing less ammo). This would create more intense situations because that extra fob would make the point harder to take and the attack fob would have more ammo to just keep coming with full force. I think this would create an excellent balance because the choice between more ammo or two spawns and buildable ground makes makes for tactical decisions.

  • @GuamGuy
    @GuamGuy 2 місяці тому +1

    Nerf logis by limiting their seats to less than a new higher requirement people to drop a radio.

  • @drewswanson2701
    @drewswanson2701 2 місяці тому +1

    I totally agree with both of those changes are absolutely necessary also iv experienced a lot of matches end wayyy to quickly with 5+ radios getting destroyed. Especially ones on older points, I think to keep everyone one on the active objectives, previously captured old objectives that are locked should also lock in emplacements on or around the point that you can’t destroy. Getting steam rolled after having all your previous radios destroyed isnt fun for either side, there’s no fighting involved or very little because they can cap it way faster than you can rebuild a counter attack and move people to the point, Having one squad go around and just hunt back line radios is not good game play, it’s dig simulator. Also you shouldn’t be able to build hab in enemy territory( locked point) you could definitely put a rally down. I want to clear the enemy team off the objective secure it, defend it then organize an attack for the next point, also crazy idea but I feel you should get 20 tickets for loosing a point, think of it as a reward for a strategic withdrawal reward. Gives the enemy team a little bit of a chance for a counter attack if they’re low on tickets but not enough to for more than one attack.
    Also logi trucks should have a 1 minute respawn timer and only cost 2 tickets, punishing players for running every is fine but if you don’t have vehicles it’s miserable, also could have additional logi trucks on a delayed spawn so when people leave them on the map it doesn’t lock down your entire teams ability to build and do logistics. People are dumb don’t let them ruin a video game. I’d maybe make radios only 10 tickets, already deviating to loose one as far as map presence is concerned.
    Yes a lot of these are nerfs to the game make it more casual but also they just make the game more accessible and more focused on pvp combat and immediate logistics involved with that, which is why we play.

  • @SmokyMcP0t
    @SmokyMcP0t Місяць тому +1

    I'd rather the radio be removed completely and for supply crates to come back. Running around checking bushes playing "find the radio" is lame and dropping supply crates from helicopters is cool!

  • @5FC-Keen
    @5FC-Keen 2 місяці тому +1

    🆒🫣🫣🫣

  • @Julius-seizures
    @Julius-seizures 2 місяці тому +1

    Something needs to change