Alright,just spending my time on a session of a fresh (restarted) mission and we go live with 3 FOBs unlocked (Martian,Guardian,Marathon).
First observation,pilots spawn immidiatly to get their favourite chopper with no work effort at all > spawn to Guardian,get BF + get Orca > ignore transport as AO is close to main base anyway.
Secondly tower is downed in minutes by a "regular" UAVop without any requirement of a LD before bombing shit.The BF arrives at AO,firing shit up in minutes too.No communication seen whatsoever (Teamspeak doesnt count as communication on a 60player server,dont make me explain that to you)
Third observation: Its useless to spend work on usual side missions,as with FOBs available 70% of map procedure changed to teleport to FOB,get tank/APC > drive max 2k > profit
Then lets have a look at the current FOB condition :
Martian >> Ammo truck,no service
Guardian >> Fuel truck,no service
Marathon >> no truck(?),no service
So,what other than having more diversity on assets (spread all over the island) and non logical spawn options (no respawn on main base by default when dead) and the (wanted) impression of a ongoing invasion by our side do FOBs cater?
Often leads to pubs either asking/waiting to be transported from FOBs to action,while pilots sit on main base waiting for people to pickup,but they respawn on FOBs.
I m not even beginning to mention how pointless operating a vehicle/APC/tank is when you have no option to service,so you often find non respawning vehicles/rewards bingo ammo or derailed in the wilderness.
Bottom point,i dont see the advantage in the decicion for FOBs in the first place,at least in their current condition opposit to having 1 main base like in I+A 2 and before
It cost server performance,is difficult to overwatch (for admins/ZEUS) and takes extra effort to do so.
Ofc it ll improve (loadouts of assets @ FOBs will most likey change,spawn protection to unlocked FOBs will improve too most likely along the way,etc.) but my main question is:
Do FOBs cater to the initial mission and gameplay?
Question
TheScar
Alright,just spending my time on a session of a fresh (restarted) mission and we go live with 3 FOBs unlocked (Martian,Guardian,Marathon).
First observation,pilots spawn immidiatly to get their favourite chopper with no work effort at all > spawn to Guardian,get BF + get Orca > ignore transport as AO is close to main base anyway.
Secondly tower is downed in minutes by a "regular" UAVop without any requirement of a LD before bombing shit.The BF arrives at AO,firing shit up in minutes too.No communication seen whatsoever (Teamspeak doesnt count as communication on a 60player server,dont make me explain that to you)
Third observation: Its useless to spend work on usual side missions,as with FOBs available 70% of map procedure changed to teleport to FOB,get tank/APC > drive max 2k > profit
Then lets have a look at the current FOB condition :
So,what other than having more diversity on assets (spread all over the island) and non logical spawn options (no respawn on main base by default when dead) and the (wanted) impression of a ongoing invasion by our side do FOBs cater?
Often leads to pubs either asking/waiting to be transported from FOBs to action,while pilots sit on main base waiting for people to pickup,but they respawn on FOBs.
I m not even beginning to mention how pointless operating a vehicle/APC/tank is when you have no option to service,so you often find non respawning vehicles/rewards bingo ammo or derailed in the wilderness.
Bottom point,i dont see the advantage in the decicion for FOBs in the first place,at least in their current condition opposit to having 1 main base like in I+A 2 and before
It cost server performance,is difficult to overwatch (for admins/ZEUS) and takes extra effort to do so.
Ofc it ll improve (loadouts of assets @ FOBs will most likey change,spawn protection to unlocked FOBs will improve too most likely along the way,etc.) but my main question is:
Do FOBs cater to the initial mission and gameplay?
Imo not.
Decap!
Opinions?
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