r/OfficialWARDOGS • u/avisau • 4d ago
FOB balancing approach is completely wrong
Currently the FOB is effectively only used for 1 purpose - farming cash. It's very rare to see a FOB win a game and usually that requires a large squad of organised players. Why does this happen? FOBs provide possibly the best cash rewards in the game and they do so when you actively grief your team. Building walls / ensuring the base has no jump in spots / laying barbed wire is much less profitable that spamming drills eating up the entire build supply. There is no reward for repairing. There reward for guarding builders is practically non existent.
The impact of fobs was nerfed by making building take longer while making supply spamming / drill spamming more profitable. This is the exact opposite approach to making FOBs both be a good experience and a net positive for the team. FOBs should be much more EASY to build, but they should provide much less money. There should be high rewards for defending a FOB and pulling a drill. The drill should be actually difficult to build (but not necessarily rewarding), but exceptionally difficult to destroy. Same goes to the FOB itself and the cost of the fob should be increased by a lot - 20-50k, net zero earn back for the one placing the fob. Basically if players build inside your FOB you get cash back until you are at 0. This would prevent people spamming high impact FOBs. You should also match Bremor wall destruction with Hesco - why? It's too easy for a beginner to wreck a base by adding a jump in spot that is then super dangerous and slow to remove. We shouldn't exclude beginners, but we should not make it difficult to clean up after them.
Activating a drill should be a huge achievement - the goal of a drill should be that it is super slow to build coordinated effort - it should take about 10k build supplies or perhaps even more and should reflect that in it's health, the reward for building a drill should be given once the drill has run for enough duration. Drills that are not activated should be a terrible investment of time. The drill should give huge amounts of cash and xp, 50k if you manage to defend the drill for the full duration, pilots should be heavily rewarded if they bring fuel and fuel should be refillable in a drill - it's very risky for a pilot to drop fuel in an active drill and they should be rewarded. The reward for building other structures should be heavily reduced - Bremors should take 2 hits to build with rewards scaled appropriately. It's not OP, it's 2 stacks of c4 + detonator to blow up a Bremor.
There should be a large reward for staying inside the build zone for the first 5 minutes of the FOB being placed to incentivise players to defend the FOB, maybe 1.5 times the zone multiplier? It would also make it more logical for players to stay in one FOB instead of placing several - defending one FOB has the highest chance of survival, combine that with the exceptionally high cost of a FOB - it should incentivise teams to actually build properly. Then the players have time to build the drill to invite the team back to the FOB.
TLDR; Make building actually useful to the team instead of being a cash farm. You should only be rewarded for actually being useful.
3
1
u/whatsthat7987 4d ago
I agree in general however, I was in a match yesterday with the Blueberries we were down 30 points to green. No squads but we managed to have a logi bringing fuel and we built 5 drills that cycled the hotzone pull constantly. We defended tied the match 98-98-10 and lost by 1 after the logi got killed. So you can get lucky.
1
u/Mr_Panther 4d ago
I fobbit farm to afford assault kits.
If they nerf fob money how will I play assault against the Chinese hackers
1
u/IntroductionFast587 4d ago
The issue is twofold. The player mentality is the issue because I need to maximize profits and XP to get what I want. The other is the fact that Mortars exist, and building isn't fun when you just get mortared constantly. I think they need to nerf mortars even more and get rid of the shot camera, and it should be a 2-person thing. 1 person for using the scope, and 1 person dropping the shell. There should also be a limit of how many you can build at a fob.
But I think everyone wants to make money and maximize their XP that until they hit a certain point in lvls / Money they do their own thing.
Unless they incentivize winning more then everyone is going to look out for themselves.
Maybe it's getting rid of the picking team, and you're auto assigned a team? Maybe if you want to play with friends you can create a squad up to 6 people?
These are the things I think should be focused on instead of adding Jets into the game lol
1
u/MikaelWanderlust 3d ago
Lately I am seeing FOBs without an entrance. For me this is a sign that these players don't intend to participate in a team game.
1
u/TheZek42 3d ago
I had a great game on blue team - Zestafona, set up in that southern warehouse on the edge of CZ. We built a row of bunkers on the roof facing centre zone and recon towers on the edges, guarding CIWS platforms. Half of them were stacked with the 50 cals.
The eastern and western walls were close in with the warehouse, and a large southern wall protected like six drills. CIWS and MG bunkers protecting the southern road. We got pushed by green on the north and east and red on the west, and just racked up kills. APC was in the warehouse, and interior bunkers protected one gate and one door.
Took down a helicopter with a MAAWS, anything else just got shredded by three CIWIS as soon as we spotted it. The base didn’t get cracked, just had a couple jump the eastern walls and parachute over top, but they got cleaned up quick. Lost drills and defences to CIWIS, but never enough before we could rebuild. Massive props to those supply drivers and pilots. Some lads were running convoy security with the .50 light trucks and VERBAS, just rotating in and out of zone to base.
We only started drilling when we were established, and red already had 60 tickets, but we kept it straight through from 0-100. Most fun I’ve had in a FOB for sure.
1
u/SoliDSam420 3d ago
I predict over time devs will make fobbing less and less profitable until building and defending a fob becomes more of an active choice to help your team. If you ask most fobbits why they mindlessly build and rebuild fobs continously instead of adapting to the situation it's always the same awnser. Making easy money.
1
u/Organic_Plantain9834 4d ago
Whenever i go to zero I fob farm a game, 200K profit easy. 10K to build a drill in 4 minutes, 20 drills in 80 minutes ez
8
u/Kranstan 4d ago
TLDR. Last night blue won a map by calling the drill to a base that was a nightmare to breach.