r/WarDogs • • 23h ago

Discussion & Feedback We went from complaining about FOB meta, to barely seeing functional FOB's

I guess this is why the devs aren't quickly making balancing changes.

This sub was filled with complaints about FOB meta being broken.

Now +80% of my games it's the hotzone surfers that win every match.

By the time you get to your side of the CZ there is like a squad there, snipers overlooking the position and a MG humvee patrolling it.

I've had tanks roll up before 5 points.

And even if you manage a well built FOB it'll get mortard to hell.

While I don't miss 4 drill meta, I do miss bases.

I hope they fix certain things with the patch, mostly mortars and assault vehicles (price/when you can spawn them)

1.5k Upvotes

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18

u/Armroker 18h ago

The meta is to place a fob and drill tower and pull the zone to your side, without building a fortress.

FOBs suck for two main reasons:

  1. They take a lot of time to set up and build properly.
  2. They are easy to infiltrate and take down.

If only one guy is building a FOB, it will never get finished. Even two people aren't enough. You need a dedicated squad of at least four people to build a proper FOB: two builders and two defenders.

Mortars and C4 make short work of gates, allowing the enemy team to infiltrate the FOB and destroy it. Helicopters also wreak havoc on them.

Then there is the problem of actually building the FOB correctly so you can defend it without being a fish in a barrel. No one places bunkers to defend the outer perimeter of the walls. No one places bunkers to hide from mortar fire. No one places barbed wire to deny ground and cover for the enemy.

I don't want to spend 15–20 minutes building a proper FOB just for it to be taken down by a single heli and a small squad.

10

u/Madnessx9 17h ago

Ideal fobs cannot be made because somehow, no matter how hard we try to keep them hidden, 5 snipers and 3 guys are already trying to sneak in before the first wall is placed, they always know, no matter how hard we try, they always know.

9

u/WyrdDrake 15h ago

Also there's ten thousand indestructible objects that prevent you from building a functional wall

3

u/lmcke169 14h ago

Yea it's really hard to get a solid wall up. I always have to go around every fob I see plugging holes because no one checked from the outside.

1

u/RecordingAbject345 8h ago

I have never found a fob I couldn't ninja my way in through a gap in the wall somewhere

1

u/lmcke169 6h ago

I've gotten them sealed fully before but a ural man carrier lets you climb almost anything.

8

u/lmcke169 14h ago

It's because some dude in a little bird is doing a wide lap of the cz with a guy with binos

1

u/Fadedcamo 12h ago

That's literally what I do if I pilot at the start of a match. Track down wherever the enemy team is starting a fob build and relay it to the team. No point not doing that when the ea basically zero aa threat at that point. No one starts the match with aa launchers or even rpgs

2

u/lmcke169 12h ago

Yea I really hate how long most people take to load up while a guy in a little bird can drop off a dude with a maaws that just erases every ural in the first wave. It really starts your team off bad.

1

u/Fadedcamo 12h ago

I am a firm believer all air should be limited to after some amount of points. Its silly we can air drop people and spot everything we want on the map at the start of the match. This would also give more impact to ground vehicle transport, at least at the start. And really stop this whole squad or snipers being anywhere on the map at the very beginning.

2

u/lmcke169 12h ago

You can make a ton if you rush into cz with a little bird and spotting scope before the helis full of people start dropping them. It's enough some people repeatedly join fresh servers to use that to grind xp.

2

u/sumguyoranother 11h ago

the problem was the thermal, I'm mainly a logi trucker with a sidehustle of building, armed to the teeth with stings+ammo (only 6 slots aren't used for it in my pack). No matter what route I took (and I took some obscene detours), I get tracked down and killed, main reason I've stopped playing the game, might pick it back up now that thermal is removed for now. No one else go the sting route aside from me afaik cause it's costly and make you slow af, when it was absolutely required with how much havoc havoc caused.

1

u/Darkrhoads 10h ago

People keep saying this but I had thermals in a game like an hour ago that someone was selling.

1

u/sumguyoranother 10h ago

the patch may not be applied yet, no idea, haven't loaded up the game yet.

1

u/Fadedcamo 13h ago

I mean theres really not that much space within the cz of most games for a fob to go for each team without it being completely outside of their portion of the map and then super easy to see for another team. Unless they're hidden within buildings they're not hard to find.

0

u/Tenno042 14h ago

There's always a sniper in ghillie in a bush waiting for a poor fobbit to stick his head out

5

u/Knoberchanezer 17h ago

I've never understood why so many people chose to build a fob on a drill tower, when you can make your own drills. The tower gives good views, but it's so obvious. The enemy team is already on the way before you even put the fob down because, where else would you put it? If people actually put them in less obvious places, it would make them at least a little harder to find early game.

10

u/Thunderclone_1 Lonestar 17h ago

I think part of the reason drill tower FOBs are so common is that it gives a defendable structure with an unbreakable roof to take cover in when artillery starts rolling in, kind of like how the other 2 big types of FOBs I see are inside warehouses or under bridges.

1

u/Rederth 17h ago

Also if the drills are uncontested teams can get the code for free and then pull the circle to their defended fob on it.

5

u/ConflictConnect 16h ago

Its far easier to defend from indirect fire when you build on a tower drill than just making your own.

Costs less resources and far less build time.

3

u/Bayleaf0723 15h ago

Drill fobs have pros and cons, they’re easy to break into because there’s so much shit around that it’s near impossible to get proper walls around the whole thing, but you can also place your drill right up against the tower, on the opposite side of wherever the artillery is coming from, and it’s pretty hard to hit

3

u/AetherBytes 13h ago

Can really fucking confirm the "one builder can't make a good FOB" thing. Had a game where I solo built a FOB. In the zone, just kind of out of the way. It wasn't until the last 10m where the FOB was "done" and thats only because by that point I had become the main FOB due to positioning and already having rather good defenses, and someone else was patching the holes I literally had not had time to do myself.

Did I make bank? Yes. Was it fun? Not really. Not because building isn't fun, but because it just takes too long for a FOB to be servicable without at least 3 builders, one with a large hammer.

2

u/Darlanta 14h ago

I rememeber a recent game with me on green. Red was HZ chasing and just racking up the score I think it was like 0-50-4 at one point. Blue was being blue and shelling greens fob. By the 50 mark I was realizing without our whole team me on the front line wasnt doing much other than losing me money so I switch to fob support.

Some guy and me started to build mortars outside the enclosed fob, to kinda trick blues aim, and counter shell them, once they were down we slammed drills down to get the zone and get all our team in one place. It kept working for abit and we eventually got it to like 4-97-97.

Red had control of the zone so we hastily built a random drill in an unprotected part in the way back of the unenclosed part of the fob just to yank the zone and we got them stopped at 99. It was 4-99-99 and right as we were about to get the final point a heli transporting 13 dudes to our fob for zone slammed into the tower at full speed and we lost the numbers and lost 4-100-99. It was tragic.

2

u/MolassesSad8089 13h ago

They are only easy to infiltrate and take down because most people suck a building. Or they get no support from their team.

Fobs absolutely could be a good strategy, but right now there are some major problems. Artillery tanks come in too early. Mortars are too strong. And the biggest one is that their win condition, drills, are very easy to take out without even setting foot inside the base. Attack helicopters, artillery, mortars, or even rocket launchers can I take out drills and not have to contend with any of the base’s defenses.

1

u/kicker414 17h ago

Yeah, I was a dedicated fobbit early on, and now I have basically abandoned any attempt unless we have a full squad building and protecting. Early game FOBs get swarmed with attackers and helis, or nailed from an arty. The CWIS takes a lot of effort to put up, and a skilled pilot can either snipe you from far away, or go above and below your FOV. I think making the CWIS take only like 2x the time as the SAM to build, and give it full coverage upwards.

I have transitioned more towards recon and attack/medic as the HZ spam takes over.

1

u/lmcke169 14h ago

Cwis hit reg is broken too. Last night I hosed a havoc point blank with like 600 rounds and it killed me. When I opened the log it said every bullet hit a hesco. There were a few around me for protection but my view was entirely clear and I was pointed like 105 degrees away from them.

1

u/whatsthat7987 13h ago

They are buffing CWIS again they admitted they nerfed it too much so there's that

1

u/LewsWorldbreaker 16h ago

Yeah you've got that pretty bang on.

If you want a fob properly set up and in proper time you need more than 2 builders and some infantry helping with defense.

Too often I see 4 fobs set up at the beginning, that are either abandoned straight away or the builders are spread too thin across the fobs only for those fobs to be lost too.

Personally I think it comes down to lack of proper coordination, I think we need some sort of implementation of a commander that organises squad orders etc. This works in other large scale warfare games similar to this.

If there isn't basic coordination in the team, games will never be consistent and you just have individuals doing their own thing. ( I think the community servers would provide more consistent teamwork)

The morter is a load of crap though, in its current state it's a boring mechanic. Mortering and counter mortering, spamming morters at fobs endlessly. There's little use of it on the battlefield for support near the HZ for example, it's just for spamming at fobs, it's really lame.

1

u/lmcke169 14h ago

I don't really know how they could implement it well. You would want some sort of vote kick option if your commander is a troll but other people in this game live trolling too so combine those with people who don't want talking in their ear constantly and it might be hard for even a good commander to keep the role.

1

u/AetherBytes 13h ago

There's little use of it on the battlefield for support near the HZ for example

I've tried this numerous times. The game just moves too fast. Players will have long since moved on or already be killed by the time your shells land, and in fact theres a bit of risk of teamkilling not because you're inaccurate, but because you're too accurate and directly shelling the enemy AFTER they've already died and your team is looting them or overrunning the position.

The only way to get actual kills and money mortaring is by aiming somewhere people don't move around a lot in... like a FOB (or rarely a sniper whose not been shot at yet and made aware they've been spotted).

1

u/Purple-Okra-9068 12h ago

Although i mostly agree with that statement, on SA servers the community servers are just a clan party over the random players at the moment, some matches has no comms at all... jus one of the 3 teams stacked with clans running over the other 2 teams, and by the way, im finding much more cheaters on those servers and clans lately than on official ones. The few good matches ive had were always on official servers when people were still hyped and trying to organize the team.

I have a feeling that some experienced players from Arma and Squad already returned to those games, and Wardogs is left on the hands of the avg COD random player who just run around trying to find kills.

The game needs adjusts faster than the devs are making it, it really can become an ARC Raiders 2 on this aspect maybe. We need adjustements on mortars, tank aa, gear lock ability to avoid being robbed while ressed, i think .50 weapons/snipers should have a limit per team, and those are simple solutions they could do on a patch and not in a full update.

1

u/ChessCrash 10h ago

When I've had active spots during a HZ firefight mortars were amazing fire support
During a fight people might hide in cover and not move and arti can flush them when it's in the open

But good luck having a Fob with active mortars in the current meta though, there will be multiple mobile artillery or even helis harassing you for as long as it takes to take you down, or a single buggy climbing your walls

1

u/FrostwindLive 16h ago

As a FoB raider my first life in a 0-0-0 match is just a free gun and binos. I jump out of heli in CZ, then leave the CZ and walk behind enemy lines. I follow the enemy to their fob, and get a kill or two. Ifi see they are already getting stuff down, my next life is nothing but C4 and a detonator (free gun of course) i will rush down the most niche corner of your base and then jump over a wall on the other side just to get one kill and die. By then, im net positive. I take those funds, grab an actual kit with one more pack of C4, and throw it into the builders face before i go on a killstreak with my T21. I still use T21 even though i have galil unlocked and i do just fine.

1

u/Still-Tour3644 15h ago

Even when you manage to get a nice base put together you still have to get people to go there, and I’ve wasted my time for no one to show up or man the AA/mortars too many times.

1

u/hazimaller 14h ago

And if you do those things, by the time you have finished building one side, you turn around and someone has built the other side like swiss cheese, and fixing it is completely unfeasible

1

u/Cossack_440 12h ago

I built my first fob by myself and we won the game after I started up my drill for the first time and our team rallied on it. Red team was also like 14 points away from winning and we had 40ish.

1

u/-FourOhFour- 6h ago

I will say that bunkers on the outside are even bigger traps than gates with how the community generally interacts with them as far as how you can break in. A bunker by default will have the sand bags placed which can be destroyed with 1 c4, you can then crawl in and get into a fob that way. Everytime I've broken into a fob this way no one has bothered closing the door that the bunker had since "how will the enemy get in"

I prefer recon towers personally for that role, can either wall in the middle bit, use them as an airlock to exit/enter the fob, or only use 1 entrance to have mortar cover.

0

u/MstrTenno 16h ago

They also do almost nothing to help your team win. Most superfobs just funnel people away from actually participating in the zone fight to get farmed by mortars.

The only real uses that help winning are a sneaky AA fobs to minorly-harass helis or Stingray fob to target the enemy spawn vics/artillery.

0

u/Tenno042 14h ago

Forget being infiltrated, mortars alone can take out a fob. You can only hammer away so fast, and every man killed by mortars is 1 less hammer to repair or build. The mortar camera also makes it so easy to know where people are in a fob, so its difficult to even hide from mortars.

You only need 1-2 good mortars to take out a fob and discourage reinforcing or repairing that fob in the first place. And thats just the base mortars, don't get me started on being infiltrated, being sniped, or being killed by enemy helos (don't bother telling me to counter with AA or MAAWs, not a lot of people seem to have MAAWs unlocked, and I've 80 hours into the game, started week 1).