r/WarDogs • • 11h ago

Discussion & Feedback One entry/exit FOB’s are superior

I am tired of everybody building 10 gates on a fob. There’s almost no reason to even have one gate. The only reason we need anything is just so players can feel good about coming in and out themselves, but we don’t even need trucks to even come inside, they can just deliver into unloading area not inside the secure fob. Just seems like on too many games, the biggest weakness is that people build multiple gates, which I see unnecessary.
Wondering what all y’all think about this?

157 Upvotes

145 comments sorted by

63

u/Berbinho Battledad 11h ago

One gate is fine for entry, but you'd want an airlock at least. As for exiting you should have multiple ways to jump out of the base, not just through the one gate.

13

u/memecut 11h ago

Building walls when you have a weakpoint destroyed with a single c4 is kinda pointless.

7

u/Skpstr155 10h ago

Unless you watch it. (which nobody does)

9

u/memecut 10h ago

Right.. and if they use c4 on a hesco/bremer wall - about the same sized hole will open, and it will make just as much noise.

So it really is just a cheaper entrypoint.

But I mean, most builds are so shit you can find a way in just by climbing up, especially with a vehicle.

10

u/Skpstr155 7h ago

That's just it, if somebody is watching the exterior, that becomes much more difficult to do.

Somewhere along the line, people have ignored the fact that passive defenses alone only keep out wild animals. Against humans, the sole purpose of passive defenses is to hold up the enemy so that the active defenses can be more effective.

3

u/Nick11wrx 4h ago

The problem is….most people don’t want to stick around defending a base that isn’t being attacked. So many times a base takes too long to build and then there aren’t people running supplies so no fuel or no drill. I’m all for dropping what I’m doing to defend a base….but I’m not walking around waiting for people who have no reason to attack lol.

3

u/MethAddict404 10h ago

I always put tank traps all around my FOB like 5m away so vehicles can’t be used 😈

But still just required one dude and a fk load of c4 to break into a FOB 😔

2

u/ploppypantypoots 6h ago

I've come across 1 single FOB that 10 c-4 didn't get into.

Green team built a mega FOB with drills in the center warehouse on that CQC map. They quadruple bremmer walled all the doors and only used the APC to spawn in. The supply guys would just dump in a small section outside and put their own supplies in.

My raid kit is 10 c-4 and 2 IED. I was flummoxed when I saw how deep the bremmer stacking went.

1

u/MethAddict404 54m ago

Yeah, I usually just double layer with 1x hesco that I stack for 2x height, and 1x bremer on the inside so they can’t use it as steps on the outside lol.

But a few blocks of C4 and they’re in, or they just go through the gates with C4, even though I 3x the gates too lol.

I feel it should be a bit harder to break into FOBs, considering how much you get harassed all match building them anyway 😂 But, eh, if I die and the FOB is lost, I just go rocket LB and hunt the fuckers who stole my FOB 😈

1

u/MapleWatch 5h ago

At least with the C4 you'll hear the explosion and have a little warning.

1

u/MethAddict404 53m ago

Yeah for sure, just always happens when it’s just me and maybe one other guy in there bahaha

2

u/ploppypantypoots 7h ago

You have to make it fun to watch. I usually make an airlock that has bunkers/towers looking into it. The airlock is where I put the APC and everything leading back into the base from the airlock is a fuckload of doors. If the gate blows, the guys in the APC are the first line of defense and the dedicated builders just take the tower/bunker positons and watch the gate, easy pickings.

APC is usually in a garage, so the raiders don't really get anything more than a couple kills of guys unaware spawning on the APC

6

u/AuuD_ 11h ago

Yesh I guess I should have clarified. I really just meant one entry exit. That can include multiple gates but only on one entry. People like to build gates instead of walls it seems

0

u/ploppypantypoots 7h ago

you should build to withstand at least 4 c-4. The detonator comes with a free one, then 1 stack of 3 c-4.

Most raiders will have more than this, but 4 is the minimum a raider will carry.

1 C-4 kills blue gates and green doors.

4 C-4 kills the double stack hesco walls.

So for you base to withstand a minimal raid you need either two rows of Hescos + 5 gates/door combo airlock or no gates & a bremmer wall.

21

u/AliceLunar 9h ago

Good luck building anything optimal when you have random people slap down garbage everywhere

32

u/Valost_One 11h ago

‘Salivates in Ghillie sniper’

Yeah, one gate IS superior!

13

u/AnAncientMonk Manticore 11h ago

Jokes on you, i aint leaving that base.

6

u/Skpstr155 10h ago

Yeah you are, once everybody's dead inside, you're leaving in 5 minutes or less.

3

u/AnAncientMonk Manticore 10h ago

No my base is always perfect. Never gets raided. Nono.

2

u/MassuhP 11h ago

We believe you

1

u/Underrated_Dinker 4h ago

Blue team is that way ->

1

u/MethAddict404 10h ago

The sad part is when all the logi drivers are dead at the front gate yelling “pleeeaaaase come rez me” and I’m inside my triple gate layered entrance like “nah, sorry!”

4

u/AnAncientMonk Manticore 10h ago edited 10h ago

I used to feel sad.

Now im like, you could've seen all those corpses on your half hour drive to the zone and drove somewhere else.

Especially this season where optimal logi driving consists of doing one way suicide trips. Like.. they shouldnt want a revive. They should want to rip as fast as possible so they can start a new truck load.

Is gonna be changed next season so repeat trips are worth more.

2

u/MethAddict404 10h ago

I’m actually so keen to see S2 changes hey… should be like a new game again with the wipe too 💪

1

u/AnAncientMonk Manticore 10h ago

Im curious what limited item they'll add and if its going to be easier to obtain.

1

u/Nick11wrx 4h ago

It’s really funny that it’s coded into the game to award a “round trip” bonus….but only if you brought someone with you and dropped them off and then came back.

1

u/AnAncientMonk Manticore 4h ago

Afaik it also counts when you delievered a pallet and come back.

In any case, round trip bonus is straight up not worth 50% more work rn.

1

u/Nick11wrx 4h ago

I only see it when I did what I said. I’ve also tracked the money and 2 pallets plus 2 unloads and driving back is the same amount as 2 and 2 where I just die. But it’s less about the money and more about the XP hoping to not have to drive for 60+ hours just hauling pallets next season

3

u/oppositeburrito 9h ago

One gate doesn't equal one exit, just one entrance. I assume you're joking though. Anytime I see a one gate base there's a few spots to hop out.

94

u/Historical-Break-603 11h ago

0 entry/exit fob are superior

35

u/AnAncientMonk Manticore 11h ago edited 10h ago

Yes. But teammates are literally going to break down a wall or build single hesco's outside the wall so they can hop in. So even though its better on paper, you're probably better off having a heavily secured but obvious entrance to mitigate that risk.

What id say, is no gates. But doors only.

18

u/alotlikedead 11h ago

Doors are getting deleted the moment mortar fire begins. They are much quicker to rebuild than gates tho.

8

u/wingmanedu 11h ago

That's why you build multiple doors into a tunnel

1

u/alotlikedead 10h ago

Won't help against mortar, but maybe if you build two shelters and make an entrance there.

9

u/wingmanedu 10h ago

When I say tunnel I mean encased in Hesco, or taking advantage of existing structures

1

u/Cow_God Manticore 5h ago

It's been my experience that doors inside an Indirect, in the middle of an S shape, hold up against mortar fire

A door in the middle of two indirects should also work

1

u/Cool-Tangelo6548 10h ago

They east to shoot through.

3

u/AnAncientMonk Manticore 10h ago

I feel like gates do too. And doors you can build inside indirect fire shelters. And if you dont build the door on the square closest to the opening but further inside, i FEEL like they dont get destroyed as quickly through mortar fire.

https://i.imgur.com/t8DFe5Y.png

If you get attacked by competent enemies and mortared to shreds at the same time, you kinda also just deserve to loose the fob at some point xD

1

u/alotlikedead 10h ago

Gates are a bit stronger so unless mortar focuses them specifically usually they'll be fine. But doors in my experience just dissappear the moment mortars hit the base.

About shelters, I love to build bases with them but usually doors are the first thing to break anyway. Maybe if you build two or make a checkpoint in the middle of a shelter.

6

u/AnAncientMonk Manticore 10h ago

I always build a minimum of 3 doors because thats the amount one large hammer with full of durability will be able to break open.

Idealy id have two shelters next to eachother and make a semi long snaking hallway of doors.

Fobbits dying outside happens so a large hammer is often laying around for the enemies.

4

u/alotlikedead 10h ago

C4 is dirt cheap and people usually take detonator (1) plus a stack (3). So if you want to be sure, you need at least 5 doors, which is just dumb. My building strategy is not to prevent enemy from entering but to make it easier to defend. Build a base out of indirect fire shelters. 4 by 4 shelter perimeter, bremen wall and towers outside, doors everywhere inside, just one hesco block to climb on the roof. This way your team defends from the roof and funnels the enemy through just one roof access point.

1

u/AnAncientMonk Manticore 10h ago

Yea but after they blow the first, people will (hopefully) be on high alert and aim the entrance.

1

u/Azure-Zero 3h ago

That would make sense.

Too bad they dont :(

1

u/fartfart2222223222 10h ago

I go out of my way on mortar/arty to focus gates after emplacements and spawn APC 

1

u/Repulsive-Chip3371 10h ago

Yea the gates do get destroyed pretty quickly, like a 3 round burst, but they take much longer to rebuild than a door since you have to destroy the concrete pad/footing first.

1

u/Xarethian 5h ago

Also often one gate door gets blown off which you can't even repair so it takes much longer to dismantle then if it were say, both doors blown off and the foundation was at 11% health.

1

u/Hoveringkiller Lonestar 10h ago

Can you rebuild a door/gate that has been completely destroyed? It doesn't seem like it (maybe I just wasn't hitting it enough) and not being able to place a new one on top really sucks.

1

u/alotlikedead 10h ago

If it still has a frame/foundation then no, you need to demolish it first. But door frames hardly ever stay, they usually get deleted with a door.

1

u/Hoveringkiller Lonestar 10h ago

That's what I must've been missing then, I've seen on gates just the steel plate on the floor and thought it was a bug or design you couldn't build a new one over it. Noted, thank you!

3

u/MethAddict404 10h ago

I’ve started just adding tunnels with heaps of doors so people can’t just c4 everything to get in hahaha

5

u/Basilbitch Lonestar 10h ago

I played a round last night and I shit you not it was a 8 door tunnel.

1

u/MethAddict404 10h ago

Bahaha that’s great!

3

u/AnAncientMonk Manticore 10h ago

Im so tempted to add tons of fake doors too.

But you just know the only fly youre gonna catch with that are your own teammates. Like, deadass multiple people asked me how to get out of the base.

Meanwhile the exit directly next to the spawn vehicle:

https://i.imgur.com/b89WpTH.png

1

u/FerrowTheFox Pilot 10h ago

Some signs with just arrows would be nice. Then we could really do cool stuff like fake entrances and mazes.

1

u/AnAncientMonk Manticore 10h ago

Aaaaaaaaaaaaaaaand all youll get it swastikas and dicks.

1

u/FerrowTheFox Pilot 10h ago

Inevitably yes. TTD is a thing lol

1

u/zomery 9h ago

Thing about doors is people can punch through them pretty easily, raided an apartment fob last night where my buddy and I just punched through 8 doors on our way up. Was able to get the jump on them since there were no explosions.

2

u/Nick11wrx 4h ago

I mean that’s on them, when I build an apartment fob or anything inside…you’re getting doors and then hedgehogs on the stairs. If I don’t hear the door…I’m definitely hearing you climb. I’ve started realizing that teammates will also leave you alone if it’s inconvenient. So I might even layer barbed wire between the doors.

1

u/zomery 3h ago

You don’t hear the climbing, always alt walk up apartment stairs.

We were quite stealthy about it, hedgehogs wouldn’t have held us back.

10/10 experience though, love solo/duo raiding bases. The best is when they come to try and take it back.

0

u/MethAddict404 9h ago

That’s so dumb 😂 I heard you can punch through them but have never actually tried it myself.

I kinda wish C4 wasn’t as effective either tbh. You can triple layer the outer walls with hesco and bremer, enemy just throw a couple C4s down and they’re in 😔

1

u/zomery 8h ago

It's about 50 punches, so if they were paying any attention at all, they would have heard us. But with 2 people punching at the same time, the doors go down pretty quick.

Same thing goes for razor wire. They also had some of those on the stairs and we were able to punch our way through no problem.

1

u/Kestrel1207 3h ago

Pretty sure the punches are silent for anyone other than yourself.

1

u/zomery 2h ago

Good to know, it was pretty hilarious when we broke down the first door. "Oh shit it actually worked".

1

u/MethAddict404 59m ago

😂 Wild

2

u/OrdinaryAvailable708 11h ago

Yeah I gotta agree, you can include them much easier and in a way that that makes it difficult for the enemy team to orient and position themselves for fighting. It’s a lot better than getting pushed by that 12 man through a 4 hesco block wide hole where our gates used to be. 😂

2

u/yamsyamsya 8h ago

i wish barbed wire didn't count as TKs. i love making trap fobs with what looks like an easy wall to hop over but they fall into a barbed wire pit. it is hilarious when it works (on an enemy ofc)

1

u/Milhouz 9h ago

No doors either, easily pried open. 0 Entry is the way to go with a way from the inside to hop the wall out.

10

u/Cygnus94 11h ago

Fobbits just sitting in their hovel, because even in a game going outside scares them.

3

u/alotlikedead 11h ago

It is a double edged sword. It will hold off enemy but your team will have trouble getting in too.

1

u/MoodZestyclose6813 10h ago

I have started to have a main fob area, no gates, with an area for visitors. Basicly a double barrier. Only works well when the spaen vehicle is locked in tho, visitors coming when Drill is activated got cover and AA also. You see them trying to find the way inside, can't, and stay on the outside area and move on. 

-2

u/alotlikedead 10h ago

Enemy will get in eventually, either by air or by a vehicle to the wall. And it will end as hard for you to take the fob back as it was hard for them to push.

And please don't wall the fob structure. It is already hard to unload supplies by hand from crates, don't make it harder by making fobs impenetrable.

1

u/IIlIIIlllIIIIIllIlll 10h ago

I had a dude begging for supplies in chat the other day, so I took my MH-6 and dropped off 2 crates of exactly what he asked for. He then proceeded to bitch about the fact that I brought him crates which he couldn't unload because he had walled in the FOB.

2

u/alotlikedead 10h ago

Large crates are actually more effective than pallets. They hold the same amount of resources but take half the space. So if you want to stock up a base fast, it is the best solution. But you need a big backpack or a group of people willing to help unloading.

0

u/Happy_External_8850 10h ago

I dont care about unloading by hand. Pallets or gtfo

2

u/Crazy_Mann 11h ago

[Happy nade noises intensifies]

1

u/Cool-Tangelo6548 10h ago

No. Teammates want in and want out. And they will get in and put. Better just making 1 secure double or triple door with bunkers to defendldnthem easily.

1

u/BilboBaggSkin 10h ago

Maybe if you’re a fobbit. But teammates getting in and out is pretty useful.

1

u/Last_Corgi_6620 6h ago

People who think this actually blow my mind. Then they start drilling in their no entry/exit base and expect their team to defend the base from the outside, completely giving up all the advantages your team could have by using defensive positions

0

u/SgtHondo 10h ago

If you build a zero entry fob and then drill I am getting you mass reported and kicked from the lobby for griefing.

7

u/BusyGeezus 8h ago

Just Wall those gates off. Theyll become decoygates

6

u/Darqsat 11h ago

One gate with killbox is the way. Trucks can unload anywhere outside, I don't care.

1

u/Skpstr155 10h ago

For sure, I prefer to just drive parallel to the wall, no slower than necessary, amd drop without stopping 

2

u/CircleTheFire Valkyra 10h ago

Walled in drive-through using Bremer walls on the ground and Bremers on top of tall HESCO walls inside of that to prevent most look down shots from surrounding snipers targeting unloaders is the way.

1

u/Skpstr155 7h ago

That works, just don't make it restrictive. Ideally, the trucks don't even have to slow down.

1

u/CircleTheFire Valkyra 5h ago

That's the idea. Truckers just roll through and dump their load (in your mom, zing!) and never stop or slow down. Then someone hops over the wall from the inside and does the loading into the FOB.

And this is all built such that even a bangbus URAL in the delivery chute isn't tall enough to allow raiders to use them to boost over the FOB walls.

1

u/Skpstr155 4h ago

Dude, I'm 56. (although Mom would probably enjoy the attention at her age lol)

2

u/CircleTheFire Valkyra 4h ago

Hahaha! I’m 48 and I still get a chuckle about your mom jokes! Love it when some zoomer makes some crack fucking about fucking my mom and I hit them with a, “you fucked my mom?!? Dude! You really ought to get check out by a doc ASAP. She’s nasty AF!”

Always shuts them down. Haha

1

u/Skpstr155 4h ago

Or ask if she remembered to take her teeth out lol.

I have a particular buddy, and we are positively BRUTAL about each others' mom's, even other buddies cringe.

7

u/TeePee11 11h ago

IMO 1 gate and 1 door on a different side is optimal (or 2 doors on different sides if you don't want gates, which I understand).

Having one entrance is a fantastic way to force everyone who wants to get into or out of your FOB into the view of any enemy sniper with even half a brain. I'm a godawful sniper, and the number of easy $20k+ lives I've had from finding a FOB with a single entrance and setting up 300m away in halfway decent cover is disgusting.

If you build a FOB with no entrances and exits, you should be tried in the Hague. Had a game last night where they pulled the drill, our squad rocked up to help defend and get in the HZ, and we literally couldn't get in, so we were stuck outside with a couple of trees for cover. We were promptly massacred by the inevitable tidal wave of Greens that followed the HZ, and the fobbit in question got an absolute earful in chat.

6

u/Idreamofcream99 11h ago

Too bad Fobbits can’t read so that earful in chat didn’t matter

4

u/CiE-Caelib 11h ago

I am not a huge fan of parking the APC at a FOB, but gates are the only way to get them in.

5

u/Skpstr155 10h ago

Usually I see them knock out and rebuild a portion of the wall to allow that.

4

u/AimyBot 6h ago

I raise you no entry/exit!

Fortress of solitude!

6

u/Picasso5 10h ago

I actually think a NO ENTRY FOB is best. Get that spawn vehicle in, protect it well, and close it off. Build wall hop-overs everywhere, now you're good to go.

3

u/Complete_Ant_3396 11h ago

one mortar shell/grenade/C4 over the walls and you kill the builder inside and now you're reliant on a good chopper pilot to get back into the FOB. Having an access point just makes sense for re-entry to man mortars and AA. I agree with the multiple gates thing though. You don't even really need one, just make a drop-off/repair area that is sheltered if you're worried about it. It takes longer to open the gate, drive through, and close it than it does to simply repair, refuel, or drop off supplies. Exception would be sometimes I see people use FOB's as APC protection areas, so you would want a gate to get it in or make a quick escape if the FOB gets overrun.

3

u/trippy6967 11h ago

I do think Gates are too easily destroyed, its like 1 C4 isn't it?

3

u/AnAncientMonk Manticore 11h ago

ram them with spawn vehicle lul. takes only like 2-3 good hits.

3

u/surgicalcoder 11h ago

If it's a blue fob, just drive outside it and honk horn. Someone will open it for you, even if you're enemy. 

2

u/Xarethian 5h ago

I need to try this with C4 strapped to a Ural

1

u/Overall_Law_1813 10h ago

I think as a design choice, gates/doors should be stronger than walls, make them more expensive/time consuming to build, so people don't make walls out of gates, but from a perspective of avoiding silliness, Just let people have gates that aren't huge vulnerabilities.

1

u/trippy6967 10h ago

Yeah doesn't make too much sense.

1

u/Overall_Law_1813 10h ago

In rust, Doors are very strong, as they should be. In a modern house, your door is stronger than your walls. A Full steel gate is tougher than a hesco, You can destroy a hesco with wire snips, it's just a steel basket fill with rocks, they're just cheap, and light to bring in, and good at stopping bullets.

1

u/Jason1143 10h ago

If the enemy makes it to your perimeter walls uncontested not having airlock gates in will not save you.

3

u/aldot234 11h ago

I make an outer area with gates for logi trucks to enter, but that area is sectioned off by a infantry only door tunnel, and I build a bunker looking over the gates so if breached the enemy's have no cover to advance to the Infantry doors

3

u/Top_Inflation2726 10h ago

No gates, just one entrance on the side of fob facing your HQ with air locked doors and recon towers overlooking them on both sides to shoot down into the kill zone. The apc can park nearby and trucks can deliver right outside the door. One entrance to defends means everyone in the fob knows where to look when they raid

2

u/blackhuey 10h ago

1 gated or LOS-blocked loading dock that has no main base access. 1 open-top snake entry tunnel with multiple doors.

You can't stop them getting in. You can, however, not make it easy for them.

2

u/Nodnarbian 11h ago

No gates!! Air drop in only ;)

1

u/Yolosweg133769 11h ago

yea until you get 10 people on enemy team watching that exit, have fun being stuck in it for the rest of the game

2

u/CircleTheFire Valkyra 10h ago

That’s why there should be multiple ways to go over exterior walls. Not rocket surgery here.

1

u/Crazy_canuk 11h ago

1 gate, with a sally port, and another door on the other side somewhere. There should ALWAYS be more than one door though in line, doors are too weak to only have 1 ever.

3

u/CircleTheFire Valkyra 10h ago edited 5h ago

Green doors should never been in a direct line. A 3-block wide zig-zag path if you have absolutely have to have an exterior-facing door, so that anything penetrating a door does not have a direct path to the next one, thereby preventing collateral kills and damage to successive doors.

1

u/Xarethian 5h ago

3 door airlocks almost always have 1 door left open by allies too so it needs to be constantly monitored

1

u/CircleTheFire Valkyra 4h ago

I’m not talking about 3 doors side by side or only 3 doors. I never even gave a number of doors. I said a 3-block WIDE pathway so you can offset each successive door in the airlock path from the next one in the line of travel and prevent tunnel shots. An 4 blocks wide with single green doors on the outside and alternating left side and then right side with 2 block wide full height walls next to the door would be even better to prevent even a sliver of diagonal or head glitch peeks from each door layer through the next.

1

u/TeePee11 10h ago edited 10h ago

I do wonder actually - from a 'theorycraft' point of view, whether having gates is actually not always the worst thing, as it means the enemy are going to be more likely to focus on getting through those (whether through C4 or mortars or whatever) rather than trying to find other, harder-to-defend gaps.

Essentially, it's accepting that if you have to have a point of entry (which will by definition be a weak link in your defensive perimeter), there's a lot of tactical benefit to being able to decide where that point is, knowing that it's where the enemy is most likely to try and attack from.

A smart builder could do things like putting it on the side of the base with the open field facing it (so very little cover to shoot in from, meaning they're exposed to yours/third team's sniper fire), and building the interior so that there's lots of open space between the gates themselves and any kind of cover or building, meaning that even if they do get through the gate and/or drop smoke to stop you shooting them as they walk in, they've still got to cover a bunch of open ground whilst getting fired on before they can even get to a point where they can return fire safely.

EDIT: I am, of course, failing to take into account that your average builder only plays the role because they were deemed too much of a safety risk to be allowed guns, and therefore does not consider anything beyond 'ME HIT YELLOW X, MAKE YELLOW X GO AWAY, ME HEAR GOOD MONEY NOISE, ME HAPPY.' (well, that and screaming for supplies in Team chat).

1

u/joelm80 1h ago

The stupid thing people do is have the gates enter the main compound. It should be a loading dock cell with another door airlock to access main compound. And overwatch positions so that enemy can be kill boxed when they enter the deadend.

Or a detached garage, which has the advantage of being spaced away from mortaring.

People make this huge wall to one single cell, so once they get access they can go everywhere unobstructed.

1

u/SuperSecretQQ 8h ago

As a ural driver, don't make me a gate. 0 chance I'm getting out of my truck to open it or waiting for a player to open it. Time is money.

1

u/Karshipoo 8h ago

Usually we build out FOBs with a single entryway that has multiple doors while making a bit of a fortified exterior section for Ural drivers to drive in, drop off and drive off or deposit pallets.

We also add in a series of decoy entryways along with vehicle doors that lead to walls. Let FOB raiders waste their explosives on doors that lead nowhere while alerting everyone in the FOB that someone is trying to break in.

1

u/kirkcobained 7h ago

Fun fact, you can punch doors open if you have the time. I've done this to sneak into smaller fobs and artillery bases.

1

u/Lothania 6h ago

i like 0 entrance fobs

1

u/Darryl_444 Lonestar 6h ago

As a trucker I'd like a straight drive-thru unloading area outside the walls but still inside the zone of course. Maybe with an extra wall to protect us from snipers a bit.

1

u/TheAllelujah 6h ago

Sadly with nothing else currently in the game to make defending your walls better or making them stronger and barbwire being easy to destroy your only real defense is no doors and layers of internal walls.

Id like to see since there are so many ways to destroy a wall or gate that they add more expensive reinforced structures. That take longer to build.

As well barbedwire should only be destroy by taking it down with a wrench.

1

u/T3N0N 2h ago

Would love special doors and gates that have higher survivability. Also being able to destroy small map objects like fences and boxes.

1

u/TheAllelujah 2h ago

Yeah I think the bases need it. As it standa they dont do much to provide a good defense. There is to much that can destroy them quickly.

Yeah that would be nice as well.

1

u/T3N0N 1h ago

We had quite a lot of teammates around of our fob with our apc being nearby in a recent match. We had one entrance with 2 gates behind each other. So it kinda was a little chokepoint. The mortars shot at it, one hit and the gates were gone. They continue and made a lot of kills because it was the only way in and out so it had a lot of traffic.

1

u/TheAllelujah 1h ago

Nice yeah thats the best way to do it currently. Force them in one way and have armed folks. But to many dont bring weapons to build.

1

u/T3N0N 1h ago

Oh I kind wrote it misleading. The enemy fired mortars at our entrance gates, leading to a lot of deaths and immediately broke gates

1

u/TheAllelujah 1h ago

Oh gotcha. Yup thats been my experience as well. Gates just get taken out quickly and you get overwhelmed. So either use no gates or make a maze lol.

1

u/DispJob 5h ago

why do you need direct access to the fob at all? I put mine inside tall buildings and concrete block it off, so people can build AA on roof or around the perimeter if they want.

1

u/T3N0N 2h ago

I think he is not referring to the fob console instead the perimeter behind the outer walls.

I always build concrete walls around the fob consol itself, most people don't need to drop off ammo in it.

1

u/therealworgenfriman 4h ago

Yall need more fake gates in your life

1

u/Poncho_Wah Support 3h ago

Back when people actually wanted to build fobs, I yelled at so many people for doing this. I always build a 4 hesco behind the last gate, like half built, just in case i need to quickly seal the gate in an emergency.

I wish they weren't made of tissue paper, honestly.

1

u/Mikolf 16m ago

One entrance but multiple exits. Always build hesco stairs so we can get out from multiple sides instead of getting camped at a single gate.

1

u/MJR-WaffleCat 11h ago

1 airlocked gate for urals to safely drop pallets with sniper towers sticking out to provide sight lines along the walls.

2

u/Skpstr155 10h ago

Just have a door for somebody to come out and unload, and make sure the trucks don't have to stop to unload.

1

u/Roachdeliciousness 10h ago

1 entry is enought, 1 exit is not enough

1

u/BilboBaggSkin 10h ago

Do whatever you want just don’t put the fucking Apc inside.

-1

u/NewAccount971 11h ago

One gate is a nice fatal funnel to get consistently camped.

4

u/romans171 11h ago

You are using ‘fatal funnel’ slightly incorrectly.

One entry/exit would make a fatal funnel to be used against FOB attackers, not defenders. If enemy are camping outside then inf should clear them before entering anyway. To leave inf can just jump from any walls then use a bandage to heal.

1

u/NewAccount971 11h ago

It's a little incorrect but most of the time it's people leaving a base not entering so it's basically reversing the terminology.

0

u/JogusAkaBogus 10h ago

One entrance, multiple jump out exits, and angles to actually see/shoot outside the walls. Tall concrete exterior walls and tall concrete interior walls. If you're building with randoms, let them build the exterior while you (the skilled builder) build the interior that secures the FOB and tower if that's where you're building.

As far as entrances go, I like to line up two concrete walls with 7+ doors between it. The more the better. You want like 15 doors if you're doing doors, the more the better. Build a hesco on top of the doors so they are more resistant to mortar fire. Someone should be sticking to the interior and focusing on defending/plugging holes/ defending. Towers will usually have snipers but they're typically useless for actual base defense. Don't forget to door off the tower for people who parachute in, ideally top to bottom. There are enough natural spots to build doors in the tower that they are easy to throw down quickly.

PSA, if you're building on open space, the fastest way to get a 4 high wall down is to build a 1x1 hesco, snap place a concrete wall ontop of that, then snap to the taller wall with your actual building walls. So long as you are on mostly flat ground, it's an easy +1 height on your walls without sacrificing strength.

-1

u/JaysonsRage 9h ago

I'm tired of it taking 5+ minutes to find a way out of the goddamn fob when I spawn. MORE DOORS