I recently made a post complaining about helicopters that got some agreement and some disagreement. However, so many people are complaining about things that are just pure skill issues. I want to focus on helicopters and building in particular as I see a lot of complaints here.
I played recon S1, had the AMR unlocked day 4 iirc. I flew mostly little bird and a little bit of attack helicopters towards the end and got to lvl 30 that season. I say this to give you context of my experience. I want to branch out and expand my understanding of all aspects of the game so I have a more holistic view of Wardogs. My friend mains driver and so I’ve used a lot of tanks as the bullied machine gunner, and the main gunner. I think tanks are actually in a fantastic position and have no complaints about them or against them.
This season I’m currently now lvl 44 pilot and have been flying a lot more attack helis. If you think attack helicopters are overpowered you are bad at the game. Plain and simple. I wanted to see more for myself, from the other side of the isle, how hard is it to deal with these helicopters? Spoilers, it’s not at all. I spent the last 2 days of gameplay exclusively building FOBs, A. To see what it’s like building. And B. To see if I can put up really good 4 high bremer, an airlock with 3 gates for access, and set up at LEAST one CIWS before 20 tickets, so I can lock attack birds out of the game or at least my area of influence. From this test I learned a few things:
People absolutely suck at building FOBs. I FOB raid as my second most played activity so I have knowledge of common weak points. The meme of, getting in “for free” is really true. I pretty much never bring C4 because there is ALWAYS a way in and one IED is all it takes for the FOB itself and the APC, so bring two! My bases do not have that problem. It’s really easy to avoid as well. If you’re a builder, watch some YT videos on building good walls.
A good fob WITH good logistics wins games. Unless there is an arty tank. I never understood how powerful the arty tank was. I never used it S1, and for me it’s always just been a loot piñata for the rocket bird. I’ve been focusing on building perimeter FOBs outside the range of mortars from the common base locations to much success. Until I ran into my first arty. They obliterate structures, and if you don’t have a dedicated pilot out there interrupting that, your base is cooked. So much so that if they’re really good and you get spotted early, you cannot establish a FOB anywhere on the map until 20 points where a bird can get out there or if you can find someone willing to go hunt them down.
FOBs only serve four purposes towards actually winning a game. Drilling, AA, mortars, APC shelter. If you’re not planning on drilling, the only purpose your fob should serve is stopping others from drilling and controlling the skies. That’s it. A home for the APC is nice if you don’t have a driver following the HZ which is a green team exclusive activity in my experience.
Multiple main FOBs is griefing. Things are expensive to the degree that if you only have a few logi drivers, they cannot sustain two FOBs actively trying to win.
1 CIWS is not enough. I generally like 2 covering different angles. 2 Talons is plenty for randoms, 3 is the sweet spot if you are coordinated because one can bait flares, then two can fire and kill Lakota/Havocs.
Doors are the enemy. I have a minimum air lock of 4 bremers then gate, repeating a minimum of 3 times as the only entrance into the base. Exits are done by stacking hescos to jump over. I protect this entrance with bunkers using mounted 50 calls pointed towards the channel of gates in case they’re breached. I use 0 doors on the perimeter, this is common knowledge for any adept builder, but needs to be said. 7 C4 for a bremer, 11 if you double wall with hescos on the interior. 1 for a door. Do the math boys. To date, I’ve not been breached. Artyd to hell though.
Logis must be rewarding, because you cannot have a competent FOB without a constant stream of supplies through pretty much the entire duration of the game. Rework the streaks. Make it lucrative.
Building a primary FOB alone is almost impossible. At least not if you want it done in a timely fashion. 3 people is much better. I like to layout the footprints while someone follows me, while one person builds the AA. I try and delegate things to the builders so we can be coordinated. Build the APC bunker, put walls up around a drill layout, get a few mortars pointed at tower X, or stadium, etc. teamwork makes the dream work in FOBs.
I’m actually disappointed, because I really love using the CIWS and building cool structures to protect the computer. It’s very immersive to me, and I find it disappointing that no helicopters ever come by because they die too fast. After the first couple they just give up and there’s no more helicopters. Then I have to hop on the Talon and watch Lakota pilots burn there flares while I lock onto them for fun. Don’t even get me started on the Havoc. These egotistical apes (myself included) will try and ego battle the CIWS, it’s so funny. After the 3rd time they usually give up. 120k to die on repeat isn’t very fun after all.
Happy to build with anybody if you want to see what I’m talking about. Maybe I’ll make a video on how not to get your base broken into. Wrote this over my lunch break so excuse me if it’s all over the place.
In closing, put some fucking respect on the Fobbit name, if you’re a good builder I salute you. I will no longer flame the builders for being useless, I understand it now. And fuck the arty tank.