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XOOM

Feedback: Fortified Mobile Spawn

86 posts in this topic

I can see the issues with spawning higher tier atgs but atm i have seen exactly two atgs brought in with fms and they have always (as they should be) brought into the flanks of probable et exits.

I just want to get more atgs out there....

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checked in again, axis overpop, 2 FMS's on AO, 1km out and 10 guys at the AO

man, in the time those 10 guys can walk 1km the 5 poor poor defenders can only clear it 30 times

 

the poor sad unfortunate defenders should just spawn in the CP and the FMS's should be restricted to 1.2km distance

 

 

see ya'll next month and good luck CRS!

(you wouldn't need it if ya looked at the battles instead of imagining fun things forcing people to unsub...)

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@major0noob you’ve made your personal opinion on this subject very clear, which (if kept with the forum ToS) you are entirely free to do so. I don’t believe there to be further benefit of you appearing on each page stating essentially the same thing.

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On 4/6/2018 at 6:54 PM, XOOM said:

I am looking for feedback on the FMS (Fortified Mobile Spawn), please check the following bullet points below as a guideline:

  1. Comparison to the Field Re-Supply Unit (as the main stay mobile spawn)
    1. Better, worse? Why for either?
    2. Have you seen a return of combined arms game play?
  2. Fixes required
    1. Are there issues hurting game play?
      1. If so, name each of them, and a rationale as to the why.
      2. Recommended solutions?
  3. Has the reduced truck EWS increased their survivability?
  4. Has the reduced FMS deployment timer:
    1. Increase survivability?
    2. Maximize the number of placements within the campaign?
    3. Gave the underpopulated side better defensive capability?
  5. Other feedback not outlined above, solutions required!

PLEASE MAKE THIS DISCUSSION UNBIASED AND PRODUCTIVE.

I didn't play a lot (if at all) during the reign of the FRSU, but given what I've seen since coming back to the game, my bet is the FMS is a better solution.  While they are still fairly easy to supress once located, in a battle where folks are using combined arms, it is possible to 'call for help' when an FMS is supressed, whereas I would imagine without the fortification aspect, a located spawn was a dead spawn 100% of the time.

 

I have seen bits of combined arms play of late---my advice would be to get the HCs on board with that goal (and I mean no disrespect to them---improving focus should be a constant process).  Too often I hear 'here is the new AO, get trucks headed there...'  rather than any organized plan based on combined support.

 

I am not sure if any fixes are really needed---and most of those I've seen even in this thread are solving problems caused by poor cooperation ingame rather than the game itself.  Yes, it is easy to hear trucks, get a general bearing on them and go hunting, but if they were not rolling around unescorted it wouldn't be an issue.  Imagine what would happen if trucks were accompanied by a 232, or panhard, etc., with a smidge of air cover...  I do, however, like the idea that when an FMS is destroyed (not pulled, but destroyed), that another one would automatically appear 500 or so meters to the rear, which would indeed symbolize forces being 'pushed back'.

 

The more survivable the trucks and/or FMS are, the less combined arms battles we will see.  A lot of what we see now is still just a variation on the original 'opel plus a couple of INF' style of attacks from the early days, only now the opels (and beddies and laffies) set up spawns---both still end up in many cases having the same goal:  To avoid combat, i.e. to have troops in the town without being noticed, or reacted to.  Currently, the FMS stop bullets not fired into the 'doors' and 'windows', thus they are sufficiently survivable if proper steps are taken by the attacking (or in the case of defensive FMS, defending) units.  

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On 4/11/2018 at 6:06 PM, merlin51 said:

I am wondering?

When you look up and see one of these about to land on you, do we at least get to scream before we die?

I remember fighting at Dinant once and we were out by the base of the rock formation, and i looked up
and there was an opel and pak36.
I died, i dont even remember getting to scream :( 

The best one ever was when XOOM dropped a destroyer into the town. Not during a campaign.

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So combine two most popular ideas so far in turning down truck audio and increase PPO’s and that should make FMS’ good! 

I will add a very good suggestion albeit a very detailed one. Remove the flag on FMS’ and have engineer be able to create a bunker that looks exactly like the FMS. Inf sand bags should be longer and taller and includes a parapet.

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2 hours ago, doggy said:

So combine two most popular ideas so far in turning down truck audio and increase PPO’s and that should make FMS’ good! 

I will add a very good suggestion albeit a very detailed one. Remove the flag on FMS’ and have engineer be able to create a bunker that looks exactly like the FMS. Inf sand bags should be longer and taller and includes a parapet.

Agree about the flag; it’s a dead giveaway.  Get rid of it.  Why is it needed anyway?  I see no use for it.  

The original idea was to have the FMS look like an ATG emplacement so it can ‘hide’ more easily in the terrain. So taking the flag be away from the FMS makes perfect sense.  Also I would suggest that FMSs and other all ATG emplacements (PPOs and permanent ATG pits be made taller so inf can stand up in them) so inf can spawn INSIDE and FMS.  An alternative would be to keep the current height but have inf spawn INSIDE the FMS in a kneeling or prone position.  The second option is better but whatever is easier should be implemented.

Edited by GrAnit

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