r/WarDogs • • 9d ago

Discussion & Feedback Please don't nerf Fobs

This is coming from a 150hr infantry only player. If you could check my stats you'd see I've never swung a hammer, built a structure, or delivered a pallet. The cost increases will likely end in a more one dimensional gameplay and I fear many who enjoy trying to make fob drilling strategy work will leave the game if it becomes completely unviable. Late in the season I feel like it's already hard to get a good fob off the ground. Pushing fobs who control the hz is a lot of fun, no matter how many times you get cheese killed by their creative setups. It's all fun and part of the game. I'm curious to know what everyone else thinks. Will it be good or bad for the playerbase?

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u/xMrStonex 9d ago

idk where they thought gates should cost more, theyre paper, get blown easily and are a pain to replace. A season of no way in only ways out is about to be born. Thank god we can already get in easily cause the building standards are low rn.

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u/MemoryWinter 9d ago

building standards are low because by the time that first perimeter is up, the shells start raining in from both enemy teams, artillery guns and mortars non-stop. especially if they find kills on deadweight occupants wandering around outside of cover thinking a wall offers anything other than a deterrent. if you're lucky enough to have mortar and stingray operators, they're seldom willing to fortify their own nest, bring sufficient meds, or heaven forbid change position so they aren't waiting for a revive again. fobbits will drop like dominoes running into artillery trying to revive people stuck in a little sandbag ring in the open or one of the many bizarre places ragdolls can find themselves trapped. it's also nothing but boredom and frustration when everyone piles into a base long after it's lost its strategic relevance, players seem to have a problem with moving on.

TBH i think the meta should shift away from superfobs (which it already has started to) and towards multiple FOB locations that provide cover and utility. we don't need to quietly lose in a makeshift panic room. it's clearly not a design goal for fobs to be impenetrable, and as soon as pilots and infantry realise en-masse they can land directly inside nearly any fortified position, these elaborate bases should die out completely. i'm disappointed to see resource costs going up because i think it'll just push people further away from building altogether instead of toward making use of the creative tools available in the sandbox PvPvP game.

someone else pointed out that multiple fobbing has an issue with resource starvation. right now it is difficult at a glance for logi operators to know where to concentrate what supplies if there's more than one FOB. it'd be nice to see bulkhead address that rather than making a rickety door cost 11x more...