Squad
amYGDala Dec 22, 2022 @ 6:10am
Super FOBs
I only have less than 250 hours of game play, but I have become perplexed with what seems to be a recent (or perhaps not so recent) obsession with many SLs in building Super FOBs. This obsession seems to totally ignore the basic (usually winning) Squad game strategy of a team capturing many control points to one of turning one control point into a meat grinder of tickets.
I find this obsession unfortunate in that it turns the focus of the game play into a very boring routine of Alamo/Siege type play rather than a far more interesting seek, hunt, flank, capture, and move on strategy in the huge and varied maps of Squad. And, quite honestly, I usually quit the game when I find my team is going down the Alamo/Siege/Super FOB path.
Am I the only one who is dismayed with this trend or am I preaching to the choir?
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Showing 1-15 of 26 comments
Ninja Gaijin Dec 22, 2022 @ 6:32am 
I miss when super FOBs did something/anything
Sgt. Osiris Dec 22, 2022 @ 6:38am 
My favorite is when a squad or two makes a defensive superfob at one of the final points as a last defense measure only for it to fall in ten minutes. I have lost more games where a squad superfobs then won. You are essentially down a squad compared to the enemy.
Ryogaru Dec 22, 2022 @ 9:04am 
i rarely see good useful super FOBs in any other mode than invasion. there is only a few points and maybe sometimes none per layer that even make a good super FOB. but yeah when they work and you can drain the enemy of a substantial amount of tickets while keeping yours, it pays off. if you dont like building them or staying inside them, you are still free to put your rally point somewhere outside and still do the seeking, ambushing and flanking action.

all said, i am not a fan of them either, yet im still happy when they actually do work out. and damn i have seen a ton of braindead super FOBs.
All_Mighty Dec 22, 2022 @ 10:01am 
Maybe there could be an upgrade for a FOB that costs over 3500 supply to make it harder to proxy, like 6 or more people. Just an idea for the topic.
76561199241541439 Dec 22, 2022 @ 11:22am 
Clearly your creativity is severely limited, done thousands of superfobs and its all about experience to improve designs wich you lack and many others then there is still external factors such as the ability of your teammates to spot and shoot enemies, your team willingness to defend said position, among others.

Even if the design and location where the superfob is set up is in ideal conditions it will fail mostly because your teammates barely can see let alone kill anyone even if they walking on a white open field they just CANT do it, watch every match notice most ppl barely kill anyone and most likely have 0.5kd or lower, those people even if they had 10 times more health than anyone else they will still die all the time without getting anything done.

Then there is the most disgusting and for some reasson mostly not even mentioned anywhere and thats GRIEFING. Like said above if you then combine that with ppl that are A)mad and decide to switch teams and blow everyone up with ied or c4s
B) blow every teammate and fortification because "haha so funny?"
C) idk why someone would kill their own team but they do it many times

Griefing is the biggest problem with a super fob because a single man with the right kit can blow up 50 players with ease.


Overall if done right a superfob is almost impossible to break, the ones on the best locations even enable you to set up a mortar team far away to constantly bomb the area around the superfob to neutralize enemies approaching the location, armor doing runs every 5-10 minutes get easy 10-20 kills simply holding the trigger around the FOB, serves as a bait to sandwich enemies into traps such as guerrilla team wide rally points INS, set up attacks from a diferent location to trap them, etc, you can let your imagination fly.


Even if a superfob gets sabotaged mostly all ppl involved have a great time fighting in a real 50v50 scenario if you havent had a great experience then idk what to tell you other than maybe this aint the game for you, its all about having fun no matter who wins the match.

Experience plays a big role if someone does not know such simple thing as how to survive then they will have to respawn all the time mostly because they dont understand how the revive system works and mostl peak and die instantly or stay in a position they vulnerable instead of retreating instantly to a safe location, lack of medics, lack of medics doing their job, etc. The topic is pretty complex its not just about the location and fortifications to "autowin" there is no such thing.

Current state of the game all I see is ppl that simply dont know even the basics of the game so I cant imagine how in just 250 hours you seen everything because you didnt, its just amazing how every match so many ppl are so good and so veteran and then cant even carry their own weight.
Last edited by SmokingHOT; Dec 22, 2022 @ 11:24am
Honey Badger Dec 22, 2022 @ 12:25pm 
Originally posted by ka:
Originally posted by MasonJackson:
...
Overall if done right a superfob is almost impossible to break
...
Your superfob sucks when enemy comes close enough. No reinforcements = gg

If you let the enemies get close enough, then you didn't superfob right.

Hence MasonJackson saying if done right
TardWrangler Dec 22, 2022 @ 3:43pm 
Well yeah everybody wants superFOBs to be the meta because its fun as hell to attack and defend them. Id personally would rather have it incentivised to have and defend a single radio near a point vs surrounding it with radios. A fob should be a hard to setup, but easy to defend option and Rallies should be easy to setup, hard to defend.

Sucks how you can have the best defenses just for 2 guys to sneak in and cut off the spawn
76561199241541439 Dec 22, 2022 @ 11:49pm 
Originally posted by ka:
Originally posted by MasonJackson:
...
Overall if done right a superfob is almost impossible to break
...
Your superfob sucks when enemy comes close enough. No reinforcements = gg


Originally posted by Honey Badger:
Originally posted by ka:
Your superfob sucks when enemy comes close enough. No reinforcements = gg

If you let the enemies get close enough, then you didn't superfob right.

Hence MasonJackson saying if done right
It doesnt matter if they are close or not you dont have the skill to kill them only to run outside and get shot on the face.

Originally posted by TardWrangler:
Well yeah everybody wants superFOBs to be the meta because its fun as hell to attack and defend them. Id personally would rather have it incentivised to have and defend a single radio near a point vs surrounding it with radios. A fob should be a hard to setup, but easy to defend option and Rallies should be easy to setup, hard to defend.

Sucks how you can have the best defenses just for 2 guys to sneak in and cut off the spawn
Defending is easy but when you lack the skill to spot and shoot down people it doesnt matter even if the enemy cant see you most likely you wont see them even if they are right next to you thats why when the match ends you usually only achieve below 0.5kd.

In fact every match I make a superfob im the only one in the squad with more kills than the 8 members combined only rare times there is someone that actually knows how to shoot.

Too bad people still think this game aint about kills then wonder why they lost the game with 6 out of 7 flags... maybe its the 10 radios getting dig down, maybe its the armor killing less than a riflemen...

The amount of times im sitting on a tower and the enemy is literally running in and these people even looking straight at that position CANT see nor hit a single bullet then blame their lack of skill on a superfob, commander or whatever excuse they come out with, the worst thing is even something as simple as throwing grenades outside seems to be extra complicated for them or they waiting to get grenaded instead.

90% of matches what happens is ppl digdown defenses to "get out" right after they do that between 1 to 10 meters after they leave the position they get shot in the face and repeat the same thing till the match is over, never use rally points because apparently its too hard to do, backup fobs hardly ever seen and even if there is one same issue as before "run, die, repeat" no killing no rallies nothing, commander decides to waste the arty on some useless target then wonder why when the game ends they still have less than 0.5kd.

Then again Im gonna have a blast every time just seeing and listening to these people frustrated as whatever they do they cant accomplish a kill.
Last edited by SmokingHOT; Dec 23, 2022 @ 12:05am
Radegast Dec 23, 2022 @ 2:34am 
Winning strategy was always keep spread hidden FOBs and keep in motion with the Rallypoints. Sneak to better position and kill enemy from safe spot, win on the tickets / bleed enemy.

How grievely the mentality drops, where stupid SL are building FOBs on the top visble areas, or on the objectives... their results is quite oposite and leads to fast lose round.

When did youthe last time you experience SL asking his grunts to take rifleman to take ammoback to be able to drop better and better rallies?
TardWrangler Dec 23, 2022 @ 3:27am 
Originally posted by Radegast:
Winning strategy was always keep spread hidden FOBs and keep in motion with the Rallypoints. Sneak to better position and kill enemy from safe spot, win on the tickets / bleed enemy.

How grievely the mentality drops, where stupid SL are building FOBs on the top visble areas, or on the objectives... their results is quite oposite and leads to fast lose round.

When did youthe last time you experience SL asking his grunts to take rifleman to take ammoback to be able to drop better and better rallies?

Thats usually how I play. To consistantly win games as the commander aswell as leading a maneuver squad, you need to play with the mindset that being seen is the same thing as being killed.

Because obviously if my armored scouts or guys on observation spot an enemy HAB in the open, its only a matter of time before I get my free airstrike at the beginning of a match.

The Ultimate test to see if someone knows good HAB placement is belaya pass. I cant even begin to comprehend the amount of times ive spawndied on a cold, snowy hill in the open
Sir Nils Olav Dec 23, 2022 @ 8:33am 
Superfob's absolutely *can* work but just like with anything it depends on the situation.
The main reason they usually fail as far as I've seen are:

* Poor radio/HAB placement
* Poor choice of location for superfob - i.e. the cap before/after would have been far better
* Players not co-ordinating - i.e. everyone is looking in every direction except South....guess which direction of attack will be the one that gets inside and brings down the FOB....
* Emphasis on build points rather than ammo - so, shock horror - the team runs out of bullets/grenades/bandages


I've seen time and time again some really good defensive FOB's - they can become an absolute meat grinder for the enemy team causing them to waste a large amount of tickets trying to remove it.
Literally Me Dec 23, 2022 @ 3:05pm 
I would rather have super FOBs on my map than see two full squads messing around at a point they can't even cap. Almost every game I'm seeing this happen now. Might need to add something in a forced tutorial that you can't cap obj behind the contested ones. Not defending super FOBs, but i think there is more pressing issues to address in command these days.
Chungal Grease Dec 23, 2022 @ 4:52pm 
The game design has been changed multiple times in a concerted effort to completely eliminate siege style gameplay and the complex strategies & tactics that it created among the playerbase. All of these changes were designed to dumb the game down and create a more homogenized casual experience. Bottom line people were getting too good at the game and steamrolling everyone so the game design has kind of ended up like the concept from school where you "grade on the curve". Super Fobbing has definitely went the way of the buggy whip.
76561199241541439 Dec 24, 2022 @ 3:20am 
Originally posted by Zylfrax791:
The game design has been changed multiple times in a concerted effort to completely eliminate siege style gameplay and the complex strategies & tactics that it created among the playerbase. All of these changes were designed to dumb the game down and create a more homogenized casual experience. Bottom line people were getting too good at the game and steamrolling everyone so the game design has kind of ended up like the concept from school where you "grade on the curve". Super Fobbing has definitely went the way of the buggy whip.
Oh wow I see so many strats and tactics omg its incredible how the game has evolved right? it evolved so much the gameplay can be resumed in...

Everyone attack, spam FOB, take 10 min to "flank" a objetive just to make it a frontline fob because for some reasson clearly more needed to SPAM fobs than actually shooting at the enemy then wonder why the defending flag got lost, around 10 fobs get dig down ppl wonder why they lose.

WOW MAN such complex gameplay REALLY man? Clearly they dumb it down thats why the steamrolls are so often?
Chungal Grease Dec 24, 2022 @ 10:19am 
from the alpha 13 patch note:

"In past ticket bleed was too powerful, and also was triggering on the central flags, resulting in King of the Hill style of gameplay, and also incentivizing players to rush from the start to the central objective that was providing a ticket bleed bonus. In the end, it led to the repetitive gameplay experience, rounds were played in almost exactly the same way, which clearly wasn’t our goal & intention."
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Date Posted: Dec 22, 2022 @ 6:10am
Posts: 26