Did any one had more then 1 in a match?
I built one in 1 hour 3v3 game, and after it was destroyed couldn't build a new one.
Forward Observation Post
14 May 2016, 02:23 AM
#1
Posts: 107
14 May 2016, 03:07 AM
#2
Posts: 1072
Did any one had more then 1 in a match?
I built one in 1 hour 3v3 game, and after it was destroyed couldn't build a new one.
Most ppl don't even use it.
It requires loads of munitions to use and its in a commander that already requires loads of munitions.
Move and buff the Forward Observation post.
Never made more that 1 ever so can't say.
14 May 2016, 07:37 AM
#3
Posts: 1216
Requires ambient building, which cannot be repaired;
Requires 300 manpower and 60 fuel to convert said ambient building;
Abilities require munitions;
Abilities can only be targeted in a limited range of said ambient building that requires 300mp 60f in building that cannot be repaired;
Equals worthless ability. At least Soviets' Forward Headquarters cost only a one-time building conversion has permanent medics plus buff radius.
Requires 300 manpower and 60 fuel to convert said ambient building;
Abilities require munitions;
Abilities can only be targeted in a limited range of said ambient building that requires 300mp 60f in building that cannot be repaired;
Equals worthless ability. At least Soviets' Forward Headquarters cost only a one-time building conversion has permanent medics plus buff radius.
14 May 2016, 20:35 PM
#4
Posts: 107
It is situational, in 3v3 with this commander you might end up with loads of ammunition to use, I used it do destroy OKW trucks with the arty, and the recon to get vision for firefly.
I do agree that the inability to repair the building renders it to be not cost efficient.
Also the inability of "scavenge" engineers to reclaim abandoned weapons is frustrating.
I do agree that the inability to repair the building renders it to be not cost efficient.
Also the inability of "scavenge" engineers to reclaim abandoned weapons is frustrating.
15 May 2016, 00:14 AM
#5
1
Posts: 3052 | Subs: 15
You can have as many as you want.
The abilities don't share cool downs between the buildings, so what I used to do in 4v4s is buy 2 or 3of these, and use each arty/air strike multiple times
Of course this only works in like 4v4 where you can build muni caches to float muni like crazy before 10cp and rely on your teammates. Once you hit 10cp and call all the strikes your munitions will be RIP. But when it works, it means gg because you do multiple strafes, recon sweeps, AND artillery cover at once. Combined with a team push..pretty lulzy
The abilities don't share cool downs between the buildings, so what I used to do in 4v4s is buy 2 or 3of these, and use each arty/air strike multiple times
Of course this only works in like 4v4 where you can build muni caches to float muni like crazy before 10cp and rely on your teammates. Once you hit 10cp and call all the strikes your munitions will be RIP. But when it works, it means gg because you do multiple strafes, recon sweeps, AND artillery cover at once. Combined with a team push..pretty lulzy
15 May 2016, 03:36 AM
#6
Posts: 1072
You can have as many as you want.
The abilities don't share cool downs between the buildings, so what I used to do in 4v4s is buy 2 or 3of these, and use each arty/air strike multiple times
Of course this only works in like 4v4 where you can build muni caches to float muni like crazy before 10cp and rely on your teammates. Once you hit 10cp and call all the strikes your munitions will be RIP. But when it works, it means gg because you do multiple strafes, recon sweeps, AND artillery cover at once. Combined with a team push..pretty lulzy
Hope there are buildings close by. Also, they can just retreat then come back once all your munis are gone.
It would be fun to call in multiple offmao strikes tho
16 May 2016, 10:03 AM
#7
Posts: 181
It could certainly use a cost reduction (to 100/20?) or some passive bonus.
They can, you just have to destroy the weapon with an AT gun first.
Also the inability of "scavenge" engineers to reclaim abandoned weapons is frustrating.
They can, you just have to destroy the weapon with an AT gun first.
16 May 2016, 11:25 AM
#8
1
Posts: 169
If you have a few muni caches and/or have salvaged multiple vehicles, and on the right maps, it can certainly be useful. It's definitely best used in the late game when fuel is a little more irrelevant.
You can use the abilities slightly outside of the building's range but you have to target something.
You can use the abilities slightly outside of the building's range but you have to target something.
16 May 2016, 11:32 AM
#9
1
Posts: 1276
the range leaves it lacking. Also as others pointed out, the Muni price for everything is high.
16 May 2016, 11:35 AM
#10
Posts: 17914 | Subs: 8
Its one of the least cost efficient abilities in the whole game, it makes soviet FHQ look like a deal of a year.
Getting it up requires too much, operating it requires too much in a doctrine that already takes a tool on munition.
Getting it up requires too much, operating it requires too much in a doctrine that already takes a tool on munition.
16 May 2016, 15:58 PM
#11
Posts: 2561
Ah yes forward observation point. Because who doesn't want to pay a bunch of manpower and fuel to use full priced call-ins within a limited area.
Seriously though, the call-ins should be heavily discounted.
Seriously though, the call-ins should be heavily discounted.
16 May 2016, 20:25 PM
#12
Posts: 8154 | Subs: 2
Artillery cover should had been part of one of the skills from the FOP.
Cost of building, resistance and cost of skills could then be adjusted.
Been able to use Forward assemblies as FOP should be another possibility as well.
Cost of building, resistance and cost of skills could then be adjusted.
Been able to use Forward assemblies as FOP should be another possibility as well.
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