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Old 07-23-2015, 09:54 PM   #11
RAWSwampFox
Default Re: FOBS - The Most Important Facet of the Game PR

Good Evening,

I just noticed a couple of typos. I will fix those posthaste as well as add more information.

Another guide of useless information and statistics will come out soon as well.

-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
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Old 07-23-2015, 11:43 PM   #12
Cavazos

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Great work Fox.

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Old 07-31-2015, 01:32 PM   #13
RAWSwampFox
Default Re: FOBS - The Most Important Facet of the Game PR

Good Morning,

Ok, something has changed since I wrote this guide. It appears that something has changed on the server side that is not allowing me to duplicate what I have laid out and illustrated in the guide. In the guide I illustrated the building of a razor wall and a TOW towards the east. I then moved the FOB to the west side of the crates and was able to build a TOW within 20 meters of the FOB but it was at least 250'ish, give or take, from the other TOW. Yesterday I was testing this whole theory on Bravo Hotel and was having some success. Today though, I have not been able to replicate it so the code changed? I know my measurements on PR so I don't think that this is the issue but rather a distance factor has changed somewhere.

While I fully expect denial, I was hoping someone could shed some light on this. So, now I guess I will have to update my guide to find out what this "distance factor" has changed to.

EDIT >> Ok, just tested it and something "most likely" has changed in the code. I just placed a FOB 340 meters away from 2 HMG's and an AA. This FOB was built 58 meters south of two new crates which makes the crates around 280 meters away from the assets. I then went up to 250 meters south of those 2 new crates and tried to place another HMG and it said the maximum number per FOB was already reached. Now yesterday, I was able to do this just fine. Now, granted this was on two different servers - Bravo Hotel 24/7 Insurgency / Al Basrah (yesterday) and BlackWater / Burning Sands (today). Now, the two different servers may have different code and/or the maps may have different code. If anyone can provide any feedback on this, I would greatly appreciate it.

-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
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Last edited by RAWSwampFox; 07-31-2015 at 01:46 PM.. Reason: distance factor
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Old 07-31-2015, 02:40 PM   #14
RAWSwampFox
Default Re: FOBS - The Most Important Facet of the Game PR

Good afternoon,

Ok, I've spent an hour and forty minutes on an empty server testing everything I can think of with no success. Now to further clarify the previous post, BH server is on "64" and the BW server is on "box". I don't know exactly which either mean nor have I read anything that would confirm this but I think the 64 designation is Linux and the box designation is Windows. Also, remember that I'm comparing two different maps so the code may be specific to the maps but I don't think so as I was unable to replicate yesterday's setup today on the same server and same map. I know this may sound confusing but I'm trying to provide as much information to consider when evaluating this setup.

Now, back to the BW server on Burning Sands testing the "distance factor" for new assets. I have moved the FOB 450 meters away from the north assets. I also removed the crates that I used to build the north assets. Now, this puts the new crates at 390'ish meters away from the north assets. Now, to place the new assets, I marked the new "south" crates so I could measure out 200m away from them as this is the point of reference based on my southern position. Now, if I was to attempt to deploy assets to the north of this south fob, I would use the fob as the point of reference to measure the 200m distance. So, I removed the south crates from the north side of the south fob and placed them 49m further south to remove the doubt of whether the assets attached themselves to the crates of the fob for distance measuring. Using this new point of reference, I went 200m south to try to place another HMG asset with no success. This put me at least 700m away from the assets to the north and it was still telling me that the maximum number of HMG's were reached per fob.

Now if this is the code were the same for these two different types of maps (2km / 4km), this would mean that I would only be able to build 2 fobs on a 2km map that was complete with assets. This would make me assume that the code is different. Yes, I know I'm rambling a bit here but I want to share with you my thoughts so I can provide the most accurate information I can within my guides.

Lastly, all the information above brings me to the conclusion that the CNC maps are coded different as well but I have yet to test this on 1.3.1. When I last played a CNC map, it was 1.1.x and I was able to do the moving of the fob to allow duplicate assets but then again, I never really fully tested it to provide concrete evidence of the actual number of assets that could possibly be placed.

Until next time when my brain isn't mush from all this analytical thinking.

-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
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Old 07-31-2015, 02:41 PM   #15
Rudd
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Default Re: FOBS - The Most Important Facet of the Game PR

excellent


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Old 07-31-2015, 03:57 PM   #16
RAWSwampFox
Default Re: FOBS - The Most Important Facet of the Game PR

Good Afternoon,

Excellent what?

I mean, if my musings are correct, you would only be able to build 2-4 FOBS - 1km, 5-7 FOBS - 2km, and 7-10 FOBS - 4km maps (extremely loose off the cuff calculations here) with a full, or mostly full, compliment of FOB assets. NOTE: 6 is the maximum so it becomes a moot point after 2km map size.

Let's look at the standard bullet points after each FOB asset as per the 1.3 manual:

Page 38
  • Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot.
  • 2 large supply crates must be within 200m.
  • Only # *** per FOB and within 200m radius.

As per my post above, this is now totally false or more politely, inaccurate (no surprise). I've come to expect some changes to be made to the game that outpace the manual but this is like totally "out of the box" that is painted above as per the manual.

If we follow what I believe is to be true about the current setup/code, we would only be able to build a top end of 4 HMG's for a 2km map not the 24 as mentioned in the manual.

Please explain.

-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
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Last edited by RAWSwampFox; 07-31-2015 at 05:05 PM.. Reason: corrected miscalculations in first paragraph
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Old 07-31-2015, 05:12 PM   #17
RAWSwampFox
Default Re: FOBS - The Most Important Facet of the Game PR

Good Afternoon,

One more thought outside of the post above, also, if my musings are correct, you would only be able to build one FOB in a city objective with any number of FOB assets.

Now, with that in mind, are we trying to minimize FOB assets and maximize FOBS? What I mean with that is, are we trying to effectively limit the total FOB asset number(s) like we do with FOBS? In my opinion, if this is the case, we should raise the number of possible number of FOBS per map. I mean let's face it, based on my extremely loose calculations above, combined with the current maximum of 5/6 FOBS per map, you would only reach half the number (12) of HMG's that the manual says you can actually build per map.

Outside of all this, if my musings are correct, this would make commanding almost unbearable because you would have to remember where all the FOBS were (after the enemy destroys them) so you could demolish the assets that were attached to that FOB. This would bring a totally new tactic to the game and more importance to leaving enemy FOB assets so they couldn't build any new FOB assets all the while hoping that they forget where the heck they put them thus driving the enemy INSANE.

-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
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Old 08-01-2015, 08:18 AM   #18
Cavazos

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Default Re: FOBS - The Most Important Facet of the Game PR

You are a very thorough and detailed person indeed Fox! Getting answers to your question is hard to do when you're that thorough. Keep it simple and more people are more likely to read and respond.

Your information deals primarily with theory, and not practicality. On paper, yes there are limitations and you'll even find things don't match up with what you find in the manual. What happens in-game, won't always follow what happens on paper and in the manual.

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Last edited by Cavazos; 08-01-2015 at 08:47 AM..
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Old 08-01-2015, 10:55 AM   #19
RAWSwampFox
Default Re: FOBS - The Most Important Facet of the Game PR

Good Morning,

Yes, I overanalyze things many times. It really does appear that the code has changed so I will now have to change things up in my guide. While I think you can still do what I'm detailing, you just have to build multiple FOBS hoping that there are enough FOB slots available.

I think I might have to split my posts up - one for the analytical and another for the Twitter readers.

-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
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Old 08-05-2015, 03:03 PM   #20
RAWSwampFox
Default Re: FOBS - The Most Important Facet of the Game PR

Good Afternoon,

Ok Ok OK........

Due to the devious DEVS changing code, I had to change the guide a bit. It is now updated and I hope that it is clear.

https://goo.gl/3rpI3m

-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
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Last edited by RAWSwampFox; 08-05-2015 at 03:08 PM.. Reason: wrong link
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