Ever since the introduction of the new HC tools and the HC recruitment, we've had a lot of people use the HC spawn for everything from busting FB's to setting off full EWS in 4 towns at the same time.
It's been used in place of normal FMS's when it wasn't made for that role.
Defending against an HC FMS can be considered impossible since the officer can hide in /any/ bush, /anywhere within 1km and just chill there and once the original FMS is destroyed, he can walk to the other side and just pop one there. I've spend more than a few IRL hours the past week running around the map in search of an antenna, only for me to spot the antenna, destroy it and 2 minutes later, the EWS turns from low to high again. Yes, it's been that was forever, but I've played this game in TZ3 enough times to know the situation has changed
I understand its use as a tactical tool, there should be a bit more limitations about the use of HC spawns on the map.
Be it tied to the number of players that need to be on for the FMS to be able to be set or the number of times the HC FMS can be set on a single mission (e.g. two)
IT isn't as big of an issue when there's good pop, but in low pop it's endemic since you can't spare a rifle to spend 45 minutes looking for an HCFMS 1,5km out of town when there's a total of 2 people inside town