#Overuse of HC FMS's

8 messages · Page 1 of 1 (latest)

buoyant glen
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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

undone glen
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I fully agree. IMO just by increasing the cooldown significantly for resetting the HC FRU as well as lowering the maximum range more closer to the city, would most likely help immensely. Now the CD is 60seconds and once it goes down, it pops up back immediately. That range of 1k/1.5k whichever it is, makes finding and hunting the thing harder. So by making it so that you could bring it closer towards the town, would probably make players actually bring it closer, which would mean finding it would be easier.

I wouldn't mind a bigger overhaul of the thing, but those ideas would require modelling and/or coding.

whole flame
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I agree being able to place twice should be the limit per mission

gilded solar
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Hc ms’s SHOULD be used for naval ops/port towns/close proximity to town do’s big cities ao’s….they are primarily used to drop silent small boxes on flanks in a pop environment that is incapable of having a screen to pick up the boxes that can hide behind bushes with ease…they are fb killers, ao killers and have the ability to wipe out armor even way out on the flanks of targets…i say remove the anti tank capabilities/combat engineers and give it the rest of the set…still very capable tool without crushing the fun factor of a whole side (fbs)….i seriously hope this is actually looked at because the original use was in correlation with proximity ao’s and sustainability but its being used as i described….i would imagine it further lowpop rolls with the inability to have gear outside of town knocking them down as well

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We have players who’s whole play style is centered around getting an hc tag but never doing hc tasks just to get their only little insta army to fbs and flanks silently

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Wolf64 comes to mind

fervent loom
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I don't think we can reduce cool down time, as mobile spawns are allowed to be rebuilt instantly.

What we could do, is slow down its deployment (build) time.

gilded solar
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Can we make it more visible?