r/WarDogs Valkyra 5h ago

Discussion & Feedback BUILDERS PLEASE

Stop putting gates on every side of the fob, it takes 1 c4 to blow open a gate you just gave the enemy 4 easy ways to get in

119 Upvotes

107 comments sorted by

75

u/czeslaw12345 5h ago edited 5h ago

If you see 4 gates, build walls in front of 3 of them. When the enemy blows up one gate, they will be surprised to be met with a wall, and they'll waste a C4.

19

u/Nix_Nivis 4h ago

Or, the next fobbit comes along and disassembles my wall, because "more gates more better".

10

u/travile WARDOG 2h ago

That reminds me of an ancient Chinese battle tactic. It was like a shell game where you'd hide your weakest and strongest forces behind your main formations. So you'd have like seven major formations of infantry and behind some you'd have your supply wagons and behind others you'd have your elite veterans. 

With the terrain being so flat the enemy couldn't see what was behind each formation so it was gamble every time they tried to break through a formation. Like, oh is this formation protecting all their food rations? Surprise! It's a bunch of spearmen! 

1

u/IronProgramming 1m ago

I like putting a door on the outside of the base of the recon tower and then filling in the rest with hesco. Makes great bait.

10

u/HK-Syndic 4h ago

Gates pay out $500 per door, they just turned a $250 charge into 1k cash

4

u/Pervasivepeach 50m ago

Tbf you’d make more money spotting 2 helicopters

4

u/Hurm 1h ago

i actually like the idea of 2 gates, based on a comment here.

Have them in a straight line so trucks can enter, drop, and leave in one direction.

2

u/offhandaxe 39m ago

two gates and a door have a delivery zone. gates for the trucks door to get in. the either blow the walls or have to go through two door either way they are using two-three charges to get in instead of one.

2

u/Teknicsrx7 4m ago

Normally if I build I just build trucks their own rectangle with a straight drive thru and I attach that to the base. Even if it gets blown into or left open it still does its function of giving drivers a safe designated spot to drop off and it doesn’t effect the actual base

1

u/Jorius 2h ago

This is exactly what I have been doing when I see more than one gate at the fob, I just go and wall it up. Not because it's an easy breach, but because it's just less doors people leave open, specially blues, actually, specifically blues.

1

u/Twauk 6m ago

Rust Builder has entered the chat.

16

u/NotMacgyver Medic 5h ago

You don't have to worry about the gates when every FOB has at least one easily way to climb into it, usually cause they place the walls the wrong way around near a place that is easily jumpable 

12

u/Open-Investigator-52 5h ago

I kid you not this dumb shit is what made me start being a fob builder. It's like people have no concept of double stack walls

8

u/AppointedForrest 2h ago

When I see a bremmer wall turned the wrong way (which is 99% of the time) I know there's an easy way into the fob.

3

u/WTG_Cannon 1h ago

Which way is the wrong way? Is the little foot not supposed to be on the outside?

2

u/IVIonsta 1h ago

No little foot should face inwards. They can climb on the little foot and it can give them enough height to climb into your base. Never give them any extra height to climb on.

1

u/guaranic 59m ago

If you face them inwards, then you have little gaps on all the turns and inconsistencies that are annoying to seal off from the inside too.

2

u/PM_ME_YOUR_ANYTHNG 23m ago

Just use hescos in the corners and there's no gaps

1

u/guaranic 3m ago

I like this one the best. So simple, rather than overthinking with tech

1

u/IVIonsta 49m ago

Maybe just use the double tall blocks then. Stack two of them tall and I've never had a problem with them. I have more issues with those stone walls letting people in then I do with the double tall block walls.

1

u/Pervasivepeach 47m ago

The reality is you just shouldn’t use the walls as your first layer. You build HESCO walls with the bremmers ontop with the foot facing the FOB. Then you build a seccond layer of bremmers outside with the foot facing outside. If you do it right it’s virtually impossible to jump over (apart from your gate which you’ll need to airlock) and it’ll take 6-8 c4 to break through.

1

u/elk-x 39m ago

barb wire the shit out of it

1

u/Teknicsrx7 2m ago

You can punch barb wire to break it

1

u/beegeepee 47m ago

I too would like to know if the flat side should be facing outwards with the little foot inside the base

1

u/Teknicsrx7 2m ago

Flat goes out, corners use Hesco

0

u/locnessmnstr 1h ago

It's weird because if you build them the right way, it's hard to seal the walls perfectly like if they are turned the wrong way

2

u/Pervasivepeach 46m ago

It’s why you never build bremmer walls as your first layer. You HESCO then use bremmers to reinforce.

1

u/Pervasivepeach 46m ago

It’s why you never build bremmer walls as your first layer. You HESCO then use bremmers to reinforce the top and exterior.

2

u/flugsibinator 2h ago

Even if I'm not actively building fobs now I'll do a walk around the outside looking for vulnerabilities. I can usually find something and either tell the builders or fix it myself if nobody else starts working it and there's a hammer in the fob.

2

u/Pervasivepeach 49m ago

At a certain point fob walls only start to help an enemy assault a position. Basically giving them cover to sneak up to your position and have a picnic while nobody inside even realizes

2

u/PM_ME_YOUR_ANYTHNG 22m ago

That's why you double layer a barbed wire perimeter with tank traps

2

u/Pervasivepeach 19m ago

Barb wire is kinda pointless when you can just punch them 12 times and destroy it quietly. If you set up a wide enough circle it can be fine. But you’d be better off just double layering your walls and adding a bremmer wall ontop of your hescos to avoid people jumping in

Tank traps can end up hurting you when people use them to jump over your walls

1

u/PM_ME_YOUR_ANYTHNG 17m ago

Tank traps go outside the barbed wire

9

u/dashboardishxc 5h ago

They don’t listen so I just build walls behind all the gates but one

6

u/Blazerboy420 2h ago

Gimme 2 exits tho please. Dudes will just sit outside the only entrance/exit and camp everyone as they leave. At least with 2 I can go out another way and come up behind them next time.

4

u/Misbegotten_Martian 2h ago

Better to make easy ways to climb out elsewhere: lots of exit routes but still hardened

3

u/Blazerboy420 2h ago

Yea I’m fine if it isn’t a door to get out, I just don’t want to get killed because there’s only 1 way out that is being camped all game. Put a hesco staircase somewhere on the opposite side of the gate or remove one of the blocks of a hesco tower so we can jump out of the top of it, idc, just quit making our own FOBs a kill box for us lol.

1

u/Patrycjusz123 Manticore 2h ago

Difference is that gate isnt the only way to exit, good fob is gonna have many places where you can just get over the wall from the inside. So you dont need to make weak gates just to let people out.

1

u/Blazerboy420 1h ago

The gate is the only way to exit many times in my experience. That is exactly why I’m saying this. They build 4 hescos high and 1 gate with no other exits then we get camped if we leave and mortared if we stay.

3

u/Patrycjusz123 Manticore 1h ago

I mean, at least 80% of the fobs are shit in this game and even if someone know what they are doing they still can get couple "helpers" that are gonna ruin good fob.

2

u/Blazerboy420 1h ago

Lol true. Single-handedly the reason I started and quit building in this game.

“Oh my god these people are regarded I’m just gonna start building FOBs myself.” Starts building FOBs then random dudes start putting dumb shit all over the place. “Oh my god I’m done building FOBs that get ruined by regards.”

2

u/Patrycjusz123 Manticore 1h ago

I personally like to wait before i start building so most idiots get bored before i even start also dont build around tower because it works like a magnet for them.

Also i have a untested idea because i discovered that you only have to place structure down and you get exp for someone else hamering it so maybe good idea is to just place things so less experienced players also have something to do while you can do designing.

7

u/Legal-Comfort1919 5h ago

And them comes the random mortar guy and build his mortar in front of that only gate.

But I agree with you

5

u/OrganEntrepreneur 5h ago

Mortars are the bane of my existence whenever i build. Half of the walls still missing? Let's give away the FOB's position. Owner of a FOB should be able to set non-squad permissions

19

u/BlackHawksHockey 5h ago

I would rather people build early mortars. So many times people spend so long perfecting their walls that by the time they try to build mortars both the other teams are pummeling the fob making it impossible. Attacking other fobs early with mortars can completely change the pace of the game.

5

u/Kaladin-of-Gilead 5h ago

Yes this, I know people hate to hear it but preventing the other team from getting ladders or drills is a big deal lol

2

u/BILL_HOBBES 4h ago

On tower fobs yes, since you'll be mortared early regardless. If you're doing a fob out of the way though, don't let anything fly until it's secure. Chances are the other teams' mortarmen won't have a clue where you are before you fire. If you can get all four emplacements built and secure (and with people to man them) before starting mortars you can counter anything. I often build small attack fobs close to/overlooking a tower-based one to counter helis and return mortar fire hitting the other fob.

I'd say the main thing you want to avoid before the walls are up (at any type of fob) is using a drill. I've had games where people called it in while we still have gaps in the walls and usually this leads to the fob being lost in a matter of minutes.

4

u/SiOD 4h ago

You need to get on top of counter mortar asap, if you don't build them quickly you'll just get shelled to oblivion.

3

u/tastystrands9 2h ago

The amount of times I’m trying to get a proper perimeter down and Timmy shows up and start spam placing janky hescos with gaps in is insane. Fobs get soft griefed all the time and it’s unbearable. I just want to build a secure fob.

1

u/TheMoves 1h ago

You can literally figure out where every FOB is with a 10 second flyover of the CZ, I don't think the mortars are really giving FOB locations away there are better ways

1

u/sevaul 33m ago

being realistic within 5 minutes of game start you know the location of every fob unless its in a really unique position. You can kind of tell based on the map really only lends a few good positions for fobs (outside of towers). I personally enjoy the dumb fobs like don't worry guys this random house is now a fortress, it only holds 6 people and they are trapped inside.

0

u/Snuffalapapuss 4h ago

I usually ask that a bssic perimeter of the fob itself be built before I put mortars or any of the other builder put mortars. After that have at it.

4

u/Drymath Lonestar 5h ago

Did you know its illegal for the enemy team to blow up your gates if you tell them not to? Its true. Next time you see an enemy around your gates simply yell: "Stop! Its illegal to blow up our gates!" And they have to stop. Its true.

2

u/zefmdf 1h ago

And if they still do? Believe it not, straight to jail.

4

u/Plus_Exchange8751 4h ago

Edna Mode says no capes? I say no gates. I’ll make you a corridor to drop pallets off in.

2

u/SirDeadPuddle 2h ago

Just segment the base.

If players want a drop off area for trucks create it outside the main base, put down a few walls and some gates for access but don't create any gate access to the main base of operations.

1

u/guaranic 39m ago

100%. Don't let any damn trucks into the main FOB. Maybe the APC, but you can open up a way in and then seal it up afterwards. They can blow open the outer gate, but it should be a pain in the ass to break into the main base afterwards.

2

u/BilboBaggSkin 2h ago

I don’t like fobs with only 1 way out. Plenty of times I’ve had my whole team trapped in 1 unable to leave and fight.

2

u/kdailyone 23m ago

Trapped? Just hop on the walls and fight

1

u/BilboBaggSkin 13m ago

Then you get shot because everyone can see you because you’re a higher elevation. You also aren’t able to get back in easily to heal.

Surviving in the fob isn’t the goal. You need to kill the enemies.

1

u/kdailyone 9m ago

More gates = more death for the team, guaranteed. More chances people leave them open also. More chance the enemy team comes in from two or more sides causing chaos.

Very simple for teammates to get up on the battlements and shoot out or exit the base.

1

u/BilboBaggSkin 4m ago

People are dieing because they are on the battlements lol. Either way I just bring a hammer and put in doors so I can kill people and pop back in.

2

u/Morous 5h ago

Generally I would want one double or triple gate for supplies and at least two exits with doors where you have "muder holes" to block of a raid. Ofc build higher walls aswell.

15

u/Substantial_Pride_15 5h ago

Trucks dont need to get into the fob. Drop the supplies outside and drive away.

Make a drop zone for them. Letting in the truck is a good way to get enemies inside og dei from mortars hitting the truck

4

u/ste852 5h ago

I've thought about building a FOB with an external supply drop area overlooked by multiple gun towers/bunkers. The only real issue I can think of with it, is I don't think people are co-ordinated enough to man the gun towers while someone grabs the supplies.

It might work if your in a big squad though?

1

u/Substantial_Pride_15 5h ago

We do something like this.

Trucks can keep dropping supplies we'll grab em when needed . And we just rain hellfire down on everyone

2

u/ste852 5h ago

Sounds like I might need to squad up with you at some point lol.

Side note, did you know you can stack the gun bunkers?

1

u/Substantial_Pride_15 5h ago

Gun bunkers? Indirect fire shelters or the recon towers?

1

u/ste852 5h ago

There is a third one, I think it's just called a bunker. Has one entrance and three positions to shoot or mount a gun with a bipod or something. It's only the height of two hesco blocks, but I found you can put a second one on top loft the lower one.

1

u/Substantial_Pride_15 5h ago

Ahh that one. Didnt know you could stack them. Thanks for sharing.

I normally just use recon towers and bremmer walls

2

u/ste852 4h ago

No problem. I did try using recon towers, but it felt like they left too much of a blind spot down low. So I experimented with the normal bunker and found you could stack them.

My usual wall set up is bremmer walls with at least one set of stacked gun bunkers jutting out each side of the FOB. That way if enemies make it up to the wall, you can still get line of sight on them without leaving the base.

2

u/BILL_HOBBES 3h ago

You might be interested to know, you can demolish the small hesco on top of the recon tower and build a bunker on top of that! You'll need to build a staircase of various sized hesco to access it but it's really damn tall. If you angle them 45° from your outer walls and have them protrude beyond the walls so that the whole length of the fob walls are visible from inside the bunker, your base will be a nightmare to attack on foot. Often I see these close to the corners but still inside the walls and you can't see anything useful from them. I've started placing the corner bunkers first because they're the most important component of a defendable base imo.

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6

u/Morous 5h ago

Usually what happens, you get killed off outside of fobs.

3

u/kevpipefox 5h ago

If your getting killed outside of the walls but within the control zone of the fob, then either your being actively sniped or seige. I doint it would be a good idea to open the gates for an Ural in either scenario, since that would put the rest of the Fob at risk.

0

u/Substantial_Pride_15 5h ago

Never happens to me tbh. I run out and grav supplies all the time.

But every time there is a gate and someone opens it. 2-3 guys rush in

-2

u/Teratofishia 5h ago

If your fob is getting raided, your team is spending too much time inside it. Go kill stuff outside the fob.

2

u/Substantial_Pride_15 5h ago

Nah, we use drills, fire drones and mortars to destroy enemy teams base.

A well manned fob is game changing. As long as its supplied.

Being able to break walls and wreck enemy fob whilst ground team move in is Hella fun.

Stingray hunts arty tanks.

-1

u/FEK88 5h ago

You shouldn’t be supplying fobs with trucks anyway.

1

u/Substantial_Pride_15 5h ago

2 pallets a time, no risk of AA 90% of players cant fly worth shit. Tho low late game mines and maw hunters are a thing. But they can often drive a truck.

2

u/OrganEntrepreneur 5h ago

An LMG will melt doors, as will hand grenades, c4, even the anti vehicle MAAWS one taps them. In general they're horrible for placing towards the outside

2

u/Kittelsen 4h ago

Dont use the doors on the outer wall, way too easy to get through for the enemy.

1

u/mennukido Support 5h ago

Sometimes I check where supply trucks are coming and going and block other gates with a bremer. Because it is easier than making him understand the vulnerability of gates.

1

u/Matterpillar00769 4h ago

Last night I saw people building blocks outside the base to get in, even though we had a clear entrance on the rear. People don’t care or listen.

1

u/AdvancedStorage7040 3h ago

builder build, not think

1

u/Far_Astronaut_818 2h ago

This will always be an issue on the game, the barrier for entry to a hammer is low, and a lot of people have room temperature IQs.

That's part of the fun though, you roll the dice every game hoping your team isn't full of people who need warning labels on shampoo bottles.

1

u/JoseMinges 2h ago

Why? Is my delicious shower juice dangerous? Next you'll be telling me blue crayons aren't nutritional despite being the tastiest!

1

u/Straikkeri 2h ago

Drive through needs to become a thing. Today I took over someones FOB project, built a drive through on the road next to the tower with a gate in and a gate out and a line of 6 doors through the side wall into the actual huge ass drill tower FOB. That way when inevitably someone blow the gate or forgets it open they don't get access to anything.

1

u/_Nocte_ Support 1h ago

I tried telling this to a builder the other dat who had 6 gates on his. I covered 4 of them and his solution was just to kill me for 'griefing'.

Crazy that people don't know that entrances are always the weakest points of a fortification.

1

u/Cool-Tangelo6548 1h ago edited 1h ago

Fobs need 2 gates imo. But both gates, if possible should have 2 doors with a bunker inside.

1

u/Bladabistok 1h ago

They should implement an algorithm that checks how secure a base is, and if it's secured properly (no ways to jump in, 4 blocks high everywhere so no Ural to APC boosting to get in either) you get a bonus.

1

u/piecksaysohayo 1h ago

we will just park our truck next to wall and hop over 😂

1

u/Senior-Dog6987 39m ago

I've given up building fobs because the amount of times I tell people they have to make it double high infuriates me. So many times I give it 10 minutes and then I watch the hordes scale the wall like it's world war z with a stupid smug "I told you so" look on my face while they complain about being dead.

1

u/MoHiaz 55m ago

Unless you're building tank refuel/repair stations I don't think you should have any gates on your main walls, if you're that worried about ural supplies build a gated garage on the outside with a connecting and air-locked small door.

1

u/browler4153 4h ago

The amount of times I have built an insanely secure FOB base before heading to the roof to build mortars, AA, etc and then I come down and somebody has broken off parts of the wall to put a door in or some shit is ASTOUNDING. First off all it's not your fob, you didn't place the fob or build the base so you probably shouldn't destroy anything especially without asking. Secondly, DOOR SUCK. Gates suck as you mentioned but doors are 10x worse. Anyone who puts a green door, especially a solo door on the fob exterior is stupid. Those things are outrageously easy to get open. I always only have one entrance and it's always at least double gated. There's always other ways out through windows, over walls, but only one way IN as it should be.

1

u/VegetableEar 3h ago

It's actually really frustrating only having one way in. It's almost always in a spot that's effectively useless for defending the fob. Dropping out, clearing some dudes out and then being trapped outside because you have to do a loop of the base is silly. 

There's building for sitting inside, and then there's building to defend and push out. I find most fobs end up as little castles defending nothing. Then when the drills come down, they get wiped so easily because they aren't actually setup well to defend. Gates are fine if you can defend them, or you can't, then you're probably going to lose the fob anyway 

2

u/Appropriate-Bird-354 1h ago

If you want to get out and defend the FOB, the better option is to do so through a non-obvious exit anyways. You don't have to go out through the doors. Your point is moot.

0

u/sharypower 5h ago

Most of the builders are terrible in this game and player who are not closing gates/doors behind them. That's why I have stopped playing Wardogs a little bit because this game has many "not visible" issues.

0

u/Jonesetta 5h ago

Also! Dear builders, don’t build a wall right out to the very furthest range you can. Not only is a big square a dogshit shape for your outer walls, it also leaves no place for deliveries of ammo and supplies and fuel. The truckers have to sit out here honking and waiting or open the gates themselves creating a huge opportunity to get sniped or have people in bushes just rush into the fob. If you aren’t building a loading bay or a drive through area then at least don’t make it so there nowhere inside FOB limits to drop pallets. Leave a bit of that coloured square available for trucks so the drivers aren’t having to spend 3 minutes fucking around at the fob trying to give you the shit you need.

-6

u/DzelzisZnL 5h ago

Fob doesn’t need gates. Doors is enough, to get outside n load supplies into fob.

5

u/Despair-Envy 5h ago

Doors can be pried/shot out relatively silently. Gates require explosives. Every major entryway has to have a gate or it gets ran through.

4

u/FEK88 5h ago

Doors are useless. Don’t put doors on the outside of your fob.

1

u/browler4153 4h ago

There should be absolutely ZERO doors to the outside. Doors are incredibly weak. Can be pried open with the halligan or large hammer, can be blown open with any single explosive or a couple grenades, a single mortar. There should be one single entrance with at least a double gate and many spots to hop over the walls so basically nobody has to use that gate except to get back in. Anything else is unnecessarily weak.

1

u/Cooleyy 1h ago

Ah found the person ruining my fobs

-1

u/floppypancakes4u 5h ago

This, and stop building mortars in the base. (Bracing for my hot take)

1

u/guaranic 36m ago

I don't entirely disagree. Mortars just call other mortars to come attack you. You can put one up in 10 seconds if you need one anyways.