Difference between revisions of "Player Placed Objects"
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=Objects= | =Objects= | ||
==Fortified Mobile Spawn (FMS)== | |||
{| | {| | ||
! width=33% | | ! width=33% | | ||
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==Urban Mobile Spawn (UMS)== | |||
The UMS may be only deployed within large cities on the "cobblestone" terrain. It is capable of fitting into tight spots the FMS cannot. Spawning only infantry (no guns), it is also very weak in terms of tolerance to damage. This object CANNOT be placed on the frontier, this is intentional. | The UMS may be only deployed within large cities on the "cobblestone" terrain. It is capable of fitting into tight spots the FMS cannot. Spawning only infantry (no guns), it is also very weak in terms of tolerance to damage. This object CANNOT be placed on the frontier, this is intentional. | ||
==Infantry Fighting Position== | |||
[[Image:Ifp troop.jpg]] | [[Image:Ifp troop.jpg]] | ||
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[[Image:Ifp facing 1.jpg]][[Image:Ifp facing.jpg]] | [[Image:Ifp facing 1.jpg]][[Image:Ifp facing.jpg]] | ||
==Dynamic Gun Emplacement== | |||
[[Image:Dge done.jpg]] | [[Image:Dge done.jpg]] | ||
Engineers place a large anti-tank gun revetment instead of the IFP. Medium sized ATGs can fit inside where they'll be safe from fire from the sides and overhead. It's can also be used as a defensive infantry position or to obstruct enemy fire in otherwise open areas. | Engineers place a large anti-tank gun revetment instead of the IFP. Medium sized ATGs can fit inside where they'll be safe from fire from the sides and overhead. It's can also be used as a defensive infantry position or to obstruct enemy fire in otherwise open areas. | ||
==Ammunition Cache== | |||
Two crates filled with ammunition. These ammo boxes can be deployed by a truck to leave a supply point for all ground based weapons. It has a 30 minute lifetime. | Two crates filled with ammunition. These ammo boxes can be deployed by a truck to leave a supply point for all ground based weapons. It has a 30 minute lifetime. | ||
==Tank Trap== | |||
Place-able by Engineer class only, and only destroy-able by HE satchels and bombs. A single HE satchel will remove this object. HE satchels are available with the Engineer (4), Sapper (2) and now Bolt-Action Rifleman (1) classes. | Place-able by Engineer class only, and only destroy-able by HE satchels and bombs. A single HE satchel will remove this object. HE satchels are available with the Engineer (4), Sapper (2) and now Bolt-Action Rifleman (1) classes. | ||
==Sandbags== | |||
Place-able by Engineer and Standard Bolt-Action Rifleman classes only (not Semi-Auto). Sandbags are immune to small arms fire (grenades and anti-tank rifle can damage), and a few rounds of heavier weaponry will obliterate the object. | Place-able by Engineer and Standard Bolt-Action Rifleman classes only (not Semi-Auto). Sandbags are immune to small arms fire (grenades and anti-tank rifle can damage), and a few rounds of heavier weaponry will obliterate the object. | ||
Revision as of 16:32, 22 May 2017
Player Place Objects (PPO)
Players can add some defensive structures as well as limited spawn points to the battlefield. There are collectively called Player Placed Objects, or more commonly PPO. The current PPOs are:
- Infantry Fighting Position (IFP)
- Dynamic Gun Emplacement (DGE)
- Fortified Mobile Spawn (FMS)
Placing an Object
PPOs can be placed by infantry by using the shovel that occupies the number 9 weapon slot. The FRU object can also be placed by most certain trucks by using the deploy function ('z' by default).
When placing a PPO, a transparent version of the object appears in front of the player. If the object cannot be placed it will appear red and attempting to place it will give a message describing why it cannot be placed. Common reasons an object cannot be placed are:
- Cannot place the object on airfields.
- Cannot place the object too close to other terrain objects.
- Cannot place the object because of object-specific parameters (e.g., a FMS/UMS must be within a certain distance of a mission's target).
- Cannot place the object because a player is obstructing the area.
- Cannot place the object so soon after placing another one. The exact amount of time varies based on the PPO.
If the object can be placed it will appear green. Placing the object will start an emplacement timer which, upon completion, will add the object to the game world. Infantry will also automatically go into a crouched shoveling animation while the timer is running, returning to its original stance only when building is halted or completed. Placing a PPO is stopped if the player is damaged, moves, or cancels building. The timer is paused if a player obstructs the building area but will resume again once they leave.
Cannot Build | Can Build | Building |
---|---|---|
350px | 350px |
PPO Timeouts
PPOs will be removed from the battlefield after being unused for a period of time (no units utilize or go near the object). Each PPO has a separate time out period.
Objects
Fortified Mobile Spawn (FMS)
The new fortified mobile spawn is now the main mobile spawn point. Infantry and both light anti-tank and light anti-aircraft guns can be spawned from these points. As the name suggests, it is fortified and capable of withstanding lots of hits. The FMS is truck deployed only, and there can only be a single spawn point per mission. It can be placed both on the frontier and in cities. There are two firing slits on the front of the object for defenders, and instructions on the wall to join Discord and how to setup a zone of control (ZOC). |
|||
[ HOW TO ATTACK ] Bombs from Aircraft, HE satchels and HE rounds from mortars or artillery / tank guns will have the most impact. However, small arms (including grenades) will have no effect. [ HOW TO DEFEND ] Expand your fortification by deploying multiple objects around the FMS (especially the Gun Emplacement [GE] ) and spawn light guns. The [GE] looks the same as the FMS from the air, therefore concealing it from being obvious. |
Urban Mobile Spawn (UMS)
The UMS may be only deployed within large cities on the "cobblestone" terrain. It is capable of fitting into tight spots the FMS cannot. Spawning only infantry (no guns), it is also very weak in terms of tolerance to damage. This object CANNOT be placed on the frontier, this is intentional.
Infantry Fighting Position
This small defensive berm is the default PPO for most infantry. Although it might not seem like much, as the following screenshots show, the IFP offers excellent cover as long as you stay prone.
Dynamic Gun Emplacement
Engineers place a large anti-tank gun revetment instead of the IFP. Medium sized ATGs can fit inside where they'll be safe from fire from the sides and overhead. It's can also be used as a defensive infantry position or to obstruct enemy fire in otherwise open areas.
Ammunition Cache
Two crates filled with ammunition. These ammo boxes can be deployed by a truck to leave a supply point for all ground based weapons. It has a 30 minute lifetime.
Tank Trap
Place-able by Engineer class only, and only destroy-able by HE satchels and bombs. A single HE satchel will remove this object. HE satchels are available with the Engineer (4), Sapper (2) and now Bolt-Action Rifleman (1) classes.
Sandbags
Place-able by Engineer and Standard Bolt-Action Rifleman classes only (not Semi-Auto). Sandbags are immune to small arms fire (grenades and anti-tank rifle can damage), and a few rounds of heavier weaponry will obliterate the object.