@@alexanderjafar6213 since update 6 fortifications almost take no damage from arty's anymore, so they are pretty strong again. The biggest threat for any superfob is how easy it is to overrun them.
Although it looks great, many forget the 1-block HESCO. It's so underrated yet so effective in trenches. 1 or 2 blocks on left few steps back same on the right. Good for cover against nades or mortar shrapnel's. And it makes traversing good for bounding and/or pushing the opfor, and visa versa.
How to build a superfob: A government that supports your budget A military with competent and overcompetent people A squad that's willing to do everything to finish it And a shovel The shovels the most important thing btw
You have some great advice that I really wish more people took to heart. A good defensive FOB allows for its defenders to spawn and SPREAD OUT. There should only be the bare minimum amount of cover required around the hab to allow for safe spawning so as to allow defenders to spread through the point and to the fighting positions you have made with minimal bottlenecking. I've seen so many FOBs that are just nightmares to get away from the HAB and they always get proxied.
Had a game like this the other day. Elaborate SFOB but no one pushed out from the HAB area because they built it too small and we got smoked out and proxied after like 5 mins. I tried to warn them but they didnt listen :(
Looks fun. Superfob defense can be the most rewarding feeling in squad. This area is one of the hardest to defend without buildup. The most underrated asset is a wall of barb wire, even having an inner wall in high friction points is preferred. I love leading squads in to do this and it improves everyones enjoyment by having a plan of action
Loved watching Bluedrake42 excitedly build a superuberultramegaFOB in PR only for it to be completely wiped out by two bomb cars and a gharry. Hilarious content.
This is what I love about Squad. I am fairly new and have not taken up squad lead yet but when I do I know I will be an indirect fire type of style. Mortar and tow fobs ftw! Always a big difference maker in matches
Just remember not to lose the radio for those FOBs. Temporary mobile ones are going to become meta because dedicated mortar FOBs that sit in one spot for too long always get overrun and lose more tickets than they took from the enemy.
you missed the most important tip for superfobbing !!! First place a radio with enough supplies for 4 observation towers. Place and build them. Now destroy the radio. The 4 observation towers will stay... Now place your real radio, place hab and everything else, you can also place 4 more observation towers for a total of 8.
Please don't encourage these people. It's already bad enough having the majority of my matches thrown by the idiots building FOBs really far forward trying to meta-game while we haven't even capped all of our own territory yet. Against remotely competent teams, Super FOBs just get annihilated by artillery.
i see your point... it only works if done right and unfortunately most of the guys don't and we end up losing that point because they placed radio in center on the objective. It just happened to me today command did it saying we defend it and superfob it, end up losing it and left the game. I hate when that happens....
@@u18wal Yup lol people somehow still don't understand the mechanics after years, once a full squad gets within decent range that's basically it for that FOB's spawning, which starts the domino effect fast. It's almost always better to build the FOB outside of the objective but close enough to actively support it with weapons and a spawn still close enough for people to reinforce on foot.
@@shadow7988 problem with that sometimes is if you put the fob off to the side somewhere carelessly it can be in a worse position than if it were lets say on the obj for example. many times my team has lost the point due to a hab being on the other side of a road for example and we just end up getting mowed down tryna cross it. The second major issue is SL's tend to not know that habs have a circle of influence and end up placing a bad radio that blocks out the whole point and forces another SL to put a 2nd radio way off somewhere. In this video the superfob and back up hab were placed really well despite the fact that it was directly on obj. but I do agree with you though as most times superfobs tend to fail, it really is only viable for certain points on maps
I wish there was a real time open world sandbox war game, where permanent bases and fortifications were met and players can joint which side they’re on and engage in a long term conflict
once i managed to have half the team pull up to a capture point on belaya which was within a massive factory, we had a fortified anti air gun inside of the building as well as tanks that were outside covering the surrounding area. several people were doing their part to fend off every enemy that tried to get inside and my three friends and I got a total of 156 kills.
This play style kills public servers, don’t think you as a viewer can do this. It’s super boring until the last 5 minutes. Note all the additional fobs + rallys around the point also.
Any SuperFOB are great until mortar squad raining down on you. The worst is FoE off map arty. And your defensive structure are ineffective once enemy have enough brain to use smoke mortar on you.
Better than getting hit by mortars on an unprotected open field I guess. The key point is to know how much manpower and time you can afford to reinforce a location. I don’t like to stay back and superfob while the objective is somewhere else, but building a strong base is a useful way of killing time when you’re on defense in RAAS and the enemy hasn’t shown up yet.
Now I'll probably get some hate for this but you shouldn't encourage super fobs. The way the game plays and generally how super fobs are setup they are the biggest waste of time and effort because of all the counters there is against them and especially with the ICO now with how suppression works. can they be fun yes and I'm sure you had fun in the round but practicality of them just makes no sense unless the opposite team is very disorganized in this case in the video you could see that was the case and thats why it lasted. from the video and the info from your map when it was open the super could have been rendered useless in many different ways. 1. the defenses setup such as razor wire on the west gave enough distance for the enemy to get up to it lay down so just behind the ridge and proxy the hab, now this take a much more skilled squad to work like that but its possible that would cripple your spawn and start the undoing of the super fob. 2. the power of vics and mortars against super fobs, the opposition just needs setup firing positions to just suppress your positions with mortars and vics to render you all useless and fishbowl you all into the super fob so you're actually making the oppositions job easier. 3. the proper use of arty and follow up. the opposition were very poor in attacking based on the footage, all they needed to do is push some vics with guys in up to the SW side and call in arty creeping barrage going south to north and as its moving they commit the vics to push and hot drop into the SW corner of the trenches and then start pushing, just that move alone would get guys very close to proxy thus making the arty more effective. they would have thought the arty would just do all the job but arty is only as good as the follow up with it, you have to be fast and aggressive. I think towards the end of the video they partially done this and thats how they got in the north east side. 4. they didn't utilize the terrain to their advantage enough. the west and south west sides of the supper fob actually looked the weakest and yet that if the enemy was more organized should have been the main focus of attack from due to the less open ground with lots of natural cover. this is also why I made the 1st point because if they'd actually fully committed properly on that side the chance of the fob proxy would be huge. 5. the squads that were playing off the cap itself were doing gods work and I guess giving off the illusion that the super fob was working to the best of its ability. What I mean by this is you should never stack the whole team in the cap itself even on invasion you need to create buffers with players out side the cap and keep the pressure away and utilize their rallies to keep them away as well to prevent the fishbowl from happening. those guys off the point killing the enemy spawns and keeping the pressure off the cap is what you need to do to be more successful in defense if the enemy can't get into the better spots to put down spawns then they have to resort to worse ones which only hinders their abilities. In a summary you could have achieved the same result of the super fob if not better by just a few well placed MG's, obs towers and maybe at a push some razor wire to funnel opposition but even then I don't think thats vital at all because you can do the same with infantry positioning. This is more feedback and giving an honest view point from an experienced player so please don't take it as negative / hate comment.
i see your point... it only works if done right and unfortunately most of the guys don't and we end up losing that point because they placed radio in center on the objective. It just happened to me today command did it saying we defend it and superfob it, end up losing it and left the game. I hate we you can't any habs just because someone decided to place radio in center of objectives...
@@alexm.8412Its about 40€ here in my country and im not sure if you can play this on controller as in not sure if the game supports it. Although it would certainly not be the ideal peripheral for a game like this
For every superfob that succeeds 10 fail
Even that's probably more like 1/100
True. Since artillery is introduced super FOBs are not worth it anymore.
All succeed.
Because 90% of the community will push outside of the hab and fight there instead.
@@alexanderjafar6213 since update 6 fortifications almost take no damage from arty's anymore, so they are pretty strong again. The biggest threat for any superfob is how easy it is to overrun them.
That absolute self control to not take that initial easy kill and just continue to direct your guys, awesome
Very cool defense!
Although it looks great, many forget the 1-block HESCO. It's so underrated yet so effective in trenches. 1 or 2 blocks on left few steps back same on the right. Good for cover against nades or mortar shrapnel's. And it makes traversing good for bounding and/or pushing the opfor, and visa versa.
Also make for good roadblocks
To not only hold the trenches but to COUNTER ATTACK SUCCESSFULLY is amazing.
How to build a superfob:
A government that supports your budget
A military with competent and overcompetent people
A squad that's willing to do everything to finish it
And a shovel
The shovels the most important thing btw
You have some great advice that I really wish more people took to heart. A good defensive FOB allows for its defenders to spawn and SPREAD OUT. There should only be the bare minimum amount of cover required around the hab to allow for safe spawning so as to allow defenders to spread through the point and to the fighting positions you have made with minimal bottlenecking. I've seen so many FOBs that are just nightmares to get away from the HAB and they always get proxied.
Had a game like this the other day. Elaborate SFOB but no one pushed out from the HAB area because they built it too small and we got smoked out and proxied after like 5 mins. I tried to warn them but they didnt listen :(
Agreed. The "pillow fort" type of super FOBs are a waste. 80m is the max to proxy (with 8 players.)
Easier said than done. A lot of games, people never leave the building the hab was placed in.
22:50 i didnt know bullet shells had its own physics
Looks fun. Superfob defense can be the most rewarding feeling in squad. This area is one of the hardest to defend without buildup. The most underrated asset is a wall of barb wire, even having an inner wall in high friction points is preferred. I love leading squads in to do this and it improves everyones enjoyment by having a plan of action
This round was absolutely awesome, hour of placing and digging concertina wire worth it.
Loved watching Bluedrake42 excitedly build a superuberultramegaFOB in PR only for it to be completely wiped out by two bomb cars and a gharry. Hilarious content.
Not sure if it will help you, but for the fps issue if you unlock the available memory option it seems to go away.
Where this option?
@@evgmyron in the graphics tab, VRAM options just uncap it.
Wow thank you for this
This is what I love about Squad. I am fairly new and have not taken up squad lead yet but when I do I know I will be an indirect fire type of style. Mortar and tow fobs ftw! Always a big difference maker in matches
Just remember not to lose the radio for those FOBs. Temporary mobile ones are going to become meta because dedicated mortar FOBs that sit in one spot for too long always get overrun and lose more tickets than they took from the enemy.
you missed the most important tip for superfobbing !!! First place a radio with enough supplies for 4 observation towers. Place and build them. Now destroy the radio. The 4 observation towers will stay... Now place your real radio, place hab and everything else, you can also place 4 more observation towers for a total of 8.
Dude that is the most comprehensive fob. Insane
@21:50 hahahah messed up bro amazing video! Gonna try to implement this way of super fobbing the afternoon
Iron Warriors do the best Defensive positions in the entire squad game. Tell I'm wrong.
Damn, bro only went down to 25 FPS during airstrike. What a beast PC XD
Surovikin line in squad 😂 Great job and nice video
Please don't encourage these people. It's already bad enough having the majority of my matches thrown by the idiots building FOBs really far forward trying to meta-game while we haven't even capped all of our own territory yet. Against remotely competent teams, Super FOBs just get annihilated by artillery.
i see your point... it only works if done right and unfortunately most of the guys don't and we end up losing that point because they placed radio in center on the objective.
It just happened to me today command did it saying we defend it and superfob it, end up losing it and left the game. I hate when that happens....
@@u18wal Yup lol people somehow still don't understand the mechanics after years, once a full squad gets within decent range that's basically it for that FOB's spawning, which starts the domino effect fast. It's almost always better to build the FOB outside of the objective but close enough to actively support it with weapons and a spawn still close enough for people to reinforce on foot.
@@shadow7988 problem with that sometimes is if you put the fob off to the side somewhere carelessly it can be in a worse position than if it were lets say on the obj for example. many times my team has lost the point due to a hab being on the other side of a road for example and we just end up getting mowed down tryna cross it. The second major issue is SL's tend to not know that habs have a circle of influence and end up placing a bad radio that blocks out the whole point and forces another SL to put a 2nd radio way off somewhere. In this video the superfob and back up hab were placed really well despite the fact that it was directly on obj. but I do agree with you though as most times superfobs tend to fail, it really is only viable for certain points on maps
Min:10:36 Is that an enemy player next to the rock at the left? Feels harder to spot while in-game, so easy to miss them if ur not concentrated
yup it was, you can see him continuing to run left
I wish there was a real time open world sandbox war game, where permanent bases and fortifications were met and players can joint which side they’re on and engage in a long term conflict
You might like Foxhole?
I wish the devs would just make a superfob implacement that you can just dig up
Fortnite portafort
Best squad video i ever watched just perfect
once i managed to have half the team pull up to a capture point on belaya which was within a massive factory, we had a fortified anti air gun inside of the building as well as tanks that were outside covering the surrounding area. several people were doing their part to fend off every enemy that tried to get inside and my three friends and I got a total of 156 kills.
Now this is pure war energy
How did you set up the map to show the players role? Like riflemen, LAT, etc
Is there any mod that adds entrenching tool to squad leader, so I will be able to train fob building on different maps in solo training?
Dude that was awesome! Good stuff!
THAT WAS EPIC!!
Great job Nikolai!
I always build superfobs that work and win the game
Its about the backup fobs not only the superfob
"Super fobs fail"
Your simply didn't didn't super enough.
S
Roman siege tactics awayyyy
yeah also don't forgot that the enemy can just use their Airstrike your superfob and blown everything away LOL
That is absolutely awesome game play. I would love to be involved in that
16:07 why does bro just keep aiming at the ground
to get the zoom
Hey, any chance you can show your graphic settings?
Do you need a key fob to get into the Super fob?
This play style kills public servers, don’t think you as a viewer can do this. It’s super boring until the last 5 minutes.
Note all the additional fobs + rallys around the point also.
The only way superfobs work is if they dont use artillery. Constant mortors and vomander strikes.
i was in his game and i was hoping this worked and boi did it work
hopefully they add in the dlss soon, get some more fps
How to make this teammate markers like you have?
Can we get a video of superfob defense, title was a bit misleading
Any SuperFOB are great until mortar squad raining down on you. The worst is FoE off map arty. And your defensive structure are ineffective once enemy have enough brain to use smoke mortar on you.
Better than getting hit by mortars on an unprotected open field I guess. The key point is to know how much manpower and time you can afford to reinforce a location. I don’t like to stay back and superfob while the objective is somewhere else, but building a strong base is a useful way of killing time when you’re on defense in RAAS and the enemy hasn’t shown up yet.
16:39 😂BSPAPI
Just started the video. Can’t wait to see the FOB get arty-ed. I am a super fob hater
Nikolai Upgrade your CPU if you can. Got a ryzen 7 5800x3d and its so good 120 fps avg.
This is a blueprint for building superfob
wow wow nice video i love superfob
another squad vid les go
why do you reload so much? many time you died were bc you were reloading 😂😅 love your content ❤
Why were mortars places of noone is using them lol 😂
can someone explain what the point of a superfob is?
20s fps yep u lucky, i usually get 5 lmao
Man this is so intense :D Cant even wink xD
Does what he says not to do…
Layer?
Manicougan inv v2
wtf are the Americans talking about at the begging lol
❤🔥❤🔥❤🔥❤🔥❤🔥❤🔥
Nice
Save Gaza 🇵🇸♥♥
i was there
Now I'll probably get some hate for this but you shouldn't encourage super fobs. The way the game plays and generally how super fobs are setup they are the biggest waste of time and effort because of all the counters there is against them and especially with the ICO now with how suppression works.
can they be fun yes and I'm sure you had fun in the round but practicality of them just makes no sense unless the opposite team is very disorganized in this case in the video you could see that was the case and thats why it lasted.
from the video and the info from your map when it was open the super could have been rendered useless in many different ways.
1. the defenses setup such as razor wire on the west gave enough distance for the enemy to get up to it lay down so just behind the ridge and proxy the hab, now this take a much more skilled squad to work like that but its possible that would cripple your spawn and start the undoing of the super fob.
2. the power of vics and mortars against super fobs, the opposition just needs setup firing positions to just suppress your positions with mortars and vics to render you all useless and fishbowl you all into the super fob so you're actually making the oppositions job easier.
3. the proper use of arty and follow up. the opposition were very poor in attacking based on the footage, all they needed to do is push some vics with guys in up to the SW side and call in arty creeping barrage going south to north and as its moving they commit the vics to push and hot drop into the SW corner of the trenches and then start pushing, just that move alone would get guys very close to proxy thus making the arty more effective. they would have thought the arty would just do all the job but arty is only as good as the follow up with it, you have to be fast and aggressive.
I think towards the end of the video they partially done this and thats how they got in the north east side.
4. they didn't utilize the terrain to their advantage enough. the west and south west sides of the supper fob actually looked the weakest and yet that if the enemy was more organized should have been the main focus of attack from due to the less open ground with lots of natural cover.
this is also why I made the 1st point because if they'd actually fully committed properly on that side the chance of the fob proxy would be huge.
5. the squads that were playing off the cap itself were doing gods work and I guess giving off the illusion that the super fob was working to the best of its ability.
What I mean by this is you should never stack the whole team in the cap itself even on invasion you need to create buffers with players out side the cap and keep the pressure away and utilize their rallies to keep them away as well to prevent the fishbowl from happening. those guys off the point killing the enemy spawns and keeping the pressure off the cap is what you need to do to be more successful in defense if the enemy can't get into the better spots to put down spawns then they have to resort to worse ones which only hinders their abilities.
In a summary you could have achieved the same result of the super fob if not better by just a few well placed MG's, obs towers and maybe at a push some razor wire to funnel opposition but even then I don't think thats vital at all because you can do the same with infantry positioning.
This is more feedback and giving an honest view point from an experienced player so please don't take it as negative / hate comment.
this dude made a tesis
i see your point... it only works if done right and unfortunately most of the guys don't and we end up losing that point because they placed radio in center on the objective.
It just happened to me today command did it saying we defend it and superfob it, end up losing it and left the game. I hate we you can't any habs just because someone decided to place radio in center of objectives...
Yes, the game is poorly optimized
i press M to map 2 times...
inmersive
Is that game for free ?
@kaiservon2936 and is it possible to play it with controller ?
@@alexm.8412Its about 40€ here in my country and im not sure if you can play this on controller as in not sure if the game supports it. Although it would certainly not be the ideal peripheral for a game like this
@@sketchy5085 oh ok, thank you 👍
@@alexm.8412 it is mouse and keyboard only
pretty soon it will be. devs ruined the game and now Squad is its downfall
Nice try vedio built super fob
First
sad to see what the game has devolved into
Never did, never will. Creative argument tho.@ddontyy
I think its rather bizarre to build shit outside of trenches and not use the actual trenches
Ohh why mute the song at the end.
21:54 lol
Try and get into the habit of saying the THREE D's
DESCRIPTION, DISTANCE, DIRECTION
"on me" isn't helpful - same goes for every squad member.