Forum Discussion

UniverusDOTO's avatar
UniverusDOTO
Seasoned Novice
11 hours ago

How to deal with those HQ CIWS Camper TANK / IFV?

Imagine, map : contaminated / firestorm / valey / blackfield, etc .. All Armor camp at HQ thanks to those fakin id*otic CIWS + TOWs / Guided Munition. 2/3 my game losing bcs of this matter, all my team tank camper at HQ.

Cant blame the player, the devs provide this, sometime i found heli camp at hq too, just shoot lockon rocket then fly up and down.

"only release 1 map / season bcs devs dont want sac the quality over quantitiy" , yet still releasing **bleep** map

3 Replies

  • Tanks are literally unkillable unless you spend like 100 rockets on them, wth are you all talking about

  • UniverusDOTO​ In my opinion, the core issue here is the CIWS system itself.

    Right now, because it’s fully automated, it encourages vehicles to sit safely in HQ while still being extremely hard to punish. Combined with TOW and guided munitions, it creates a very low-risk, high-impact playstyle that promotes camping.

    A better solution would be to go back to how it worked in BF3 and BF4:

    Keep the CIWS in base

    But make it player-controlled instead of fully automatic

    In BF3 and BF4, this worked well. You could defend the spawn from enemy air pressure, but it didn’t create the kind of passive, automated protection that enables constant HQ camping.

    I know some people will argue that removing the automatic interception would make vehicles too vulnerable to missiles — but that’s exactly the point. If a tank chooses to camp in HQ, it shouldn’t be untouchable.

    A possible compromise:

    When a player is manning the CIWS → full manual control.

    When no one is using it → it switches to a delayed auto-defense mode.

    For example: it locks onto an enemy helicopter, and after a few seconds it begins firing.

    This way:

    Enemy helicopters can still pressure camping tanks.

    They can destroy them if they commit quickly.

    But they can’t hover forever in spawn without consequences.

    This would reduce HQ camping while still protecting the base from abuse.

    Right now, the fully automated CIWS removes counterplay — and Rush especially suffers from that.

  • I don't like it any more than you, but lets be real, if you roll out in a tank with no engineer supporting your repair, then you've wasted the tank.  At best you'll make it to a middle cap, but you won't last long.

    In fact, you need 2 engineers as a minimum if you want to survive in a tank and actually capture an objective.

    Engineers who repair tanks should get more points because you end up at the bottom of ranking because your death count is high.

    I understand why players want to sit at base.  It's one of the few options available to them and I bet many who do it would rather be capping and not sitting at base.

    I played with the mobile AA the other day and sat at base.  I didn't like it, but moving anywhere else would have wasted the asset.  At least I got to annoy the helos long enough for them to break off their engagements.  That helped the team.

    Was it fun?  Not really.  Was it necessary to help the team?  Obsolutely.

    Perhaps things will change as the game evolves, but so far there is no indication that game play is going back to classic BF, we are stuck with COD Arena game play.

Featured Places

Node avatar for Battlefield 6 General Discussion

Battlefield 6 General Discussion

Join the Battlefield 6 community to get game information and updates, talk tactics and share Battlefield moments.Latest Activity: 28 seconds ago
9,766 Posts