Player Placed Objects might not seem like much of a game changer to a lot of players, after all, what can three little objects do to affect the flow of the map? Even with the minimum exposure on the Beta server, we're already seeing an impact on game play and tactics.
Take the new Infantry Fighting Position; While it provides personal protection for the infantry that places it, more importantly it also provides cover for everyone who follows him. Wide open spaces are dangerous places for a ground pounder to fight in. Allowing him to "dig in" and set up a defensive position for himself and his buddies is going to encourage combat away from urban areas. Properly placed IFPs are nearly invisible to the naked eye.
The infantry fighting position is crucial for creating fighting and movement positions to run between in relatively open and unprotected spaces, a crouching infantry below LOS is an invisible one and can open up terrain approaches that now we need tank cover to cross. - Kilemall
And because the IFP remains in the world as long as it is consistently occupied before the timer runs out, the IFP you create will provide cover for anyone else who needs it. Should you be killed after you've dug a line of PPOs on the way to your target, those who follow you will stay alive longer and have a better chance of reaching their objective.
Gun Emplacements, while more visible, are equally valuable at providing a strong defensive position for infantry and smaller classes of anti-tank guns. No more hiding in rows of shrubs for those brave enough to man a defenseless ATG and repel attacking tanks.
With PPOs we can fortify those CPs we know are crucial for a particular town. - Jamesi
For attackers, GEs can provide some cover for Paks against enemy air and snipers. On a main attack vector in long attrition battles they will become even more valuable at maintaining a zone of control.

Perhaps the most exciting new feature is the Forward Resupply Unit. Initially it was going to need a truck to drop it, but upon discussion it was decided that expanding the role of the mission leader by allowing him or her to build and move the FRU to create a dynamic spawn point for attackers and defenders was the way to go.
Now we have spawn points that can be placed let's think about adding resupply functions to them. Forward Reinforcement Unit While we're at it since we have troopers placing stuff in the world let's let the Mission Leader place them as well as the truck. That way he can advance his spawn location as he moves toward or is pushed back from, his objective. - GOPHUR
Another tweak that was made was to allow the FRU to provide resupply and a Return to Base point.
I really like being able to rtb a unit in the field and respawn a different one. What a waste it used to be when you didn't need that sapper anymore but you had to lose it totally or keep it spawned in. - Eigenman
Can't wait to see this on the main server. Biggest tactical change in the game since msps. - Kc23
CRS is already thinking of new PPO's to add in the future. Players have made some great suggestions that we're keeping a list of including the following:
- Minefields
- Pontoon bridges
- Non-fixed spawns
- Flak mount
- Vehicle obstacles
- AA pits
- Pillboxes
- Command posts
It's easy to see why we're excited about the first implementation of Player Placed Objects. The features we can create with them are varied and numerous. The more of these we can create, the more control we can give our players over the way they can affect the course of the virtual war.
large city they are endless.
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