How to "deal with" Ice Colony?

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Symbiosis
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How to "deal with" Ice Colony?

Post by Symbiosis » 11 Oct 2017, 22:15

It's everyone's least favorite map. Rounds are snooze fests, RP is limited since traveling outside the FOB is a death sentence, Xenos hide near ladders and elevators till past the 13:00 mark, Telecomms is a 50/50...

So how would you, if you had the POWAH... "deal with" Ice Colony? Glass the planet? Old Yeller style? What's the best you can do, maggots?
Cliff "Chubs" Campbell

"Hey, did anyone bring any food with them?”

Thwei Kv’var - Blood Hunter

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manezinho
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Re: How to "deal with" Ice Colony?

Post by manezinho » 11 Oct 2017, 22:16

Go back to the cryo-pods.
In Game: Andrew Bryson

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Also check out Okand's stuff, it's pretty neat. Pixel Marines
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Crab_Spider
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Re: How to "deal with" Ice Colony?

Post by Crab_Spider » 11 Oct 2017, 22:17

Ice Colony has a bugged atmos system.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Kerek
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Re: How to "deal with" Ice Colony?

Post by Kerek » 11 Oct 2017, 22:44

Load a revolver, harm intent, target mouth, click self. Don’t feel fear.
Ryan 'Firebug' Steelberg
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Wubs4Scrubs
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Re: How to "deal with" Ice Colony?

Post by Wubs4Scrubs » 11 Oct 2017, 22:52

Play a non-marine role, on the Ice Colony roles like researcher and CL are fucking awesome because you have so much more time to do stuff. You say RP is limited but if you actually go out and try to make RP situations you can have a lot of fun.
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contactdenied
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Re: How to "deal with" Ice Colony?

Post by contactdenied » 12 Oct 2017, 00:58

gyro shotgun in one hand, snow shovel in other hand. go out into the middle of nowhere and start on your snow fortress of impending doom, the xenos will be so focused on your marine pals that you will probably have a base equivalent to a bravo FoB by the time they get to you, que final stand music and then realize you can still get pounced on and that snow barricades are very weak
Phillip Driver, jack of all trades, reliable in some. Your typical jumpy flamer PFC or ammo fumbling CPL, always has a pair of ballistic goggles on him for unknown reasons. Will probably die mid sentence, because he talks (and gets bullied) too much for his own good. He has his moments though.

Jim, a Gen 2 Synthetic. Has a tendency to get melted to bits when planet side, and that's when he's behind barricades. Despite that, he's vigilant and always ready to drag you out of danger, even if it damages him in the process.

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