Fort kickass by yours truly

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Lucius Jones
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Fort kickass by yours truly

Post by Lucius Jones » 27 Nov 2016, 13:28

https://gyazo.com/c3d31e26df07bb086decd9e2f4006f39 How would you breach that mother of a beast? Keep in mind, it has 24 plasteel barricades under those R-tables, just hidden. And the outside is mined with 4-5 boxes of the stuff, and I had over a 100 metal left over. And that is Bill Carson in the bed at the back.
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Re: Fort kickass by yours truly

Post by TopHatPenguin » 27 Nov 2016, 21:01

Well, you've successfully created a new marine meta it seems as it keeps being used by squad engineers.
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Re: Fort kickass by yours truly

Post by Eenkogneeto » 27 Nov 2016, 21:14

Melt in the back/sides
theres a reason this isnt used, and it's because flanking is even easier than normal. Also you get easilly trapped in there with no way out.
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Re: Fort kickass by yours truly

Post by TopHatPenguin » 27 Nov 2016, 21:21

Eenkogneeto wrote:Melt in the back/sides
theres a reason this isnt used, and it's because flanking is even easier than normal. Also you get easilly trapped in there with no way out.
Playing devils advocate for a second.

Surely being trapped is better then getting steam rolled or forced to run to a Lz as the Fob has fallen? and in regards to the flanks it's only the west, north and east which are a problem and can be easily covered.

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Re: Fort kickass by yours truly

Post by Eenkogneeto » 27 Nov 2016, 21:28

Getting trapped in such a place is really bad for marines because of boilers. Also having /three/ sentrys in there means that you are giving up control of a LOT of other places, And you arent even securing the LZ itself so you cant even retreat if things go south. You'll be stuck between a rock and a hard place. And since its only rwalls, a crusher or a boiler can pop it open any time they want. It really doesn't work. You basically can yourself up as a bento box for the ayys all conveniently located one queen screech away from getting rekt.
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Re: Fort kickass by yours truly

Post by LordeKilly » 27 Nov 2016, 21:53

Having flashbacks to badass tableforts on the nostromo.
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Re: Fort kickass by yours truly

Post by TopHatPenguin » 27 Nov 2016, 21:57

Eenkogneeto wrote:Getting trapped in such a place is really bad for marines because of boilers. Also having /three/ sentrys in there means that you are giving up control of a LOT of other places, And you arent even securing the LZ itself so you cant even retreat if things go south. You'll be stuck between a rock and a hard place. And since its only rwalls, a crusher or a boiler can pop it open any time they want. It really doesn't work. You basically can yourself up as a bento box for the ayys all conveniently located one queen screech away from getting rekt.
Being devils advocate again.

Queen screech is irrelevant when they'll be hard pressed to get to you with the sentries there and surely it's much better they are all packed up in there and can serve as a decoy so marines can flank from either lz one or two? The xenos actually breaking in is fine as well due to the three sentries the only worry would be boiler shots but most will likely be stopped or miss the marines and the power/ammo of the sentries besides that you're buying time for the marines on the Sulaco to re-organise and re-arm for another deployment.

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Re: Fort kickass by yours truly

Post by TopHatPenguin » 27 Nov 2016, 21:58

LordeKilly wrote:Having flashbacks to badass tableforts on the nostromo.
Another good nostalgia flashback place is Mycro's guide.

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Re: Fort kickass by yours truly

Post by Casany » 27 Nov 2016, 22:28

I had this problem, me and an engineer got trapped In here, killed 4 and a crushed burst in the side and fucked us as my OB went off
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Re: Fort kickass by yours truly

Post by Renomaki » 27 Nov 2016, 23:31

Hrm..

Boilers have acid strong enough to melt through reinforced walls, and from the looks of things, it would be real easy to melt into the back, which those sentries are clearly not covering.

In fact, it is a dreadful waste of good sentries, having them all covering one little hole when they should be more spread out, covering more angles. Sentries shouldn't be expected to kill, they are to secure and suppress until marines are able to come in and clean up. Having all those sentries guarding one access point in a way that makes them easy to flank is a big no-no.

.. I just noticed that one sentry is directly in front of another sentry, which means it'll end up taking shots from the sentry behind it, an even worse use of a sentry if I ever saw one.

If I was in charge of turning Secure Storage into an FoB, I'd take out 3 blocks from the north and 3 blocks from the west walls, and set up barricades and sentries to cover the north, east and west angles. That way, the aliens can't sneak in as easily, because marines will be able to fire back at them if they try.

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Re: Fort kickass by yours truly

Post by Mook476 » 27 Nov 2016, 23:31

Oh shit gg it looked op at first but now that I think about it eh not really
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Re: Fort kickass by yours truly

Post by Eenkogneeto » 28 Nov 2016, 02:46

TopHatPenguin wrote:Being devils advocate again.

Queen screech is irrelevant when they'll be hard pressed to get to you with the sentries there and surely it's much better they are all packed up in there and can serve as a decoy so marines can flank from either lz one or two? The xenos actually breaking in is fine as well due to the three sentries the only worry would be boiler shots but most will likely be stopped or miss the marines and the power/ammo of the sentries besides that you're buying time for the marines on the Sulaco to re-organise and re-arm for another deployment.
Boiler gas means the sentries won't do anything to stop a boiler walking up and strong-aciding the barricades over and over. And even if you can get enough marines to keep a firing line up, that wont be enough to stop gas-queen screech-barricade smash. Which will only take a few passes to put the marines in serious danger.
Theres places you can setup a real badass unbreakable FOB, the secure storage is not one.
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Re: Fort kickass by yours truly

Post by Lucius Jones » 28 Nov 2016, 04:14

Also, the sentries I stole where pretty much for fun. There where 4 aliens left. Also, just rotate the sentries. You have 4, so just point them in all cardinal directions. It was also not made to hold FOREVER. If it did fall, a OB would fuck everything inside it. It is to hold out until either reinforcements come, or loosing it would be a net win for the marines as 4-5 marines holding it and killing 5/6/7 xenos, including higher tier, would be a win.
The only thing I was missing was helmets, since I had medical supplies, guns, and FUCKTONS of ammo looted off dead marines. It had supplies upon supplies to hold out.
Also, remember, there where 2 other FOB's. One in T-Comms and 1 in engineering. Nowhere near as strong as mine, but A lot to push.
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Re: Fort kickass by yours truly

Post by northcote4 » 28 Nov 2016, 11:34

I'd do what I always do when faced with a particularly strong LZ2 FOB.

Take the Rasp up, butcher the Sulaco, and rub the teaspoons of salt into my belly for delicious pork crackling.
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Re: Fort kickass by yours truly

Post by InterroLouis » 28 Nov 2016, 15:08

northcote4 wrote:I'd do what I always do when faced with a particularly strong LZ2 FOB.

Take the Rasp up, butcher the Sulaco, and rub the teaspoons of salt into my belly for delicious pork crackling.
That only works if the rasp was stupidly left planetside unguarded...which it often is. But if its shipside, you run the risk of getting hit at LZ1 by marines from LZ2 while waiting for it, or of the marines from LZ2 going up on the pod to contribute to a hangar defense.

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Re: Fort kickass by yours truly

Post by northcote4 » 29 Nov 2016, 07:49

That'd be why you only make that move IF the Rasp was left planetside and unguarded. Which, as you said, is more often than it should be.
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Re: Fort kickass by yours truly

Post by Aracino » 29 Nov 2016, 09:22

...You know the great part about this, the ultimate flaw? Aliens can ltierally ignore you. Not like that point is defending the pod/rasp. And if marines are filled up in there, they'll just go up the sully, kill the command staff, so there goes your OB, come back down, and send endless waves after your turtling asses seeing how everyone on the sulaco is dead or infected.
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Re: Fort kickass by yours truly

Post by Lucius Jones » 30 Nov 2016, 02:06

Pod>Rasputin. And they would have to attack eventually. Plus, I heavily doubt they would, with aliens always wanting to kill humans they see
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Re: Fort kickass by yours truly

Post by forwardslashN » 30 Nov 2016, 18:07

Just crush in the back, kill all, ignore defenses. Alternatively, C4 the back twice, throw in a flashbang, mop up. The thing about defenses is that you have to have some place to fall back to, in case your defenses are breached. If there's nowhere to go, it's the last stop.
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Re: Fort kickass by yours truly

Post by Gentlefood » 30 Nov 2016, 19:02

This setup is poor because you lose control of the LZ extremely easy. Maybe if you wanted a last stand sorta dealy, but once a boiler/crusher showed up you lose any hope of holding out since you can't defend all of its sides, nor even have vision. You also cannot shoot over backwards tables or barricades, so the ones to the sides and behind the sentries would block your bullets.

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Re: Fort kickass by yours truly

Post by apophis775 » 30 Nov 2016, 20:07

Melt the walls...
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Re: Fort kickass by yours truly

Post by northcote4 » 30 Nov 2016, 21:09

forwardslashN wrote:Just crush in the back, kill all, ignore defenses. Alternatively, C4 the back twice, throw in a flashbang, mop up. The thing about defenses is that you have to have some place to fall back to, in case your defenses are breached. If there's nowhere to go, it's the last stop.
Throw your soldiers into positions whence there is no escape, and they will prefer death to flight.
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Re: Fort kickass by yours truly

Post by Lucius Jones » 01 Dec 2016, 02:44

The barricades are placed backwards, facing towards the back, so that is a bug?
Also everyone here is overestimating xenos, a lot. Even if they had a crusher, it would probably be mature. IF they had it, same with a boiler. Close the doors at the front, keep blind firing from the opening, it has to get a shot in a 1x1 thick opening, so it has to stand close.
Once the walls are melted, point the turrets in the direction and place marines there
And again, not a fortification meant to last forever. This was made by a single person, me, who made it if T-comms where to fall. It was then to hold out until either A killed enough xenos that they retreated or B drop-pod reinforcements.
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Re: Fort kickass by yours truly

Post by Surrealistik » 01 Dec 2016, 02:57

Lucius Jones wrote:https://gyazo.com/c3d31e26df07bb086decd9e2f4006f39 How would you breach that mother of a beast? Keep in mind, it has 24 plasteel barricades under those R-tables, just hidden. And the outside is mined with 4-5 boxes of the stuff, and I had over a 100 metal left over. And that is Bill Carson in the bed at the back.
How? Simple. Crushers break the walls to the north and west. It'll take awhile, but you're embargoed and aren't going anywhere.

The most unassailable base would be the forest cave with its magically indestructible walls and no weed support NE of LZ1.
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Re: Fort kickass by yours truly

Post by Jroinc1 » 03 Dec 2016, 15:10

It's pretty strong. Barring a boiler actually bothering to melt (Which they NEVER do), a spitter SLOOWLY spitting through 2 rwalls, or a crusher self-stunning himself like 400 times to break BOTH rwalls, there is only one entrance. Which is defended by 3 turrets. You could spit the middle one down, but there's one behind it as well.

If a crusher tries to charge in, it'll get caught on the barricade. If the queen screeches, that'll disable the builder and Carson.
Not the 4 autocannons.

If a boiler tries to bombard, it's spit has to get through the 1 tile wide hallway, and make it over 3 plasteel barricades before it stands any chance of doing damage.

Can it be defeated with time and smart play? Yup.
Is this base ABSURDLY well-fortified against a frontal assault? Yup.
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