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I don't see a lot of weaknesses in doing this other than the inevitable r-wall melting when the aliens get frustrated, but that can be dealt with if you have enough men.
That was the best engineering round I've seen in a long time. Those outer defenses held for hours, and when they finally fell to the boilers we held them at the the gate for another solid 30 minutes. They then breached west of the entrance and we held them off with a gun emplacement, a turret and a whole lot of blood. Finally they break through, enter the final layer, and half the hive dies in the killzone.Karmac wrote:I prefer the outside defense for LZ1, means you don't have to worry about walls being acided, also most xenos haven't figured out to just melt in through T-Comms yet so that's a plus, and if they do you can just block off the entrance to LZ1, leaving you stuck outside, but still defended.
my standard defense for the LZ1 area
Personally I've taken to bringing down a turret every time and putting it facing the tcomms cave wall with some barricades or sandbags right up against the wall. I then C4 the corner rwall so you can travel from the SE entrance to tcomms easier. I then secure all the entrances with a couple layers of false walls. The turret isn't enough to hold the aliens off for any extended period of time, but it makes enough noise usually to alert anyone nearby that aliens are flanking, which should allow defenders time to get over there and hold off the aliens.RedOktober12 wrote:Alright, so from what I've seen we've managed to crack the Eastern LZ1 defense. Frontal fortifications usually tend to last fairly well, and the internal killzone displayed above has proven pretty effective. Increasingly, however, xenos will just ignore a robust fortification and just go around the back in tcomms and give marines the ol' acid reacharound. I think I speak for all of us when I say that I'm sick of being maginot lined by the ayyys after all the effort at the main FOB.
The task before us is therefore a grand undertaking. How do we secure tcomms in an equally effective manner to East LZ1? The priority is naturally securing the landing pad, but preserving marine comms would be a solid benefit.
Also, before we start discussing whether it's meta to know about the cave system, I believe it's more or less been okayed for marines to be aware of the weakness. Even if not, by taking a meson scanner we can plainly 'discover' the flank. We're not here to discuss the state of the meta regardless. We're engineers, we solve problems. Right now this is a pressing one.
So, let's see some designs and ideas for West LZ1! I'll submit some idea shortly, when I get to toy with the it for a little.
Leave a sentry with defences there and make sure it's at least got a high cap or better in it, then periodically check the cave chokepoint, if they are attacking there radio in for backup.OatzAndHoes wrote:I might start C4ing the rwalls at tcomms then and moving the defenses up to the chokepoint. Though it will require SLs to start assigning grunts to the boring job of watching a cave that could be empty the entire round.
I think I get the idea of what you're talking about, would love to see a screenshot or mspaint pic of it though if anyone has it.Swagile wrote:I saw a defence today as SL made by Talon that was p sick.
Not sure if they took a screenshot, but they basically cut down every 4th R-wall near Hangar Entrance and made "pill boxes"; think of WW2 Beach Raid. There was enough cover for two or three marines to sit there and spam bullets down a corridor, but it made it really difficult for boilers to accurately boil inside, while marines have three of these pill boxes to shoot from as well as having cover. It solved the acid problem because boilers wouldn't be able to get close enough to acid the walls down unless they want to be shot down.
When I saw the bunker set up, I was certain it'd immediately get overrun, but it proved incredibly resilient. It's central value came from forcing the xenos far back if they wanted to recover. They couldn't get boiler shots through the south wall, or use it to recover after a push. Unfortunately it was built at the cost of zero telecoms reinforcement. It was still really impressive that a contingent of twenty or so marines with near-zero ammo held for as long as they did. I'm tending to find that a strong fob tends to live and die based on the fallback LZ position since boilers and crushers are completely dominant in the open plain between medical and the LZ.Swagile wrote:I saw a defence today as SL made by Talon that was p sick.
Not sure if they took a screenshot, but they basically cut down every 4th R-wall near Hangar Entrance and made "pill boxes"; think of WW2 Beach Raid. There was enough cover for two or three marines to sit there and spam bullets down a corridor, but it made it really difficult for boilers to accurately boil inside, while marines have three of these pill boxes to shoot from as well as having cover. It solved the acid problem because boilers wouldn't be able to get close enough to acid the walls down unless they want to be shot down.
The thing with Big Red is if you send a patrol out to southern research you can get like 3-4 marksmen rifles. The issue is getting those back to the FOB, as the patrolling squad will usually take them for themselves and then die or lose them.Steelpoint wrote:Any good defence needs an answer to Boilers, you won't always be able to rely on a good Sniper Spec being on hand.