SuperFobWay Engineer Rant

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KingKire
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SuperFobWay Engineer Rant

Post by KingKire » 15 Aug 2018, 17:45

Really small rant, Engineers, please stop building Super-Fobways.

Whats a Fobway? Well usually its the route that marines use to get from the LZ, to the front lines, essentially, a highway from the FOB to the front lines.
A big issue is that the fobway will become one of two things:

A) CuckRoad:
a SPARSE, BARREN, EMPTY, DESOLATE road from the FOB to the fronlines. No barricades in sight. No lights, nothing. Any wounded marines or Freshspawns who walk this road are eaten alive by roadRunners.

or

B) SUPER-FOBway:
a MASSIVE, HUGE, skinny, METAL ROAD, completely AIRTIGHT, FORTIFIED beyond BELIEF!!! Essentially, something that looks like the Great wall of USMC, or maybe the USMC Border Wall. Its impressive, with barricades lining each side of the roads, and barbwire topping each sandbag and checkpoint charlie crossing.


Well, we can definitely tell whats wrong with the first one. Without a safe passage, wounded marines never get to rear lines, and Reserves never get to the frontlines. But whats wrong with the second choice?

1) Its too much of a resource sink:
You either dump so much metal and energy to making an actually secure SuperFobway that either your frontline or your FOB collapses from lack of investment. Sure, you have a 100 tile Super-Fobway, but the other 1200 tiles are CuckRoad for your wounded friends.

2) You halfassed the SuperFobway:
At somepoint in the superFobway, you will run out of either metal or time. Which leaves gaps. And any gap renders the Fobway essentially useless, since you'll constantly be flanked and harrassed, ruining the reason why the SuperFobway existed in the first place.

3) Its delicate as fuck:
Lets say you managed to actually complete the SuperFobway to its full potential. Now you have a massive line of unbroken barbwire barricades. Sweet, 600 metal gone to protect a single row of 100 tiles of land. You definitly dont have enough men to protect that area. And if you did have enough, they would be wasted guarding a barren stretch of land instead of actually fighting. And if they were attacked, They'd have no where to fall back too. As soon as 1 xeno breaches the one tile wall you spent 600 metal on, your donezo. If they attack from a diffrent angle, your Donezo. If you realize that you definitly left even the smallest crack in the formation, your donezo.

4) You actually accumulated enough metal, resources, and time to make the perfect SuperFobWay:
Well, okay. Congrats. A super durable, SuperFobway is an amazing thing to have and rely on, good on you FDR. That round will likely be in your favor.


Whats the Alternative?
Build A Perforated Fobway. Use the Fact that BARBWIRE STOPS POUNCES AROUND IT. What do marines hate? Pounces. What do Xeno Hate? Limited Movement. Stuns and pounces kill marines, Limited movement kills xenos. Why work twice as hard to get half as much reward? A few well placed barbwire barricades and your done. People get to move without worrying about dying to pounces, and you free up your time to do more important things, like reinforce the front lines.

And to cap it off, this isnt a rant against chokepoint barricades, or FOB barricades that NEED to be impassable. This is a rant against what i believe is a waste of time and resources, SuperFobways.
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for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


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Radio Controlled
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Re: SuperFobWay Engineer Rant

Post by Radio Controlled » 16 Aug 2018, 17:24

Could you provide a legend for those schematics you posted? Those two images are a little unclear right now.

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Bancrose
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Re: SuperFobWay Engineer Rant

Post by Bancrose » 16 Aug 2018, 18:31

I will keep building these retard forts until they nerf barricades again.

As its evident, Xenos are incapable of taking Fort Biceps, Fort Chad, Fort Wulfe on Ice Colony.

But thats the only place where a retard fort actually works.
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Build_R_
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Re: SuperFobWay Engineer Rant

Post by Build_R_ » 16 Aug 2018, 19:19

The only real FOBway you'd need is between the nexus and hydro on LV-426. I suppose you could make one between the FOB and Tcomms on Ice Colony or between the FOB and medical on Big Red but they're such small distances that you wouldn't need an FOBway.

Using less resources on the FOBway at LV is always good though, I'm gonna take a stab here and say that the blue squares are marines, the white lines are barricades, the green borders show 'safe' areas and the red borders show unsafe areas (no barricades nearby to hide behind).
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Karmac
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Re: SuperFobWay Engineer Rant

Post by Karmac » 16 Aug 2018, 20:08

y'all ever just mine the road north of nexus instead
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FGRSentinel
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Re: SuperFobWay Engineer Rant

Post by FGRSentinel » 16 Aug 2018, 21:32

There's also the fact that the SuperFoBways disrupt Marine movement as well: unless you make every cade plasteel or put one every so many tiles, marines can't get out of it except from the start or end of the entire thing, which leaves A LOT of places marines can get pounced outside the cade line.
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Slduggy
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Re: SuperFobWay Engineer Rant

Post by Slduggy » 17 Aug 2018, 00:41

Karmac wrote:
16 Aug 2018, 20:08
y'all ever just mine the road north of nexus instead
Yup, barricades don't kill aliens. This is a much better alternative.
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Loco52
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Re: SuperFobWay Engineer Rant

Post by Loco52 » 18 Aug 2018, 07:24

SuperFOB ways in LV, when built cotrectly with hdro trays and some creativity tend to help rines a lot. They're hell for me as xeno since I have very limited open spots to go in, hit and run.
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