FOB's Of CM Past

Player-made guides on how stuff works.
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Re: FOB's Of CM Past

Post by Karmac » 18 Jun 2017, 04:23

bump, engineers need to get back into this and help me to abuse all the bugs so FOB's reach maximum autism levels.
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Re: FOB's Of CM Past

Post by Karmac » 20 Aug 2017, 08:57

added two new images, one to the first image thingy and one to the other, just to prove I'm still alive
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Re: FOB's Of CM Past

Post by Steelpoint » 20 Aug 2017, 09:04

Most good FoBs are just common sense. But you need to account for Marine traffic and alien zones of attack.

A nexus FoB in of itself is useless since Aliens will just flank and attack LZ1 directly, or melt through cargo and attack your rearlines.

Good FoBs, from my experience, are a natural extension of a LZ1 FoB that grow organically and remain interconnected at all times.

Of course you'll need a shit ton of metal to do this, so you'll have to bug cargo for more and more metal, which is why I kinda want a separate Engineering Squad so the Engineers can get their own Supply Beacons.

On that note, sandbags are something you use to either reinforce a already made FoB, or something you use on the frontline. A metal barricade + sandbag makes for a solid defence but the massive investment time into filling sandbags makes it prohibitive on a large scale.
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Re: FOB's Of CM Past

Post by Karmac » 20 Aug 2017, 09:10

the LZ image I provided used materials I had available to me at round start, so I'd essential created a secure enough LZ to withstand a decent attack using only 1 squad's worth of materials, this was during a round where the other 3 squads had engineers as well so considering the resources available I'd say it was an acceptable investment, and I do agree with the interconnection business, I've seen people do it before and even plain 'ol metal barricades with barbed wire stopping xenos going wherever they want along paths between the FOB, the LZ, and the central fighting zone make a difference. Mobility vs Defendability will always be an issue with FOB's, whether you have the supplies to afford either thing or both usually determines the outcome, but I feel sometimes it's better to force marines to adapt to situations with less mobility, they're never gonna learn not to help intent shuffle if it doesn't get them killed after all, hehe.
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Re: FOB's Of CM Past

Post by Steelpoint » 20 Aug 2017, 09:14

One squad's worth of resources is all well and good until you have to split that with a second engineer who wastes his half of the share making barricades in some god forbidden corner. The harsh limits of round start resources to engineers slightly puts me off the role.

Aliens win on mobility so having a good set of interconnected defences that limit xeno mobility is a big win, while a long line of barricades, say from nexus to hydro, can be a long and expensive task but it is worthwhile as it creates a mostly secure area for marines to move through, toss in one or two plasteel barricades for extra Marine mobility and its a pretty good deal.

Make sure to isolate sections of the barricades so if one area falls the humans can move back to a second section and have forward facing barricades/plasteel so its not just a literal shooting gallery with Humans having no fall back defence.
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Re: FOB's Of CM Past

Post by Nightwolf901 » 20 Aug 2017, 12:26

Good FOBs, Sadly I was reminded of Sully defenses and now I remember the good old times we had with them. Also Poor T-Comms FOB. Will always be remembered.
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Re: FOB's Of CM Past

Post by Voldirs » 20 Aug 2017, 16:49

I remember the shock-fences, m-m-m... Good-good salty times

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Re: FOB's Of CM Past

Post by WinterClould » 21 Aug 2017, 15:24

I feel like the plans that Ive made for a LZ-1 FOB that starts off with a core of sandbag defenses expanded by lines of metal branching out is quite strong. You want your inner core layer of defenses in the FOB to be the strongest because that's the layer protecting your life and eventual evac route. You gotta use sandbags for the core because of their really high HP, problem with sandbags is you cant repair them so you have to defend them with another layer of metal barricades past that so meme runners/hunters cant damage your valuable shit. This is pretty good because it encourages you to expand outwards and form second and third lines once you start getting more material from cargo. Even if cargo eats ass and doesn't sent you anything, eh at least your LZ is strongish?

I've also been seeing some really really bad shit lately in the FOB's. People who build inside the empty space in LZ-1 make me fucking reee. They think because there's a big open space it needs to be filled with barricades. Fuckin dumb asses don't know the first thing about mobility and having space to maneuver/dodge so they just make the FOB cramped and impossible to move in and out off. Same thing with the people who make their plasteel barricades alternate positions each line deep. Its fuckin stupid. Dont make your fellow marines have to weave thought the lines, it makes dragging someone on a roller bed almost impossible. A straight line in and out is always the best path, making marines take extra steps only helps the xenos. Also one entrance and exit is ALWAYS going to end poorly, always give marines two paths in and out so they don't get bottle necked and fucked.

Im going to start trying to take screenshots more often of good and bad FOB layouts so I can shit on peoples garbage work and see how you guys feel about the ones I like. Maybe we can spread the message a little and help our fellow marine engineers stop fucking people over with garbage FOB's so hard it could be considered ERP.
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Re: FOB's Of CM Past

Post by Karmac » 21 Aug 2017, 18:12

That's basically why I made this thread in the first place so go for it man
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Re: FOB's Of CM Past

Post by Karmac » 15 Oct 2017, 21:48

Just a friendly reminder that if anyones got FOB tips or any images they wanna store for safe keeping or just cool FOBs you wanna show to everybody feel free to post em in here.
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Re: FOB's Of CM Past

Post by Surrealistik » 16 Oct 2017, 02:32

Now witness the firepower of this fully armed and operational sentry wall...
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Re: FOB's Of CM Past

Post by Karmac » 16 Oct 2017, 03:10

Peace through superior firepower, amen.
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Re: FOB's Of CM Past

Post by HKO20006 » 03 Dec 2017, 05:26

Bad FOB and sentry placement, the metal barricades on both sides block Sentry
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Re: FOB's Of CM Past

Post by Karmac » 04 Dec 2017, 05:37

Remember not to extend your lines out too far if you don't have the men to man them, that image right there is a good example, as well as a recent big red round I saw that included a very nice, large LZ1 defence line extending over to the medical and sec entrances, but we didn't have the marines to hold it so it fell in minutes.
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Re: FOB's Of CM Past

Post by MChosen » 08 Dec 2017, 21:03

http://prntscr.com/hl1wmc

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Re: FOB's Of CM Past

Post by Karmac » 08 Dec 2017, 21:14

I saw this one briefly that round, very nice.
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Re: FOB's Of CM Past

Post by juliansl » 09 Dec 2017, 00:17

This is a particularily nasty one from Big Red:
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Re: FOB's Of CM Past

Post by Swagile » 09 Dec 2017, 02:08

Prison LZ-1 is like Ice Colony LZ-1 before they put an obvious and easily exploited backend to it.
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Re: FOB's Of CM Past

Post by juliansl » 09 Dec 2017, 04:10

Swagile wrote:
09 Dec 2017, 02:08
Prison LZ-1 is like Ice Colony LZ-1 before they put an obvious and easily exploited backend to it.
Yeah, but I noticed today that the engineers had built most of the barricades facing the lz!

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Re: FOB's Of CM Past

Post by HKO20006 » 23 Dec 2017, 04:14

The two cades limit firing marines' angles, even the marine just east of the cades got his round blocked sometimes.
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Re: FOB's Of CM Past

Post by Caryl » 01 Jan 2018, 19:14

We need those Sulaco LO Line Defenses.

Anyone got any pics to the Pre-Alpha Bases?
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Re: FOB's Of CM Past

Post by HKO20006 » 04 Feb 2018, 07:46

Good Engies win marine rounds, finally see a win after the later join larva update.
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Re: FOB's Of CM Past

Post by Karmac » 05 Feb 2018, 16:39

o o f
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