Deployment time and why it is bad to screw around

Generic, on-topic discussion about Colonial Marines.
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Renomaki
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Deployment time and why it is bad to screw around

Post by Renomaki » 05 Jan 2017, 21:53

I never did understand way so many COs are perfectly willing to push back briefing as long as possible. It is very common for COs to set briefing times at 12:20 or even the extreme 12:25, even though cargo has been upgraded to allow marines to gear up faster than they used to, and even before that, double lines were still possible for speeding up the line and ensuring everyone is ready on time.

And even after all that time, most COs rarely prepare a proper speech, either resorting to a half-assed single line of orders for all the squads that are dreadfully undetailed, or taking 5-8 minutes trying to type up a speech and wasting more time when they should have prepared it in advance and copy-pasted it to ensure a briefing moves along steadily yet with detail in his orders. And lets not get started with the POs that sometimes think waiting more than 3 minutes to launch with a ship full of hyper-active marines is a good idea.

Thing is, the longer you wait to deploy, the harder it'll be to get a good footing on the ground once you land. Marines need all the time they can to build and FoB and get settled in, as well as ensure patrols are marching through the colony to prevent aliens from turning it into a playground. When marines take too long to deploy, it gives aliens more time to grow and expand without hindrance, and in some cases end up building forward hives deep into the colony grounds that could have been prevented by marines not being so late to deploy.

When I go CO, I always try to have briefing at 12:17 on average and use that time to prepare my briefing speech in advance so marines don't have to sit on their ass waiting for me to quack out objectives for everyone, with a goal of trying to get briefing done as clearly but quickly as possible, and then having my PO launch within the next minute if possible. By doing this, it helps the marines by ensuring they have more time to work on that FoB before the big hive attack later in the round, as well as get marines more hardened and warmed up by fighting the aliens within the colony and pushing them out of it.

Sure, a lot of marines hate waiting for the OK to cross the river, and going down earlier means more waiting until they can cross, the aliens teasing them and trying to bait them all the while... But on the other hand, marines should learn to value the extra time to settle planetside and get their defenses in place, because the less time you have to prepare a good, supplied FoB, the harder it'll be to hold when the aliens make a push against it.

Success for marines requires having a good FoB to rally at, proper supply lines and men who are mentally prepared to fight together as a single large force when the time comes. Just being lazy and doing nothing to prepare yourselves until the time comes to cross (or just metarushing outright) costs marines dearly every time.

My question is, do you agree that late briefings are bad for marines, or do you have an argument to support having late deployment?
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Re: Deployment time and why it is bad to screw around

Post by Karmac » 05 Jan 2017, 22:02

Here is an example of a quality FOB, not the best, not the worst, but a good one.

https://gyazo.com/270b4bde60c71775f59d364be5d60538

Start with table-cades, make the turret-shields, then finish with false walls, I did it in 30 minutes.

Preferabbly get all Four turrets setup here, meaning marines can go scout and fight and not need to man the FOB. Order a turret at round start and if you get it use it as a spare to reinforce the sides that need it.

Edit: THIS IS NOT THE CORRECT WAY OF CREATING THE FOB, the tables need to be flipped, the false walls go in front of the barricades and the turrets need to sit right behind the barricades, everything else is fine.
Last edited by Karmac on 05 Jan 2017, 23:35, edited 3 times in total.
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Re: Deployment time and why it is bad to screw around

Post by Shyguychizzy » 05 Jan 2017, 22:57

Depends really if it's a high pop or low pop I tend to go 12:20 to maybe 12:30 or more thing is...this helps prevent Meta river crossing as what I have noticed those who deploy early tends to Meta be already hydro already assaulting some are but I have seen a fair share on my end. For instance when I am SL on scouting duty we scout fitness, hydro, and medical then I order em to hold robotics as a rally point and hold there ordered otherwise in which prevents Meta rushing due to xenos baiting.
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Re: Deployment time and why it is bad to screw around

Post by Rain7x » 06 Jan 2017, 00:41

Don't forget about those poor survivors that have to fend off T'3s because commander deploys late
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