Your autism fort (The ideal FOB)
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Your autism fort (The ideal FOB)
So in the course of playing the game we have all seen plenty of Forward Operating Bases. We have seen Fobs so good the admins had to weaken them, and fobs so bad the admins have been have taken pity on us. So I want to ask what is the IDEAL fob, keep in mind these do NOT need to be realistically possible. They must be built using the standard maps (I.E. No rasp landing at center nexus). You can either just describe your FoB, or find a way to show it. In any case I will put mine below. (In another post)
*Edit
It is going me some time to create the FOB image I want, so it will be a day or two before I submit mine
*Edit
It is going me some time to create the FOB image I want, so it will be a day or two before I submit mine
Last edited by DankAnimemes on 15 Feb 2017, 11:30, edited 1 time in total.
- Derpislav
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Re: Your autism fort (The ideal FOB)
Surrounded by outposts and basic fences and a disposal system between the central stockpile and Rasputin. Because FOB is a resupply point. The outposts are impenetrable fortresses.
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- Jeser
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Re: Your autism fort (The ideal FOB)
Best impenetrable FoBs we had back on Nostromo. I remember, when admins interfered by weakining them, so aliens could have at least some chances. Perfect FoB impossible with good crew, which actually guarding all approaching sides.
- Halinder
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Re: Your autism fort (The ideal FOB)
This was done by survivors but I'd like to volunteer it anyway since it was later used by marines. The grilles have girders and wires underneath them and are hooked to a PACMAN generator full of uranium.
https://i.gyazo.com/75f378476ef8f516e2f ... 2fa13b.png
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- Karmac
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Re: Your autism fort (The ideal FOB)
I've literally got an entire thread in the guides section full of these. Well, some of my personal bests at least.
http://cm-ss13.com/viewtopic.php?f=94&t=11217
But to be real these are more 'outposts' and less 'FOBs'.
Which is why I normally refer to them as 'autism forts'.
http://cm-ss13.com/viewtopic.php?f=94&t=11217
But to be real these are more 'outposts' and less 'FOBs'.
Which is why I normally refer to them as 'autism forts'.
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- MrJJJ
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Re: Your autism fort (The ideal FOB)
Untill Toroic crushed the walls, and then stomped youRedsPro wrote:
Not ideal but i''m still learning.
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Re: Your autism fort (The ideal FOB)
A LZ1 FOB I set up yesterday with the help of a few other Engineers. It could have been better with fortifying the southern parts more, but I remember one Engineer wasting the plasteel on fortifying the nexus, wich we were told not to do.
The Fort didn't stand a chance anyway, the xenos had been given too much time to prepare and they just swarmed over us and got through the defenses like butter. By the time the aliens were really starting to attack there was noone there to man the defenses anyways and I was one of the last to hold the line while more marines were already inside the Rasputin. Damn cowards.
The Fort didn't stand a chance anyway, the xenos had been given too much time to prepare and they just swarmed over us and got through the defenses like butter. By the time the aliens were really starting to attack there was noone there to man the defenses anyways and I was one of the last to hold the line while more marines were already inside the Rasputin. Damn cowards.
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- Karmac
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Re: Your autism fort (The ideal FOB)
Basically if you see marines are about to ditch the barricades and evacuate, un-screw your sentries, dismantle as many cades as you can and go with them, I've lost many a fort to lack of manpower.
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- butters742
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Re: Your autism fort (The ideal FOB)
Wait.... Admins will weaken a FOB if its too good? but bbbut but.... isn't that interference? Like Admins are like Refs arnt they? You don't see the Ref shooting the Soccer ball when the one team is gonna score? Whatever. I shouldn't be surprised.
- Enceri
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Re: Your autism fort (The ideal FOB)
What do you mean?butters742 wrote:Wait.... Admins will weaken a FOB if its too good? but bbbut but.... isn't that interference? Like Admins are like Refs arnt they? You don't see the Ref shooting the Soccer ball when the one team is gonna score? Whatever. I shouldn't be surprised.
- butters742
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Re: Your autism fort (The ideal FOB)
He said in the postEnceri wrote:What do you mean?
"We have seen Fobs so good the admins had to weaken them"
I'm just wondering if Admins will weaken FOB's mid game. Confuses me if that's allowed. I mean unless he means they stunt Marines capability of creating a FOB the same way again by taking things out.
- butters742
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Re: Your autism fort (The ideal FOB)
He said in the postEnceri wrote:What do you mean?
"We have seen Fobs so good the admins had to weaken them"
I'm just wondering if Admins will weaken FOB's mid game. Confuses me if that's allowed. I mean unless he means they stunt Marines capability of creating a FOB the same way again by taking things out.
- Enceri
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Re: Your autism fort (The ideal FOB)
Oh, I didn't see that. I don't think they do it often, if any at all.butters742 wrote:He said in the post
"We have seen Fobs so good the admins had to weaken them"
I'm just wondering if Admins will weaken FOB's mid game. Confuses me if that's allowed. I mean unless he means they stunt Marines capability of creating a FOB the same way again by taking things out.
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Re: Your autism fort (The ideal FOB)
I can confirm it is very rare that the admins weaken an FOB (They rarely need too because most engineers are shit at FoB building). When they do it is usually because they know the marines are going to lose eventually, and it is just too speed up the roundEnceri wrote:Oh, I didn't see that. I don't think they do it often, if any at all.
- butters742
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Re: Your autism fort (The ideal FOB)
Ahhh yeah that I can understand. I normally prefer no interference. But some games do go on forever. Thanks for answering my question .DankAnimemes wrote:I can confirm it is very rare that the admins weaken an FOB (They rarely need too because most engineers are shit at FoB building). When they do it is usually because they know the marines are going to lose eventually, and it is just too speed up the round
- TheMaskedMan2
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Re: Your autism fort (The ideal FOB)
Now I am NOT the greatest engineer, but it's probably one of my more common roles because most other engineers piss me off.
My general Idea for FoB duty is as follows.
LV
-Wall off all of LZ1 besides north with completed walls, and a few false walls for convenience sake.
-North LZ1 gets plasteel barricades to allow the sentries to fire.
-Seal all those annoying gaps with falsewalls, best to secure most of Nexus as opposed to only the hallways, which many marines do.
-Every hallway (Priority being North first, west, then south) Get's plasteel barricades all along it, besides false walls at the ends, the false wall then gets a barricade infront of it.
-Use reinforced tables on the barricades, and WELD them to prevent flipping, for even more defense.
-Repeat that line as needed, and keep flanks blocked.
Ice
-Dismantle ALL those useless barricades for shittons of plasteel.
-Do it in a similar manner as above, and be sure to cover all entrances.
Ah and for the new TCOMMS location, it is preferable keep underground secure, cut one of the vents way out of the way and just fortify that alley to hell. Don't have much experience there but from being around it seems like a good idea.
Side note, electrified airlocks, and e-grilles are underused, they can be extremely useful as any Xeno who touches it essentially can't without acid, making it like a wall, but with the added benefit of stunning the hell out of them, allowing marines to run out and gun them down.
My general Idea for FoB duty is as follows.
LV
-Wall off all of LZ1 besides north with completed walls, and a few false walls for convenience sake.
-North LZ1 gets plasteel barricades to allow the sentries to fire.
-Seal all those annoying gaps with falsewalls, best to secure most of Nexus as opposed to only the hallways, which many marines do.
-Every hallway (Priority being North first, west, then south) Get's plasteel barricades all along it, besides false walls at the ends, the false wall then gets a barricade infront of it.
-Use reinforced tables on the barricades, and WELD them to prevent flipping, for even more defense.
-Repeat that line as needed, and keep flanks blocked.
Ice
-Dismantle ALL those useless barricades for shittons of plasteel.
-Do it in a similar manner as above, and be sure to cover all entrances.
Ah and for the new TCOMMS location, it is preferable keep underground secure, cut one of the vents way out of the way and just fortify that alley to hell. Don't have much experience there but from being around it seems like a good idea.
Side note, electrified airlocks, and e-grilles are underused, they can be extremely useful as any Xeno who touches it essentially can't without acid, making it like a wall, but with the added benefit of stunning the hell out of them, allowing marines to run out and gun them down.
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- Karmac
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Re: Your autism fort (The ideal FOB)
stop trying to bring e-grilles back into the meta, they'll never be as good as they used to beeeeeeeeee!
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- Crab_Spider
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Re: Your autism fort (The ideal FOB)
It helps to place them under wooden barricades or under r-tables (for those times Mr. Ravisher gets a bit too frisky)Carmac wrote:stop trying to bring e-grilles back into the meta, they'll never be as good as they used to beeeeeeeeee!
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- Moon Tune
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Re: Your autism fort (The ideal FOB)
This wouldn't be a ideal FOB for the marines but it was certainly a glorious survivor fort. We got like every kind of vendor from around the colony in there.
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- Swagile
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Re: Your autism fort (The ideal FOB)
If only I lived long enough as a survivor to try this shit out.
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Re: Your autism fort (The ideal FOB)
It's a lot about luck as a survivor most of the time, or maybe that a young runner isn't already waiting for you behind a corner once you get out of the first building.
In the end the hard part is to find a way to peacfully stay on the planet with the marines ... which we managed to do with trading the items to them that were inside the secure dome, but there were a lot of moments that could have ended in a firefight with the marines! This would have all ended way sooner if we didn't run into Broden anyways (The Alpha Engineer), he was a huge help for getting the stuff we needed from around the colony
RIP
In the end the hard part is to find a way to peacfully stay on the planet with the marines ... which we managed to do with trading the items to them that were inside the secure dome, but there were a lot of moments that could have ended in a firefight with the marines! This would have all ended way sooner if we didn't run into Broden anyways (The Alpha Engineer), he was a huge help for getting the stuff we needed from around the colony
RIP
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- RedOktober12
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Re: Your autism fort (The ideal FOB)
I feel obliged to post this gem from the last round, Fort Hill/McTavish. It's what happens when xenos leave LZ1 and its engineers alone for a full round! Not pictured was the minefield of four boxes of claymores and the rack wall to the East. Aliens only broke through when they melted in through telecoms. Additional credit goes to Karla for starting it, and Sleepy for capturing it in all of its majesty.
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- Swagile
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Re: Your autism fort (The ideal FOB)
Problem with that FOB was it was never really tested against a REAL xeno attack.
I was on Xeno side that round and we had no Crushers or Boilers for the longest time and were just sitting outside and pecking at the edges of the barricades. If we had boilers and crushers, this FOB would have been given a real run for its money.
Its too bad, tbh, since I wanted to see how a FOB like this would survive against a full xeno assault and if it would last for an hour or so.
I was on Xeno side that round and we had no Crushers or Boilers for the longest time and were just sitting outside and pecking at the edges of the barricades. If we had boilers and crushers, this FOB would have been given a real run for its money.
Its too bad, tbh, since I wanted to see how a FOB like this would survive against a full xeno assault and if it would last for an hour or so.