Ice Colony Map Guide

Generic, on-topic discussion about Colonial Marines.
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Rocco Ward
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Ice Colony Map Guide

Post by Rocco Ward » 10 Apr 2017, 00:35

I color coded the ladders and elevators on these pictures to show where they lead. I hope this helps command staff better plan assaults and flanking maneuvers! The imgur link for both is located here - http://imgur.com/a/c73Fk

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----------------------------------------RETRIED COMMANDER----------------------------------------

ROUND STATS WHILE COMMANDER:
Marine Majors - 1
Alien Minors --- 0
Alien Majors --- 3

Win/Loss [25%|75%]

Image

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Karmac
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Re: Ice Colony Map Guide

Post by Karmac » 10 Apr 2017, 00:41

I'm partial to LZ 1 and 2 FOB's due to how mouldable and pre-setup they are myself, but I'd like to see where Command staff want FOB's set up on this map.
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RedOktober12
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Re: Ice Colony Map Guide

Post by RedOktober12 » 10 Apr 2017, 07:49

This is actually really useful; I'll be keeping this open next time I SL on this map. Considering how important the underground tends to be forgetting around this huge map, I can see this coming in handy.

If it can lead to some more flexible command strategy, that'd be neat too. The LZ1 & 2 FOBs are a near constant, but I'm always partial to forward fobbing purely because it leads to an interesting round. Personal favorites are setting up in bar, or security underground. They're incredibly risky, but it's something different, and it gives the FOB squad a semi aggressive role. More than likely those positions would lead to a quick Xeno major, but nonetheless, it's be something novel. Most of the reason I like this map is the flexibility it offers, optimization be damned.
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Karmac
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Re: Ice Colony Map Guide

Post by Karmac » 10 Apr 2017, 07:50

Just ignore the above ground parts of Ice and the map is actually pretty good.
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TheMaskedMan2
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Re: Ice Colony Map Guide

Post by TheMaskedMan2 » 10 Apr 2017, 13:53

Using ladders to get around is surprisingly quick. Look at how quick you can get from garage to dorms or research.
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