Greetings! As a consistent Engineer player I've noticed a few faults in the most common designs and I didn't notice these being commented on the other Cade / FOB threads, so I've decided to chip in.
First off, let's start with a basic layout that you're likely to see on most maps, Big Red especially, as an FOB layout:
Now, obviously, it's just a rough representation, in practice you'd have more layers / sandbags / sentries / turrets, but that's not quite what this post is about, so let's move on and populate it by the front lines, where you'd expect most marines to be stationed at.
Pretty standard, if a bit crowded, now, let's get to the brass tacks.
Here are the straight firing lines of every one of those dudes, obviously not a direct representation of where they can fire, but rather where they have a direct, easiest shot at and the main direction they cover:
Beyond the poor front liners who are likely to get shot at by accident or not, we also have the disenfranchised Marine in the corner:
While each marine has a clear single line to cover, the corner dude can not only get boxed in, but has to cover -two- sides, each of which can also be shot by other marines by him, possibly FF'ing him.
But that's not all, let's also take the basic lines of movement one would take to get out of this setup, if it let's say.. got swarmed:
As you can see, everyone only has one tile to really move to that's not going to push anyone, and since everyone will be moving there, everyone will get pushed, so a boiler will be able to properly screw over this setup in a jiffy, that's not even counting the forced turns you
have to take to get through the cades.
Oh, and that corner guy? Yeah..
Literally doesn't have any way out. So he gets double the firing duty and none of the quick evacuation possibilities.
Conclusion? Corners suck, two-tile gaps suck and corner Marines get shafted extra hard.
What's the Solution?
Well, it's actually as simple as literally moving two cades in the corner, aligning the doors and increasing the gap:
With this the Lines of Sight become:
With TWO people covering the same corner, with their lines overlapping, it is also far clearer where you can or cannot shoot just by looking at the cades, which isn't as clear in the regular corner setup.
A slightly more clear representation:
The movement lines with this become:
This essentially becomes a regular 3-tile wide hallway on any other SS13 station -- there's a
reason those are consistently 3 or more tiles wide - they allow you to walk around each other reliably, as you have far more room to do so.
This may seem obvious, but I have personally very seldom seen these corners used, I assume because "omg you're gonna be shooting at the cade reee" which in this case would only happen if you were literally aiming at the cade.
Main takeaways here would be:
A) Don't make hard-corners unless you will -not- be manning them (It's for an MD / Sentry)
B) Make sure the gaps between layers, if they are meant to be manned, are at least 3 tiles wide
C) Align your entrances, you aren't as much making the enemy maneuver more as you are making your own marines get moshpitted
That would be it for now, I am fairly certain most of these are obvious when looked at, but I didn't find any explicit mentions of these in previous threads, so putting this out there might hopefully help some of the current / future Engies.
Feel free to share your own tips, too.