What FOB/Fort setups do you make, and which one is the best for each situation?
- DiscordWizard
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What FOB/Fort setups do you make, and which one is the best for each situation?
I've recently been enjoying engineer alot, and I mostly spend all of my points in a rangefinder and alot of materials for FOB or outpost building, and everytime I try to build what seems more comprehensible, defensible and useful with what I have, but I've seen many engineers do all kinds of forts, choke points, sandbag walls, minefields and whatnot, and I'd like to know which ones are the most useful for each situation you could find yourself planet-side, if only to learn what I should do when I'm told "Build defenses" and have no clue where to start or where to finish.
Can even be meme grade forts or defenses if they work, like fort Alamo that one time Carson made us build it or the one marine barricade box.
Can even be meme grade forts or defenses if they work, like fort Alamo that one time Carson made us build it or the one marine barricade box.
Did you ever hear the tragedy of Elder Empress The Wise? I thought not. It's not a story the Marines would tell you. It's a Xeno legend. Elder Empress was an old queen of the xenomorph, so powerful and so wise she could use the plasma to influence all aliens to create life… She had such a knowledge of the xeno side that she could even keep the ones she cared about from dying. The xenomorph side of the world is a pathway to many abilities some consider to be unnatural. She became so powerful… the only thing she was afraid of was losing her power, which eventually, of course, she did. Unfortunately, she taught her daughters everything she knew, then her daughters bodyblocked her in her retreat. Ironic. She could save others from death, but not herself.
- Chaznoodles
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
[ ][ MARINE
Repeat as necessary around the entire FOB.
Repeat as necessary around the entire FOB.
- DiscordWizard
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
Wouldn't the second barricade aiming at the marine block the marine bullets thought?
Did you ever hear the tragedy of Elder Empress The Wise? I thought not. It's not a story the Marines would tell you. It's a Xeno legend. Elder Empress was an old queen of the xenomorph, so powerful and so wise she could use the plasma to influence all aliens to create life… She had such a knowledge of the xeno side that she could even keep the ones she cared about from dying. The xenomorph side of the world is a pathway to many abilities some consider to be unnatural. She became so powerful… the only thing she was afraid of was losing her power, which eventually, of course, she did. Unfortunately, she taught her daughters everything she knew, then her daughters bodyblocked her in her retreat. Ironic. She could save others from death, but not herself.
- xXen0zS1ay3rXx
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
They technically 'overlap' and don't effect aiming by counting as '1 tile 1 cade' but still needs to be clawed down. Oversight or intended not sureDiscordWizard wrote: ↑06 Sep 2018, 19:40Wouldn't the second barricade aiming at the marine block the marine bullets thought?
- LittleBlast
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
Having cases like ][ Is a bad idea because xenos can slash both at a time by targeting the back cade
Kennard Davis
- DiscordWizard
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
But would they take a double amount of damage if both cades are full of barbwire when they attack both at once?LittleBlast wrote: ↑06 Sep 2018, 22:15Having cases like ][ Is a bad idea because xenos can slash both at a time by targeting the back cade
Did you ever hear the tragedy of Elder Empress The Wise? I thought not. It's not a story the Marines would tell you. It's a Xeno legend. Elder Empress was an old queen of the xenomorph, so powerful and so wise she could use the plasma to influence all aliens to create life… She had such a knowledge of the xeno side that she could even keep the ones she cared about from dying. The xenomorph side of the world is a pathway to many abilities some consider to be unnatural. She became so powerful… the only thing she was afraid of was losing her power, which eventually, of course, she did. Unfortunately, she taught her daughters everything she knew, then her daughters bodyblocked her in her retreat. Ironic. She could save others from death, but not herself.
- LittleBlast
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
They would not, as far as I have been able to tellDiscordWizard wrote: ↑07 Sep 2018, 01:45But would they take a double amount of damage if both cades are full of barbwire when they attack both at once?
Kennard Davis
- Grubstank
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
I am almost certain it does not work that wayLittleBlast wrote: ↑06 Sep 2018, 22:15Having cases like ][ Is a bad idea because xenos can slash both at a time by targeting the back cade
Any time something hits the front cade in a ][ arrangement, it would be because the front cade blocked your attack from hitting the back one -- in which case your barricade effective HP is completely identical whether they're arranged [[ or][.
Andres Addison
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
It does work that way. Xenos will slash both at once.Grubstank wrote: ↑08 Sep 2018, 10:12I am almost certain it does not work that way
Any time something hits the front cade in a ][ arrangement, it would be because the front cade blocked your attack from hitting the back one -- in which case your barricade effective HP is completely identical whether they're arranged [[ or][.
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
well then I was mistaken
bugfix please
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
If a xeno slashes one it'll slash both - don't think cades can block xeno slashes completely.Chaznoodles wrote: ↑08 Sep 2018, 11:22Doesn't damage the back one though, if the front one blocks it.
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- Vispain
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
Mega FOB best FOB
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- Maxim Inc
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
I like building sandbag castles.
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
Well; right. But being slashed isn't a binary state -- ie full damage or no damage. A drone will take a lot more slashes to get through a barricade than an aged queen, so barricades must have an hp pool of their own to draw from. Any damage the front cade takes would be deducted from the amount the rear takes
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
Don't use plasteel cade at hvh
ok
ok
- spookydonut
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
][ barricades both take damage when one is damaged, by design.
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
Do xenos take damage from each of the two cades in a ][ cade? I've heard different things from people.
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- Boersgard
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
The best fob is just a series of fallback points that aren't especially well defended or perfectly protected on the flanks, but give marines a position to hold for 20-30 seconds during a xeno push.
This is already done to a degree with the main LZ fobs that get 3+ layers, but it helps more often to do small layered defenses at critical chokepoints around the map as the situation develops, than for all the engineers to build a fort in one place. Marines cannot hold static defenses thanks to boilers and queen stuns, so the only purpose of static defenses is to buy time and space for marines to get medical attention before they push out again. In essence cades prevent marines from being overrun and routed, nothing more.
This is already done to a degree with the main LZ fobs that get 3+ layers, but it helps more often to do small layered defenses at critical chokepoints around the map as the situation develops, than for all the engineers to build a fort in one place. Marines cannot hold static defenses thanks to boilers and queen stuns, so the only purpose of static defenses is to buy time and space for marines to get medical attention before they push out again. In essence cades prevent marines from being overrun and routed, nothing more.
- Dolth
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
Imo, funnels/maze are the best.
And as small fob as you can to actually have static weamonery covering each area. Regular 41A ain't gonna do much shit.
And as small fob as you can to actually have static weamonery covering each area. Regular 41A ain't gonna do much shit.
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- KingKire
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
Some standard practices i follow when building FOBs:
First, i look at my FOB handy chart. which i upload on imgur.
I ask myself,
A: Whats the most marines i can get to crossfire on the smallest number of enemies?
Rather than build barricades RIGHT into the doorway, build a "U" shape around the inside of the door. Its like a math equation, you want the maximum amount of surface (i.e marines), concentrated on the least area (I.e Enemies).
B: Can i double layer my defenses? (Like a water tight boat)
Rather than just one layer, i try to make 2 layers. If the outer layer is damaged, it can be repaired by an engineer without breaking the inner safety bubble. If the 1st layer falls, engineers can build band-aid barricades around the wounded FOB section. You never build more than 2 layers, because its a waste of resources, and 3+ barricades cause bullets to IMMEDIATELY miss 50%+ more. (and engineers cant reach that far, dont build 3 barricades in a row)
C,D: Can i build in Multi-layers/ multi-section FOBS? (like a water tight boat again, but this time, with water tight compartments added as well)
Rather than just a single or double wall around a massive FOB area, i like to build mini sections that bi-sect the area into sections This is the ONLY way to get more than 2 barricades into a FOB defensive line. Essentially, your building rooms into your FOB, giving it more structure to withstand attacks from all sides, rather than a hollow ballon that pops as soon as its skin is ruptured (instead of losing air, you lose marines).
E: Can i place repairable barricades in front of non-repairable?
Rather than randomly placing metal and sandbag barricades around, i place the "REPAIRABLE" barricade in front of the one that you "CANT" fix. This allows me to use the metal barricades for their best ability, being repaired, and the sandbags for their best ability of being easy to move around in case holes need to be plugged. Use your materials to the best ability.
Build to the size of your force (i.e, if you expect to have 10 marines survive out of a force of 60, build to that number, not 60. less is more)
Other tips n tricks.
Dont be afraid to remove and move barricades/ mines/ sentry guns around as the battle goes on ( if your gonna lose the front lines, theres no point in having a really strong rear line)(if you have a minefield, move it to the front lines, rather than let it waste points in the back lines)
Where do i put Machine guns/ Sentry guns? You look to see if you can get your machine placed on the small bottom section of the "L" in a crossfire. This allows the machine gun to "Rake" fire accross the front of your barricades. The machine gun/Sentry gun are your anchor points for a defensive line, and they allow you to "Rake off" any aliens who try to break through the long side of the barricades. Perfably, the machine gun anchor point should be in a "Defensive pocket". I.e that bottom "L" shape should be a reinfoced pillbox, or the enemy should only be able to attack the machine gun if they get in range of the marines on the big line portion of the "L". Either the enemy forces an attack on a tiny reinforced section, or they force the attack on a large section, but are shot to hell by the machine gun.
Finally, if you have spare resources, and you "Really need to use em", build funnel walls. sand bags placed horizontally to your front line instead of vertically. (the shape of a "]---" rather than "] ] ]") It allows your troops to fire outside, and acts as funnels to prevent side to side movement for enemies attacking your front, causing them to bump into one another or other stupid mistakes.
First, i look at my FOB handy chart. which i upload on imgur.
I ask myself,
A: Whats the most marines i can get to crossfire on the smallest number of enemies?
Rather than build barricades RIGHT into the doorway, build a "U" shape around the inside of the door. Its like a math equation, you want the maximum amount of surface (i.e marines), concentrated on the least area (I.e Enemies).
B: Can i double layer my defenses? (Like a water tight boat)
Rather than just one layer, i try to make 2 layers. If the outer layer is damaged, it can be repaired by an engineer without breaking the inner safety bubble. If the 1st layer falls, engineers can build band-aid barricades around the wounded FOB section. You never build more than 2 layers, because its a waste of resources, and 3+ barricades cause bullets to IMMEDIATELY miss 50%+ more. (and engineers cant reach that far, dont build 3 barricades in a row)
C,D: Can i build in Multi-layers/ multi-section FOBS? (like a water tight boat again, but this time, with water tight compartments added as well)
Rather than just a single or double wall around a massive FOB area, i like to build mini sections that bi-sect the area into sections This is the ONLY way to get more than 2 barricades into a FOB defensive line. Essentially, your building rooms into your FOB, giving it more structure to withstand attacks from all sides, rather than a hollow ballon that pops as soon as its skin is ruptured (instead of losing air, you lose marines).
E: Can i place repairable barricades in front of non-repairable?
Rather than randomly placing metal and sandbag barricades around, i place the "REPAIRABLE" barricade in front of the one that you "CANT" fix. This allows me to use the metal barricades for their best ability, being repaired, and the sandbags for their best ability of being easy to move around in case holes need to be plugged. Use your materials to the best ability.
Build to the size of your force (i.e, if you expect to have 10 marines survive out of a force of 60, build to that number, not 60. less is more)
Other tips n tricks.
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Dont be afraid to remove and move barricades/ mines/ sentry guns around as the battle goes on ( if your gonna lose the front lines, theres no point in having a really strong rear line)(if you have a minefield, move it to the front lines, rather than let it waste points in the back lines)
Where do i put Machine guns/ Sentry guns? You look to see if you can get your machine placed on the small bottom section of the "L" in a crossfire. This allows the machine gun to "Rake" fire accross the front of your barricades. The machine gun/Sentry gun are your anchor points for a defensive line, and they allow you to "Rake off" any aliens who try to break through the long side of the barricades. Perfably, the machine gun anchor point should be in a "Defensive pocket". I.e that bottom "L" shape should be a reinfoced pillbox, or the enemy should only be able to attack the machine gun if they get in range of the marines on the big line portion of the "L". Either the enemy forces an attack on a tiny reinforced section, or they force the attack on a large section, but are shot to hell by the machine gun.
Finally, if you have spare resources, and you "Really need to use em", build funnel walls. sand bags placed horizontally to your front line instead of vertically. (the shape of a "]---" rather than "] ] ]") It allows your troops to fire outside, and acts as funnels to prevent side to side movement for enemies attacking your front, causing them to bump into one another or other stupid mistakes.
Last edited by KingKire on 29 Nov 2018, 16:39, edited 4 times in total.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
- xXen0zS1ay3rXx
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
I followed the big brained strat of if you rush the beanos fast enough you don't need a FOB
- kastion
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
See your not doing it right though, you rush the xenos so you don't need an LZ fob, but you build the fob ontop of the xenos like outside lambda so you have a fob and can shoot the xenos.xXen0zS1ay3rXx wrote: ↑29 Nov 2018, 01:48I followed the big brained strat of if you rush the beanos fast enough you don't need a FOB
- Dolth
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Re: What FOB/Fort setups do you make, and which one is the best for each situation?
Usually my FOB is in dela bunks and we repel waves of MP and SO while beating filthy charlie CLFs.
Glory to delta bunks FOB.
But jokes aside, nice really mini guide 3 posts above. Finally another smart boi.
Glory to delta bunks FOB.
But jokes aside, nice really mini guide 3 posts above. Finally another smart boi.
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