Stop making 2 FOB's.

Generic, on-topic discussion about Colonial Marines.
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apophis775
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Re: Stop making 2 FOB's.

Post by apophis775 » 01 Jun 2016, 16:27

T-comms/engineering fob is MUCH more Robust than the Nexus fob, at the expense of the resources the Nexus offers.

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Surrealistik
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Re: Stop making 2 FOB's.

Post by Surrealistik » 01 Jun 2016, 18:49

apophis775 wrote:T-comms/engineering fob is MUCH more Robust than the Nexus fob, at the expense of the resources the Nexus offers.
As is, Nexus is pretty much never worth it; needs to be much less pourous with more reinforced walls (especially in the perimeter) and less exploitable gaps.
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jalen earl
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Re: Stop making 2 FOB's.

Post by jalen earl » 01 Jun 2016, 19:01

Surrealistik wrote: As is, Nexus is pretty much never worth it; needs to be much less pourous with more reinforced walls (especially in the perimeter) and less exploitable gaps.

Also depends on server pop as well as number of competent engineers
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LordLoko
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Re: Stop making 2 FOB's.

Post by LordLoko » 02 Jun 2016, 22:14

Something I used to love in Nostromo was that FOBs were pretty more flexible.

Sometimes it was bridge because it was in the center, sometimes it was engineering because all engineers would be diverted to h engine so they would just start building shit nearby, sometimes in arrivals because it's easier to fall back.

I'm happy that we are having more than one place as the FOB, something that I hated on lazarus was how nexus was the only viable place to camp, first time I saw lazarus I tought the whole map would be used, but turned out that the western half is useless with periodic movements.
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jalen earl
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Re: Stop making 2 FOB's.

Post by jalen earl » 04 Jun 2016, 01:41

People never utilise a good med,botany,sci FOB either that place is great
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ParadoxSpace
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Re: Stop making 2 FOB's.

Post by ParadoxSpace » 05 Jun 2016, 03:19

That's the best part about ice map, is that there's multiple good FOB spots

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