Stop making 2 FOB's.
- Feweh
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Stop making 2 FOB's.
Seriously, this isn't a rule or anything.. I'm writing this purely as a player.
But what the fuck is going on with this recent trend of having the Nexus as a FOB and Telecoms/Engineering FOB?
Most commanders don't even order two FOB's AT ALL, yet somehow one ALWAYS pops up beside the drop-pod.
Cut this fucking trend out, it's diverting resources and marines are constantly losing the colony just because you have so many marines at different locations.
I've noticed the same SL's and Engineering's constantly doing this despite no orders from Sulaco Command to make two FOB's.
Anyone else noticed this bullshit?
But what the fuck is going on with this recent trend of having the Nexus as a FOB and Telecoms/Engineering FOB?
Most commanders don't even order two FOB's AT ALL, yet somehow one ALWAYS pops up beside the drop-pod.
Cut this fucking trend out, it's diverting resources and marines are constantly losing the colony just because you have so many marines at different locations.
I've noticed the same SL's and Engineering's constantly doing this despite no orders from Sulaco Command to make two FOB's.
Anyone else noticed this bullshit?
- Ocnjak20
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Re: Stop making 2 FOB's.
Tends to happen quite a lot, makes me wonder myself. Also instead of telling Marines to secure engineers with one extra squad or to secure escape route they usually send them to scout and then attack which also makes little to no sense when it comes to attacking.Feweh wrote:Seriously, this isn't a rule or anything.. I'm writing this purely as a player.
But what the fuck is going on with this recent trend of having the Nexus as a FOB and Telecoms/Engineering FOB?
Most commanders don't even order two FOB's AT ALL, yet somehow one ALWAYS pops up beside the drop-pod.
Cut this fucking trend out, it's diverting resources and marines are constantly losing the colony just because you have so many marines at different locations.
I'm not the same SL's and Engineering's constantly doing this despite no orders from Sulaco Command to make two FOB's.
Anyone else noticed this bullshit?
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Re: Stop making 2 FOB's.
tcomms FOB is starting to replace the nexus FOB, but command keeps clinging onto it. and the groundside people do what they think is right, confusion happens and then you get what you get.
- Surrealistik
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Re: Stop making 2 FOB's.
I vastly prefer Tcomms/Power FOB as an Engineer; much more defensible, and you _always_ have to fortify/set up there anyways for power. As was said earlier, it seems like people cling to the Nexus for reasons of legacy/tradition rather than expediency.
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- jalen earl
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Re: Stop making 2 FOB's.
Im all for the tcomms-engineering FOB. Works better and easier to defend. But if a CO is ordering nexus then i can understand that frustration as metal and plasteel shortages suck hard.
That being said nexus is really a terrible place for a FOB, its like the table fort except with obstructed lines of sight and way to big for most forces to protect usually ending with the escape route being cut off
That being said nexus is really a terrible place for a FOB, its like the table fort except with obstructed lines of sight and way to big for most forces to protect usually ending with the escape route being cut off
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- TeknoKot
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Re: Stop making 2 FOB's.
Bring back being able to shoot past electrified grilles and we can start making Nexus as the only FoB now.
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Re: Stop making 2 FOB's.
Honestly, it's whatever to me. I'm so bored of the colony map that I'll accept any deviation to the formula at this point. Having two FOBs is weird and usually does fuck the marines, but it creates interesting drama where one FOB gets crushed earlier than usual and you have people trying to escape to the other. It's like when the medical centre was remade and people made that a forward FOB for a while. Yeah it was too hard to defend, and after a week or so people stopped doing it all the time, but at least it was new.
I wish there were more changes to the map that spiced things up.
Why not move secure storage even further west into the jungle, and have something of actual value be in it? Why not put telecomms inside the corporate office and do what the ice colony does and make it so it needs to be repaired on planet landing to function? Lots of small changes could breathe life back into the map.
I wish there were more changes to the map that spiced things up.
Why not move secure storage even further west into the jungle, and have something of actual value be in it? Why not put telecomms inside the corporate office and do what the ice colony does and make it so it needs to be repaired on planet landing to function? Lots of small changes could breathe life back into the map.
Last edited by Fritigern on 31 May 2016, 11:18, edited 1 time in total.
- Rey
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Re: Stop making 2 FOB's.
So you want to make the game even more predictable? I don't know, the things the marines do such as having 2 defensive positions spice the things up, creates scenarios such as request for backup etc. It's fun really, I don't see the issue with it.
Last edited by Rey on 01 Jun 2016, 10:59, edited 1 time in total.
- Ocnjak20
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Re: Stop making 2 FOB's.
Best FOB is T Comms linked with Engineering. Nexus usually falls like piece of pie especially when you have bad SL's and Command staff that actually enforces you to go out and attack Xenos. But w.e. yesterday, entire Charlie was wiped out thanks to SL of course, except for me who was Spec with Smartgun. Managed to take out Ravie and get out with two marines into evac. Then went into crit because of grenade thrower and bad angles, Hunter getting to me while I've had no more nades etc etc.
- Desolane900
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Re: Stop making 2 FOB's.
Ravioli ravioli, what's in the fobioli?
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- completelynewguy
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Re: Stop making 2 FOB's.
Ravioli ravioli what's the engineerioli doing?
Wait is that fucker building a bar?
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Re: Stop making 2 FOB's.
This. That round both Charlie an Delta started really crippled. I was CO that round and when I ordered the fob at engineering the other officers were like "Commander, isnt it better to reinforce the nexus?". Had to repeat my orders like three times. Many times I felt like if people just listened to me, we could have done better. Still it was a major victory to us. FOB at eng/telecom is more fun.Ocnjak20 wrote:Best FOB is T Comms linked with Engineering. Nexus usually falls like piece of pie especially when you have bad SL's and Command staff that actually enforces you to go out and attack Xenos. But w.e. yesterday, entire Charlie was wiped out thanks to SL of course, except for me who was Spec with Smartgun. Managed to take out Ravie and get out with two marines into evac. Then went into crit because of grenade thrower and bad angles, Hunter getting to me while I've had no more nades etc etc.
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- Nubs
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Re: Stop making 2 FOB's.
Playing as xeno last night, the marines had 3! damn fobs.
Of course, we captured/killed pretty much everyone.
Of course, we captured/killed pretty much everyone.
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- Steven Sneider
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Re: Stop making 2 FOB's.
if it was productive I would have said to make the whole colony as a FOB.
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- Seehund
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Re: Stop making 2 FOB's.
Agree with Rey here.Rey wrote:So you want to make the game even more predictable?
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- Surrealistik
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Re: Stop making 2 FOB's.
Yes, because I like winning more than being 'unpredictable'.Rey wrote:So you want to make the game even more predictable? I don't know, the things the marines do such as having 2 defensive positions spice the things up, creates scenarios such as request for backup etc. It's fun really, I don't see the issue with it.
Nexus FOB is cancer, Tcomms/Power master race. Hell, Feweh should probably rename this thread to 'Stop Setting up FOB at Nexus'.
Nexus might actually be viable if it had more reinforced walls and a much less porous perimeter.
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- Rey
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Re: Stop making 2 FOB's.
This is not about what you like though. It's about the game being the same thing lately. wake up eat gear up listen to briefing... etc. It's just never rarely changes from the routine. It's gonna get old real soon. If not for you, then for others.Surrealistik wrote: Yes, because I like winning more than being 'unpredictable'.
Nexus FOB is cancer, Tcomms/Power master race. Hell, Feweh should probably rename this thread to 'Stop Setting up FOB at Nexus'.
Nexus might actually be viable if it had more reinforced walls and a much less porous perimeter.
- Feweh
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Re: Stop making 2 FOB's.
Have you played other stations? Its the same shit every round as well. Join your assigned role, do some generic bullshit, get killed by an antag and evacuate to the shuttle.Rey wrote: This is not about what you like though. It's about the game being the same thing lately. wake up eat gear up listen to briefing... etc. It's just never rarely changes from the routine. It's gonna get old real soon. If not for you, then for others.
Rinse and repeat.
- Rey
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Re: Stop making 2 FOB's.
Why make this about other servers? Why not try to be better than them?Feweh wrote:-
Either way, it's more unique IMHO.
- Surrealistik
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Re: Stop making 2 FOB's.
The top down strategy (at least for the first 30-40 minutes before things go to shit and descend into chaos as they always do) might be similar game in and game out, but every game is different, and there are plenty of roles to choose from which all have greatly variable playstyles: Command roles vs Combat Engi vs Researcher/CMO for example.Rey wrote: This is not about what you like though. It's about the game being the same thing lately. wake up eat gear up listen to briefing... etc. It's just never rarely changes from the routine. It's gonna get old real soon. If not for you, then for others.
If you want more diverse FOBs, you should lobby the admins to make more FOB positions viable.
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- Rey
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Re: Stop making 2 FOB's.
More diverse FOB's are not really my intention, that's just a part of it.Surrealistik wrote:-
My opinion stays the same, in that if they want it, they can have it.
- Feweh
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Re: Stop making 2 FOB's.
Rey wrote: More diverse FOB's are not really my intention, that's just a part of it.
My opinion stays the same, in that if they want it, they can have it.
But thats not the issue.
The point that I made is its a bad idea and always fails.
This isnt a rule discussion, its a "hey stop doing this because Marines get stomped every round".
- Surrealistik
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Re: Stop making 2 FOB's.
Marines fortifying Nexus is just slightly less of a problem than holding 2 FOBs. Still think the title should be 'Stop Making Nexus an FOB'
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
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- Rey
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Re: Stop making 2 FOB's.
Well then hopefully they'll learn from their mistakes eventually. I haven't had a huge issue with 2 FOBs personally, most of the time they were both secured enough and provided a good path to go from one to the other without much danger. What kills marines off the most in my experience is either pushing the caves or ramboing. If they have a defended enough position they mostly seem to do fine unless aliens are actively working together to push. And if that happens they can always retreat to the second FOB they secured, it's a good backup plan at least, if all else fails.Feweh wrote:
But thats not the issue.
The point that I made is its a bad idea and always fails.
This isnt a rule discussion, its a "hey stop doing this because Marines get stomped every round".
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Re: Stop making 2 FOB's.
With coordination, it could work. Yes, it splits the marines into separate groups, but the xenos have to split as well in order to attack them, resulting in smaller xeno groups at each FOB instead of one giant swarm. Unless they all stick together and go in one group from one FOB to the next, but if the first FOB is fortified with a damn, the xenos will lose some of their numbers and be weakened by the time they rush the second FOB. But as for my thoughts on this?
Right now, the players are just trying to figure out what works. It's a little something called trial and error. Just let it play out, maybe the marines will do much better if they abandon the nexus and fortify engineering and Tcomms. This could be a good learning experience for the playerbase. They're tired of not being able to hold their position in the nexus, and I'M tired of marines retreating when they still have like 20+ combat-ready players. Perhaps a more easily defended FOB could help with both of these issues. If marines are confident they can push back the xenos, they won't throw in the towel and make yet another pre-mature retreat. This way, when the xenos actually go to the Sulaco, it isn't "SURPRISE HERE'S THIRTY MARINES WAITING FOR YOU IN THE HANGAR, GG!"
Right now, the players are just trying to figure out what works. It's a little something called trial and error. Just let it play out, maybe the marines will do much better if they abandon the nexus and fortify engineering and Tcomms. This could be a good learning experience for the playerbase. They're tired of not being able to hold their position in the nexus, and I'M tired of marines retreating when they still have like 20+ combat-ready players. Perhaps a more easily defended FOB could help with both of these issues. If marines are confident they can push back the xenos, they won't throw in the towel and make yet another pre-mature retreat. This way, when the xenos actually go to the Sulaco, it isn't "SURPRISE HERE'S THIRTY MARINES WAITING FOR YOU IN THE HANGAR, GG!"