Where do you like the FOB?

Generic, on-topic discussion about Colonial Marines.
Post Reply
User avatar
Jdobbin49
Donor
Donor
Posts: 276
Joined: 14 Aug 2015, 09:51

Where do you like the FOB?

Post by Jdobbin49 » 14 Jul 2016, 10:20

For the FOB which area do you prefer to use? The nexus? Tcomms? Or maybe even somewhere different?

I personally prefer the Nexus due to a larger space to set up defenses but also because there is a larger vehicle for escape.
Last edited by Jdobbin49 on 14 Jul 2016, 17:59, edited 2 times in total.

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Tcomms or Nexus

Post by MrJJJ » 14 Jul 2016, 10:25

Tcomms is better and easier to defend and its very near a escape pod which is almost uncuttable to escape into, but nexus has a shit tons of space to use...

User avatar
Steelpoint
Donor
Donor
Posts: 1432
Joined: 29 Jul 2015, 06:04
Byond: Steelpoint

Re: Tcomms or Nexus

Post by Steelpoint » 14 Jul 2016, 10:28

With some creativity Tcomms offers seems to offer a very defensible yet open and flexible defense.

The nexus suffers from being cramped and being very predictable as well as being too big. Whereas Tcomms is very compact and most avenues into tcomms have to attack over open ground, and from experience combat in open ground favors the Marines heavily.

Liberal usage of fake-walls and barricades can section off entire safe zones in the area around tcomms and sentry guns can lock down entire areas and prove very difficult to dislodge.

The one critical weakness of tcomms FoB is Engineering, since Engineering offers the best way in for Aliens since Engineering can become a close quarters slog fest which favours the Aliens. However some modifications to tcomms can be made such as ripping apart many of the walls to open it up to make engineering hard to breach.
This is war, survival is your responsibility.

Alan Bentway: Marine
Kwei Ikthya-de: Predator

User avatar
Jeser
Registered user
Posts: 1119
Joined: 04 Mar 2015, 00:47
Location: Donetsk, Ukraine

Re: Tcomms or Nexus

Post by Jeser » 14 Jul 2016, 10:45

Tcomms + Engineering plus sealed off area south of Tcomms and engineering, Plus defenses set up between Secure Storage and Internal Affairs + fortified North of Tcomms = fucking huge Base, which can easily fit more than 40 marines.

In total you have Engineering, Tcomms, Secure Storage and Internal Affairs doms. Additionally you have all space to south from those doms.

If we had vehicles, we could fit few APCs in that area.
Jeser "Fox" Aushwitz.
Jeser believes only in one thing - common sense.

Image
Image
Apop's permission: Click

User avatar
Edgelord
Donor
Donor
Posts: 830
Joined: 21 Jul 2015, 12:52
Byond: Edgelord

Re: Tcomms or Nexus

Post by Edgelord » 14 Jul 2016, 11:00

Every time I build a base in nexus there are either A) not enough marines to defend it B) Marines are there but unwilling to use the thoughtfully laid out barricades, instead opting to run out into the open to fight the MELEE aliens, or C) A premature evacuation is called. These are all contributing factors to why I don't play squad engy as much as I used to.

In relation to this topic a Tcomms nexus is easier to throw up in a pinch, but if the right factors come together Nexus is king.
Last edited by Edgelord on 14 Jul 2016, 11:05, edited 1 time in total.
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
Image

User avatar
Steelpoint
Donor
Donor
Posts: 1432
Joined: 29 Jul 2015, 06:04
Byond: Steelpoint

Re: Tcomms or Nexus

Post by Steelpoint » 14 Jul 2016, 11:03

Tcomms is just a better base since its much more of a blank canvas that can work, the pre set buildings are small and thus allow good room for creative and good Engineers to set up a good Fob.

The Nexus is mostly all pre-built and offers very little creative room for Engineers to work with, the most they can do is setting up walls in a five tile wide corridor but that's not a lot.
This is war, survival is your responsibility.

Alan Bentway: Marine
Kwei Ikthya-de: Predator

User avatar
KingKire
Registered user
Posts: 893
Joined: 30 May 2016, 11:53

Re: Tcomms or Nexus

Post by KingKire » 14 Jul 2016, 11:50

► Show Spoiler
Personally, i think T-comms is the better choice vs. nexus but IMO the hidden OP FOB is storage.
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.~

User avatar
Shyguychizzy
Registered user
Posts: 435
Joined: 10 Nov 2015, 22:44
Byond: Shyguychizzy

Re: Tcomms or Nexus

Post by Shyguychizzy » 14 Jul 2016, 12:15

Well back in the old days where you can shoot through grills and you can electrify them, Nexus Fob were the best. I Still like Nexus bases, I mean if you have competant engineers who actually can do good fortifications and have a good amount of marines at nexus. While having a couple squads scouting north of it, I would think it may work. I have seen Nexus as Fob win a round for once, due to having a decent amount of marines while having a T-comms as a base, we'll a small base.
"Young Carrier (920) (follow) hisses, "Shut up both of you or we aren't going to invade disneyland."

Long time ago, I, Ka'Torag-na Halkrath, Skilled Master Hunter Of Prey, Unleashed an unspeakable evil upon Xenos and Humans! But a foolish Xeno Hunter wielder of robustness stepped forth and opposed me. Before the final blow was struck, I tore a gate of Salt of Solitude and flung em into the world of CM, and took out their Facehugger Capabilities! Now, this Xeno Fool seeks to return the favour, and undo my evil reign and of many other predator predecessors!

A friendly message from Biolock in Dchat:
https://gyazo.com/24abd880ae896556691c5c6e5229d9ee
Second friendly message from Biolock in D chat:
https://gyazo.com/f97decded6da48e04a9b75dbb77d06e7

User avatar
ShortTemperedLeprechaun
Registered user
Posts: 746
Joined: 22 Aug 2015, 16:39
Location: Having coffee somewhere in ireland

Re: Tcomms or Nexus

Post by ShortTemperedLeprechaun » 14 Jul 2016, 13:17

It depends on the population of the marines.

During High pop, the Nexus can become an extremely well defended FOB, provided the engineers are good and innovative.

Lowpop, it's the t-comms building, due to it's ability to be held with fewer men.
https://www.youtube.com/watch?v=9dA6plQFKzY Scotty Hardy: Resident loud mouth, smart assed Irishman. Image Gahn'tha-cte Bhu'ja: Honorable duelist, beserker charger, jungle hunter.

User avatar
Jeser
Registered user
Posts: 1119
Joined: 04 Mar 2015, 00:47
Location: Donetsk, Ukraine

Re: Tcomms or Nexus

Post by Jeser » 14 Jul 2016, 13:27

Oh, and, btw, even if you make Nexus, you'll need to secure engineering to set up power, which means dividing forces a bit... Not a problem with Tcomms FoB.
Jeser "Fox" Aushwitz.
Jeser believes only in one thing - common sense.

Image
Image
Apop's permission: Click

User avatar
flagsteeler
Registered user
Posts: 12
Joined: 26 Apr 2016, 11:34

Re: Tcomms or Nexus

Post by flagsteeler » 14 Jul 2016, 15:31

always nexus. you go telecomms, and aliens are free reign to take over the dropship anytime they want, and i'm surprised there's been no sneak attacks like this yet. you're just giving aliens way too much presence overall in the end

User avatar
KingKire
Registered user
Posts: 893
Joined: 30 May 2016, 11:53

Re: Tcomms or Nexus

Post by KingKire » 14 Jul 2016, 16:10

Storage FOB:
To further define why i like the storage as an FOB
- Location: Reallly close to LZ 1 for resupply and evac, and really close to the caves to launch an attack.
- Limited places to attack from: The east is protected by a indestructible jungle wall, the south is "protected" by LZ 1 and the Dropships guns, the north is protected by a large river. Walling up the nexus permanently can also make that entire area unavailable for xenos to attack from as well.
- Resources: The area has alot of stuff that can be easily used without much effort. 2 stacks of metal from the racks, 1 stack of plasteel ready to be used, several girders lying around. Mouse traps and healthkits are also in the area. If more metal or objects are needed, a person can take a trip to the nexus and cut it up for transport.
- Space: theres alot of space, easily fitting 4 squads with room to maneuver. Its also a big blank canvas to work with. You can also shrink the area to make it easy to defend for a small squad as well.

So many good things about it, yet few people move into it. I think more commanders really need to give it try.
► Show Spoiler
You do not have the required permissions to view the files attached to this post.
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.~

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: Where do you like the FOB?

Post by Renomaki » 24 Jul 2016, 16:45

I myself wish to get more experimental and try totally bonkers FOBs once in awhile, to break the staleness that is the meta.

After all, it does get a little boring setting up in the same place game after game. There are tons of domes to try, each with their own values.. Why not experiment and do something different?
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

User avatar
pyrocketry
Registered user
Posts: 36
Joined: 19 Jun 2016, 20:14
Location: Ireland

Re: Where do you like the FOB?

Post by pyrocketry » 24 Jul 2016, 17:54

when i play marine there have only ever been two fobs used, those two being, you guessed it, the nexus and telecomms. We usually hold out better in telecomms when there is an invasion, even though it is fairly small it is usually expanded with table borders, the nexus however is sometimes to big and marines are spread out too much, but there is medical supplies to be found in your own base without having to travel far, on the other hand if you are in telecoms it isn't that hard to just make a quick looting run over with a crate and another marine to watch your back. so personally i would say that telecomms is the fob i prefer.

User avatar
doodeeda
Registered user
Posts: 234
Joined: 18 Jul 2015, 00:45

Re: Where do you like the FOB?

Post by doodeeda » 24 Jul 2016, 18:41

I think the FOB builders are what's important and not the FOB location. I urge engineers to set up where they're comfortable..it'll be more fun for everyone like that.
Bruce Mcmullen

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: Where do you like the FOB?

Post by Renomaki » 24 Jul 2016, 22:22

doodeeda wrote:I think the FOB builders are what's important and not the FOB location. I urge engineers to set up where they're comfortable..it'll be more fun for everyone like that.
The only problem with that is the engineers are supposed to build where the commander wishes them to build, which often are the same two places over and over again.

I wish commanders would get a little more daring once in awhile.. Then again, even when I DO tell my men to build in a totally different place, they just go to T-coms or the Nexus, because apparently the idea of building anywhere BUT those two places is too scary for the marines.

Even then, why bother? Marines almost never hold out to begin with, no matter where they set up, so it really shouldn't be a big deal. T-coms always falls just as easily as the Nexus, and the aliens board the Sulico just the same. So rather than try to find that one magic FoB to win them all, just let go and experiment. Again, it is a role playing game, not a competitive action tactics game.
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

Post Reply