Where do you like the FOB?
- Jdobbin49
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Where do you like the FOB?
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.
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.
- MrJJJ
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Re: Tcomms or Nexus
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...
- Steelpoint
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Re: Tcomms or Nexus
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.
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.
- Jeser
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Re: Tcomms or Nexus
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.
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.
- Edgelord
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Re: Tcomms or Nexus
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.
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.
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- Steelpoint
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Re: Tcomms or Nexus
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.
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.
- KingKire
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Re: Tcomms or Nexus
► Show Spoiler
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.~
- Shyguychizzy
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Re: Tcomms or Nexus
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.
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- ShortTemperedLeprechaun
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Re: Tcomms or Nexus
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.
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.
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- Jeser
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Re: Tcomms or Nexus
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.
- flagsteeler
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Re: Tcomms or Nexus
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
- KingKire
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Re: Tcomms or Nexus
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.
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.
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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.~
- Renomaki
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Re: Where do you like the FOB?
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?
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?
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- pyrocketry
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Re: Where do you like the FOB?
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.
- doodeeda
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Re: Where do you like the FOB?
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
- Renomaki
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Re: Where do you like the FOB?
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.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.
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
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU