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Thread: What makes a good FoB?

  1. #1
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    What makes a good FoB?

    This has been discussed before, but it's useful to discuss once in a while to see what has changed with the various nerfs, buffs, and new things.

    The main benefits that marines have are long range weaponry and the ability to call in strikes in places that they can't see.

    So generally you want to have open areas with clear fire lines and as little cover for the xeno scum as possible.

    A lot of times it's also good to tear down walls that might give cover to any attacking xenos, because the further it is between cover and the front line the more bullets they have to soak before attacking the barricades.

    So any other observations and opinions on what makes a good FoB nowadays?

  2. #2
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    Multiple lines of cades.

    Because if there is only one line of cades seperating Xenoes from the LZ, I will hold the DS down in case of Evac, because boy, it just might be necessary at any moment.

  3. #3
    Ancient Member ChengChan's Avatar
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    Secure both sides of the area. Don't build a huge FOB without any marines are willing to guard or hold cause it is pretty useless.

    Community Mentor
    11-14-2019

  4. #4
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    Concaves, goal is to always maximize ability to bring weapons to bear

  5. #5
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    Good engies

  6. #6
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    No claymores inside or too close to the lines.

  7. #7
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    Marine mobility. A cadeline is just a deathtrap if ungas can't quickly move back when the boiler glob lands.

  8. #8
    Senior Member SirMandrake's Avatar
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    Not really in regards to building FOBs, but marines need to stop using grenades within the FOB to just damage the cades. Damage from guns too. It's so sad seeing a good FOB or defense get ruined by the marines themselves.
    Goosen Dagen-casual marine

  9. #9
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    FOBs need defence in depth (i.e. defences stretch across a large area rather than just piling barricades along one point), as well as being compartmentalised so that a single breach doesn't compromise an entire line of barriacdes. Creating a killzone is also ideal, largely by way of funneling Xenos into a single area where mines, marines, and mortars can knock them out easily. Marines tend to adopt the tactic of simply 'holding the line', when they should really be giving up ground in earnest if it can net them some Xeno casualties.

  10. #10
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    if you got a good and competent engineers who really does know how engineering roles work then expect a good fob simple as that.

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