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The photo on the right shows the optimal way of repairing the breach in your defences. To perform this, you'll want to build a barricade back a bit. After this is constructed, you'll want to screwdriver it, and then wrench it, to allow it to be moved. Once this is done, you'll want to grab it and pull it to the tile below you, and then the breached tile as demonstrated in the photo to the right. | The photo on the right shows the optimal way of repairing the breach in your defences. To perform this, you'll want to build a barricade back a bit. After this is constructed, you'll want to screwdriver it, and then wrench it, to allow it to be moved. Once this is done, you'll want to grab it and pull it to the tile below you, and then the breached tile as demonstrated in the photo to the right. | ||
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This will force xenomorphs to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the other one, however, the safety gained from doing it is worth it's weight in gold ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable. | This will force xenomorphs to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the other one, however, the safety gained from doing it is worth it's weight in gold ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable. |
Revision as of 05:44, 26 November 2017
Tophatpenguin is a donkpocket
Tools of the Trade
The Basics
Power Duty
To setup power, you'll want to locate the geothermal generators and assess the damage. Depending on the sprite, the generator will need different steps:
Note that you can also examine a geothermal generator to see what tool is required for the next step.
APC Maintenance
If the APC hasn't been blown up or destroyed during a gunfight always check the apcs wires by unscrewing the apc frame and click on the apc with your wirecutters, if the wires come up with a mend option, mend the wires with the wirecutters. (Click on mend while holding wirecutters in your active hand.) If someone blew up the apc or blasted it into another dimension follow the steps below.
So, someone decided to throw a grenade next to the APC or you just arrived to a broken APC and your SL has tasked you with fixing it whilst the squad holds off the incoming xeno tide. No need to panic as this section will get you to quickly repair that APC.
- First you'll want to whack off the cover; to do this just hit the APC with any sort of weapon, generally a combat knife is good for this.
- Take out the battery (Power cell) in the APC once the cover is off with an empty hand.
- Use a screwdriver on the APC.
- Use wirecutters on the APC.
- Use a crowbar on the APC.
- Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.
- Use wires (Cable Coil) on the APC.
- Click on the APC with a power control module in hand.
- Use a screwdriver on the APC.
- Place a new battery (Power cell) in the APC. (Just click on the APC with the battery in hand.)
- Use a crowbar on the APC.
- Open up the APC pop up window once you've completed all previous steps and turn on the breaker.
Hacking
Doors
Wires: | Description: |
---|---|
The door bolts look down | Means that the bolts are currently down, and you will be unable to open the door. Pulsing this wire will open or lower it. |
The door bolt lights are off | Indicates when bolts are up or down. Off means you won't be able to tell it's bolted |
The test light is off | The power wire. There are two of these. If the test light is off, you can crowbar it open. |
The AI control allowed light | Allows control for the AI. Functionally useless in CM |
The Check Wiring light | No use. |
The Check Timing Mechanism light | How fast the door closes. If it's on, it will close instantly, crushing people under it. |
Vendors
Wires: | Description: |
---|---|
Orange Light | Electricity wire. If this is on, whenever the vendor is used it will shock the user. |
Red Light | Firing wire. If this this on, it will launch the contents of the vendor at nearby people. |
Green Light | Contraband wire. Turning this wire on means non-standard gear will be avaliable. |
Purple Light | Access wire. Turning this wire off changes it to a yellow light, making it so anyone can dispense the contacts. |
FOB Defences
Defensive Equipment
Fortifications of the Trade
Image | Name | Material Needed | Function |
---|---|---|---|
Wood Barricade | Wood | Used for a hasty defence against aliens. Mostly seen prespawned. | |
Metal Barricade | Metal | Used for areas that will be under constant attack. Can be repaired with a blow torch. | |
Sandbags | Sandbags | Used for making directional defences, multiple can be applied to a tile. Needs to be filled up with empty sandbags and an entrenching tool. 25 in a filled stack. | |
Plasteel Barricade | Plasteel | Used to allow passage by closing it, and providing heavy protection. Can be repaired with a blow torch | |
Barbed Wire | Metal | Used to make barricades and sandbags stronger, and making it so they can't be ran or climbed over. Also damages any thing that attacks it. | |
Wall | Metal | Used to fully block off an area. |
FOB Construction Quick Tips
Barricade Placement
To start off, we'll deal with barricade placement.
On the right, xenomorphs are able to hit the barricade without being shot due to it's forward position.
To rectify this, moving it back one tile like the photo on the right will allow you to shoot attacking xenomorphs, sacrificing a tile of space.
Barbed Wire
Barbed wire is a string of sharp metal that will harm
and prevent xenos from hopping over. In the picture on the left, the engineer was killed due to the xeno pouncing over the barricade. On the picture to the right, the xenomorph was unable to jump over.
FOB Space
FOB space is an important aspect, for multiple reasons. One, it will allow marines to move in and out of the FOB in a quick and timely fashion. Two, it will cut down on FF as there will be more space to fire and less help intent shuffling.
In the photo on the left, the FOB has very little space to move around, causing friendly fire and will prevent wounded marines from entering, and hindering supplies moving in and out as well. In the photo on the right, the FOB has ample space to move, reducing friendly fire, allowing good movement of marines and supplies.
Fixing Breaches in Defences
When setting up a defensive line in a FOB, you'll eventually come across a breach in your defences. There are several ways to repair this, but the way on the left is not an effective way to fix the hole. This will let you get slashed up by an alien running up willy nilly, and will give you less time to react if a xenomorph runs up.
The photo on the right shows the optimal way of repairing the breach in your defences. To perform this, you'll want to build a barricade back a bit. After this is constructed, you'll want to screwdriver it, and then wrench it, to allow it to be moved. Once this is done, you'll want to grab it and pull it to the tile below you, and then the breached tile as demonstrated in the photo to the right.
This will force xenomorphs to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the other one, however, the safety gained from doing it is worth it's weight in gold ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.