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  1. Your spawn point should be hidden, and/or easily defensible. "Hidden" means "crew won't easily be able to find you if you spawn there". A good example is the Incinerator, which is a low traffic area that has atmos-only doors, and thus is very unlikely to get checked. "Easily defensible" means lots of narrow corridors with sharp turns that prevent the crew bringing all their weapons to bear against you at once. Science maint near solars is a good example of this. Above all, avoid bursting in large, extremely visible open areas like Chapel - those are just an invitation to get shot by a half-dozen crew at once.
  2. You should NOT be using the attack/expand button much. While you do have to use it to clear a path to a new area you can put a node in, it costs points to use, whereas blobs created by nodes are free. Thus, blobs created by nodes are VASTLY cheaper in the long run - attack/expand is very inefficient. There are some good uses of it in combat (see below) but the #1 most frequent error by blobs is wasting their points by over-using this ability to fight, instead of just creating factory blobs.
  3. While we're at it, don't create blobbernauts either. They're insanely expensive for how good they are. They're single use, and die quickly.
  4. Instead, offensively you should be looking to create resource nodes and factories - factories to produce blobs to defend you, and resource nodes to increase your production capacity. Splitting is also an option, if you can spare the points.
  5. Defensively, your best play is to detonate welding tanks. This does a great amount of damage to crew, lights them on fire, may create breaches, denies them the ability to refuel their welders, and stuns them, which makes it the perfect moment to follow up by ralling your blobs on top of them. Doubly so if they're dying, as the blobs will then turn the crew into blob zombies.
  6. Your second best play is to find the rechargers they're using to recharge their weapons, and eat those. It largely nullifies the effectiveness of their weapons.
  7. Reflective blobs can be created by ctrl-clicking a regular blob to upgrade it into strong, then again into reflective. Its best to do this on narrow chokepoints (see point 1) or when facing space pods. Remember: if the crew can get to the reflective blob, they can kill it. Make sure there's a blob in front of it to protect it from cheap welder attacks.
  8. Borgs are very dangerous, but thankfully also very easy to kill with a couple of attack/expand moves into their turf. Take them out early.
  9. Place resource/factory blobs as close as possible to your nodes to increase their effectiveness.
  10. If someone throws a flashbang at you, expand onto that tile to destroy the flashbang before it goes off.
  11. If there is a water or plasma tank nearby, attack it. Slipped crew are easy prey, and you can block off plasma floods using strong blobs. Crew are not so lucky. N2O is even better, as it is utterly harmless to you, but can be permanently disabling to crew.
  12. Use atmos to your advantage. Create a breach into space in a corridor just before your blobs. Anyone trying to attack them at close range will be sucked out by the breach.

Feel free to add your own points below.

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Posted
4 hours ago, Trubus said:

I still like my idea of taking out cloning, would have been effective if blob friends did their job

Problem with blob is that you have no communication with the other cores until you burst, so plans like this have to be sprung on people when they have likely made plans of their own already.

Also, doing that means no split consciousness given you'll probably be dead before you put a resource node down. 2 Blobs working together is much stronger than just bombing a key target and leaving the rest to the other roundstart blob(s).

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