TGMC:Guide to Base Building: Difference between revisions
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The FOB stands for Forward-Operating-Base. As the title suggests, it is meant to operate as a offensive base used to creating a hard-point for static defenses, resupply, and observation of enemy movement. This means that it must be capable of withstanding counter-offensives, resupply the marines, and is able to keep track of enemy movement, in this case, xenos. | The FOB stands for Forward-Operating-Base. As the title suggests, it is meant to operate as a offensive base used to creating a hard-point for static defenses, resupply, and observation of enemy movement. This means that it must be capable of withstanding counter-offensives, resupply the marines, and is able to keep track of enemy movement, in this case, xenos. | ||
This is a basic guide to tips and tricks of building a FOB during combat operations. | This is a basic guide to tips and tricks of building a FOB during combat operations. | ||
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These can cause issue by congesting foot traffic, between marines defending the FOB which can be fatal in certain circumstances. But otherwise it's not as much of an offending issue. | These can cause issue by congesting foot traffic, between marines defending the FOB which can be fatal in certain circumstances. But otherwise it's not as much of an offending issue. | ||
===Example of a better FOB layout:=== | ===Example of a better FOB layout:=== | ||
[[File:SW Daeda2.jpg|thumb]] | |||
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Revision as of 03:42, 15 December 2023
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
The FOB stands for Forward-Operating-Base. As the title suggests, it is meant to operate as a offensive base used to creating a hard-point for static defenses, resupply, and observation of enemy movement. This means that it must be capable of withstanding counter-offensives, resupply the marines, and is able to keep track of enemy movement, in this case, xenos.
This is a basic guide to tips and tricks of building a FOB during combat operations. This could mean the difference between Fort Knox that can last against a xeno attack for hours and a couch fort that crumbles at first contact.
Construction
Example of a bad FOB layout:
Here are several things that are wrong with this layout:
1. There is a way to go around the barricades.
A line of barricade is only as strong as its weakest point, in this case the xenos can just go around and take the (slightly) longer way to circumvent the barricades.
2. Bad line of fire.
In point 2 a xeno can slash the barricade from the tile next to the vent and take cover behind the wall to avoid being shot, turning it into a weakpoint.
3. Plasteel barricades not lined up.
These can cause issue by congesting foot traffic, between marines defending the FOB which can be fatal in certain circumstances. But otherwise it's not as much of an offending issue.
Example of a better FOB layout:
This is a basic guide to tips and tricks of building a FOB during combat operations. This could mean the difference between Fort Knox that can last against a xeno attack for hours and a couch fort that crumbles at first contact.Construction
Barricade Formations
First lets talk about how the FOB is supposed to function in game-play. FOB stands for Forward-Operating-Base. As the title suggests, it is meat to operate as a offensive base used to creating a hard-point for static defenses, resupply, and observation of enemy movement. This means that it must be capable of withstanding counter-offensives, resupply the marines, and is able to keep track of enemy movement, in this case, xenos.
Do not block marines pathways, always make straight routes available so marines can counter attack.
Lets talk about how to set up the backbone of a FOB, the barricades.
There are many things wrong with this setup.
1. There is a gap in the wall.
Having even one weakness in a defense is asking for it to be exploited by the xenomorphs. Make sure to seal up all the weak points like vent exits, windows, and always make sure to raise the plasteel barricade back up if you are not using it (More about plasteel in defense section)
2. The barricade lines up with the walls.
This is bad because it means that xenomorphs are able to hit the barricade from behind a cover. Leave a 1 space between wall and barricade so they are unable to hit the barricade without having to expose themselves to open fire.
3. Plasteel barricades are not lined up.
If the plasteel barricades are not lined up, it will cause congestion. This is terrible if the marine has to make hasty retreat from an offensive, and they are unable to retreat to the Alamo quickly. Plasteel barricades should be lined up to remove as much space between each barricades.
A better way to have set this up would have been this.
Insert Image here
Static Defense
We can't always stay at the base to defend it, and sometimes we lack the manpower to defend all of the FOB. This is where static defenses come into play. Marines have access to many static defenses.
- Barbed Wires
- Razorsharp Obstacles
- Automated Turrets
- Heavy Smartguns
- Explosive Devices
Anything that can be used to deter hostile offensive is great for this role.
Barbed wire is the most common type of static defenses. It is cheap to make, only costing 2 metal per wire, and can be transformed into razor wires, which is great for keeping your main walls alive. It deters xenos as it damages them when they attack the wire, and it also increases health of the barricade it is applied to.
Razorsharp obstacles supplement barricades.
Automated turret is next. They are versatile, powerful, and very effective at keeping small skirmishes at bay. They are mostly used to make up for the lack of manpower at the FOB. They are much harder to acquire than barbed wires, but they make up for the fact that they are ranged and can effectively replace marines in times of need.
Heavy Smartguns are force multiplier for marines. A single marine on a mounted gun effectively becomes an automated turret, as the mounted guns have high DPS and large amount of ammo ready to fire. Because it is a smartgun, it has IFF, meaning that marines do not have to worry about friendly fire from the mounted gun (though humans without a marine ID will get hit). It is fantastic for pinning down a chokepoint.
And lastly, explosive devices. These are great as the xenomorphs will not be used to dealing with traps, especially claymores. Claymores are extremely powerful, as it can stun a xenomorph that gets in front of it, and can even kill it outright if their health is not full. These are perhaps even better at keeping skirmishes at bay, as xenomorph castes with low maximum health can be one shot by it. Do not put claymores near the barricades as xenomorphs will set these off and damage the barricades. Use a multitool to disarm claymores.
Defensive Structures
Barricade Upgrades
These can be applied on metal cades by clicking on them with metal sheets.
Except for the barbed wire which need to be made with metal sheets and can be used on any cades except for razorwire and wood.
Repairing Cades
Metal and plasteel can be repaired with a welder for 40 integrity per weld, unless they are under 20% integrity in which case they'll need 2 sheets of metal/plasteel to be brought back to a weldable integrity.
Sandbags can be repaired with filled sandbags for 20% integrity per bag.
Razorwire can be repaired with metal sheets for 20% integrity per sheet.
Walls can be repaired with a welder for 85 integrity per weld.
Deconstruction
Metal & Plasteel Barricades
Unless the barricade is at full health, you won't get all your materials back. Make sure it's repaired first with a welder if possible.
A barricade with acid on it will always only drop some of the materials back and never the barbed wire, make sure to cut the barbed wire cades with acid.
You can screwdriver, wrench and crowbar multiple cades simultaneously.
- Screwdriver and wrench the barricade, to put the barricade in movable state, use a wrench to lock it back in place. However, the cade's own facing will block its own movement, you can get around this by moving it in a zig-zag pattern.
- Use a crowbar to dismantle the barricade while it is in movable state.
Sandbags
- Use a shovel and click on the sandbag barricade, do NOT be on harm intent as you will attack the barricade and damage it instead, resulting in less sandbags recovered.
Razorwire
- Use a wirecutter on it Note: deconstructing razorwire only yields 4 metal rods and one barbed wire back
Emplacements
These can be deployed by ctrl+clicking a tile next to you with them as an item in active hand.
To undeploy, click-drag the sprite of the emplacements into yourself while standing next to them.
To repair, use an active blowtorch to weld.