TGMC:Guide to Base Building: Difference between revisions
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====[[File:Baddefence.PNG|500px]] ==== | ====[[File:Baddefence.PNG|500px]] ==== | ||
====Here are | ====Here are some of the things that are wrong with this layout:==== | ||
'''1. There is a way to go around the barricades.''' | '''1. There is a way to go around the barricades.''' | ||
Line 24: | Line 24: | ||
'''2. Bad line of fire.''' | '''2. Bad line of fire.''' | ||
On 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. | |||
'''3. Plasteel barricades not lined up.''' | '''3. Plasteel barricades not lined up.''' | ||
These can cause issue by congesting foot traffic | 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|500px]] ==== | ====[[File:SW_Daeda2.jpg|500px]] ==== | ||
==== 1. Good cade placement: ==== | |||
-Cades immediately next to each other: This allows the front layer to be repaired while still being under the cover of the second cade layer, this stops you from being attacked by projectiles mid-repairs. Although there are some downsides to this line of thought, the benefit is still worth considering. | |||
-Inward expansion: By expanding the defensive line inwards, in the event that the outer line of barricades were destroyed, the second layer would act as a chokepoint that allows for better line of fire. | |||
-Strategic placement of plasteel and metal barricade: The plasteel barricade is the '''strongest''' barricade structure available to marines, placing them in areas more likely to be attacked allows defenders to take advantage of its durability. | |||
Meanwhile the metal barricade has been upgraded to caustic as to make them more resistant to acid damage sources which comes from ranged xenomorphs as they've been placed in areas less vulnerable against slashes. | |||
==== 2. Good sentry placement: ==== | |||
-Always set them to radial mode: This ensures that the sentry cannot be destroyed by a [[TGMC:Wraith|Wraith]] simply teleporting behind them. The shorter range you just have to swallow, as the alternative of letting it happen is worse. You can switch it back to normal mode if there's enough marines on the FOB defending it however. | |||
-Away from [[TGMC:Crusher|Crusher]] lanes: Pay attention to the placement of the sentries, areas open for a Crusher to charge through can spell immediate destruction of the sentries, though this can be avoided by simply placing them away from such areas. | |||
-Close enough to cover cades from melee/vomits: What good is a sentry if it doesn't actually cover anything? Though you can't really cover the cades against acid spits as the ranged castes generally are able to outrange/attack the cades from an angle the sentry can't cover. | |||
==== 3. Light: ==== | |||
You can't shoot what you can't see, can you? Make sure to bring at least 3 floodlights or enough flares/flashlights to lighten up the FOB. | |||
==== 4: Supplies: ==== | |||
You should make a mental checklist on what supplies to bring to the FOB, generally these should include: ammo, medical supplies, engineering supplies, food, spare weapon/gear. Although this part can be mostly ignored if the FOB has a supply beacon to allow requisitions to send supplies to it. | |||
==Defensive Structures== | ==Defensive Structures== |
Revision as of 04:20, 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 some of the 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.
On 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.
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:
1. Good cade placement:
-Cades immediately next to each other: This allows the front layer to be repaired while still being under the cover of the second cade layer, this stops you from being attacked by projectiles mid-repairs. Although there are some downsides to this line of thought, the benefit is still worth considering.
-Inward expansion: By expanding the defensive line inwards, in the event that the outer line of barricades were destroyed, the second layer would act as a chokepoint that allows for better line of fire.
-Strategic placement of plasteel and metal barricade: The plasteel barricade is the strongest barricade structure available to marines, placing them in areas more likely to be attacked allows defenders to take advantage of its durability.
Meanwhile the metal barricade has been upgraded to caustic as to make them more resistant to acid damage sources which comes from ranged xenomorphs as they've been placed in areas less vulnerable against slashes.
2. Good sentry placement:
-Always set them to radial mode: This ensures that the sentry cannot be destroyed by a Wraith simply teleporting behind them. The shorter range you just have to swallow, as the alternative of letting it happen is worse. You can switch it back to normal mode if there's enough marines on the FOB defending it however.
-Away from Crusher lanes: Pay attention to the placement of the sentries, areas open for a Crusher to charge through can spell immediate destruction of the sentries, though this can be avoided by simply placing them away from such areas.
-Close enough to cover cades from melee/vomits: What good is a sentry if it doesn't actually cover anything? Though you can't really cover the cades against acid spits as the ranged castes generally are able to outrange/attack the cades from an angle the sentry can't cover.
3. Light:
You can't shoot what you can't see, can you? Make sure to bring at least 3 floodlights or enough flares/flashlights to lighten up the FOB.
4: Supplies:
You should make a mental checklist on what supplies to bring to the FOB, generally these should include: ammo, medical supplies, engineering supplies, food, spare weapon/gear. Although this part can be mostly ignored if the FOB has a supply beacon to allow requisitions to send supplies to it.
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.