Remove Xenos add CLF.
Fob turrets shouldn’t be able to kill a T2 or T3, these fob turrets and omni sentries are making marines WEAK!!!
Well yeah but that’s a skill issue and not a metarush issue. SLs are already mandated to follow command orders, if you can’t keep them on the lz to protect your singular commtech then they deserve to come back to no fob, not be handheld with mechanical restrictions to backliners
my personal issue with the FOB turrets is that their specific placement isn’t really useful as a safety net to begin with. The FOB is never built close enough to them to cover any commtechs and any backliner can just drag them off before they can run back to the cover of the turret.
The original issue was not one particular heinous fob rush, it was a series of them that were ending rounds on the 30-40 minutes mark with hijacks at like 40-50 minutes.
Now, pair that with how much hijack kind of sucks to replay and… There you have why turrets were added.
On low pop you would deploy, get the front wiped and get steam rolled by the xenos.
Every. single. round.
And FOB sieging was not fun.
It got so dire that every round the only way to avoid this scenario was to build a mega FOB from lz1 to the caves, and that happened in every map.
That was because xenos on low pop usually have the edge because of the 1:1 to 1.5:1 ratio of marines to xenos.
The turrets have the function of avoiding a total marine wipe while people re-deploy, because since it’s low pop half of the marines drop after 30 minutes.
I think the FOB rework that is in progress will fix these kinds of issues though, it’s a good thing and constructive to the game.
I do think, though that the turrets should have less ammo, 99999 ammo and about 50 damage per round is oppressive even to t3’s and not just an annoyance that gets them down, and that’s because skilled players will ignore the turrets since they know what they’re doing.
I wish I was that naive to believe in FOB rework
were ending rounds on the 30-40 minutes mark with hijacks at like 40-50 minutes.
And this is different from now? I literally see more roundskips than actual rounds, as I told steel earlier I think that is a way bigger issue that is caused by a multitude of other factors, fob turrets haven’t changed that at all. They just made the game boring for bravo and backliners
It’s significantly harder to kill xenos now(referencing round 0-10k, turrets were introduced a bit after defenders).
More castes need AP(at least on low pop) to get killed off and if the hive really are on their jam the wipe won’t be only in the first 40 minutes, it will be at drop.
And since low pop rounds don’t usually have cargo, which is the reason why most fronts wipe(Xenos with good Armour, experience and who honestly are very good at the game.) end up dominating marines.
I don’t think bravo was ever more fun than that and I’ve been playing it for almost 10 years by this point.
Backline combat has been and is three lurkers and two runners who are killing power and comms, eventually kidnapping a person, I don’t see how removing the turrets would make their gameplay any more fun or balanced.
People always hated to roll bravo, it always had a bad rep.
And I only like to roll bravo because I enjoy the people who roll bravo.
Delaying the rounds is bad, but I think having to play the same round until the round gets a good pop is worse.
Of course, I’m speaking from old experiences, so I don’t discard that I could be wrong.
And yes, I do believe in the FOB rework, because I put faith in people’s ideas and their trying to make the game better, even things that I thought were outlandish like the vehicles and Mortars were somehow introduced to the game.
You know, if you look at it from a very broad perspective, the whole FOB situation is kind of amusing. On one hand everyone professes to hate that infamous marine\xeno blob gameplay, but on the other, with every year it’s getting reinforced even more. On one hand we keep hearing about Objective Based Gameplay, but on the other, efforts are made to trivialize the FOB into not being an objective that marines have to hold and xenos to attack.
With how the turret timers are, the FOB can basically be built by a single person. And since the turrets are there you know that xenos are not going to go all in on it. While lurker gang cannot realistically do any real damage to the FOB. And even getting on the Almayer is basically suicide, thanks to that handholding alarm.
So basically FOB was retuned into something that both sides ignore until the marines have to retreat to it. Now combine it with the backline xeno play being 75% dead and this results in xenos basically hurting themselves if they split up in any way, because they can’t realistically accomplish anything outside of that Queen-led blob.
As for the lowpop, I’ve said it many times - I don’t think CM can be statically balanced around multiple populations at the same time. If you rebalance it to ensure marines always winning lowpop, guess what’s gonna happen on high pop? Yes, endless marine speedruns. The proper way to solve it is what I’ve been talking about for ages - time specific balancing. So for lowpop, the number of xenos can be tweaked down, for US high pop, tweaked up and so on. I really believe this is a better way than stuff like FOB turrets.
From a purely anecdotal perspective, we already have enough FOBs not being built even with the babying of the turrets.
maybe if there was no babying more fobs would be built
SOmeone said it already, Bravo has fallen off
It’s kinda crazy how FOB gameplay is getting so and so more streamlined and in the end it just makes it boring, who would have thought?
Back then you actually had to keep patrols up, check perimeter defenses because if you didn’t there would actually be risk of your FOB being infiltrated and potentially even a xeno getting to shipside (god that was extremely fun, and I’m saying this as someone with most hours in shipside roles as researcher/CMO).
I remember speaking to some still currently active devs about this and in short it really seems that for them the current goal is to actually make any chance of shipside/FOB infiltrations impossible and to guarantee FOB a safe space.
I have to disagree strongly to this opinion, in my opinion it has already removed some depth to backline gameplay and has made bravo, an already considered a bit “boring” squad even more sleep inducing.
This. Even on relatively higher pops around 130-150, there’s still times I’m dropping late around 00:40 or 00:50 and there’s still complete gaps in FOB. Maybe removing turrets would lead Xenos to exploit that, and in turn make Bravo lock in more? As someone who indirectly rolls Bravo because of trying to roll Alpha, I often leave 1-2 people at FOB because I know turrets will save them if there’s any issues.
The FoB rework isn’t gonna remove the initial drop turrets, so marines will have their safespace turrets and their god turrets meaning the FoB remains an absolute safe space
BACK THEN people would actually cade all around the place. As an example, I barely see Hydro caded up by default without goading marines from CIC anymore.
You made me enter this thread because of this comment.
Why do you people feel entitled to win? Have you considered the other factors? Such as…
- Xeno team being good → They deserve the win.
- Marine team being bad → They deserve the lose.
- A player being better, thus guaranteeing the win on their side.
Perhaps if it happens every single round, change of strategy is needed? Perhaps marines BAD?
No… it’s the xenos who are bad!!!
About the turrets.
It’s one of the most annoying, handholding features I have seen. Back in my days, LZs were ‘fogged’ up. And that was it. Now you got weedkiller/turrets and at this point, if FOB rework comes back (or even happens) a death field that insta kills xenos if you misstep one tile and a whole salvo of rockets fall on you.
It’s almost as if xenos complained about not building hive with their ‘drone’ tax. They wouldn’t have defenses, they wouldn’t have nowhere to retreat and safely heal.
Do we have Xeno turrets at hive? No.
Then why marines deserve it more than XENOS if they are the literal faction with more people, more gear and way to make defenses.
If marines don’t want to reinforce/build up the FOB, then let them get killed/capped at FOB. It’s their problem.
If XENOS don’t want to build hive, put eggs, make doors. Then let the hive divers kill the core and 20 larvas. ITS THEIR PROBLEM.
So what do we do when nobody rolls bravo comtech because the gameplay is boring slop?
This I guess
-changed drop to 12:20 so marines are better prepared = still balding
-put FOB turrets so marines dont get rushed = still balding
-couldnt weed until 12:30-12:40 near the LZ(was removed) = still balding
-removes weeds on LZ when landing = still balding
when i see xenos off weeds i jump in joy but marines are so bald to capitalize on that
marine skill issue 10x really
What do we do when nobody rolls queen?
We have seen rounds like that.
What do we do when nobody rolls drone? So there’s no buildings or weeds?
Xeno lose.
Once again, it feels like I am taking crazy pills when a team complains about losing when they chose to not interact with a whole system/part of the game.
Whole team not interacting with a whole part of the game is the problem. maybe system is not good?