Wait, hold the flip up. He actually brags about them holding?
This is one of the sexiest things I’ve ever seen. The images on offsetting 1 and 2 are something I genuinely hadn’t even considered, I’ve been in the 3 plas dead center for tank movement mindset for years without even considering the offset for firing lines.
This should be required reading before people can play commtech, devs make it happen.
I’m still a corner slashing truther, but the passage about not doing it in the tunnel is completely right.
Only note I’d like to see added is about when to do convex vs concave corners in caded areas, but this is fantastic material.
The problem I was trying to address is that the solution of bringing the cade backwards 1 tile doesn’t actually solve the problem (A xeno slashes the cade without risk). Whether it’s flush or 1-tile back is basically a wash and mostly a performative difference. In many case you can just as well (better even) punish a xeno slashing the cades if it’s flush than if it’s pulled back 1 tile as you have a better angle for counterattack.
Basically: If you’re putting the cade there; don’t care if it’s flush or not as the difference isn’t meaningful enough to matter. If you see someone do it, it’s a “whatever” not “omg I need to fix this”.
If you DO care, then either push the cadeline out OR pull it back further and make the difference meaningful enough to matter. 1 tile back is a half-measure that doesn’t solve the problem well enough.
I think people put way too much focus on this corner thing without realizing they’re not actually improving the situation.
Anyway I want to add more to this with the cadelines that aren’t exactly cadelines - portable cades and normal cades that do not encase an entire area but instead are wholly open in the back or sides, and breakwater designs, but I need to actually play and build some of these again to show what they look like as very few people ever make them.
Hey there! Your guide is great and I agree with everything said in it, but I’d like to discuss the south Kutjevo example you gave. This might be a personal ick, but I’m not a big fan of having only a single entrance on my cades, even if it’s a two-tile doorway, so if it were up to me I’d place one foldable on the other side of the cade.
Also, the Shivas example really opened my mind, I’ll try applying it in my future FOBs.
bonus:
one thing i like to do at least with fob cades is place sandbags infront of the outer cade (LOOKING OUT SO YOU CAN STILL THROW NADES) so that they can be a little protected from boiler goo and acid spray, buys a little extra time without spending a shit ton of resources and keeps marines from gettin rav slashed when there huggin cades
The only problem is that it does hamper DPS. Since any cade that isn’t essentially on your tile has a chance to eat your bullet, and I think its around 5-15% chance of it eating it from 1 tile away.
fair enough
It works well, and does actually help quite a bit. I’ve noticed cadelines with a frontal cade like that tend to last longer than a mere ~2x hp would suggest, albeit that’s anecdotal.
This is also essentially what a breakwater cade line is.
And this is how it looks in the more abstract sense:
Breakwaters sap the energy of waves on a coastline, and breakwater cades do something similar to xeno attacks, weakening the damage they do behind the breakwaters. Sometimes you’ll see people post “dumb” cades where it’s a maze of sandbags or something leading up to the cadeline - that’s actually very effective except for damage from friendly fire.
In theory, the ideal breakwater design wouldn’t be a solid line of sandbags, but alternating sandbag-open-sandbag-open, etc. The cadeline behind the sandbags then alternates with upgraded cades at the openings but not upgraded when directly behind a sandbag.
This is then further enhanced with a 2-depth “airlock” at any doorways (which are otherwise the weakest breach points in the design).
The two big problems with ever actually doing this:
- Marines fuck it up by building weird and being dumb
- It costs a lot more in mats, and the upgrade cost vs expansion cost strongly favors expansion over upgrade except maybe in the case of plasteel cades, which should (imo) always be upgraded.
It’s supposed to be 0% chance for the tile you’re in, and 1 tile around you. Which means if you’re on the cadeline directly, the extra sandbag in front and 1 tile to each side can be safely shot over.
However cades further out do eat bullets, particularly if they’re orthogonal to the firing line, which heavily limits the utility of breakwater cadelines unfortunately.
Whenever i shoot over cades 1 tile away, i always see them eat bullets. Prime example would be the M2C, but also guns like the M56 and the stationary M56D.
Things heating up in engi cord
Hey @stan_albatross. Good to see you back man. How ya doing?
That man is beyond brain damaged.
The man is a MAT consuming black hole.
Wasn’t like it was completly intentional for M2C to not be able to shoot over cades like at all?
Also the description on cades states that they really shouldn’t eat bullets for 4 tiles.
I don’t think sandbags should be used in front of regular cades in FoB. Their niche is that they can be deployed fast, but require more sandbags to repair.
So you use them to plug holes and build the last cadeline, something you know that you can waste reasources, because if it breaks, then it is evac anyway.
With metal cades (if they are not too broken) you only use welder fuel which is basically limitless. You can still treat it kinda like a sandbag if you use nailgun anyway.
actually with the nailgun cades shouldn’t break unless the xenos are swarmin it, have the nailgun in one hand and the same mats as the cade in the other and you can repair heavily damaged cades without havin to replace them
edit: i didnt read that bottom part XD




