How to end/prevent 3+ hour hell FOB sieges

What if we added a minimum range to mortars? Imo, a big chunk of FOB advantage is simply a competent mortarman being able to lase AND fire on their own.

I mean, mortar teams being able to shell shit within 20 metres is weird anyways.

2 Likes

It kinda makes sense, but on the other hand if you can’t mortar neither near fob nor caves, what are you going to mortar? But honestly sounds cool and you’ll have to move mortar (for example to comms minifob) to stay useful.

Xenos won’t be losing that much, if balancing is done decisively enough. The thing about the xenos is that it’s exactly most fun when you’re in that situation where the marine hordes are pushing on all sides and you need to exploit their carelessness to thin down the push. The real problem would be the marine mains who are gonna be really mad about losing all the crutches.

Regarding the “but the xenos can spam defenses”, it’s kind of a rant for another topic, but there was so much marine power creep that makes xeno defenses nigh worthless - masterkey, breaching shotgun, breaching charges, mortar buffs, 2 screen CAS firemissions. On the open maps xeno wall forts get removed instantly and in the caves it hardly every matters, because you can’t or shouldn’t build up the caves much.

in some ways this is true, but I think playing as an average squaddie you also have to consider how much it absolutely blows to click on thick resin walls for 20 years just like it sucks to click on reinforced/plasteel cades-- using the masterkey/XM51 on resin walls is pretty slow and very inefficient on the ammo for those weapons (although they do overtrivialize doors) breaching charges similarly are very limited in the amount the ship usually has and ordering more isnt ever worth it since everything costs more or equal to metal, AP, and spec ammo, which are always gonna have priority.you have CAS nuking it all but that relies on both your JTAC and your GP being sentient human beings which is… far from common

and like, spending a breaching charge on a resin wall is super situational given a hivelord can throw six more walls up in like 10 seconds

Well, if thick resin walls shouldn’t be a nuisance even to the squad marines, then to whom should they be a nuisance to? Also, marines have effectively unlimited buck. You can take and use as much as you want.

Anyway, this is sort of trying to obfuscate the big picture with cherry picked cases. It’s like when during techwebs or roundstart godstims almost every round would be a marine speedrun, but there would always be maybe a couple of marines that went perma and if you argue form the perspective of those marines, you could make the case that xenos aren’t weak enough yet.

this is a bad faith argument, my point is that just like xenos hate getting mortared and clicking on cades for an hour of siege slop marines hate clicking on thick resin and fighting in CQC cave hellchokes. both are unfun for the respective side having to assault. With the current objectives being extermination however, if sides aren’t biased on the defensive/don’t have good defensive tools whoever gets momentum first wins, fullstop(which is already somewhat true), unless the objectives for winning become something else that won’t change.

This is a somewhat common perspective, particularly among the newer players but it’s also a really misguided one. Ok, so xenos shouldn’t attack the FOB because it’s unfun. Marines shouldn’t attack the caves because it’s unfun. Now lets add the non-extermination objectives. Marines now sit in the FOB, xenos now sit in the caves and both do crossword puzzles for 2 hours. Both sides don’t have to interact with each other. Is it really what people want? Why are you trying to turn CM into a bad Euro board game?

Even the FOB sieges are fun, but in moderation. The problem is that the low-dev CM eras traditionally have mostly unchecked marine power creep with the stuff that gets buffed being mostly the crutches. But all of them go into that final faction power equation. If CAS+mortar on average is going to kill 50% of xenos, then the infantry only needs to kill the other 50%, which means that marines are going to be relatively underpowered when pushing the caves. The next dev team should understand that. The proper way is redistributing the marine power back to the infantry. Which means culling or outright removing the crutches.

1 Like

this also isn’t really what I was getting at, part of the un-funness of the fob/cave siege is that you have to either see it to it’s conclusion or sit on your ass until nuke/king, you’re forced to actually break the fob/caves hold.

I totally agree that it can definitely be fun to skirmish the caves and the fob, and some fighting around them is a really unique gameplay experience, the issue is that every round necessitates ending with slamming your head against unbreakable cave walls or the fob; if the game ending objectives center more around controlling the big battlefields there’d be more incentive to actually fight on them.

To that end;

I also agree with this, currently(and in the past even moreso with Tank) power is centralized in the hands of players who get lucky with a handful of especially impactful jobs, which also means if bad players or exceptionally good players get those rolls it can throw the whole round around. T3s are similar in this vein, the average xeno could take more punishment and deal more damage if there wasnt a cadre of walking tanks with instakill combos.

CAS especially as it stands is a big reason why xenos are so heavily encouraged to just wait in the defensive terrain, why waste the effort of building up defenses and contesting the big battlefields when they have fire support immune, more favorable terrain that feeds them more caps for the lategame.

The current game feels like a game of who has the most patience to just sit on their favored side of the map and make the other side kill themselves on fortifications, which sucks.

1 Like

Side objectives already exist: comms. Not like that solved much.

is it Chances that has comms literally have a spawn location inside LZ2?

Not even a side objective there

Bumping for fixing req budget not updating, removing bipods and buffing boilers instead of bothering with muh advanced game rework solutions. FOB sieges weren’t so hellish when mats weren’t overabundant, marines didn’t get a *2+ dmg buff on defensive and boilers weren’t neutered.

Mortar minimum and maximum range would be good too to actually enforce moving it though - as it stands it might aswell be firing from Almayer.

3 Likes

You forget to think about the other side, such as CTs. It’s frustrating to waste 2 hours on building FOB just for it to get completely countered by trappers. People put effort and time in building FOBs and they should be rewarded, not punished by some crutch. I mained CT mostly during the pre-nerfed trapper era and it was fucking aids. Building FOB is already pretty unrewarding as FOB siege is not even guaranteed or by the time FOB gets besieged marines may not have numbers to even defend it. No need to make it even worse. “FOB is not supposed to hold” is just as toxic attitude.

I agree with other points though. But boiler is already as strong as it needs to be to deal with cades. It is efficient. It just not always enough to have one boiler to break a FOB if there are good CTs working on cades.

1 Like

Yeah, much like in every single game, media and irl walls are countered by sieging tools. Why would CM be different?
If you care so much for wall builders enjoyment then I assume you agree hivelord resin walls should be tremendously buffed so as to not be countered by masterkey, breaching shotgun and explosives, because the hivelord has put alot of time into it and they can’t even repair these walls. :clown_face:

Are you saying FOB is supposed to hold? Should the game just never end besides marine victory?
If you’re being sieged with no way to push out then yes the FOB should fall, because otherwise you get endless slop sieging for many many hours due to deadlocked game where one side won’t or cannot push and the other can’t either despite trying.

Again, every single game knows this, but CM is uhhh special I guess.
The counter to boilers (and siege tools in every single game) is pushing out and breaking the siege. But due to nerfs that’s no longer necessary as you can endlessly repair the cades causing “3+hour hell FOB sieges” because xenos do not have an effective way to break them.

Dunno what games do you mean. Cades on CM are akin to trenches, and in most games to take trenches you are supposed to assault them, which is way more engaging for all sides than… bombing them from offscreen for X time.

I mean this is one of the reasons why railgun is not in the game. You can really fuck hivelord over by OBing what he built, but OBs are limited and hivelord has better time rebuilding. So idk what’s your point. Masterkey, BS and explosives are not used from offscreen and xenos can counter them.

FOB should have a fair chance to hold, same with hive. This is how back and forth gameplay should work and actually works, xenos lose momentum and numbers against cades and now marines can recover and have a chance to push out. If FOB wasn’t supposed to hold at all, then every loss of initial encounter would lead to evac and hijack :clown_face:

Are these games in this room right now? Can you maybe name a single one? For example in MOBAs you have your main base where you have some advantage which allows you to recover and comeback. Just because you’ve been pushed back to base doesn’t necessarily mean a loss is imminent.

Great, you’re so smart. Marines are retreating to the FOB because they’ve lost momentum and numbers, and now the only thing they can do to avoid losing is to push :clown_face:

They have nothing to do with trenches since they block movement, which trenches never did whether irl or fiction.
Assaulting trenches is also done with siege engines though.

Railgun not being in the game has nothing to do with that since by that logic neither cas nor mortar nor OBs would be in. CAS, mortar, and simply shooting the walls are all offscreen and are pretty much limitless anyway.
My point is that counters exist for a reason and they should be effective, you’re saying they should not be so im bringing up the point that hivelords should too then be buffed.

And you counter them by pushing out, not rebuilding walls and praying the marines will die to a spitter.

Yeah, it should have a chance to hold if marines can actually push out and contest. If they cannot then the game should end.

Yeah, see above. If they can’t push anymore then they should lose, because they clearly cannot win either if they cannot push. What else do you suggest should happen, delaying for 5 hours till the server fills with enough latejoins causing the “3+ hour hell FOB siege”? That’s the only way to replenish numbers besides defibbing players which doesn’t take longer than 5 minutes (because they’d perma).

Literally every single game that supports bases and siege units, you should name one that doesn’t instead.
If you want to talk mobas, if you’re sieged in them you’ve no map control and are about to lose the game. The other team gets to ward the map freely and ambush you whenever you try to leave, gets all map objectives for free and you’ve waves naturally pushing into your towers, either via upgraded minions or because you can’t walk out to depush. The only way to break this is to push out, engage the enemy team and win, otherwise you’ll lose within 15 minutes tops.

Same should apply to CM, with FOB siege ending within 30 minutes tops if marines cannot push out and actually contest anything.
Sadly with boilers being too weak this extends to hours because the winning side has no means to break it despite having full advantage.
Then you have the “comeback” where marines get OP greenos and/or stims because they can’t naturally push and the game takes 3 hours.

an example would be Dota 2. Where you might win lanes, and be ahead, but then siege the T3s and lose spectacularyl because of the advtantages of highground and towers. Then they can have a comeback and might actually be able to fight them outside of highground. This is how 90% of the games are played, with the guys on the defensive have an advantage if the others want to siege it.

Sure, you get more gold and XP then the defenders, but unless you activly siege them, they can also sneak out and get their own shit.

The problem is that CM dosn’t have any “Resource Gathering” which would give a longer term advantage to the siegers. The best we have is intel and Royal plasma, which both have their own problems in this regard.

They dont work in caves lol.

As a hivelord? You rebuild.

FOB function is to win the time for marines to let them recover and come back. Always was.

How long surgery takes?

I mean, same is happening on CM. You can’t gather intel, you don’t have comms, etc. Intel becoming irrelevant in favor of fucking research that just gets infinite techpoints from xeno corpses is a whole another issue.

Boiler is not too weak. It’s just not an “i win button”.

The problem with all this is if you give xenos the tools to end FOB sieges that early they’ll just completely wipe the floor with marines and we’ll constantly have sub 1 hour rounds as well. I wouldn’t say inherently boilers are too weak I’d say xenos currently don’t get enough compensation for having near complete map control by the mid round to be able to reliably push into the FOB. Once again this isn’t inherently bad, xenos attritioning over the course of a bad siege is a part of the game but I agree it definitely feels bitter to have full control of the map and both comms only for super stimms to hadn marines a free win.
I honestly think the hive boon system, if buffed or expanded upon is the answer to this. Give xenos some significantly stronger boons (balanced by their temporary nature) focused around breaking into the FOB. if marines can weather that storm then they’re probably strong enough to push out, if xenos still can’t get in it’ll probably be time to start thinking about King.

1 Like

It should be, if ur not contesting it. Same as a rav should and can walk into a bunch of marines and kill them all if no one shoots.

It isn’t, you get the advantage and then nothing happens because you’ve no means to break the cades nor does the map control provide any.

5-15 mins depending if planetside.

1+ hours aint it though and we’re talking about longer times.
What do you think causes this issue then if it’s not the boiler/cade balance and metal amounts? I assume you just don’t see the issue at all?

thats only low level play, irrelevant much like cm isnt balanced around nevershooters.

The problem’s from coddling marines on defense, since getting pushed to fob does not = losing they’ll happily get pushed to it and camp there. People unwilling to push due to defensive play encouraging is both what causes the 1h stomps and extremely long rounds.
As for sieging tools it doesn’t much matter if you buff boiler or give them something else since the end result is the same. Timed stuff doesn’t really work because it times out and then what - you have to afk till 2h or whatever the king timer is. People get bored, die and the game devolves into a slog.

Have you watched TI?