It’s come to the point where I can consistently predict where the xenos will attack next when they cycle around the Solaris LZ1 attack points, Tcomms, Northern caves, main front. Nearly every round on LZ1 ends because of the uncommon notion of 3 attack routes on an FOB. Furthermore, LZ2 is slightly better in this regard but nevertheless deeply annoying to play on. Is it time that we standardize Solaris’ LZ1 balancing like the other maps? Let’s take a look at the other maps.
LV-624
LZ1 - Western main front, Eastern side-flank which is made less feasible by unweedable terrain.
LZ2 - Eastern main front, Western side-flank which is made less feasible by unweedable terrain.
Trijent Dam
LZ1 - Eastern main front, southern secondary front.
LZ2 - Eastern main front, northern secondary front.
Fiorina
LZ1 - Western main front, southern secondary front.
LZ2 - Northern/Western interchangeable main fronts.
and so on for the other maps, no other map has three significantly separated fronts. What are your thoughts? Marine skill issue? I hate FOB siege anyway? Post below.
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What’s amazing about this post is it confirms something I’ve known for awhile now; the western caves approach is the highest percentage way to win a Solaris LZ1 fob siege. It’s so ignored you didn’t even mention it in your post lmao. Hit the other areas for about 15-20 minute then blitz west caves and the marines will almost never successfully repel it.
As for removing the approaches, hell no. Solaris LZ1 fob is probably one of the ONLY balanced fob sieges in the game IMO due to the amount of variety, and pros and cons. The cave approaches are all OB and bullet funnels, but also restrict how many marines can defend and split them up. The south approach is wide but cannot be weeded and is an open killbox for marines, CAS, and mortar.
The reason most fob sieges are total slop is they only have 1-2 viable approaches that are generally a weak position for Xenos, and often also require a boiler or significant numbers advantage. Last thing you want to do is buff Cade hugging fob siege slop by reducing the effectiveness of Xeno siege flanks.
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LV-624
LZ1 - Cargo-Nexus-Kitchen (arguably it’s not a single front, depends on where are you holding really), South LZ, East LZ. Three sides.
LZ2 - Robotics-Corpodome (again, the same issue. Can be counted as two separate sides, but for the sake of the argument let’s not), South LZ, West LZ. Three sides.
Trijent Dam
LZ1 - You probably can narrow down everything to just two sides, but they are very wide and not really comparable to LV.
LZ2 - Depends on where are you holding. If your cades are right next to DS, then yeah, you get north and east, but usually it’s not the case so you are getting attacked from marshalls, from chapel, etc.
Fiorina
LZ1 - West, south and… a big hallway north you decided to forget about. At least three sides, but depending on where your cades are, you can count 4.
LZ2 - Can be narrowed down to west and north, but north-east has such a good angle it can be counted as third flank.
Anyway, the bottomline, most LZs actually have 3 sides to attack from. Sometimes even more (see Sorokyne and Kutjevo, see Shivas, idk why did you just forget about those maps, some of the LZs there have FOUR sides you can attack from). Sometimes less, but it’s usually compensated by the wideness of sides. Big red’s LZ1 flanks are pretty tight. They are hard to push as xenos, unless no one is defending.
What I meant by separate fronts are ones that aren’t reasonably within earshot / a screen of eachother. You can very easily cycle between wide fronts but not ones which are on different sides. You can argue on technicality that they’re separated enough, but none are as readily apparent as Solaris, wherein all of the fronts are separated by a pre-placed wall.
The fact of the matter is, ‘unless no one is defending’ is easily true most of the time, even aside from the fact that the Queen can invalidate the few defenders that usually are there.
solaris LZ1 has the flanks it does because it’s been the meta for longer than most people have played this game. throwback to 6 hour solaris rounds because every round was a 10+ layer FOB out the south and there were no flank routes. those were the days…
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as a big red enjoyer, I miss the days of the huge box cades poking into medical, we should go back to those days
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I think we need more attack paths, as 3 is shrimply not enough. A fourth need to be added with Z levels as an underground threat.
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