what the fuck

This man gets it.

for anyone wondering about cade theory after reading this hell of a thread, in defense for lets say FOB cades are integral and serve these purposes

kill zones

give the marines who hold (stand on said cade) a good LoS on the attacking xenos
this can be done well by pulling back the cades behind a choke and next line is pushed in front of the choke. in case of a FOB a 2 wide cade „tunnel” can work great on killing xenos who try to attack the cades from sides but you need to keep the area in front very open (for example north kutjevo LZ on the road to medical) and keep it broken up into 2 by 2 boxes so little is lost for each broken cade

marine movement (flow)

Schofields greatest weakness, you NEED to make enough doors for marines to go through, doors on the edge of cadelines (next to walls) work the best to minimize pushing, on smaller constructions as that cade tunnel from before, the box seperations should preferably be made by foldable metal barricades for the ability to open one or two while not wasting plasteel. all main roads from and to FOB should be at least 2 tiles wide and in a STRAIGHT line. for a long ass cade line such as on south big red, i found that 3 normal cades-1 foldable-3 normal cades… works the best for giving marines skirmish potential but dont make the lines too far from each other and seperate them into sections

enough space to move around

a part of the problem in schofield cades is how marines would struggle to move around inside of his builds even in singular digits, you want to fit a good amount of marines (2 tiles between the lines is the minimum, max is 4-5 depends on where) while working with the map features, its better to loose even 5 tiles of apace instead of 200 metal from a trapper on a choke for example, holding inside a choke is always a bad idea and even thiugh you loose the choke the xenos will have to push you through it, one of the ways of how a commtech can influence the flow of a game (usually this gives you kills)

max defense min cade

its quite often worth to leave a big uncaded box between lines after the xenos breach the first line as metal is often worth used to build more outward, this assumes you are defending a fairly open area where a big amount of xenos and marines will be present, this is mainly in relation to marine movement, schofield cades would be best utilized for defending, for example, south and west entrances of LZ2 on LV-624 with a sentry as xenos would waste a lot of time trying to destroy it while there would be few defenders, for those parts most xenos wont even try to attack a well defended side entrance (for example because of a lack of weeds)

as a summary, you want to place few cades which placement forces xenos to go into very advantagous kill zones while risking the cades to the minimum, sometimes its worth spending more metal for that extra defense such as in this the ms paint above (although skip the side tunnels), keep CAS and mortar in mind as they are crucial for defense along with marines
and for that the greater the funnel the better

side tangent

im kinda bored with typing out cade theory all the time, best way to do it seems like making a video/series of screen shots to show my point and 5x5 spam is NOT meta, its just the most effective for the minimal thought some engineers put into their builds while wasting so much metal :cry:

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Each time I see “cade theory” I think of synth apps… “Hello, today our best cade connoisseurs will judge your builds!”

Just use common sense and your cades will be decent, there’s no need to sweat

P.S.: mortar sucks ass (at least for now). I remember Kutjevo round where I found mortar kit lying in the swamp. Someone went an extra mile to put this thing where it belongs :laughing:

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Correct take.

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the best cade is the one that is in place when you need it

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the best cade is the one that is the best cade

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Hi, schofield here!

You should use my LV designs as they are preferable. The designs you posted here are the least used ones and the nexus one is outdated severely.


(This is the updated nexus schematic.)

Otherwise!


(Note that on the robotics LZ you must carry an XM51 with you to break down two additional side walls on both south and west.) otherwise welding it out takes so much time.
:grin:

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GET OUT OF THIS THREAD SCHOFIELD LEAVE NOW YOU ARE NOT WELCOME HERE GO AWAY LEAVE LEAVE LEAVE LEAVE!!!

THE ANTI CHRIST HAS NO PLACE ENTERING THE SANCTUM OF THE PLASTEEL GODS

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Corner cade theory is flawed in multiple aspects and has been a curse to modern cading. It’s actually horrible for flowpathing in a lot of cases and can cause confusion and shuffling when muiltiple corners are near each other. It’s been a blight. If the old forum guide on cade design was still up I’d link it, but all the example pictures are lost.

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You mean this?

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You need to sit down and listen when an artful plat bravo CT player speaks. Marines are unnamed side character NPCs, unhinged plat bravo CT players are what make cadelines true abstract art, people will remember the plat bravo CT player whose cades got them killed by a ravager holding W at them but they won’t remember the names of all the PFCs that got caught in a 1-entrance cadebox and died

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Going to need to pull out the MSPaint for this one…
This is an example of why corner folding cades are bad, and the issues they cause.

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I can’t believe you pulled out mspaint and made a key for every squad, but then Charlie just doesn’t even exist at all :melting_face:

Imo the core concept is just that cades should allow for maximum firelines (balanced with flow) even when people are trying to get inside, rather than a rule saying ‘cades should always be on the edges’.

It just so happens that generally speaking, a single cadeline (i.e. not the FOB) is optimal when the doors are on the sides, since there’s no place for ‘corner cades’ unless you’re creating a box, not a line.

E.g. Despite the doors in the south being catastrophically abysmal for obvious reasons (corner cade foldables :patrice:), the doors NE and SW in the first image are better than the ones in the second image imo.

Since it’s FOB, I honestly would’ve just used more 2x1 plasteel doors instead of various 1x1s due to heavy traffic (and of course, any FOB that doesn’t destroy all the walls around it is automatically B-tier at best)

Edit: I don’t think anyone has ever advocated for corner cade foldables though, or corners themselves- While most people still just make boxes with full corners anyways due to laziness, I’ve never seen anyone argue that it’s optimal, really.

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TBH I wanted to throw in a charlie or two but the colors don’t work and blends in to much. Really this was an example of corner foldables vs flowpath optimization, it’s not like, what exactly i would do it’s more why folding corners are a problem.

And yes I have had people in game argue with me that corner foldables are better on every line, and it’s a problem.

For me personally depending on the fob and how the cades are working out since you kinda just, go with the flow on every LZ, I use corners in some spots because it just makes sense, double doors work well, the 1x3 split doors work well in places too for multiple reasons, good place to set up turret positions or mounted MGs, you can have a guy on a M56D doing covering fire between two doors, or someone standing there and IDEALLY shutting cades after people. Not that it works out but you get the idea.

fuck i love it when people pull out the paint stuff

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Hi! Schofield here! :grin:

Corner folding cades are bad because they are lower HP than your non-folding cades.

UNBARBED HEALTH,

METAL: 400 for folding and 450 for non-folding. PLASTEEL: 800 for folding, 900 for non folding Putting barbed on also increases both by 50

BARBED-WIRE HEALTH,

METAL: 450 for folding and 500 for non-folding. PLASTEEL: 850 for folding, 950 for non folding

Let me know if you have anymore questions!

Make me a raspberry and white choc muffin recipe

Hello I am generative player input machine ihhh butter five sticks flour three ounces water a gallon ummm Rosemary to taste, fifteen thimblefuls of yeast, and iota of sugar.

did you just quote the damn cake core from portal 1?

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