Which LZs do you think are best when playing marine?

Title. If you can’t read the title, which LZ do you prefer when playing marine? Here’s my opinion.
Keep in mind comms placement overrides everything, even if one LZ is better for defending then the other.

LV624: LZ2. Right near the meta surv hold (Corpo Dome), also closer to a key colony point (comms relay), and robotics can be pretty annoying for xenos to navigate through, LZ2 is the superior pick. You can make a good FOB with nexus, but I feel like LZ1 has more flank opportunities for xenos.

Shivas Snowball: LZ2. Both LZs are kinda meh, but I give the edge to LZ2 due to LZ1 having a huge problem: hangar. Hangar is a good place for xenos, as there isn’t snow inside, and they can hide behind the ships and whatnot. LZ2 meanwhile is surrounded by a ton of snow and open fields, making LZ2 more advantageous for marines.

Solaris Ridge: I think LZ1 is more fun and iconic, but I have to give the edge to LZ2. LZ1 has been the pick for many years, but I feel like LZ1 has fallen out of grace. For one, sensors has been moved from near lambda to southeast caves. Southeast caves is a better hive spot then lambda now because of this change. LZ2 is closer to southeast caves then LZ1. Also, LZ1 has more flank routes then LZ2 does. Xenos will commonly gun for west LZ1 or northeast LZ1 via the caves to quickly rush the LZ and take control of it. So I believe LZ2 is better, but I do think LZ1 is the more fun pick.

Fiorina Science Annex: LZ1. LZ1. LZ1. LZ1. LZ1. LZ1. Why do people even pick LZ2. In all seriousness, LZ2 may be closer to the hive and sensors, but it is way harder to defend then LZ1. Most Fiorina wipes from my experience take place at LZ2. LZ2 has a lot of vulnerable gaps for xenos to rush in from the west and north. LZ1 may also have a lot of flank routes, but survivor camp is a very solid place to cade up. Research and south LZ1 are meh and are prone to xeno flanks, but from my experience, LZ1 FOBs typically last longer then LZ2. LZ2 is just so bad, imo.

Chance’s Claim: LZ1. Forecon always holds north of the LZ, comms and engineering are closer and easier to defend, blah blah blah. It’s also easier to push to the hive, as a-block can just be ob’d into nothing. LZ1 is the better pick. I do think it’s fun when XOs pick LZ2, but most of the time marines fold too quickly to get a good sensors hold. So yeah, LZ1 is the better one by a long shot.

For the rest of the maps, I can’t really decide. That being Trijent, Kutjevo, Soro, New Varadero, and Hybrisa. I don’t really have enough experience on both lzs to determine which one works the most here. Maybe you can for me!

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LV-624 -Comms placement, but I prefer LZ2

Chances - LZ1 at all times, many players are not used to LZ2 and will just get flanked and die.

Fiorina- I don’t care, comms placement

Hybrisa - Don’t care, comms placement

Trijent - LZ2 regardless of comms placement

Kutjevo - dont care comms placement

New Varadero - both LZs suck almost equally but meh Non beach LZ would be my choice

Shivas - Upper LZ regardless of comms

Sorokyne - Don’t care comms placement

I have a guide in the works for CIC on how every map plays out, but I try to be neutral about LZs there so I get to voice my opinion here :smiley:

Important to note: I don’t believe Comms matters as much as people make it out to be, on some maps I’d pick a preferred LZ even if Comms wasn’t close. I also think it’s important to bypass the Xeno metahold where possible.

I also believe that you should play on the offense, and defense is only a last-resort attempt to attrition the Hive into defeat when you physically can’t push. You shouldn’t be playing mentally preparing to defend & hold on for life (and therefore shouldn’t be playing with nuke in mind)

LV-624

LZ2 Robotics is the better option, far easier to build with a Bravo that isn’t filled with statics. Corpo Dome and Robotics, if demolished, are complete fortresses that Xenos will struggle to breach. South and West LZ can be held by a few Marines + CAS.

LZ1 can work, but you need a much more experienced and willing-to-build Bravo to make the most of the tight hallways in Nexus.

Solaris Ridge

LZ2 is the off-meta pick, with a significantly shorter & less exposed walk to the front than on LZ1. Cargo and Engineering are fortresses if built right, and Store north FOB is extremely strong if held by CAS.

Chance's Claim

LZ2 (East) is the off-meta pick which lets you completely bypass all the Xeno defenses, and gives you sensors. The only thing you need to have to win is static SLs and some good Marines and you’ll wipe the Xenos out when they eventually push you.

Fiorina Science Annex

LZ2 (South) seems to be slightly more common, and is probably the better LZ. East is too far a walk, and is too wide to be able to force out.

Meanwhile, this LZ can spawn with a relay inside it, and is closer to the Hive (less room for backlining). It’s fine to defend too, you just need a Bravo willing to build.

Hybrisa

LZ 1 (Hospital) is slightly better due to having a less contested walk to Dynagrid (front) and having the Larva Removal right next to LZ, but is terrible for Bravo to build due to extreme clutter and large difficult terrain. However, despite being terrible, it’s still better than south LZ to defend and Xenos struggle to breach out of Hospital onto the LZ.

Kutjevo Refinery

LZ2 (South) is slightly better due to having a large moat, and the north dam building is a stronghold for Marines if Bravo is willing to make it one. Both LZs struggle with many attack angles, but south struggles less with it. As the off-meta pick, Botany is NEVER defended by Xenos, so you gain points there.

New Varadero

LZ2 (Airfield East) is better because of the more favourable Comms and Power Generators location, as well as power. Both locations are terrible under siege, however east side has the advantage of having less angles to cover, although (as with plenty of maps) once you’re under siege it’s near impossible to push out.

Shivas Snowball

LZ South is far better, and is easier to defend, and if Xenohold is around anti-freeze Bar then you don’t have to skirmish through Botany to get there, which is better. The terrain there can be a little tricky to navigate so you’re more at-risk of backlining, but Botany also has the same issue, so neither side is good but LZ south is preferable.

LZ North has the huge flank opportunity around the north of the map though, which can make-or-break games which is fun.

Sorokyne Strata

North LZ has a Larva Removal bed, is much better under siege, and is much more fortifiable than LZ South. It’s not a competition.

Trijent Dam

North LZ is closer to dam Xenohold, is closer to Hive, is easier to defend. It’s the much better option every time.

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LZ 1 Is more horrible to defend btw

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LV624 - Depends on how Population and whoever you’re assigning to secure the Landing Zone is looking; If the Section assigned to FoB got good numbers and good ComTechs, I feel that LZ1 Should be the go ahead.
In the case that Population is lower, and you do not fully trust ComTechs of the FoB Section, I’d say LZ2 is a better pick, as it’s smaller and easier to barricade, and if done correctly, can become a multi-layer hell fortress for the Xenomorphs (And it’s also really close to the Reactors).

And If we’re looking from a more RP-Wise Perspective, I feel that LZ1 should be the choice, as of it’s proximity to Marshalls and Colonial Administration, and in the case of a Power-outage or the attack of an Unknown Threat, Civilian personnel would most possibly attempt holding there.

Verdict? Nexus Landing, LZ1.

Shiva’s Snowball - LZ2 is by far the most chosen one from what i’ve seen, as it’s easier to Secure and Defend, while also having generators being close.
LZ1 Is bigger and more spacious, and needs a bigger ammount of ComTechs compared to LZ2 if you want an in-depth defense; This Landing Zone is also further away from the Generators, but the Communications Relay Placement is way better in my opinion, as it’s not too far away from the Landing Zone nor too exposed.

From an RP view, I believe that LZ1 is a better choice, as it gives a more direct and marked way for Sections to advance towards the Main Colony Centre, while also allowing re-directing them to attempt flanks in the case of having enemy contact.

Verdict? LZ1.

Fiorina Science Annex: If you got enough ComTechs: LZ1, I think that this is the best Landing Zone to defend if the ComTechs manage to get the Barricades up throught the Survivor Camp and Landing Zone itself (And if the FoB Sct. actually dispatches Fireteams to cover the South so we don’t get breached.).
And in the case of having less manpower, I feel that LZ2 requires less time to set up, the same way it requires less time to being breached due to it’s close quarters theme.

From an RP Perspective? LZ2 is going to be the pick, as in the case of a threat happening on the station (Like a riot, for example), Security Personnel would most possibly decide to hold the Security Armories, due to it being where all the equipment is stored; So the Security Area would be the hold-out until Help arrives and the area where we should deploy to give effective and immediate aid to the Prision Staff.

Verdict? LZ2.

Chance’s Claim: LZ1, Due to it’s proximity to Reactors, the good placement of the Communications Relay’s and it being easier to establish barricades in (LZ1 Is also the area where Force Recon always tries holding, so we’re kind of forced to choose it because of that.)
And about LZ2 I don’t think that this should ever be chosen, Comms Relay’s are badly placed, Reactors are far and it’s harder to barricade.

From an RP Standpoint LZ2 would be a pick due to it’s proximity to Administration and Security, but that’s about it.

Verdict? LZ1.

Solaris Ridge, LV-1413: LZ1, as it’s easier to barricade, the south of it is a nice open space, and it gives lot’s of space for establishing tents or security measures; This LZ also gives a clear way towards the Communications Relay’s, located either North of the Store, or inside Marshalls. (And the transformers, in the near future :godo: )
LZ2 is closer to Engineering (Since they’re connected, afterall), yet it’s more closed and requires more time to set up a proper Secure Area, and due to it’s close quarters theme, in the case of a siege it would make it hell on earth for Marines defending or attempting to push out.

From an RP View? LZ1. Reason is because it’s closer and more direct to Marshalls, and it the case of a bit threat occurring in the colony, the area where Civilians would try to hold out would be there; And LZ1 also gives a clear space where U-S-C-M Sniper teams can set up to scout the surrounding areas.

Verdict? LZ1.

Sorokyne Strata: I’ve never lead an operation as Commander on this map, but from seeing the WEBMAP I would say that LZ1 Should be the choice, as it looks to be more easily defendable; And yes, I see LZ2 Is closer to TeleComms, but TeleComms are of no use if Xenos flank us from the 20 different cave-holes and breach into the Landing Zone.

From an RP View I’d still choose LZ1, as it’s more established compared to the more rudimentary one on LZ2.

Verdict? LZ1 (For now..)

Kutjevo Refinery: None, I’d pull out the Ship from orbit, this map is pain.
Alright, jokes aside. From what i’ve seen, this map is either getting stuck on Medical, or getting stuck on Botany until one side begins to faulter.

Verdict? Aux. Landing Zone, I’ve got bad experiences with Dunes Landing.

New Varadero: LZ1 if the Sect. assigned to FoB has good numbers, as this LZ is bigger and requires more time, it also is closer to Communications in the Cargo Area, while also providing a direct connection to the Colony itself.
LZ2 If we’ve got less numbers on the FoB Sect; This LZ has a more open Space south of it compared to LZ1, it also provides more proximity to Engineering, but it’s still pretty far out.
This LZ also requires a lot of metal to properly cade the South of it (If you want to have more than one cadeline).

From an RP View: LZ1, as it’s right beside the UA Representative Office, and it’s a clear and immediate entry-point to the colony itself.

Verdict? For me it’s LZ1.

Trijent Dam: LZ1 Leaves for more room to move Sections compared to LZ2 and also has a direct way to the Reactors, as LZ2 you can only go East or North when you land and the Reactors are way more far away; Putting that aside, I feel that LZ1 is easier to secure, while LZ2 requires of more Supplies to properly secure it, and will possilbly only succeed if you’ve got a lot of men on the FoB Sect.
As of Comms Relay, I think that LZ1 Relays are more easy to recover and defend, compared to LZ2 Reactors.

From the RP View, LZ2 is the choice due to it’s proximity to Marshalls, which once again, in the case of a threat being present on the colony, would most possibly be the area selected to be defended by the Colony Population.

Verdict? LZ2.

It’s 2 am already and I don’t even know what im writing, so Im going to finish this with hybrisa being LZ2 because it’s closer to the Neroid P.D and has so much aura.

That’s it, i can finally sleep in peace

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Proof?

LZ1 Lv-624. I love the atmosphere of you entering the ruined colony. It was one of the first maps I played and it hit home why I love the visuals and presentation of the game.

Say what you will about the rest of the map and I do understand the detractors. But as a first time player coming down on the Alamo to that LZ1. Makes you feel like you are a Colonial Marine in one of the movies.

@imgxkiller. Good choices. I like you taking RP into consideration.

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fiorina LZ2 becomes the stronger LZ the moment you install alamo doorguns and get people with enough brainpower to use them and cade near them, then you have full ap scoped guns covings absicly all the paths to fob. this is true with a lot of maps that the less used lz becomes much better them moment doorguns are used. Doorguns are underused for how cheap and good they are. Also quite often the worse lz is just higer skill LZ when the weakpoints become traps for xenos like soro lz2. sometimes it can also be better to pick the lz furhter from comms in order to prevent pylon being close to lz and preventing strikes

LV: LZ1
Shivas: Whatever ends the round fastest
Solaris: LZ1
Fiorina: LZ2 (is that warden’s office? Whichever that one is)
CC: LZ1
Kutjevo: whichever, they’re both fine
Soro: SWAMP LZ
NV: east LZ
Hybrisia: south LZ
Trijent: LZ2

I don’t care about tactics, my opinions are completely correct and based solely on which LZs are the most FUN

To IMG and Duke’s point, whatever I walk out of the dropship that gives the atmosphere of “…something bad has happened here”. The blood and flipped tables in LV Nexus, the dead priest and graveyard in Big Red, the Warden’s office and final note in Fiorina.

Also CC LZ1 is less that but is closest to the largest selection of parkas and fashion is very important to me.

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