A wall is 8 C4. A door in that wall is 1. Every base is exactly as strong as its entrances, and the entrances are where most bases are lost: to a Halligan bar, to a single charge, or simply to a door someone left open.
How doors and gates behave
| Piece | Menu cost | HP | C4 | Size | Notes |
|---|---|---|---|---|---|
| Door | 14 | 500 ‡ (2,200) | 1 ‡ | 1 cell, 3 m high | team-only, auto-closes after ~60 s |
| Gate | 52 | 5,320 | 2 | 4 cells wide, 3 m high | team-only vehicle gate, swings open |
Both open only for your team. Enemies get through with a Halligan bar (an infantry tool), by hacking the console (which flips the whole base to them), or with explosives. Doors close by themselves after about a minute; a player standing in the frame blocks the close. Gates need room to swing: two gates in line need at least six cells between them so both can open.
Rule 1: never in line with the console
Stand outside your base at each door and gate. If you can see the console, so can a rocket. Offset every entrance from the console box door so the path from outside bends at least once. In the Duo FOB Core the vehicle lane ends at a wall and the console box opens sideways.
Rule 2: two doors, one cell apart
The infantry airlock is three or four large blocks and a second door forming a one-cell vestibule outside (or inside) the first door. It costs about 70 supplies and turns one C4 into two, plus a second Halligan cycle under fire. Never leave both doors open; the auto-close does it for you after a minute, but a breach happens faster than that.
The console box with airlock is the first thing every FOBplans base builds: 294 supplies that make the 30-second console hack a two-door problem.
Rule 3: the vehicle airlock
Trucks need a gate; a gate is two C4. The answer is two gates with a corridor between them:
- Outer gate on the ring face that faces the road, not the console.
- Corridor walls on both sides of the four-cell lane, at least six cells deep so both gates can swing.
- Inner gate that does not point at the console; ideally the lane turns 90° behind it.
A breach of the outer gate buys the attacker a corridor covered by your bunkers, not the base. The vehicle airlock module shows the geometry; the logistics hub uses an entry airlock and a separate exit gate so trucks never turn inside.
Rule 4: doors are for people, stairs are for bases
Every door is a one-C4 weak point. Large bases replace interior doors with HESCO stair steps (small blocks) over a wall: attackers can also climb them, so use stairs only inside the outer ring and keep doors for the perimeter and the console box.
Rule 5: the forced-crawl corridor
A door with a Recon Tent placed directly behind it forces anyone entering to crouch through the tent; barbed wire beside the tent punishes the ones who try to go around. It is cheap (about 35 supplies) and turns a breached door into a queue of crouching targets for the bunker behind it.
Attacker’s view
What an attacker does, so you know what to build against:
- Looks for a door on the console side, plants one C4, opens the console in 30 seconds.
- Rams the gate with a truck; a slalom of hedgehogs in front of the gate drops the truck to walking pace.
- Waits for a door to be opened and follows the defender in; airlocks stop that.
- Climbs a two-high wall from a truck roof at a corner; hedgehogs on the outside corners deny the parking spot, a second wall layer denies the jump.
Everything above is data-only until the in-game check; the door HP (500 or 2,200) and C4 count (1 or 3) are on the verification list.
Sources: steam-skivin · steam-cheekbuster · allthings-cluster · wardogs-zone-db · yt-voidknight-gate · fobplans-research