Phase Gates: Friend Or Foes ?

Flying-BastardFlying-Bastard Join Date: 2002-10-31 Member: 1859Members
<div class="IPBDescription">Why destroy em' ?</div> I'm not sure this has been posted already but here goes:

As everyone knows, phase gates can be used for rushes by marines, so aliens have the refle of destroying them. However, they can be used by BOTH mariens and aliens, being usefull for the two.. How many marines bases have been razed by xenocide-rushes or fade-rushes made using the phase gates ?
I say when you see a PG, build around 3-4 OC around it so marine can no longer get throurh it without getting killed (Aliens can still move freely to it). Most of the time, phase gates lead to the main base where the comm chair is, allowing easy rushes without walking through the whole map, which can be easily made with xenocide rushes at 3 hives. They can also be used to travel through the map like motion chambers.

I hope this make you Alien buddies learn to use what marines give you.

***many people already know this, this is just a little reminder***

Comments

  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    If you build oc's around it wont they destroy it??? (unless ofcourse you build them so close that a oc can't attack at that angle) Otherwise it is pretty hard to build around a phase without reinforcement marines jumping out and killing the gorge... but if you can then it would be usefull for transport it would make the phase almost useless for the marines...

    p.s I just realised a comm could just recycle it.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • coldfusecoldfuse Join Date: 2002-11-02 Member: 3929Members
    sometimes when you jump in to a deathtrap full of turrets and marines
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    I dub the phase gates 'frag node's <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    as observatory-> phase rush has become more and more popular, i've seen more and more commanders leave their bases WIDE OPEN <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    i've played in two games today where the aliens pulled a comeback victory by leaping into a phase gate and eating the main marine base from the inside out <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    If you see an unguarded phase, dont jump through it, EAT IT! The phase is the marines most valuable weapon and should always be the focus of attack - get it down before the TF if possible.

    The new patch (1.04) alters phase gate health to 2000, which means that 4 skulks rushing a phase can have it destroyed if they all bite it just 7 times each <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> May give aliens a better chance against phase rushes...
  • InsidiousInsidious Join Date: 2002-11-21 Member: 9553Members
    Most phase gates will either have marines or turrets at the other end, and you're blinded by the flash when you first come out... not a good situation. I jump through phases once in awhile to scare the marines, and cause as much havoc as I can. But the phase gate will either be destroyed by the OC's if you build up by it, rushed through by marines, or recycled. In any case, it's an advantage to the marines (except when you destroy it). Just jump through at the last second when you and some teammates have one nearly dead, and do what you can. But don't let them recycle it, why let them get more resources?
  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    If it's a large game and I can get to a phase gate, sometimes I like to hop in each phase gate, seeing where the marines are set up. And telefragging marines. Since a bunch of marines see you hopping into their base and leaving, chances are that a few will follow. Do this in a largish game and you can get a few marines telefragged. I think my current record is 4. Sure, I got shot to hell, but they were HMG marines taken out by a zany little skulk.
  • AllUrHiveRblong2usAllUrHiveRblong2us By Your Powers Combined... Join Date: 2002-12-20 Member: 11244Members
    Phase gates or only really usefull for aliens if:
    1)you have an onos/fade useing itto quickly get to the marine spawn
    2)you have 3 hives so skulks can use xenocide, or
    3)Marines are idiots and built their phase gate right next to the CC and had no turrets near it (which is getting more and more common these days)
    otherwise they are to dangerous to let live

    O, and by the way, there'es only one way to keep marines from useing the phase gate you want to use. Just build defense chambers all around it, so that when a marine teleports in, he can't move off the gate and teleports to the next gate before he has time to kill the chambers. This isn't fool prrof, however, as the smart(yeah right) marine will just jump over the D chambers.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    Bad advice in my opinion.

    Phase Gate Rushing should only be used in <i>very</i> special situations.

    9.999-time-out-of-10 it is just better to destroy them.
  • Pi_GiPi_Gi Join Date: 2002-03-16 Member: 324Members
    I like to leave them running and create death traps of my own around them.

    Plus, then you get a quick access to marine base(usually). but destroying them is usually a good option (early mid-game.) If you've already basically won, hop through. Wreak havoc.
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    If you actually MAKE a death trap around a Phase Gate...then the Commander can just Recycle it and leave your Offense Chambers sitting there uselessly.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--Catgirl+Dec 24 2002, 08:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catgirl @ Dec 24 2002, 08:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you actually MAKE a death trap around a Phase Gate...then the Commander can just Recycle it and leave your Offense Chambers sitting there uselessly.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Exactly.

    Wasted time erecting the chambers.
    Wasted resources on chambers that could have better use elsewhere.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--Mercior+Dec 23 2002, 06:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mercior @ Dec 23 2002, 06:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you see an unguarded phase, dont jump through it, EAT IT! The phase is the marines most valuable weapon and should always be the focus of attack - get it down before the TF if possible.

    The new patch (1.04) alters phase gate health to 2000, which means that 4 skulks rushing a phase can have it destroyed if they all bite it just 7 times each <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> May give aliens a better chance against phase rushes...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Good call.

    Lots of people make the mistake of going for T-Fac first.
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    Keep in mind that the phase gate patches one major weakness of the marines. Their mobility. Marines w/o jetpacks are extraordinarily slow (when compared with a skulk, lerk, or blinking fade.) If you leave the phase gates alive, the marines have a way to instantaneously get behind you. Even if you spam turrets around the gate, a smart player, and a commander on speed might be able to just jump out of the situation. And then you have marines behind you, and you don't have any warning.

    So, IMHO, kill the gates, and quickly. A marine is always better than a turret, (they are healed easily, they are mobile, and they are (usually) more intelligent) if you can stop the marines, the turrets can be taken out without much worry.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    You should NEVER leave a phase gate standing. EVER. They allow the marines to reinforce the location quite easily. Forget about building deathtraps or guarding them - I've seen a co-ordianted marine team have four HA\HMGs pop deploy through a phase gate IN SYNCHRONISATION.

    The argument for leaving them intact is a good one, but there's another way around it.

    I was playing as Kharaa on Bast once. We had feedwater, they had engine under siege cover, and they had refinery defended better than any I've ever seen before. You couldn't get into it - because of the distances involved you couldn't close the distance without being cut down by LMG and turret fire.

    Anyway, although we failed dismally (since I was the only one doing this) I managed to repeaedly attack the Refinery turret factory by running into the marines' spawn (as a skulk), dodging the turrets and using their OWN phase gate to get to refinery. Had I had more time and more people helping we might have got somewhere (there were five turrets around the TF on the other side. Difficult, but not impossible and certainly easier than going in the front). This was so good because since I used the phase gate in THEIR base, which was already defended, the commander wouldn't have recycled it, and couldn't "defend" it because it already was. I managed to get into the PG without losing any health by hte end of the game.

    So anyway, don't leave phase gates intact in an outpost you've trashed; find a small outpost and leave the whole thing intact. Dodge the gunfire and hop in the 'gate anyway. This has the advantage of not alerting the marines to your presence by the fact that one of their bases is under attack.
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