Phase Gates: Friend Or Foes ?
Flying-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***
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
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-->
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-->
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...
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.
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.
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.
Exactly.
Wasted time erecting the chambers.
Wasted resources on chambers that could have better use elsewhere.
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.
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.
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.