Phase Gate Is Too Weak

PaqPaq Join Date: 2002-12-15 Member: 10876Members
I was playing at......eh.....damm i don't remember those map names (hives: sewer, ventilation, generator). Marines had locked sewer and generator and they were attacking against the ventilation. They have putted about 6-7 sentry's in sewer. At least 4 of them was able to shoot at phase gate direction. We rushed with three skulks and took that phase down, while gorge was building OC's at both entrances which leads in to the sewer hive.

I mean that it was too easy to destroy that phase. Marines had pretty well secured that place, but taking phase out wasn't a problem.

Phase gate energy = 2000
Skulk bite 75 / per 0.6 seconds = 26 bites and 16 seconds (and phase is down)
With three skulks = 26 bites and 5.3 seconds

So marines had no change to teleport them selves in sewer before phase gate was destroyed.
And when the gorge has blocked both entrances marines couldn't come back and save those turrets.
Few more rush and we got TF down.

I think that old phase gate energy was much better, or it should at least be like 3000.

It was pretty hard to take out phase in 1.03, because when rushing you always accidentily teleported trough it. Now in 1.04 you can jump on top of that phase and destroy it...

What do you guys think?
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

Comments

  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    Personally, I think Phase hp is ok as it is. Before 1.04 they were hellish to try to get down under the fire of more than one turret. I'm surprised that 4 turrets didn't at least take down 2 skulks, heh. Maybe they hadn't gotten upgrades at all or something. Maybe the phase hp could be boosted a bit, with the "use" function retained. I dunno, I kinda like them the way they are.

    Oh, and your map was Caged.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    Well actually we all died <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> We just managed to take out that phase before it happened. Not sure about those upgrades, i think that weapons were at least level 1 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    The only maps which i remember by name, is hera (my favourite) and eclipse (the map i hate most) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KMOKMO Join Date: 2002-11-07 Member: 7617Members
    I think the combination of changes in 1.04 has made them a <i>little</i> too easy to destroy. You can now chow down on them much more easily cos of the use key thing. I'd boost the strength back up to 2500 from 2000. (It was 3500 before, right?)
  • DraxoDraxo Join Date: 2002-11-22 Member: 9653Members
    Phase gate is absolutely fine as it is..

    [cheese]with great power comes great responsibility[/cheese]

    when you put them somewhere that is able to be so easily taken, the thing deserved to be eaten, hehe =p

    Defend them well and you got yourself a winning structure.. just be careful with em for proper use.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    the problem was that phases used to be able to actualy lock down a hive.

    Did ANY of the marines teleport in? (dosn't sound like it)

    in a situation where you were (all 3 skulks died just after the phase went down) if one or 2 (5 secs is pleanty of time for that) had come in then their added fire power would have probably saved the pg and then have been able to weld it. Look you guys did better then they did ;D
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    phasegate strength got reduced in every patch from 1.0 1.2 1.2 1.3 to 1.4
    it just got better and better.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    basicaly it only started being WIDELY used in 1.04 (I know comms who have done it WELL from 1.0, but in 1.03 and 1.04 it was really properly used
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    In that situation, what did you want to happen? The phase to stay up and need to be taken down with Fades? You talk lke you want phases to mean an unpenertrable base. What then when the marines use phases to take 2 hives?
  • Trevelyan_006Trevelyan_006 Join Date: 2002-11-02 Member: 3876Banned
    thing about it is... if you are on any offensive at all, you have no marines near a phase to stop that 5 second destruction time, even if you factor in another 5 seconds when you know that the marine defending it died (i usually have a marine in a hive at all times) and there is no one there... half the time i just put the base phase right next to the com chair, and hopp out and scream at the same time to get to the hive... but 89% of the time i get chomped on my way off the phase...
  • ignotignot Join Date: 2002-10-30 Member: 1762Members
    You say the PG went down just before you died. Had there been a Marine guarding the hive, things probably would have been different.
    A hive is an important location, it should not be able to be held with just automated defence.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--Thansal+Feb 10 2003, 08:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thansal @ Feb 10 2003, 08:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Did ANY of the marines teleport in? (dosn't sound like it)

    in a situation where you were (all 3 skulks died just after the phase went down) if one or 2 (5 secs is pleanty of time for that) had come in then their added fire power would have probably saved the pg and then have been able to weld it. Look you guys did better then they did ;D <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In 5 seconds? No.
    They were attacking against the ventilation like i said. And propably the commander were watching after them and dropping med packs. In 5 seconds, i dont think that the commander did even realized that phase is now going down, because commanders hears all the time that "base is under attack". And even if com would know that phase is under attack, i dont think that the marines could manage to phase in time.

    And we were also on top of that phase biting it. So if marine would come in, he would be eaten instantly.

    Server had 12 players, so they had all of those 5 marines attacking at ventilation. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--Draxo+Feb 10 2003, 07:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Draxo @ Feb 10 2003, 07:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Phase gate is absolutely fine as it is..

    [cheese]with great power comes great responsibility[/cheese]

    when you put them somewhere that is able to be so easily taken, the thing deserved to be eaten, hehe =p <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It is sometimes pretty hard to defend phase in small rooms, like sewer. We easily dropped down up there from those "pipes" and managed to start biting phase before the turrets started to fire at us.

    I get your point. For example, in eclipse hive is pretty easy to defend phase by sentrys.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--Mart+Feb 10 2003, 08:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mart @ Feb 10 2003, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In that situation, what did you want to happen? The phase to stay up and need to be taken down with Fades? You talk lke you want phases to mean an unpenertrable base. What then when the marines use phases to take 2 hives? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I didn't mean that you need fades to take out one single phase.
    I just meant that because there was pretty much turrets (and server was small) it was too easy target. If its energy would be same as 1.03 (3500) then we had to do two rushes instead of one to take it down.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I like the fact that the potential power of phases (almost instant transportation of marines to hot spots on the map) is balanced by the relative ease of destroying them. There's gotta be some weak spot to them.
  • babygirlbabygirl Join Date: 2003-01-16 Member: 12378Members
    I think the lesson here, which should be something that's already painfully obvious, is: don't leave your phases unguarded.

    The solution isn't to raise PG hp. All that does is reinforce the "let's just plop down a dozen turrets and a phase in the hive and never look at it again" mentality. Most marines don't realize that it's good to have a person or two phase hopping the whole game in order to keep an eye on the hives. Hive defense should be an active mission, not a passive given.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    <!--QuoteBegin--RhoadsToNowhere+Feb 10 2003, 11:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RhoadsToNowhere @ Feb 10 2003, 11:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's gotta be some weak spot to them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    not forgetting the fact that they can be used by aliens to hit you where it hurts <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    all you need is a phase and an HMG to protect a hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    actually babygirl said it best.
  • NicatorNicator Join Date: 2002-12-15 Member: 10829Members
    Use the mines, luke. A single pack of mines placed on the floor around a phase protected by turrets will almost always give you the time to save it. It's a little expensive, but I'd rather have a couple of packs of mines around that thing than an extra turret.
  • pdubpdub Join Date: 2002-12-15 Member: 10838Members
    phase gates are not too weak. I'd even think about raising their cost to 30 res to reduce the newbie dependancy on them even more. Marines need to know how to walk from point A to point B. Marines also need to work for their win, if you have nobody defending a key location and the aliens rush it, then they should be able to take back that location. Overly secure phase gates in 2 hives plus good marines who phase gate hop will lead to a marine victory 9 times outa 10. Phase gates are still very powerful things to have.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    one gorge at each entrance and three skulks sacrificed at the pg, while marines had two hives means that the marines were probably wasting your ventilation hive while FIVE aliens were busy elsewhere. id say the marines still pwned the hell out of yall 15 seconds after losing the pg to sewer? sounds like perfect balance to me.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--Zel+Feb 10 2003, 03:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zel @ Feb 10 2003, 03:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> one gorge at each entrance and three skulks sacrificed at the pg, while marines had two hives means that the marines were probably wasting your ventilation hive while FIVE aliens were busy elsewhere. id say the marines still pwned the hell out of yall 15 seconds after losing the pg to sewer? sounds like perfect balance to me. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No, there was only one gorge blocking both entrances <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    The other gorge was building OC's in ventilation and there was LOTS of them.

    Marines didn't had HA or GL, so taking those OC's down with <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> was pretty slow and we had plenty of time to rush in to the sewer after the phase was destroyed. We also had 3/4 of the res nodes at that map.
  • pdubpdub Join Date: 2002-12-15 Member: 10838Members
    how does 1 gorge build in both the entrances to sewer? oh yeah, they had no actual D. plus, by the sounds of things it was already game over... what were they going to run in through the phase and knife away your 3/4 map resources worth of chambers? This is all besides the point anyways, phase gate HP is not a problem in NS. IMHO.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--pdub+Feb 10 2003, 03:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (pdub @ Feb 10 2003, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how does 1 gorge build in both the entrances to sewer? oh yeah, they had no actual D. plus, by the sounds of things it was already game over... what were they going to run in through the phase and knife away your 3/4 map resources worth of chambers? This is all besides the point anyways, phase gate HP is not a problem in NS. IMHO. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well that is not a problem. First he was building OC's in that room (dont remember the name) which is between sewer and ventilation. There is that one res node and behind it is that small vent which leads you in ventilation hive. Then he evolved to skulk, rushed over those turrets which was in sewer and then went back to gorge and blocked that other entrance.

    And those res towers what we had was well defended and marines had to keep pushing in vent and defend their base, because we did continiously rushing in there.
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    PG is fine the way it is. There are plenty of good reasons in this thread for why that is. If you plop a PG and give orders for your men to move out, you better have enough res to farm up the PG location.

    You do realize that 3 skulks can kill a turret without dying, in fact if the turrets are close together the 3 skulks can kill 2-3 turrets before all of em die. Most of the time the TF is only defended on each side by 2 turrets, so once those are gone the TF is toast.

    I think the evolution of the gameplay will lead to a more active marine role in defense. Meaning that you use the turrets to support the marine defending the spot, not rely on the turrets blindly to defend the whole place.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    edited February 2003
    <!--QuoteBegin--GreyPaws+Feb 10 2003, 03:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GreyPaws @ Feb 10 2003, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You do realize that 3 skulks can kill a turret without dying, in fact if the turrets are close together the 3 skulks can kill 2-3 turrets before all of em die. Most of the time the TF is only defended on each side by 2 turrets, so once those are gone the TF is toast. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well i had to agree with you, you have a point.

    Actually you can take one sentry out with one skulk without dying, if you keep strafing around it.
    So yes, with two rushes we could take all of those turrets out or then the TF and after that the phase.

    Edit:
    But it takes lots of time to do that and in that time commander could alert few marines in sewer to protect it...
    It was faster and easier to take out phase first and after that those turrets one by one
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    I believe that flay actualy has stated that he does NOT want automated bases, he want's to force marines to defend their spots, to give em a chance he then allso has PGs
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