Phase Gates

Alias20Alias20 Join Date: 2003-04-05 Member: 15212Members
<div class="IPBDescription">Might Want To Leave Them Standing</div> Our team just repulsed a rush on computer core on ns_eclipse. We took down the turret factory and turrets, but our gorge asked us to leave the phase gate up. He had lots of res saved up and quickly put down five o chambers around the gate. Sure enough, six marines came running through the gate one at a time to defend the lost base only to be ripped up by the towers and waiting skulks. We could then group up in computer core and rush through the phase gate to overwealm marine start, bypassing the mines covering the doors. This turned the game as we forced a relocation to maint and kept them confined to that one res node for the rest of the game. Eventually the o chambers took out the phase gate, but they killed a good number of marines haplessly caught in our trap.

In general, I would recommend killing the phase gate first as it cuts off further reinfocements at your point of attack. But if you have a good combat gorge and the situation allows for it, think about setting up a marine killing field with your newly captured phase. If the marines try mining the phase gates in other locations, if you don't move while you press use on the gate you won't stumble into the mines when you arrive on the other side. This gives you time to jump off the phase gate on the other end and avoid the mine trap.

Cheers,
Alias20
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Comments

  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    edited April 2003
    Very interesting idea, but very risky too. If the marines jumps trought the phase together (maybe equipped with hmg and other nasty stuff), you might lose that place, because you didn't kill the phase and instead waited for a gorge to put some OC's up.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the marines try mining the phase gates in other locations, if you don't move while you press use on the gate you won't stumble into the mines when you arrive on the other side. This gives you time to jump off the phase gate on the other end and avoid the mine trap.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Problem with this is that if you stay on top of the phase on the other side to look for mines and another skulk phases after you....*SPLAT*, you are dead <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Oh and once we turned the phase gate to the Onos trap <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    There was 3 onos around the phase waiting and when the marine teleported trought it.....well i think you can imagine what happens after that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    edited April 2003
    But a smart comm could recycle the phase.
  • TorgoTorgo Join Date: 2002-12-30 Member: 11626Members
    <!--QuoteBegin--tseepra+Apr 28 2003, 04:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tseepra @ Apr 28 2003, 04:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But a smart comm could recycle the phase. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Where is this proverbial "smart comm" that everyone refers to that <i>always</i> does the right things at the right time and always has a counter for EVERY single thing the aliens do? Tell me, I'd like to meet him.
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    <!--QuoteBegin--Torgo27+Apr 28 2003, 09:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Torgo27 @ Apr 28 2003, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--tseepra+Apr 28 2003, 04:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tseepra @ Apr 28 2003, 04:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But a smart comm could recycle the phase. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Where is this proverbial "smart comm" that everyone refers to that <i>always</i> does the right things at the right time and always has a counter for EVERY single thing the aliens do? Tell me, I'd like to meet him. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    As would I. I've got a bone to pick with that fellar, seems to always be hiding.
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    The OCs should destroy the PG pretty quick... But it's a nice thing, like buildind an OC near a CC so the comm will hear "Command console is under attack" all the time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    i think the "perfect comm" your looking for is Barney (not the dinosaur). i use a tactic similar to this. when i hear a phase gate go up at base and i notice they dont have mines i always jump in it and most likely will catch the rines setting up an outpost off-guard. personally i dont see alot of PG alien travel in pub games (first cause they get shot up alot by t's and second they sometimes are hard to get to) it also easily lets you know what the comm is planning so you can anticipate his next move. (yea brought in a little chess tactic there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    edited April 2003
    What you do is have a gorge put a dc or something not an oc on top of the phases then you can use the phase gate without marines comming back through(or you)
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    nice avatar =D


    I always go thru a PG when I'm aliens, becuase thats a good way to get past all the defences
  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    Or if you have 2 hives and you haven't ended the game yet. (slackers.) Web the phase, set up 6 Def chambers and until the comm recycles it, you have a staging base for fades.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Put it this way. If you're attacking a critical outpost, destroy the phase. On the other hand, if there is a spare phase lying around somewhere then use it.

    You don't have to kill the defenses of a base to use its phase gate. Find yourself a base other than the one you're attacking (it can even be the marine's spawn) and hop in.

    The thing is, the phase gate of a base which you want destroyed is going to do more harm to you when it's functional than keeping it alive will help you. Don't leave phase gates standing (or aim to kill everything else), but pop in to marine bases to make use of them.
  • UntitledUntitled Join Date: 2003-02-09 Member: 13348Members
    Hmm...good point, but what I always tend to do is jump thru the pg whenever possible. Thus creating confusion and chaos within their base. Then the comm will waste more res defending their pg, and so on and so forth.
  • nethyrnethyr Join Date: 2002-12-23 Member: 11405Members
    I hate to bring this up, but what about building a non-offense chamber directly on top of the phasegate? hence rendering it a one-way phasegate that marines cant enter, but you can use to reach the marines until the commander recycles it?
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    Yes, if the outpost is lost the comm should recycle the gate.

    I remember losing a game because my teammates didn't take the gate in the marine start (which we were destroying) like I was repeatedly and loudly telling them to. You see, they had 1 marine left alive (comm was dead) building an CC in port engine. He killed me with the help of turrets when I took the gate from MS. Naturally, I informed my team of this, expecting the game to be shortly over.

    I watched helplessly through the team chase cam as my 3 idiot teammates killed the gate instead of taking it. My desperate cries "Take the gate, the last marine is building an IP in port engine!" "OH MY GOD STOP!! DON'T KILL THE PHASE!!!! USE IT!!!! LAST MARINE IS BUILDING IN PORT!!!" went unheard.

    When the marines spawned, they pushed toward subspace and we lost to siege in mother interface. *sigh*
  • Mr_EdMr_Ed Join Date: 2002-11-04 Member: 6867Members
    it is simple... a perfect comm will never exist and phase gates are great for aliens to stage large attacks into marine base.

    I have racked up many a kill jumping through the phase and nailing all the 'rines humping the armoury.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    Well, don't mines do around 100 damage or something? You <b>can</b> place mines on <b>top</b> of the phase gate. There's enough room for 4. That's enough to take out a Fade.
    Which reminds me, one time the commander spammed mine packets on infantry portal so we got mines when we spawned, even while they were acid rocketing the base. I spawned next and they were inside the base, clawing away (2 of them). I immediately dropped the LMG and started laying mines on the ground near the 2 fades, picked up another one, they noticed me, and attempted to come toward me and lead me to my bloody death with claw marks on my skull. But they walked into the 8 mines I layed down randomly on the ground. I survived. They died. However, my triumph and laughing was soon cut short as an Onos came in.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    hmmm , taking phases is great fun... and mines on them are useless if you're used to avoid them , like when munching IPs , the +use range is quite sufficient for that. You can also find hidden gates and chomp clueless HA builders.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--Mr_Ed+Apr 30 2003, 10:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr_Ed @ Apr 30 2003, 10:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it is simple... a perfect comm will never exist and phase gates are great for aliens to stage large attacks into marine base.

    I have racked up many a kill jumping through the phase and nailing all the 'rines humping the armoury. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    1: Always overestimate your opponent. The perfect commander doesn't exist, but assume that he's infallible.

    2: Allowing an easy way of netting kills is not what recommends the phate gate strategy.
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    to get back on topic....

    Personally, it's a neat little trick that is decribed here... but I'd rather bite 25 ress to bits than let it live to do some risky tricks and spend 80 ress on OC doing that neat trick... Rather build another hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    <!--QuoteBegin--SoulSkorpion+May 1 2003, 06:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ May 1 2003, 06:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1: Always overestimate your opponent. The perfect commander doesn't exist, but assume that he's infallible.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is a mentality that should be applied to every competitive game you play. When you assume your opponent is much better than you and is doing everything perfectly and you adapt your playing style accordingly, if he ever surprises you, it will always be pleasantly so. Never "oh crap I didn't see this coming/think he could pull this off" which would most likely cost you the game.
  • nethyrnethyr Join Date: 2002-12-23 Member: 11405Members
    then again, along the tao/zen lines... never underestimate the mind of a child (n00bie)... they may be -much- less effective, but they wont follow the conventions youre used to and may end up having accidentally built a CC on top of your hive that you didnt notice or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • The_GunslingerThe_Gunslinger Join Date: 2003-01-08 Member: 12031Members, Constellation
    Best way to keep a PhaseGate for only YOUR use is put an OC on top of it. It allows one way travel. You can still take the PG that the OC is on, but you can't travel TO the PG that the OC is on. Don't try and build the OC with your +use key though... You'll take the PG instead <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • PetitMortePetitMorte Join Date: 2002-11-06 Member: 7232Members
    What I like doing with phase gate is to web em up real good. Remember that the marines appear OVER the phase gate, floating about a foot in the air. Zing your webs back and forth thru that space, drop a few d-chambers nearby, then lob a few spitwads into the gate itself to gt some attention. Pretty quickly a marine will pop thru to save the gate and immediately become immobile and webbed. Usually at that point he starts yelling for help, and, by an ironic twist, seals his own fate.

    That's when you start chuckling. Just stand there chuckling. Then the second marine phases thru and telefraggs his buddy. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> wewt!

    Health-spray that one to death once he steps off the PG into your webs. Wash, rinse, repeat.

    The telefrgging usually only works on servers where the marines are stupid, but webbing the space over a phase-gate is ALWAYS a good thing to do. Ticks em off real good. And remember that you can create webs at an almost infinite distance. Just stand out of the turrets' range and web up the phase.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    On many servers I have played on, placing an AC on top of a PG is considered an exploit. Besides, people can just bing '/stuck' onto a key, and problem solved.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    If you can afford to waste a gorge, and you have hive 2 capabilities, just send the gorge through the phase gate and spray as much web as possible around the marine start, this will really annoy the marines.
  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
    All the above strats (or laughs) work. The main thing is to distract the forces from the pg and focus the main attack on the tf, which powers the turrets that kills skulks and gorges. After the tf, then kill the pg so they don't pull a big rush (which again wouldn't work if u did the above things, but just in case).
    I dislike most when skulks try to kill the TURRET itself rather than the pg or tf. It sickens me.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    <!--QuoteBegin--Javert+May 4 2003, 02:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Javert @ May 4 2003, 02:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> All the above strats (or laughs) work. The main thing is to distract the forces from the pg and focus the main attack on the tf, which powers the turrets that kills skulks and gorges. After the tf, then kill the pg so they don't pull a big rush (which again wouldn't work if u did the above things, but just in case).
    I dislike most when skulks try to kill the TURRET itself rather than the pg or tf. It sickens me. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You should know that any competent commander will lessen the exposure of the TF , and places the turrets to have them protect it rather than <i>protect each other</i> (well it is possible to do both in certain places , but not obvious)

    This means that one or more turrets can be eaten without being exposed to other's fire. A skulk can each such turrets in no time , while others will die after 3 bites at the TF. On the other hand , if skulks attack the TF and the turrets simultaneously , the whole farm will be down faster (turrets attack closest skulks , so the TF munchers will live longer) provide no marine welder comes by.

    Lerks have little chances of destroying the TF. Instead , they stay in the range of a DC and shoot at the nearest turret while being marginally exposed. The goal of a lerk is to destroy turrets and ennemies one by one.
  • Alias20Alias20 Join Date: 2003-04-05 Member: 15212Members
    When you attack a fortified position you need to focus on the phase gate first. It cuts off the marines ability to reinforce an area and makes clearing the TF and turrets a much easier task. If you drop the TF first, the second wave of reinforcements will be able to cut your attacking force down and **** a new TF before your team can mount a second offensive.

    Sometimes attacking specific turrets can make attacking the TF much easier. For example, if there's only one turret covering a angle on the TF. A cara skulk can munch through one turret without too much trouble. And being able to bite the TF without having to do fancy circle strafing or running off to heal up is always nice too.

    If you happened to leave the phase up and running and if your gorge has the resources to spend and if the marine's have turtled heavily in their base, you might want to consider leaving the phase up for easy access to the marine base. This isn't a "surefire way to win" or anything, but can provide your team with an important advantage if the circumstances present themselves.

    Cheers,
    Alias20
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I think whether to kill the tf or the pg first depends on the situation. Sometimes you can kill the pg and then all of you get killed by turrets, other times you can take down the tf and marines come in and kill you. It is probably best to take out the least defended one first, since that can be done faster and improve your chances of taking down the other one.
  • Dunkin_DynamiteDunkin_Dynamite Join Date: 2003-02-08 Member: 13260Members
    <!--QuoteBegin--briguy992+Apr 28 2003, 04:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (briguy992 @ Apr 28 2003, 04:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think the "perfect comm" your looking for is Barney (not the dinosaur).. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    dudes0r where did you get your avatar?
  • Dunkin_DynamiteDunkin_Dynamite Join Date: 2003-02-08 Member: 13260Members
    edited May 2003
    <!--QuoteBegin--Pjofski+Apr 30 2003, 12:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pjofski @ Apr 30 2003, 12:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, don't mines do around 100 damage or something?  You <b>can</b> place mines on <b>top</b> of the phase gate. There's enough room for 4. That's enough to take out a Fade.
    Which reminds me, one time the commander spammed mine packets on infantry portal so we got mines when we spawned, even while they were acid rocketing the base. I spawned next and they were inside the base, clawing away (2 of them). I immediately dropped the LMG and started laying mines on the ground near the 2 fades, picked up another one, they noticed me, and attempted to come toward me and lead me to my bloody death with claw marks on my skull. But they walked into the 8 mines I layed down randomly on the ground. I survived. They died. However, my triumph and laughing was soon cut short as an Onos came in. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yeah I love jumping the fades with mines. It is better when they are contact with your buildings; in actual combat you actually have to live while placing mines and still get them to jump into them without blinking away or aciding.

    Comm shoulda spammed more mines for the onos, but it's not the easiest thing to predict of course, less he had motion tracking or other available intel. Plus he might not trust his troops, plus the fades might still be alive might actually take time away from slashing buildings to notice etc etc lol but it nice to dream <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
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