Remote Bases

JessenJessen Join Date: 2003-06-02 Member: 16949Banned
<div class="IPBDescription">The remote Bases</div> When conquering a hive location, and not re-locating, I find it is most effective to litally build a base there, with IP's and an Armory. Although it is alot more reseources, its a tighter hold. When I command, I like to do this because it gives the aliens a hard time when trying to take back a hive, its like trying to attack a main base, very hard, and you need alot of work. Maybe I am not seeing it from all angles, which is why Im posting here. So what do you think?
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->

Comments

  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Just build a phase gate. Seriously.

    Extra IP's somewhere else will make it random where you spawn, and you could very well spawn somewhere you don't want to be. It also costs more than phase gates.

    An armory is often useful in other locations, however.
  • JessenJessen Join Date: 2003-06-02 Member: 16949Banned
    Yes, true IPs to random spawning, but you also get backup to spawn in your Remote Base. Which forces people to fight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BigMadSteveBigMadSteve Join Date: 2003-02-12 Member: 13472Members
    Phase + a pack or two of mines = you just capped a hive.
  • JessenJessen Join Date: 2003-06-02 Member: 16949Banned
    Thats true, but when your mines go off? Say they take out your Phase, no backup, its gone. IPs = Spawn in right away <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Its in my opinion that constant pressure on the aliens is a much more effective way to control hives. Map control derives from most of the team pressuring aliens rsr expansions and gorgs and if succeeding beyond first objectives control of the aliens main hive. The rest of your team can starting the booming strat by rsr expansion which can be intertwined with constant upgrades. If map control cannot be implamented, rushing tech then implamenting map control is always the second option.
  • big_fat_c0wbig_fat_c0w Join Date: 2002-12-30 Member: 11595Members
    building anything beside pg and some mines is a luxrauy... this above will stand for a while.. if you co to pressure the A that what u need the all game. .armory are useful only with GL they cost tons of res(35) and ip??? that the CC(30) +ip (22)!!1.. u can get jp hmg with that res.. those above things might be good if you are going for boring long useless game but if you want the game to move and to be fun then **** hives lockdown and etc. .pg 2 packs mines.. that's it.. get rt"s upgrades and start slughter aliens while <u>attacking</u> them
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    imho the "boring long games" are much more fun that the jp rush games.... which is why i always get heavy.. NOT JP...

    ~Jason
  • Red_WizardRed_Wizard Join Date: 2003-05-13 Member: 16241Members
    <!--QuoteBegin--SDJASON+Jun 3 2003, 09:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJASON @ Jun 3 2003, 09:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> imho the "boring long games" are much more fun that the jp rush games.... which is why i always get heavy.. NOT JP...

    ~Jason <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Exactly... besides, I've seen too many JP rushes fall face-first, but HA trains tend to get the job done.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    I think everyone is sick of the jp rush, altho it is fun running up walls trying to bring the buggers down. The painful part is after all that work 5 mins later and even stronger the rines come floating back in. Trying to bring down heavies is fun too tho if they rn't too teched.


    - RD
  • zeimizeimi Join Date: 2003-04-11 Member: 15407Members
    <!--QuoteBegin--Jessen+Jun 2 2003, 08:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jessen @ Jun 2 2003, 08:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thats true, but when your mines go off? Say they take out your Phase, no backup, its gone. IPs = Spawn in right away <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, but what if they instead of the phase they take out the IP?

    A PG costs around 25 rps. A CC and n amount of IPs cost 22n + 30 rps. IMO an IP is easier target to bite down than a PG. 3 IPs is maximum spawn speed (correct me if I'm wrong). 1 IP in "remote base" means random backup (1/3 spawning backup there if you have 2 IPs elsewhere). PG means that all of your spawning troops can be commanded to use PG when they spawn (100% of spawning troops backup). If marines are so incompetent that they just hump the armory while outpost is under attack, well, I'd think that they couldn't even hit those skulks on the other side.

    I wouldn't do anything like this unless my troops were completely noobs who hadn't binded moving forward or use key.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    You're wrong. spawn speed is always the same. A marine will always be dead for at least 10 seconds before being put in the respawn pool (it's how long it takes the marine to be stitched together again, amazing isn't it?). an ip's cooldown time between transporting marines is 7 seconds. The marines just wait in line to be transported from the respawn pool (or a nearby medical facility or whatever you want to think it is). If there is more than one ip, the congestion just gets relieved because now 2 marines can be sent at once back to battle. I once built like 6 IPS while doing an alamo type fight-till-the-bitter-end fight against 2 hive aliens at Geenrator hive, and every 10 seconds I had the equivalent of a distress beacon...at the hive too, not at the original spawn.
  • zeimizeimi Join Date: 2003-04-11 Member: 15407Members
    Thanks for the info meatshield. I've just heard from someone that more than 3 IPs don't count when sucking marines from spawn queues and never dared to even try myself.
    And by spawn times I meant the queuing time, not the time between dying and respawning. Quite difficult for me to put these things to words it is <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    No problem. Always glad to help people relieve themselves of misinformation. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sign In or Register to comment.