Ips?
Pho3niX
Join Date: 2003-09-22 Member: 21118Members
Simple Question: How many IPs can be working at one time? lotsa people say its just two, but i disagree <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> , just try building 4 or 5 in-game... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
LOL, or they'll just acid rocket them. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
For aliens, they spawn in after 7 seconds per hive.
3 hives == insane spawn rate for aliens, lol
1.04 ip cap was at 2
Actually, it's random which IP you spawn through. Try playing a game on your own, build 4 IPs, and observe that you spawn from them randomly.
I don't like telefragging sometimes...some marines can be cheap. Like sticking a TF in the corner in their main base...and then putting the two IPs next to it and a turret on top of the TF so that if you're biting the TF from the side, you'll probably get telefragged, and if you're biting it on top, you'l still getting hurt pretty bad.
I usually don't build extra IPs for kicks... I usually fill a hive with electrified TFs <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Kharaa NEVER get through. Even an Onos dies in about 3 seconds of exposure to the deadly room.
we ended up relocating 4 more times until we relocated to another spot and the aliens got over confident.
Our com then made a elect tf next to the com chair and made a tight ring of 8 ip's around it. Since they were all ono's we telefragged about 4 of them when they attacked next time after an hour or so of more play the admin got annoyed at the stalemate and changed the map....
however the ring-o-frag is a solid defense when all the rines die before they can bust out their pistol. near the end the life expectancy of the rines was about 30 seconds which happened to be long enough to lay a few mines at see a few onos die by knives <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
For aliens, they spawn in after 7 seconds per hive.
3 hives == insane spawn rate for aliens, lol <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
IIRC the cap was three.. so there is NO cap now?!? hm..
OMG I played against a marine team like that and it litterly did take 30min-1hour extra to take them out
It was fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'm not so sure about that. I played a game by myself, and had 5 IPs in 5 different rooms.
The problem for me was, 4 of those IPs were stuck in impossibly horrible places in which you'd either get stuck or walk into a trigger_hurt or into a hole to get out.
It took me 48 tries to get back to the correct IP and get back in the comm chair to reycle the other 4.
at a war 2ips are usually enough for 6 players.
On a pub with 12 n00bie marines(hopefully not all NSplayers)
i like to build about marines /2or3 depending on how often they die.
its great for hive rushing.
build a pg next to hive with 6ips at spawn rush with weap upg.
marines die, next wave 6 more 6 more they replenish much faster,
and can easily take down hives.