Ip Limits...myth? Fact?

ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
<div class="IPBDescription">Get this straight once and for all!</div> Ok, i've heard many conflicting reports about limitations on IPs, and I want to figure out once and for all the turth about IPs.

Personal experience: Back in 1.04 I was able ot build like 6 IPs and I notice my marines could all spawn in at once. In beta4 I relocated outside of started hive, dropped 4 IPs eventually, and noticed that my marines were definitely overwhelming the aliens (although I didn't check if all 4 spawned in at once).

apex is saying in another thread that at max TWO marines can spawn in at once, and that 3 IPs is no different than 20 IPs.

I've seen others say that a max of THREE marines can spawn in at once.

I am confused and I hope we can get this straight once and for all. It's be best if we can get some people officially affiliated with NS to answer this question.

Comments

  • crisanocrisano Join Date: 2004-09-01 Member: 31152Members
    I always thought at most only Three could be pewped out of an IP at once. The REINforcing tag in the scoreboard is misleading. Building more than 3 never seemed to help from my experience, in fact it's a waste of resources and just an incentive to feed the aliens a lot more res since you have the mentality of 'Dying is okay since I will respawn very very soon'.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    I dont have a demo... but i make MASS ip before assaulting any hive...

    Ive been in enough bloodbaths to know, BEYOND ANY SHADOW OF A DOUBT... that in 3.0B5... ALL IP's work


    SO... if i have 10 marines and 9 ip's.... and they SUICIDE rush a hive (as in just shoot the hive, get slaughtered within 5 seconds of each other, so i have 9 dead marines, they will ALL spawn back in within 10-12 seconds, they dont all die at EXACTLY the same time, but they will all be back within 10 seconds of dying...)
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--QuoteBegin-crisano+Nov 11 2004, 03:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crisano @ Nov 11 2004, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I always thought at most only Three could be pewped out of an IP at once. The REINforcing tag in the scoreboard is misleading. Building more than 3 never seemed to help from my experience, in fact it's a waste of resources and just an incentive to feed the aliens a lot more res since you have the mentality of 'Dying is okay since I will respawn very very soon'. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's another reason why I hate r4k. Back in 1.04 if I died as a skulk or a vanilla marine, it didn't really matter because I'd come back soon, nad back then having a lot of IPs was very beneficial in some situations! I was able ot throw myself at the enemy, and not worry about them getting more Fades/Oni.
  • crisanocrisano Join Date: 2004-09-01 Member: 31152Members
    <!--QuoteBegin-|ds|meatshield+Nov 11 2004, 03:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Nov 11 2004, 03:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That's another reason why I hate r4k. Back in 1.04 if I died as a skulk or a vanilla marine, it didn't really matter because I'd come back soon, nad back then having a lot of IPs was very beneficial in some situations! I was able ot throw myself at the enemy, and not worry about them getting more Fades/Oni. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ah, that's the reason why I like r4k. It makes people play more carefully, it forces them to play with teamwork, aka squads, ambush, etc. Its intent was to try to limit ramboing but it seems like some players just don't understand that dying feeds the enemy. That's one reason why some people feel the game is unbalanced and hate r4k.

    I know in scrims and matches, if I see our team getting whomped early as marines, we'll need to prepare for earlier fades or an early second hive, and vice versa.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Well, granted, I didn't even do mass IP rushes often even back in 1.04, so this is only a small part of why I hate r4k. I mainly don't like it because it puts the emphasis to fragging instead of terrain control. I want NS to be a bit more RTS and a bit less FPS.

    But discussing why r4k must go is for anotehr thread, not here.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    ^^^ Insightful post about planning ahead.

    You spawn as many marines as you have IPs and dead marines.

    RFK/advanced tactics = <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Zerg marine suicide swarm = <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • crisanocrisano Join Date: 2004-09-01 Member: 31152Members
    This shouldn't be hard to test either. Just build 6 IPs, hope out of the chair, have everyone type 'kill' at the same time. Watch and see what happens.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I can;t forsee myself being able to convince a random server I join to do that...
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Anyone with bots should have no problem setting it up. Turn on cheats, load up the bots, then type killall in the console. See how many of them spawn simultaneously.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited November 2004
    Well I don't know how it is in the new version but in 2.01 the more IP's you had a seemingly shorter respawn wait and the more troops could come out at same time.(think "increased bandwidth")

    IF I remember correctly it works like this: there is a "recharging delay" on each individual IP. In other words:
    marine is spawned, x time passes while the IP is recharging and getting more matter to assemble the next marine, next marine comes out.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    The IP limit no longer exists. However, you cannot spawn in any more players than you have dead at the time, so a billion is still rather dumb.

    You need more if you have people in the spawn queue who aren't either reinforcing or next in line. That means half as many IPs as you plan on having dead people. Never less than two (other than the first seconds), and a max of about one per 3.5 players rounded up.

    The way respawning works is this: The first spawn takes longer than the subsequent spawns. Spawn time for you = x min spawn time + about 8 seconds * number of people ahead of you, where x > 8.

    If you join a very large player count server, or do an IP-based last stand (recycle everything else and build as many IPs as you can), the fact that more than three people can spawn at once should be readily visible. You don't need to conduct a special experiment.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Thank you. This is the kind of info I need. You just confirmed my educated guesses.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    Zerg rush, kekekekeke
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    We all know that someone is going to post at some point in the next few weeks "OMG! Why would you build more than 3 ips! Only 3 ips work at once!". Some ideas die hard.
  • ThelightsoldierThelightsoldier Join Date: 2004-09-24 Member: 31904Members
    Ok, i've been reading this thread, along with the other one, but as far as i can tell NOONE has a demo of it.. so as said earlier, someone who has bots, enable cheats, and then type killall to test how many will respawn AT THE SAME TIME (eg. not with within seconds of eachother, but simotaniously). it seems easy enough to test, so why doesn't someone just do it??!?!?
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I would do it, but it'd be way too much of a hassle to set up plugins I'd need to use bots.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Because this idea is so old, and repeated so often, we know the answer easily. How about that as a reason not to give a demo?

    You can test it yourself if you want. It's easy enough to do.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Well your post didn't help at all.
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