Spawn Gates
Chopper_Dave1
Join Date: 2002-11-01 Member: 2353Members
<div class="IPBDescription">The commander's invisible ally.</div> Let me ask you something: if an auxiliary base has twice the amount of turrets as your main base, is it more impervious to alien attack? The answer is a resounding "NO!"
A group of aliens, working together, can easily take down that nicely defended hive-base of yours without much of a problem. That same force when attacking your less-defended main base will most likely NOT succeed for quite a long time. The reason? Every marine that dies spawns in your main base a few seconds later; and players are the MOST EFFECTIVE line of defense, better than tripmines and sentries.
So, say you have claimed a hive for the marines early in the game, and you (rightly so) consider it more important than your main base. After all, the main marine base is of little more strategical value than the resource node it contains, and it is often vulnerable to multiple methods of alien attack. So, once you claim a hive base, <b>build some spawn gates inside</b>, and recycle your existing spawn gates within the main base (marines spawn in gates accoding to the order in which they are built).
I guarantee you, if you do this, it becomes INFINITELY more hard for the aliens to gain control of the hive again. While jumpgates are quite an effective way of linking reinforcements, many times, marines refuse to follow them. One time, I gave a marine an HMG rightout of the spawn, and ordered him into the jumpgate immediately. But the fool instead runs to the nearby ammo dispenser where he SLOWLY stocks up on ammo, THEN goes over to the jumpgate only to find the other end had been destroyed by a fade while he was loading up (idiot, I was in a rush and typing in capslock for a reason...). But if you regulate players' spawning to the more critical area, they are thrown into the fray whether they like it or not!
Building spawngates in critical areas (i.e. THE HIVES) is a very easy way to guarantee a steady defense of the area. As a commander, try to regulate where your players spawn to areas in the most need of reinforcements; then use jumpgates to connect them to the other, less heavily attacked areas. Use spawn gates to your advantage, commanders...they'll make the fight against the Kharaa quite a bit easier.
A group of aliens, working together, can easily take down that nicely defended hive-base of yours without much of a problem. That same force when attacking your less-defended main base will most likely NOT succeed for quite a long time. The reason? Every marine that dies spawns in your main base a few seconds later; and players are the MOST EFFECTIVE line of defense, better than tripmines and sentries.
So, say you have claimed a hive for the marines early in the game, and you (rightly so) consider it more important than your main base. After all, the main marine base is of little more strategical value than the resource node it contains, and it is often vulnerable to multiple methods of alien attack. So, once you claim a hive base, <b>build some spawn gates inside</b>, and recycle your existing spawn gates within the main base (marines spawn in gates accoding to the order in which they are built).
I guarantee you, if you do this, it becomes INFINITELY more hard for the aliens to gain control of the hive again. While jumpgates are quite an effective way of linking reinforcements, many times, marines refuse to follow them. One time, I gave a marine an HMG rightout of the spawn, and ordered him into the jumpgate immediately. But the fool instead runs to the nearby ammo dispenser where he SLOWLY stocks up on ammo, THEN goes over to the jumpgate only to find the other end had been destroyed by a fade while he was loading up (idiot, I was in a rush and typing in capslock for a reason...). But if you regulate players' spawning to the more critical area, they are thrown into the fray whether they like it or not!
Building spawngates in critical areas (i.e. THE HIVES) is a very easy way to guarantee a steady defense of the area. As a commander, try to regulate where your players spawn to areas in the most need of reinforcements; then use jumpgates to connect them to the other, less heavily attacked areas. Use spawn gates to your advantage, commanders...they'll make the fight against the Kharaa quite a bit easier.
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