More Infrantry Portals

TheDamageTheDamage Join Date: 2002-11-06 Member: 7348Members
<div class="IPBDescription">Minimum respawn time</div> It is my theory that upon getting phase gates and resources permitting the commander should "max out" on infrantry portals. I have not had the opportunity to test it but I'd like some feedback on the tactic. How many is too many? Here's the theory with 50% infrantry portal to player ratio respawn will be near instant coupled with phase gates keeps the reinforcements flowing. Plus it'll reduce lone marine syndrome by forcing group respawns. Anyone know any quirks on the infrantry portals (minimum spawn time and such). The aliens are limited to 3 respawn points. I'm thinking marines can take advantage of this and gain a massive respawn advantage.

Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    2-3 is usually good, if u have more than 4-6+ marines die u should use distress beacon(? right name), well it spawns everyone at the base, for only 15 res, seems pretty rare that 4-6+ marines die so 15 is cheaper than 3+ spawn points.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    I have to agree with Sirus. Unless your marines <i>really</i> suck, you shouldn't need to have that many portals; like Sirus said, 2-3 should do it. Distress beacon is for when the **obscenity** hits th fan, to avoid the need for portal spamming.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    If you need more than two IF, your marines suck and you're going to lose the game anyways ;p
  • zodazoda Join Date: 2002-11-05 Member: 7175Members
    it's funny when there is only one portal. They're should be at least 2 and it's a good idea to set up some at other bases as well.
  • UGLJonUGLJon Join Date: 2002-11-04 Member: 6940Members
    Two to three. And I agree with sirus, if it isn't, use the distress beacon and they all come back ready to die.
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    i suppose a system of about one I.P. for every five marines or so should do you well. maybe if you have as many as 15 marines you may want a 4th or even a 5th if they are getting pounded but. Game start just two and...then add as needed I suppose but you really shouldn't even need more then 4
  • DunniDunni Join Date: 2002-11-20 Member: 9448Members
    start off with two
    as game progresses i build another - the resource cost is minimal and often by this stage we are duking it with fades - it is vital to keep people out there and pushing the aliens back to the hell from whence they came

    (this is on teams with teams of around 12 marines)
  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    Yeah, if there is a close-to-home conflict where you can toss LMG marines at a situation, I'd say that doing so can be very effective. Nothing compliments expendable marines like a good number of infantry portals. By late on in the game I like to have 4 of them, just in case. THey aren't all that expensive, after all.
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    I always start with 2 and add a 3rd usually about halfway thru the game, but otherwise just use the distress beacon if you lose your entire team or add a fourth if it is a rather large game, say 12 or more marines.. But you really only need 2. If you are paranoid that your CC is gonna get eaten and build another chair in the hive or somewhere else, then throw down an inf spawn there. I like having that back up if the resources are going good plus its nice to have a person spawn into the hive every few mins and tell you if its about to go down etc..
    2 though is standard for 80% of the games.

    Texas Ranger <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I also don't understand why commanders always place their portals right next to each other. Particularly when the base is under attack, the troops have a better chance of survival if the portals are placed on opposite sides of the room. At least it ensures that if a Kharaa is munching at one portal, it won't be having the bonus of two fresh troops to much on as soon as they spawn.

    Keep your portals apart!
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • Lt_WarhoundLt_Warhound Join Date: 2002-11-07 Member: 7654Members
    Spread the portals to avoid the splash of acid rockets/bile bombs taking out multiple marines at once.
    Its almost as funny as multi-kill by splashing tripmines.
  • Lt_Jose_JimenezLt_Jose_Jimenez Join Date: 2002-11-18 Member: 9170Members
    I'm curious about one thing:
    Respawning a marine costs 1rp
    Distress beacon costs 15rp
    When you use the beacon, do you ALSO pay 1rp per marine, or 15rp is the total price?
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I believe putting the portals close to each other is easier to protect in early game using turrets and mines. But if your base gets bombared by fades... you are prolly dead anyway. (which happends too often) <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • STDGooseySTDGoosey Join Date: 2002-11-23 Member: 9714Members
    it only costs 1rp to spawn a marine in tournament mode tho right?

    I think a good formula is to build 1 portal per 4 marines, but 3 max.
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