Build Phase Gate Before Turret Factory

sendersender Join Date: 2002-11-12 Member: 8337Members
<div class="IPBDescription">Whaddya think? Good or Bad?</div> When I set up at a resource node or hive I sually get a phase gate before everything else. I figure if I can get the phase gate and THEN plop down the resource node/turret factory even if a skulk or two can get in and kill my marines it's only a few seconds before others can get back there and hose down munching aliens.

So, any reason NOT to build the phase gate before the turret factory?

Comments

  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    The only reason not to is if it will lead the aliens back to an undefended section of your base. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> Oh... and the fact you need to have an Observatory up before you can build it. This can mean a lot of resources spent in the first few minutes of the game. I'm a huge fan of Phasegates though. It's pretty hard to *over* use them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • XHydraliskXHydralisk Join Date: 2002-07-14 Member: 945Members
    my favorite tactic with the phase gate is rushing the hive.

    at the beggining of the game, build infantry portal, armory, observatory, phase gate. NO TURRETS. Scan for the hive location, then tell all but 1 or 2 marines to run to the hive, no capping resources on the way. Just tell them to keep running past defense. When you get there put up a phase gate at the hive. Everyone comes back to base for welder/shotguns and you've just won the game.
  • qweazdakqweazdak Join Date: 2002-11-01 Member: 2761Members
    In all the times that I have seen marines win, they usually have phasegates for quick defense.
  • STDGooseySTDGoosey Join Date: 2002-11-23 Member: 9714Members
    I usually do the phasegate first so that reinforcements can make it there if the marines die before the turrets are made
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I go resource tower first, followed by a phase gate, and then a factory/turrets.

    When you first claim a hive, they're going to try to prevent you from taking it, and marines are better than turrets, by far.
  • CarverCarver Join Date: 2002-11-14 Member: 8640Members
    I've seen them over-used plenty. Having to jump to 5 different spots before you can get to the place you're going wastes time and can be just plain annoying. You don't need them at every single place you get to. Place them at hives and other key areas so that no place is more than a jump and short walk away.

    If you do stick a gate at every node or choke point you advance to, recycle a few of the old gates once you've moved on and they become pointless.
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    edited November 2002
    I don't build anything at a resource node except a resource extractor UNLESS the area is a choke point. Why build turrets at every resource, when you only need them at places where aliens can get trough to the back ones and even there a few proxy mines placed on the floor around the extractor will suffice to keep skulks at bay.
  • SkippySkippy Join Date: 2002-11-13 Member: 8385Members
    Sometims it's fun to stick a phase gate in a base that you know you're going to lose and make it link to a room full of turrets. Big suprise for the aliens.
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    <!--QuoteBegin--Morose+Nov 27 2002, 04:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Morose @ Nov 27 2002, 04:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The only reason not to is if it will lead the aliens back to an undefended section of your base. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> Oh... and the fact you need to have an Observatory up before you can build it. This can mean a lot of resources spent in the first few minutes of the game. I'm a huge fan of Phasegates though. It's pretty hard to *over* use them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Observatory---third structure I build after the armory and the infantry portal. I never really get around to turrets at main base until I'm good and ready. Mines and one marine can take care of 95% of most skulks.
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    Phase gates always first.. depending on the situation. Anyway, phase gates are like infantry portals because any marine can instantly pop through and defend the location.
  • EvildwarfEvildwarf Join Date: 2002-11-01 Member: 2489Members
    Yes, both observatorium and phasegates are essential for marine victory. My build order (when playing with serious players) Is:

    1 Infantry portal - 15 Res
    1 Observatorium - 25 Res
    1 Turret factory - 25 Res
    2 Turrets - 38 Res

    Total: 103

    1 Marine on Defense, rest grab a nozzle. They defend the nozzle until i can get a armory and
    a phasegate running. With this tactic I often grab a hive way ahead of the aliens plan. Most
    skulk rushes are aimed for the marinebase and not the hives. (for some stupid reason)
    With the Obs. I can also find a hive that is not occupied, that way my marines dont need to take
    a risk when I send them to a "random" hive. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Works nicely for me, when playing with noobs i tend to go for armory and 2 infportals, they die
    often and complain when they run out of ammo. They just dont want to die those damn noobs <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    Uhm.. why have turrets if you have someone defending? (Especially if they're serious.. oooh)

    2 Infantry portals - 30 rps
    Armory - 25 rps
    Observatory - 25 rps (could've sworn it was 15.. can't remember.. brainfart! :O)
    Motion Tracking - 45 rps

    Total - 125 rps


    This build order is pretty good since the whole rushing thing from the skulks is gone since the marines know when they're coming, and it also reduces them getting the "jump" or surprise on the marines because they already know they're there. Usually a good player defends the base, and prevents any more skulks while the rest go for a few nozzles, then move for a hive.
  • EvildwarfEvildwarf Join Date: 2002-11-01 Member: 2489Members
    True, motionsensors kickass in early games.
    Still it's a risky project, at some maps the base can be a bit hard to defend if
    8 skulks rush in at the same time, even if you are two marines on defense.
    Would work though if you really trust your grunts <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    I've used that tactic a couple of time but at public servers which are packed
    with noobs i try to go for more safe methods.
    As a clantactic it will work great though, belive most marine player would go
    for something like this. (maybe early phasegates for increased defense and
    motiondetector slightly after also)
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    edited November 2002
    <!--QuoteBegin--Evildwarf+Nov 27 2002, 11:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evildwarf @ Nov 27 2002, 11:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1 Turret factory   - 25 Res
    2 Turrets             - 38 Res


    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    For this I can have about 40 mines sealing off my base and one marine to mop up and replace any blown mines. To top it off...the mines actually kill the skulks...unlike 2 turrets.
  • Jeb3diahJeb3diah Join Date: 2002-11-03 Member: 6044Members
    <!--QuoteBegin--Evildwarf+Nov 28 2002, 07:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evildwarf @ Nov 28 2002, 07:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->True, motionsensors kickass in early games.
    Still it's a risky project, at some maps the base can be a bit hard to defend if
    8 skulks rush in at the same time, even if you are two marines on defense.
    Would work though if you really trust your grunts <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    I've used that tactic a couple of time but at public servers which are packed
    with noobs i try to go for more safe methods.
    As a clantactic it will work great though, belive most marine player would go
    for something like this. (maybe early phasegates for increased defense and
    motiondetector slightly after also)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Just tell everyone to stay at base and guard. I usually say "one build, rest stay at base and guard"
    Won two out of two with this build so far. Plus, it's really useful to grab that first hive then drop a phase gate to hold it before advancing to second.
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    edited November 2002
    Well theres a few reasons why I mentioned phase gates coming directly after the resource nozzle and the turrets.

    The main reason is that its crucial that the hive outpost be self-sustaining ASAP, especially in the early game when you don't have access to more powerful weapons. Now it would be ideal to build the phase gate first if you are in a clan match and you guys have an actual plan to go as a grouped force and put all your resources on taking an early hive spot. But on public servers the marines are usually building in several places and so it's necessary to build with the assumption that you may not get any back up for a few minutes. If you build the phase gate first even if you get the phase gate up quickly, somebody still needs to build it at base, and in it time it takes for somebody to realize this and start building and THEN have marines actually use it, its possible a multitude of things could go wrong:

    - The aliens could find you there, a lone marine sitting by a broken phase gate. All they have to do is kill you and the phase gate will go down just as quick.

    - The commander could run out of resources. If it's early game and you ask for a phase gate instead while marines are asking for factories somewhere else, you could get passed up for crucial equipment. But if you ask for a resource and a factory first, the commander might think twice about allocating resources elsewhere and give them to you.

    That's why if anything you'd want to get the factory up first. one factory and two turrets is all you need at first to keep a hive outpost safe from a few skulks. It's takes longer than a phase gate, yes, but after those items are up you can die and not worry about what's going to happen to the outpost in the time it takes you to come back. My personal feeling is that the factory should go even before the resource tower but having the resource tower built first can be a good thing too:

    - It gives you leverage with the commander. He will be more willing to drop some equipment at a hive spot with a tower up and he might even send a few people over there to help

    - Those extra resources ensure that you'll have enough rp to get the factory and the two turrets

    So basically what I'm saying is that sure, in an ideal setting, phase gates should go first. But marines and aliens are unpredictables on pub servers. Turrets are not. Get them up first. Its a risky mission either way you decide to build so its best to get automated defenses up first. AUTOMATED DEFENSES WITH 2 TURRETS WILL KILL 5 GROUPED SKULKS. 5 marines MIGHT but its not certain. And even then, I'd rather have some turrets doing the job of those 5 marines that could be doing something elsewhere.

    I'll address this in my thread too since thats where it originated.
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->AUTOMATED DEFENSES WITH 2 TURRETS WILL KILL 5 GROUPED SKULKS.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    They might if they suffered from a severe brain injury, played only with a keyboard, and was blindfolded, deaf and had only one arm.

    FYI 5 skulks will OWN 2 Turrets. They only have to take out one turret (which they would do in about 1 sec, and then you would have wasted 61 resources. Phasegate is just as quick to build, and a better longtime investment, since it gives you motiontracking and the ability to place more phasegates.
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    I think turrets are much better long term investment and I don't believe phase gates give you motion tracking. No that doesn't sound right... No, looking at the tech tree that comes from the observatory. However I'll concede 5 skulks could take 2 turrets, I was overzealous on that statement. But I still think you have a better chance short term starting with turrets than a phase gate. If 5 skulks attack an empty hive spot in a concerted effort things could get bad in either case but thats really the worse case scenario. Now in the long term it's definitely crucial turrets are set up. I think it all depends on the manpower you have at your disposal. If you came to the empty hive spot with 5 marines initially and you guys are all focused on taking it, a phase gate would be good. But if theres just two of you, its better to get the turrets up because you might not be able to convince more people to come help. You all know how noobs are on pub servers.
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    It doesn't give you motiontracking, but building the observatory does, sure it costs 45 resources, but a TF gives no upgrades at all.

    I still think you need turret factories, but they should under NO circumstances be the FIRST thing you build at a outpost.

    1. It's a bigger investement then a singlephasegate, therefore it would be a greater loss if your marines are killed before they can finish it.

    2. The phasegates makes it possible to bring in a HUGE amount of reinforcements in VERY short time. a TF can't compete with that.

    3. TF and so does turrets, unless you can bring in alot of reinforcements fast, it's a risk as long as you have only 1-2 turrets near the TF. If they get wiped out, you loose alot of resources. The phasegate is still just a 20RP investment.

    As I see it, turrets should only be used on certain locations.

    Chokepoints, Hives

    I usually don't build turrets in main until a bit later in game, I have one or more players standing in base defending. So for I got 8 straight wins with this tactic <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    edited November 2002
    I use two methods the first works the best if the team doesn't eject me in 30 seconds for lack of faith, stupidity etc.. It is absolutely amazing how newbs will go off, if you build something other then the proposed standard.

    No Defense build

    1) 2 infantry portals
    2) armory
    3) observatory
    No research motion tracking nothing, I tell one/two marines to defend (hopefully they will) and the rest I send to a hive where I build
    1)resource node
    2) phasegates at both hive and home
    3) turrets and factory...

    Now the first will work if my team works togeather but it is a bit risky since many a marine has the rambo death wish and runs off, disobeys orders, etc.

    The "Standard"

    1) 2 infantry portals
    2)armory
    (wait for first rush then)
    3)Turret Factory
    4)3 turrets (you will have to wait about 60 secs into the game to get the third)

    Though the standard works well, I usually only build it when I am unsure of my teams ability to follow orders and kill aliens. Both will work if you have teamwork, using the second build I get a hive/node/Tf/ 3 turrets and then grab another node nearyby, then go observatory/phase gates...

    Phase Gates are Crucial if you do not address them within the first few mins of the game, you better pray the map is small and your team is L33t otherwise all will be lost.

    Texas Ranger

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but a TF gives no upgrades at all. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    What about siege?
  • VsEGaZVsEGaZ Join Date: 2002-11-24 Member: 9823Members
    For this I can have about 40 mines sealing off my base and one marine to mop up and replace any blown mines. To top it off...the mines actually kill the skulks...unlike 2 turrets.

    hah man we want to defende the base not crash the server <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What about siege?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah, that's true, but how often do you use siege in your homebase, and the first thing you do when you take a hive? :/
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