Anyone Think The Phase Gate Builds Too Fast?

Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
I certainly do. We kept taking down the marine phase gate (three in a row!!) the other day and they kept building another one. It take around 5 seconds to finish building one and as powerful a force multiplier as they are, they should take much longer. Longer than a Turret Factory, thats for sure!!

Why build a TF when you can build a phase gate? Marines shoot better than turrets anyway.

Comments

  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    edited December 2002
    phase gates cost 20, are very dangerous if the aliens gain control of it, and require an observatory in order to work..

    Oh, if you're in the marine base, and I see that I can squish an observatory, I usually [edit]eat[/edit] it.
  • RezykRezyk Join Date: 2002-11-03 Member: 6093Members
    Aliens controlling a phasegate is never a threat when the commander is competent. As soon as its utility to aliens becomes greater than its utility to marines, it would get recycled.
  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    Even if the phase gates took a little longer to build, I don't think this would discourage their use (they are, in my opinion, the most important marine structure in the game.) And if they did take longer, unless we are talking more than an additional 10 seconds, the chances are not that much greater that an alien will stumble upon their operation.

    I think that the phase gate maybe has a higher number of hit points than it should (I don't know how many this is, but they sure do take a decent amount of chomps to take down) but I don't see increasing the amount of time needed to build them making your job as an alien that hates phase gates much easier.
  • ZifnabZifnab Join Date: 2002-11-03 Member: 6062Members
    Phase gates are definately my top priority for killing. Even above factories, if I can do it w/o being shot by the turrets.
    Using it to go to the marine base is really not a good idea. First of all, you don't know where on the chain of phase gates this one is. It might go right to their base, or you might have to jump thru it several times, being shot at by turrets each time. Secondly, phase gates are usually built at hive locations. Securing the hive and preventing more marines from pouring thru is far more important than launching a hastily organized attack on the marine base.
    Just by having that extra hive, you've increased your effectiveness far more than being able to jump right into the middle of the turrets. If they can still jump thru it, the location is not secure.
  • VisserVisser Join Date: 2002-11-03 Member: 6613Members
    I had occured to me that they were too fast, but i dont think its a big deal. It would be good to see them take longer to go up, but its not worth complaining about.
  • DemerzelDemerzel Join Date: 2002-11-18 Member: 9181Members
    falling through the bloody thing whilst trying to bite/slash it is more of a problem, far too easy to do so whilst attacking especially if you're trying to avoid defensive turrets.
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    Decrease HP but by no more than 1/2.
    Require +use to be teleported (at the very least for the alien team.)

    The simple dimensions of the hitbox combined with the fact that you can run onto it (due to how low it is) combined with the need to chomp it from close range (if you're an alien)... means that it can be far too easy to overstep and get warped into a marine turret nest instead of chewing up the nice delicate-looking highly-experimental prototype parts.
  • AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
    <!--QuoteBegin--Demerzel+Dec 12 2002, 01:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Demerzel @ Dec 12 2002, 01:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->falling through the bloody thing whilst trying to bite/slash it is more of a problem, far too easy to do so whilst attacking especially if you're trying to avoid defensive turrets.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Amen to that. This is a really big problem. Buliding too fast is not really a problem. The thing is that it seems to take longer to destroy than it is to be built. hope this is a bug or something..
  • DemerzelDemerzel Join Date: 2002-11-18 Member: 9181Members
    the +use item would be good or something along the lines of something easy to do to activate the phasegate for an alien but something that can't be triggered when attacking it, i.e. so you can attack safely but use the phase gate quickly in an emergency.

    too many times I've fallen though a phase gate and by the time I've warped through the next four or five, when each has a few turrets beside them, I'm either dead or close to it.

    the only good thing about phase gates from the alien perspective when attacking is when you get two marines stuck on one, then you can have a chuckle at them whilst killing the poor suckers. Otherwise they need to have their hp's dropped somewhat or they do become too powerful especially as a monkey ( oops marine ) with a welder can undo a skulk's minute of hard labour within a few seconds.
  • PJJPJJ Join Date: 2002-11-21 Member: 9579Members
    edited December 2002
    I think you guys are going down the wrong path. I don't agree with the build time suggestion. I think it is alright. However.

    <b>I think that the cost of a Phase Gate should be increased to 25, or preferably 30. </b>

    I dislike the fact that the Marines can build 2 spawns, armory, observatory, and two spawn gates on a single resource node, within the first 90 seconds to two minutes of the game. I just think it is a bit much. Increasing the cost 5 or 10 points would do a lot to keep the game in balance during the first few minutes. Marine rushes can be dealt with, but when there is a phase gate backing them up, its a big problem.

    The main problem Phase gates present such a balance issue during the beginning of the game is Marines can spawn 2 at a time, and Aliens just one at a time. So in a full on battle at the hive Marines will out number Aliens 2 to one assuming everyone dies once. And since Marines spawn together, odds they can attack in pairs, while Aliens straggle in 1 by 1. It's just not a good situation.

    Increasing the cost by 5 or 10 points would DEFINITELY slow down their use in the first critical minutes of the game, keeping everything in balance.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    Confusing phase gates with infantry portals, dude <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->. Phase gates are those MASSIVE flat things that warp you where you don't want to go.

    There's another discussion <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=14900&hl=phase+gate' target='_blank'>here</a> about this.

    <!--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-->Just a thought here... phase gates can go up like weeds. On Eclipse, we were fighting for the last hive (Eclipse itself) and there was me, a fade,and a Lerk blasting the place. I would run around, shoot at the phase gate, and run back. Eventually it was killed, then the last marine in the place sent a few grenades of love in our direction... we got trapped by our own defensive towers and pretty much got instantly gibbed (If we had gibs). So by the time I respawn and use the movement chamber to get over to eclipse (NOT evolving) that ONE MARINE has gotten another phase gate up and has pretty much whored the place full of turrets with his buddies that came through.

    I'm all for making the phase gate take about as long as a resource tower to put up as a sole marine: On long games, they spring up like weeds, making pretty much landmines all over the place (One interesting trick I saw was to put phase gates in front of turrets, so melee units can't hit the turrets without getting disoriented.)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • dumbodumbo Join Date: 2002-11-13 Member: 8373Members
    Phase gates:
    - are very powerful
    - can't really have a backup (unlike tfacs)
    - are quick to build
    - are quite cheap
    - are very, very hard to destroy

    I would make them easier to kill (reduce the health by 25-50%, do the +use thing), otherwise they are fine.

    marine hive defence:
    - 1 phase gate
    - 1 tfac & turrets to defend the phase gate [not to stop aliens getting in, but to stop aliens destroying it]
  • D3n15D3n15 Join Date: 2002-12-14 Member: 10790Members
    I just played a game alone with bots, and my bots being the fools they are, I had to build a number of the phase gates myself. They build VERY fast. Faster than a turret! This is ridiculous considering they cost about as much as a turret, but have way more hit points!

    Either the build time goes down, the hit points go down, or both!

    And the hitboxes.... oh geez, make them a bit bigger plz? Being low down as a Skulk, it's hard enough to eat a phase, as a Fade it's even worse, since you tower over the dang thing!
  • CrawlingInMySkinCrawlingInMySkin Join Date: 2002-11-24 Member: 9806Members
    <!--QuoteBegin--PJ-+Dec 12 2002, 07:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PJ- @ Dec 12 2002, 07:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    The main problem Phase gates present such a balance issue during the beginning of the game is Marines can spawn 2 at a time<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've always wondered how the number of infantry portals affect the respawn time. One time my team had 3 portals. Most of us got killed and we would come out of them randomly one by one. Does having a greater number decrease the time it takes to respawn or do people just build some as backup incase the other portal is destroyed?
  • PJJPJJ Join Date: 2002-11-21 Member: 9579Members
    edited December 2002
    I know that two portals will cut the time in half (assuming there are people before you waiting to spawn in). I have not tested 3 spawn portals before.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--PJ-+Dec 17 2002, 09:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PJ- @ Dec 17 2002, 09:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I know that two portals will cut the time in half (assuming there are people before you waiting to spawn in). I have not tested 3 spawn portals before.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Each spawn portal comes with its own spawn queue. So yes, build 8 of them and if 8 people die at the same time, they will all come back at the same time.
  • Dan_ForeverDan_Forever Join Date: 2002-08-02 Member: 1054Members
    I think phasegate construction time / health is fine

    The problem I have with them is trying not to go through them when either a) destroying them as alien, b) Welding/fixing as marine, or c) when trying to see the health of it (not as a comm) :/
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--Terr+Dec 12 2002, 01:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Terr @ Dec 12 2002, 01:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Require +use to be teleported (at the very least for the alien team.)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Problems with requireing "+use" to use it is that a fade standing inside the phase would then either block all incoming marines or get telefragged as they come in.

    Still, risking telefragging would be better for aliens than the current problems of fighting around the portal without getting sucked into it. Lots of problems with that when the portal is built in a corridor.

    Bw, a skulk dancing with turrets to draw their fire while a gorge drops and builds an OC or two on top of the phase gate is a beautiful thing .. hard to set up though.
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    edited December 2002
    <!--QuoteBegin--matso42+Dec 17 2002, 05:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ Dec 17 2002, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Problems with requireing "+use" to use it is that a fade standing inside the phase would then either block all incoming marines or get telefragged as they come in.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't get it. AFAIK if a fade was ON the pad, he'd be telefragged by the incoming player--same as with spawn portals. But a player cannot BLOCK a pad except by building a structure over it, or if the pad was placed badly and the cieling is too low.
  • The_Real_NemThe_Real_Nem Join Date: 2002-12-16 Member: 10900Members
    I think their fine how they are. They are the only real means of securing a heive and without securing a heive the marines would be screwed.
  • NogamiNogami Join Date: 2002-11-13 Member: 8512Members, Constellation
    Phase gates are vital to the marines, but they also tip the game in favor of the marines too much. I spend probably 75% of my time playing on the alien side and phasegates are ALWAYS the deciding factor because they allow marines to move their resources far too quickly to combat. If you're playing on a large server (25 people or more - the only servers I try and play on), alien wins are exceedingly rare because of it. This balances out somewhat when you have 15-20 players,

    My solution:

    - As I mentioned in another thread, I'd like to see marines coming through a damaged phasegate get damaged themselves (phasegate health at 50%, marines lose 50% health/armour if they decide to use it).

    It would keep the gate as a decent transport device between secure locations, but if it starts getting attacked, it would make marines think twice before all piling through (if the gate was at 10% health, all marines coming through would only come out the other side with 10% of what they entered with - would make it more risky).
  • EdcrabEdcrab Join Date: 2002-11-02 Member: 4324Members
    That's not a bad idea- but maybe a percentage chance that you come through with that amount of health.
    Recent experiences as a commander have led me to believe that phase gates are a godsend- they're easy to get up, but the real difficulty is getting a siege/turret base up without suspicious aliens hearing you. Phase gates get splattered (as do marines phasing in) when aliens batter every side- it's just a matter of time until they're gone again, in which cases the gorge should chamber-up the former Phase area.
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