Current Noob Tactics
Nether
Join Date: 2003-01-21 Member: 12530Members
Noob and average commanders have gotten it into thier heads that 1 IP is enough, practicly every game ive played in this week with mediocre or worse comms theyve only built 1 IP and a few have claimed "you dont need 2" and other rubbish. By not building at least 2 IPs you instantly negate a free advantage the game provides marines with by reducing the spawn rate to that of 1 hive aliens.
I despair at the stupidity of some people. It is so shockingly clear that 2 IPs > 1. If your having the same problems be sure to condemn the players until it registers to them.
I despair at the stupidity of some people. It is so shockingly clear that 2 IPs > 1. If your having the same problems be sure to condemn the players until it registers to them.
Comments
A good team only needs one IP.
backups are wonderful
although any network technicain will agree
<!--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-->redudancy is your friend<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
but if a massive amount of teamates get's killed you can distress beacon
and I recall Flayra saying if a team is good enough an ip might not be neccessary...
There is no excuse to not have 2 IPs, unless your going for clinical fast tech. If a comm only builds one IP hes an idiot in my opinion. I have never seen a game that was not adversly affected when there was only 1 IP.
There is no excuse to not have 2 IPs, unless your going for clinical fast tech. If a comm only builds one IP hes an idiot in my opinion. I have never seen a game that was not adversly affected when there was only 1 IP. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I've seen games where 1 IP is enough, and if I comm (which I rarely do these days) and my marines are good then I'll forsake the 2nd IP for having more res. It is n00bish not to get a 2nd IP if your team needs it though. Distress is all very well and good, but distress is 15 res and an IP is 11 if I'm not mistaken. When your marines die alot, a 2nd IP is your friend.
If team is > 7, then automatically you need 2, because of more dead teammates, and at the same time more resources come in so you can afford that 2nd IP.
If the 1 IP goes down you deserved it. If your team loses because of that 90% of the time you deserved it as well. Especially if this is early in the game; then you know the truth about your team and you won't have to slog through a nub fest. (Unless both teams are good)
Aside from these things, think about where to place your IPs. If you need 2 IPs, you can build 1 to cover the other, for instance on tanith, you can build an IP on the cc platform and one on the base floor. Remember that the last IP you built is the default spawner (I think), so you want to build the cc platform IP second, even though it's a better position. Because it's a better position you should use it if you're only going with 1 IP.
However I once started with 1 IP because of team size. I was on tanith, I built on cc platform. Then other people joined and I built 2nd on floor.. and that was default spawner. The problem was that people spawning on the bottom couldn't see the top, and people ignored the IP that was on top, which incidentally was a skulk magnet. Eventually the aliens got that IP on the cc platform, marines were clueless about it, and when the aliens pwned us we couldn't spawn because they had already gotten the 2nd IP. (no one repaired, it went unbuilt, etc and you know how fast an alien comeback can be - yes I was incompetent but they doesn't invalidate spawn placement <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
(thats what i tell my marines <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
backups are wonderful <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
While we're at it maybe we should slam down 3 ccs too just to be sure? And maybe an extra observatory since those things die so friggin easily....
You don't need 2 ips at the beginning. If you're marines are dying like there's no tomorrow you're still going to lose no matter how many ips you have.
what i like to do is, wait and see if my team can do with out a ip. if they can, >which they usually do<. I'll give them upgrades, and when i have enough res i'll buy a 2nd ip.
I'll also place it as far away as the other spawn. So 1 ip can respawn without a skulk right there.
2nd IP when u can afford it (mid game)
3rd IP if its a 9vs9 and your team keep dieing.
The topic of this post is that a certain action by the commander is very n00bish. While I can understand that Nether feels annoyed when someone other than him comms and builds only one IP, this post is damn annoying.
You don't ALWAYS need one IP.
You ALWAYS need at least two IPs.
You don't ALWAYS need to JP/HMG rush.
The JP/HMG rush is ESSENTIAL to victory.
You should NEVER build a TF in base.
You should ALWAYS build a TF in base.
Oh my god the comm DIDN'T relocate the base.
Oh my god the comm DID relocate the base.
WHY didn't he just gimme a shotty?
That idea SUCKS. Eject the comm!
<!--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-->I despair at the stupidity of some people. It is so shockingly clear that 2 IPs > 1. If your having the same problems be sure to condemn the players until it registers to them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's attitudes like this which really make this board the worst out of the whole NS forums. That's the spirit! If someone doesn't play the game exactly the way you think it should be played, let's whine and moan until they have a horrible time too!
Someone disagrees with YOUR ideas? Gasp! They must be a stupid newbie! None shall survive my "elite" skills! I just lost... omg h4x. My idea always works unless the aliens have h4x. Stupid n00bs.
Since we are so fond of quoting Sun Tzu on this board, why don't we listen to his advice that no plan ever survives first contact with the enemy. Each strategy depends on the maps, the skill of the players, their ability to work well with each other, the strategy each team uses, the interesting turns the game takes as time progresses and so on and so for, ad nauseum.
You should NEVER do something. You should never ALWAYS do something. Be open minded. Don't try to counter this post with arguments that attack the little examples I put here in my post. That's all they are: examples.
End rant. Go on with your lives, citizens.
k
omg i know what you mean.......
thats the problem, its not free, it costs 22 res-which would better be spent on weapons lvl1 and a medpack
I despair at the stupidity of some people. It is so shockingly clear that 2 IPs > 1. If your having the same problems be sure to condemn the players until it registers to them. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Umm... what kind of games are we talking about? if its a regular match.. ie: 6v6 you really only need 1, but if this is like... 15v15 then 2 would proabably be viable. Just consider building 2 at the very beggening may not be needed but adding one after nozzles go up. I would also like to point out... if your team does poorly on against a skulk rush and your ip is almost down, then build another rather then getting a welder <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. This allows faster spawn rates and gives you a full health spawn. *note: if you need the welder for other things ie: vent closing then it may be more viable* just depends on the situation.
After all, on some games I build four IP's early game, because if I DON'T my marines will all be eaten during the initial armory hump. Most of them get eaten anyway, and the three extra IP's help them to survive when the skulks come back.
I guess I want to make a point, just as Litany so elequently put it. There is no perfect stat. I've seen 1 IP work plenty of times, I've also seen 2 IP's work many times. I've also seen 1 IP, armory, sell first IP work quite a few times. I've even see 4 IP's work. Whether it will work or won't work depends completely on your team, the other team, and a fair share of how the two interact.
BTW, with a good team, I've seen no IP work better than any other combo. Don't you bash MY strat just because YOU can't make it work. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Peace out
Publics are usually (not always...) full of "not so skilled" people who need early upgrades and want longer matches.
Clan matches have skilled players who want the quick win.
Publics:
1 IP
1 Armoury
1 Arms Lab
Upgrade Weapons
Another IP
Whatever takes my fancy...
Clan Matches:
1 IP
1 Armoury
Upgrade HMG
1 Arms Lab
1 Proto Lab
Recycle Arms Lab
Upgrade JP's
Dish out JP/HMG
No need for 2nd IP.
Even with just the 1 nipple at base the JP/HMG should be out within 6 ish mins (2nd hive completes in 7:30, so no worrys of umbra/web there.)
Then again, you have to count on your Marines to be coherent, smart, and a decent shot.
I agree that theoretically, you shouldn't need a 2nd IP. If everyone is playing perfectly and never get surprised by an ambush and you never have any lapse of attention.... but you know, **** happens. Sometimes your base guard can hop in the phase gate to build something cuz nobody's around to do it, and a skulk might sneak in and chew down the IP. Those things die so fast, the observatory too. I still think it's better be safe than sorry, if you've got the res.