Phase Gates
Alias20
Join Date: 2003-04-05 Member: 15212Members
<div class="IPBDescription">Might Want To Leave Them Standing</div> Our team just repulsed a rush on computer core on ns_eclipse. We took down the turret factory and turrets, but our gorge asked us to leave the phase gate up. He had lots of res saved up and quickly put down five o chambers around the gate. Sure enough, six marines came running through the gate one at a time to defend the lost base only to be ripped up by the towers and waiting skulks. We could then group up in computer core and rush through the phase gate to overwealm marine start, bypassing the mines covering the doors. This turned the game as we forced a relocation to maint and kept them confined to that one res node for the rest of the game. Eventually the o chambers took out the phase gate, but they killed a good number of marines haplessly caught in our trap.
In general, I would recommend killing the phase gate first as it cuts off further reinfocements at your point of attack. But if you have a good combat gorge and the situation allows for it, think about setting up a marine killing field with your newly captured phase. If the marines try mining the phase gates in other locations, if you don't move while you press use on the gate you won't stumble into the mines when you arrive on the other side. This gives you time to jump off the phase gate on the other end and avoid the mine trap.
Cheers,
Alias20
In general, I would recommend killing the phase gate first as it cuts off further reinfocements at your point of attack. But if you have a good combat gorge and the situation allows for it, think about setting up a marine killing field with your newly captured phase. If the marines try mining the phase gates in other locations, if you don't move while you press use on the gate you won't stumble into the mines when you arrive on the other side. This gives you time to jump off the phase gate on the other end and avoid the mine trap.
Cheers,
Alias20
Comments
<!--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-->If the marines try mining the phase gates in other locations, if you don't move while you press use on the gate you won't stumble into the mines when you arrive on the other side. This gives you time to jump off the phase gate on the other end and avoid the mine trap.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Problem with this is that if you stay on top of the phase on the other side to look for mines and another skulk phases after you....*SPLAT*, you are dead <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Oh and once we turned the phase gate to the Onos trap <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
There was 3 onos around the phase waiting and when the marine teleported trought it.....well i think you can imagine what happens after that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Where is this proverbial "smart comm" that everyone refers to that <i>always</i> does the right things at the right time and always has a counter for EVERY single thing the aliens do? Tell me, I'd like to meet him.
Where is this proverbial "smart comm" that everyone refers to that <i>always</i> does the right things at the right time and always has a counter for EVERY single thing the aliens do? Tell me, I'd like to meet him. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
As would I. I've got a bone to pick with that fellar, seems to always be hiding.
I always go thru a PG when I'm aliens, becuase thats a good way to get past all the defences
You don't have to kill the defenses of a base to use its phase gate. Find yourself a base other than the one you're attacking (it can even be the marine's spawn) and hop in.
The thing is, the phase gate of a base which you want destroyed is going to do more harm to you when it's functional than keeping it alive will help you. Don't leave phase gates standing (or aim to kill everything else), but pop in to marine bases to make use of them.
I remember losing a game because my teammates didn't take the gate in the marine start (which we were destroying) like I was repeatedly and loudly telling them to. You see, they had 1 marine left alive (comm was dead) building an CC in port engine. He killed me with the help of turrets when I took the gate from MS. Naturally, I informed my team of this, expecting the game to be shortly over.
I watched helplessly through the team chase cam as my 3 idiot teammates killed the gate instead of taking it. My desperate cries "Take the gate, the last marine is building an IP in port engine!" "OH MY GOD STOP!! DON'T KILL THE PHASE!!!! USE IT!!!! LAST MARINE IS BUILDING IN PORT!!!" went unheard.
When the marines spawned, they pushed toward subspace and we lost to siege in mother interface. *sigh*
I have racked up many a kill jumping through the phase and nailing all the 'rines humping the armoury.
Which reminds me, one time the commander spammed mine packets on infantry portal so we got mines when we spawned, even while they were acid rocketing the base. I spawned next and they were inside the base, clawing away (2 of them). I immediately dropped the LMG and started laying mines on the ground near the 2 fades, picked up another one, they noticed me, and attempted to come toward me and lead me to my bloody death with claw marks on my skull. But they walked into the 8 mines I layed down randomly on the ground. I survived. They died. However, my triumph and laughing was soon cut short as an Onos came in.
I have racked up many a kill jumping through the phase and nailing all the 'rines humping the armoury. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1: Always overestimate your opponent. The perfect commander doesn't exist, but assume that he's infallible.
2: Allowing an easy way of netting kills is not what recommends the phate gate strategy.
Personally, it's a neat little trick that is decribed here... but I'd rather bite 25 ress to bits than let it live to do some risky tricks and spend 80 ress on OC doing that neat trick... Rather build another hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
This is a mentality that should be applied to every competitive game you play. When you assume your opponent is much better than you and is doing everything perfectly and you adapt your playing style accordingly, if he ever surprises you, it will always be pleasantly so. Never "oh crap I didn't see this coming/think he could pull this off" which would most likely cost you the game.
That's when you start chuckling. Just stand there chuckling. Then the second marine phases thru and telefraggs his buddy. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> wewt!
Health-spray that one to death once he steps off the PG into your webs. Wash, rinse, repeat.
The telefrgging usually only works on servers where the marines are stupid, but webbing the space over a phase-gate is ALWAYS a good thing to do. Ticks em off real good. And remember that you can create webs at an almost infinite distance. Just stand out of the turrets' range and web up the phase.
I dislike most when skulks try to kill the TURRET itself rather than the pg or tf. It sickens me.
I dislike most when skulks try to kill the TURRET itself rather than the pg or tf. It sickens me. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You should know that any competent commander will lessen the exposure of the TF , and places the turrets to have them protect it rather than <i>protect each other</i> (well it is possible to do both in certain places , but not obvious)
This means that one or more turrets can be eaten without being exposed to other's fire. A skulk can each such turrets in no time , while others will die after 3 bites at the TF. On the other hand , if skulks attack the TF and the turrets simultaneously , the whole farm will be down faster (turrets attack closest skulks , so the TF munchers will live longer) provide no marine welder comes by.
Lerks have little chances of destroying the TF. Instead , they stay in the range of a DC and shoot at the nearest turret while being marginally exposed. The goal of a lerk is to destroy turrets and ennemies one by one.
Sometimes attacking specific turrets can make attacking the TF much easier. For example, if there's only one turret covering a angle on the TF. A cara skulk can munch through one turret without too much trouble. And being able to bite the TF without having to do fancy circle strafing or running off to heal up is always nice too.
If you happened to leave the phase up and running and if your gorge has the resources to spend and if the marine's have turtled heavily in their base, you might want to consider leaving the phase up for easy access to the marine base. This isn't a "surefire way to win" or anything, but can provide your team with an important advantage if the circumstances present themselves.
Cheers,
Alias20
dudes0r where did you get your avatar?
Which reminds me, one time the commander spammed mine packets on infantry portal so we got mines when we spawned, even while they were acid rocketing the base. I spawned next and they were inside the base, clawing away (2 of them). I immediately dropped the LMG and started laying mines on the ground near the 2 fades, picked up another one, they noticed me, and attempted to come toward me and lead me to my bloody death with claw marks on my skull. But they walked into the 8 mines I layed down randomly on the ground. I survived. They died. However, my triumph and laughing was soon cut short as an Onos came in. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
yeah I love jumping the fades with mines. It is better when they are contact with your buildings; in actual combat you actually have to live while placing mines and still get them to jump into them without blinking away or aciding.
Comm shoulda spammed more mines for the onos, but it's not the easiest thing to predict of course, less he had motion tracking or other available intel. Plus he might not trust his troops, plus the fades might still be alive might actually take time away from slashing buildings to notice etc etc lol but it nice to dream <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->