Why Stop At Two Infantry Portals?

OldManRipper-nCOldManRipper-nC Join Date: 2003-02-23 Member: 13871Members
<div class="IPBDescription">Some observations</div> Howdy... been awhile since I've posted here, but read this before countering.
Assume you have a 10 marine team throughout this entire piece.

Only two marines can spawn at one time... that's a standard fact that I'm not talking about. However, you can increase the frequency of the two spawners dramatically by dropping up to four Infantry portals total.

Ever notice how there are THREE phases to spawning?

DEAD (Kicked the Bucket) - You are enjoying your ghost mode or panicking over losing a position, depending. You have up to 10 seconds before you reach the REIN process unless there are many marines ahead of you.
REIN (Reinforcing) - This means you have reached the point in line where it begins your 10 second reSPAWN time at the end of which you will be reentered into the game.
SPAWN (Rebirth) - Welcome back to the land of the living. The IP now begins a short warm-up time before respawning.

Scenario 1: One marine dies, 4 IPs built, REIN to the 1st IP, 10 seconds to SPAWN - NO CHANGE

Scenario 2: Two marines die, 4 IPs built, REIN to 1st and 2nd IP, 10 seconds to SPAWN - NO CHANGE

Scenario 3: The wrath of God has visited your team and 7 are dead, 4 IPs are built, here is where it helps.
a.) DM(dead marine) 1 & 2 will spawn at the normal 'maximum' rate using IPs 1&2 respectively. Now, once they are done with the SPAWN process the IPs have to wait a few seconds and then start the REIN process again.
b.) DM 3&4 <i>skip</i> this wait time of up to 10 seconds to REIN by using IPs 3&4. - BIG CHANGE

Ordinarily, the ENTIRE spawning process for a normal marine is about 20-25 seconds. With multiple IPs and massive casualties you can reduce that time to 10-15 seconds with more Infantry Portals. This helps dramatically against 2-hive Kharaa that rely on upgraded life-forms for victory. Basically, you can throw low-expense troops (backed by maybe one GL and/or HMG) into the fray and win.

In this game seconds count, sometimes more than the extra 22-44 resources that you spend on the IPs, and in those times you will be thankful for the extra reinforcements.

-OldManRipper
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Comments

  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    The 22-44 res matters a lot at the beginning of a game. Also, the second set of marines don't have to wait the entire 20 seconds, the only have to wait 10 seconds while they are in the REIN stage. Maybe this would be a good idea, but it doesn't happen very often that the spawn queue is that long that it would be worthwhile.
  • JojoshuaJojoshua NS Guide Professor Join Date: 2002-11-02 Member: 5233Members
    Its a proven fact you need at least 9 IP's to win a game.
  • severijnseverijn Join Date: 2002-12-18 Member: 11049Members
    Why 9 IP's?
    There will always be someone alive, not?
  • Marine0IMarine0I Join Date: 2002-11-14 Member: 8639Members, Constellation
    <!--QuoteBegin--Jojoshua+Jun 9 2003, 02:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jojoshua @ Jun 9 2003, 02:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its a proven fact you need at least 9 IP's to win a game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Dont argue with the man - he's a vet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And a bit of a jackass as well obviously.

    Perhaps it might be more effective that if you ever get to that dire stage of 7 marines dead, to just use the distress beacon?
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    The most IPs I'll ever deem as necessary is probably 3-4 and only in say a 9-16 player team. Rather than focusing your cash on more spawn portals, focus it on keeping your crew alive via medpacks, upgrades, and teamwork. Short of the hand of God smiting your entire team, a 10 player marine side is usually a "GG let's play another round" scenario.
  • DDTrini_LopezDDTrini_Lopez Join Date: 2002-11-06 Member: 7296Members
    The funniest and most balanced game I've ever had was one time when fades destroyed all our base , someone entered the CC and built about 6 IP's ( the fades where gone to one of the hives) .We were spawning always so fast that in the end we won <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .

    I think it's very good to start with 2 IP's and then in mid-game maybe add a 3th or a 4th.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
  • TractorCowTractorCow Join Date: 2003-01-12 Member: 12231Members
    I'll remember that when I next com and our base get assaulted. I can see where the marines can get an advantage here (kharaa can only have at max three spawn points, while marines are free to build as many as they please).

    Interesting topic. ^^
  • Brass_PigeonBrass_Pigeon Join Date: 2002-11-08 Member: 7756Members
    like said before: in the beginnen where 44 res do matter, it's too much. But in "normal public" play I think it might actually make a difference. Let's see..... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    and ffs spread the IPs out, there's nothing easier than being sat next to 4 IPs and being able to jump at the one the marine comes out of while your mates munch away.
  • Ankle-BiterAnkle-Biter Join Date: 2003-02-25 Member: 13966Members
    Whenever i command, i always put 2 IP's down, (1 for emergency) but i space em opposite from each other, (on either side of the room) so if there happens to be a rambo skulk attacking your spawn and causing heaps of trouble, if he's attacking one ip, then the next marine at the other ip has enough time to kill the skulk before it reaches him, and if i do ever get 3 - 4 ip's, ill do the same thing. only put it in corners visible by the armory - it really is effective <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    yeah 4 ips cost 88res GG

    Sorry but I don't like playing with large teams so 7 marines dead probably is GG already.
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    <!--QuoteBegin--E-Th33ph+Jun 9 2003, 03:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (E-Th33ph @ Jun 9 2003, 03:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Short of the hand of God smiting your entire team <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Are you talking to me? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    In the begining with good players 1 IP is good, with not so good players 2-3 are recomended. Later in game when you know your going to lose but want to have fun holding out 5+ IP's=pwn


    and another thing that is good is relocating to right outside of the aliens hive, building a cc and 4 ip's and then recycling the marine start IP and having a person stay guarding base while the others go and shoot there spawn in ammo at the hive/ aliens around it.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Funniest I had on OSS server was when the comm made fun of random noobs and relentlessly yelled "SHOTGUN" every 4 seconds with a maniacal regularity. He and a backup joker comm (in case of eject/hijack) proceeded to fill the Nancy spawn with a dozen IPs , <i>all stacked</i> so telefrags did happen quite often. Of course the aliens were at the door but they just couldn't enter the last room because of the neverending marine flow (and the comm actually dropped a shotgun once !) unless 2-3 oni came in and charged the **** out of our base. We relocated to the computer staircase before Port Engine and spammed IPs again , oni came back here and GG. Mostly everyone on the server was laughing to tears.
  • UnipacUnipac Join Date: 2003-01-27 Member: 12864Members, Constellation
    The res costs too much for that to work at the beginning of a game.

    Also, if the Marine team has 10 players and 7 of them consistantly die, then I think no amount of IPs can salvage the game.
  • BelrickNZBelrickNZ Join Date: 2002-12-19 Member: 11156Members
    I only build one. All thats needed to win is one ip and sum good rines. Later i might add a 2nd. Might. (8 per side game)

    4 ip's? Youve git ti be kiding.
    IF your team gets wiiped out at once yur going to lose. Even so its STILL cheaper just to beacon.
  • KhazModanKhazModan Join Date: 2003-04-14 Member: 15500Members, Constellation
    good point, alot of comms forget beacon... not only it is useful but if youve relocated its a good punishment too, (or jsut for sadistic comms) get aliens to lame up marine start
  • GamezLordGamezLord Join Date: 2003-02-12 Member: 13457Members, Constellation
    i acctully remember some good tacts that i saw in the way begining....

    commanders that had res, used to put cc in each hive/location they secured with 1/2 ip's, and acctuly have a mini home base.
    that way the Marine will spawn right in a fighting pos, and not lose time on moving back there.

    of course ull need alot of res, and time. but when ur in a winning pos and have 2 hives fully secured with like 4/5 rt's i think its a good 1.... can give it a try <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • godzilla21godzilla21 Join Date: 2003-06-05 Member: 17022Members
    I heard that building 4 IPs is useless because 4 players can not respawn at one time.

    Build 4 IPs and press Tab when most team players are dead. You will see 3 players are "REIN", not 4 players.
  • Infected_MarineInfected_Marine Join Date: 2002-12-21 Member: 11287Members
    edited June 2003
    <!--QuoteBegin--godzilla21+Jun 15 2003, 10:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (godzilla21 @ Jun 15 2003, 10:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I heard that building 4 IPs is useless because 4 players can not respawn at one time.

    Build 4 IPs and press Tab when most team players are dead. You will see 3 players are "REIN", not 4 players. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't think that is true, once on a 15-16 marine team we relocated to port (Nancy) and one comm put down at least 6 ips (maybe more later), which after a while they where all built, and I remember over half the team died in one bloody rush (in which we took almost all of the aliens out) and almost instantly (7 people spawned simultaneously) we respawned (and we stayed all spawned), but there was never more then 2 or 3 aliens spawned for the last 10 minutes of that game.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    edited June 2003
    infected is right. There are no limited on how many IPs you can use at once. If 10 people on your team die at the same time and you have 10 IPs, then 10 marines will spawn in at exactly the same time. I wish I knew who started the MYTH that anything more than 3 IPs will not help the spawn queue so I could beat the bloody tar out of the big oaf.

    Anyways,

    (if Team.size() < 8)
    IPs=1;
    // later on...
    if(Aliens.hive() > 1)
    IPs=Aliens.hive()+1;

    if(Team.skillz()=="pathetic") {
    Me.logout();
    Me.access_console(quit);
    }
  • eikoeiko Join Date: 2003-05-24 Member: 16669Members
    edited June 2003
    <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> if your not noob you dont die.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.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-->
  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    To all the people saying "If that many marines are dead, you've lost already anyway."... That's the whole point of building more IPs. So you <i>haven't</i> lost the moment that many people die.

    Also, consider this: Say, you build 2 more IPs than you usually do. (later on in the game, not at the start of course) The people who spawn from these IPs save your arms lab <i>once</i>. The IPs have now paid back their full cost.
    Multiple marines spawning at once is excellent base defense.
    What if you get lerkrushed? 3 People die, 2 people and the comm are left to defend base, and there are many angry lerks and gorges knocking on the door. If you have 1 IP here, you're pretty much dead, they'll kill your marines faster than they spawn, and then push in and eat the IP. If you have 3 IPs, or even just 2, you can overwhelm them with numbers, and maybe have time to get an HMG or a GL out there to put a dent in all that healing.

    If your reasoning for not building more IPs is that you hardly ever die, and your base never gets attacked, well, that's what I would call arrogant. Do you ever lose as marine? If you don't <i>ever</i> lose, I congratulate you, but I don't think that's quite true.

    22 Res for extra spawning rate is one of the most cost-effective investments in ns. Even if you already have 1 or 2.
  • XenogearzXenogearz Join Date: 2003-03-04 Member: 14323Members
    The thing is you don't see that many marines die at once and you don't need them to come back THAT quickly.. If you are in a 10vs10 game.. MAYBE you do need the third one. .Generally I don't see the need to because if it's emergency I can always hit the distress call
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    that's assuming you have an observatory, and that the obs wasn't the FIRST thing the aliens went for.
  • OldManRipper-nCOldManRipper-nC Join Date: 2003-02-23 Member: 13871Members
    I assure you, it is flabergasting for the single fade that "pwns" marine bases covered by mines to be forced to cover 4 spawn portals. Typically it forces the aliens to truly assault your main base before you completely lose any hope of holding out.

    -OldManRipper
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    i think that 2 ips are enough. cause if your 7 rines are dead at the same time something extremely bad had to happen and its very likely that you cant stop it. gorge rush/skulk rush/ more then one onos at base
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Why did you revive this?
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    edited January 2004
    Good question.

    Even better question... Why did you revive SO many threads?
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