Why Stop At Two Infantry Portals?
OldManRipper-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
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
Comments
There will always be someone alive, not?
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?
I think it's very good to start with 2 IP's and then in mid-game maybe add a 3th or a 4th.
WTH
Interesting topic. ^^
Sorry but I don't like playing with large teams so 7 marines dead probably is GG already.
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-->
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.
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.
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.
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-->
Build 4 IPs and press Tab when most team players are dead. You will see 3 players are "REIN", not 4 players.
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.
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);
}
<!--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-->
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.
-OldManRipper
Even better question... Why did you revive SO many threads?