Ips At Outposts
n4s7y
Join Date: 2003-04-18 Member: 15627Members
Here's a lil strat I've always wanted to try, but was afraid of being smashed for it.
Why not build IPs at outposts? Generally, base is harder to attack because marines will spawn out, so why not add this protection to outposts? Not all outposts should have one, of course, perhaps just the base and the hives, but it's something to try next time you're in the chair. Tell me how it works out, I'm curious <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
Why not build IPs at outposts? Generally, base is harder to attack because marines will spawn out, so why not add this protection to outposts? Not all outposts should have one, of course, perhaps just the base and the hives, but it's something to try next time you're in the chair. Tell me how it works out, I'm curious <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
Comments
Although this would be a frikking great idea if you can choose which gate you wanted to spawn at (Quick, use the spawn at the hive that's getting attacked!) , but as it is, it just gets confusing.
Although this may reduce armory humping. ^.^
For me, phases seem the best way to own the map. No more being ambushed in corridors far away from where your Comm is concentrating, and then once you hear, "Come get your Heavies in the base!" everybody can just phase back.
-Jag
E.g. if you have two hives, built a cc in each, forces will be evenly spread.
Also ips are wonderful defence, if theyre surrounded by turrets, theyre hard to take down, and if turrets are surrounded by rines, theyre hard to take down too.
Also you get those marines who do not use pgs cos a) they dont know how b) they dont care about the team.
If you set them to spawn in a location at least theyll be in that general area for a few minutes before dieing.
Aside from resources, biggest disadvantage? Distributed forces.
You do not want those backup guys who died recently spawning at the wrong portal. Also, unless I'm gravely mistaken, unless there is a queue, guys always spawn to one IP (and, if they die while it's queued, get added to a different queue). I seem to recall building two IPs, and always having my guys spawn at the forward one (one was behind the CC) unless more than one was dead.
Either way, you still have the problem of distribution. You can't say "type kill and get back to base" to your best player who you desperately want to get back to stop the fade onslaught you see coming... He might spawn at the other base! Further, since your guys might be at either side, and you may need to gather them, you still need phasegates. Hardly seem advantageous at all, in the end.
Because as a spawn camping skulk i always notice that after spawning at one ip, rines always spawn at the other, queue or no queue.
Damn those comms who build 3 ips and keep me guessing >:)
We got toasted.
It mght work as a strategy AFTER you have nailed a hive down tight - it would be good to use as Site B. However to afford the res you'd need to be in a gamewinning situation - otherwise it's a desperation move to allow you somewhere to run to. If you're facing a 20 minute endgame and just move to Site B, you can let site a get totalled and have stored up 200 res in the process........ although that assumes the aliens aren't going to both bases at once.
A risky gamble, but could work as an advanced relocation strat.
Spawning at one, heavily fortified place can be a huge advantage. Aliens stay away from there, giving you time to equip marines, etc, and making it easier to organize them. Not always, of course, but I'm having a hard time imagining why I'd want my marines to spawn unpredictably, further throwing off my careful calculated maneuvers.
Not nice at all when half your team are spawning a map away with LMGs and smiles.
Hell you could web all over the IP and have them spawnkill each other, haha.
Eeeevillllll.
Hell you could web all over the IP and have them spawnkill each other, haha.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I don't believe in developing tactics to prevent Khaara from prolonging a lost game. That's what F4 is for. And, when I think about it, if you have the res for two IPs, why not build an extra tfac and electrify it? Same res cost, same base defense, and if they have the firepower to break through a heavily fortified base with two electrified tfacs and ten gazillion turrets, you've lost anyways, and your second base (which, of course, will have half the strength of an uber one) will go down in seconds.
Idiot me...
Thumbs up for the great post. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
Idiot me... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
this is the only page I looked at, its complete ownage. I feel my conveyance of "..." was perfectly justified.