Ips At Outposts

n4s7yn4s7y 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-->.

Comments

  • Insanity_GizmoInsanity_Gizmo Join Date: 2003-05-05 Member: 16072Members
    Interesting idea, though unless you throw down more res for arming stations (prototype and armory) at each spawn point or get phases, people might feel left out arming wise.

    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. ^.^
  • JaguarJaguar Join Date: 2003-01-05 Member: 11859Members
    I prefer to use Phases for this. While having marines spawn at places you want to hold is great, it happens to randomly and leaves your team spread out. And while I usually put up an Observatory and Armory at every hive I take, if you don't have the res for it, some spawning marine might be screwed.

    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
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    Im not dropping a comm chair at every outpost. Just.. no. Thats what phase gates are for. Youd be better off investing your money into another phase gate in the same area.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    Yer but ill suppose it will FORCE marines to distribute forces how you want them to be.

    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.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Advantage to multiple IPs: Distributed forces.

    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.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    Spaz i think thats wrong


    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 >:)
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Hmm, I normally only see that with a queue. Maybe I'm wrong, but, like I said, all the other, more important arguments apply whichever case is true. Distributed forces can be a weakness too.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    This is an interesting idea, and if I have extra resources, I will put up a second base at an important location (i.e. a hive). It is good to have a backup base, because people spawning in hell (base under attack) usually sends them back to the spawn-in line. Of course I will have a phasegate connecting both bases. It is just something to do later in game when you're more at ease but need to make sure things don't go wrong. Spawning at one place only is a weakness.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    We'd a comm try that but we spawned in with lmg and virtually no ammo.

    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.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->Spawning at one place only is a weakness. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Like I said, spawning in hell is bad. If that heavy fortification just happens to go down, then you may not get the chance to recover - whereas if you have outposts connected by phasegates, you'll be able to recover quicker.
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    Try this: Build IPs at other locations, but have the marines ONLY build them to the last bar. Before it's finished, have them stop. If the aliens break through, one of the marines could just phase/sneak to the outpost and finish building the IPs there.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Mm, because if I was alien, and I usually am, I'd mash everything BUT the IP and CC - just for the fun of camping at the IP and nailing every spawned marine.

    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.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->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.<!--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.
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    Oops. While thinking this out I missed a huge point: you need comm chairs to build IPs.

    Idiot me...
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    <!--QuoteBegin--ZiGGY^+Aug 9 2003, 11:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Aug 9 2003, 11:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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-->
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited August 2003
    <!--QuoteBegin--n4s7y+Aug 10 2003, 05:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Aug 10 2003, 05:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oops. While thinking this out I missed a huge point: you need comm chairs to build IPs.

    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.
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
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