Current Noob Tactics

NetherNether Join Date: 2003-01-21 Member: 12530Members
Noob and average commanders have gotten it into thier heads that 1 IP is enough, practicly every game ive played in this week with mediocre or worse comms theyve only built 1 IP and a few have claimed "you dont need 2" and other rubbish. By not building at least 2 IPs you instantly negate a free advantage the game provides marines with by reducing the spawn rate to that of 1 hive aliens.

I despair at the stupidity of some people. It is so shockingly clear that 2 IPs > 1. If your having the same problems be sure to condemn the players until it registers to them.
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Comments

  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    Umm 2 IPs are not neccesary, you dont have to out spawn them, you just have to kill them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Spend the money on upgrades so you do not need 2 ips.
  • MooManMooMan Join Date: 2002-11-02 Member: 5154Members
    The number of IPs required depends on your teams frequency of death, if they are constatly dying, then 2 are needed, but if they are rarely dying, there is no point of 2.

    A good team only needs one IP.
  • ChuchumanquiqChuchumanquiq Join Date: 2003-04-16 Member: 15560Members
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.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&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <IP> == game over man

    backups are wonderful
  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    Yeah I just play it by ear. I always make one to start, unless I have a fairly big team, then I get two at the start. In other cases if my team is getting slaughtered, I'll make another. But there's no use plopping 22 res into something you'll never use.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    one IP should be enough

    although any network technicain will agree
    <!--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-->redudancy is your friend<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    but if a massive amount of teamates get's killed you can distress beacon

    and I recall Flayra saying if a team is good enough an ip might not be neccessary...
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    1 skulk can quite effectively lockdown 2 ips, at a push 3.
  • NetherNether Join Date: 2003-01-21 Member: 12530Members
    1 IP is not enough, it always leads to long cues of dead marines waiting to spawn. Which means less defence, less people attacking and over all reduced marine effciency

    There is no excuse to not have 2 IPs, unless your going for clinical fast tech. If a comm only builds one IP hes an idiot in my opinion. I have never seen a game that was not adversly affected when there was only 1 IP.
  • CalantusCalantus Join Date: 2003-03-23 Member: 14823Members
    <!--QuoteBegin--Nether+Apr 18 2003, 10:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nether @ Apr 18 2003, 10:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1 IP is not enough, it always leads to long cues of dead marines waiting to spawn. Which means less defence, less people attacking and over all reduced marine effciency

    There is no excuse to not have 2 IPs, unless your going for clinical fast tech. If a comm only builds one IP hes an idiot in my opinion. I have never seen a game that was not adversly affected when there was only 1 IP. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've seen games where 1 IP is enough, and if I comm (which I rarely do these days) and my marines are good then I'll forsake the 2nd IP for having more res. It is n00bish not to get a 2nd IP if your team needs it though. Distress is all very well and good, but distress is 15 res and an IP is 11 if I'm not mistaken. When your marines die alot, a 2nd IP is your friend.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Sacraficing one IP will get you either A) MT or B) Level 1 Armor. Now let's see if you're team is good and since marines have the advantage early on, that early second IP is worthless.
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    On pubs you need two. Just do it please. Why find out the hard way half way through the battle that you're noob-heavy?
  • Dunkin_DynamiteDunkin_Dynamite Join Date: 2003-02-08 Member: 13260Members
    edited May 2003
    You only need 1 IP if your team is small (whoops, said NOT small before, forgot I made this post and never came back to fix). IP cost has been massively increased and it's a waste to build 2, a waste that hurts a lot.

    If team is > 7, then automatically you need 2, because of more dead teammates, and at the same time more resources come in so you can afford that 2nd IP.

    If the 1 IP goes down you deserved it. If your team loses because of that 90% of the time you deserved it as well. Especially if this is early in the game; then you know the truth about your team and you won't have to slog through a nub fest. (Unless both teams are good)

    Aside from these things, think about where to place your IPs. If you need 2 IPs, you can build 1 to cover the other, for instance on tanith, you can build an IP on the cc platform and one on the base floor. Remember that the last IP you built is the default spawner (I think), so you want to build the cc platform IP second, even though it's a better position. Because it's a better position you should use it if you're only going with 1 IP.

    However I once started with 1 IP because of team size. I was on tanith, I built on cc platform. Then other people joined and I built 2nd on floor.. and that was default spawner. The problem was that people spawning on the bottom couldn't see the top, and people ignored the IP that was on top, which incidentally was a skulk magnet. Eventually the aliens got that IP on the cc platform, marines were clueless about it, and when the aliens pwned us we couldn't spawn because they had already gotten the 2nd IP. (no one repaired, it went unbuilt, etc and you know how fast an alien comeback can be - yes I was incompetent but they doesn't invalidate spawn placement <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    just dont die so much


    (thats what i tell my marines <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    It *really* depends on the people you are playing with. Organized skulk attacks can easily wipe out your team and lose you the game if you only have one IP. I know that I have ended the game many times for marines with only one IP, sneaking behind the fighting and chewing on the iP while they are busy...
  • JojoshuaJojoshua NS Guide Professor Join Date: 2002-11-02 Member: 5233Members
    Building 1 IP in an average size game is the same reason we dont put down turrets anymore. You have to get your marines to put the pressure on the aliens, and 1 guy to guard or get res. You will find that if the pressure is planted properly, then 1 IP is good enough.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin--Chuchumanquiq+Apr 19 2003, 02:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chuchumanquiq @ Apr 19 2003, 02:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.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&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <IP> == game over man

    backups are wonderful <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    While we're at it maybe we should slam down 3 ccs too just to be sure? And maybe an extra observatory since those things die so friggin easily....
    You don't need 2 ips at the beginning. If you're marines are dying like there's no tomorrow you're still going to lose no matter how many ips you have.
  • roachemsroachems Join Date: 2003-04-02 Member: 15148Members
    everybodys got good points.

    what i like to do is, wait and see if my team can do with out a ip. if they can, >which they usually do<. I'll give them upgrades, and when i have enough res i'll buy a 2nd ip.

    I'll also place it as far away as the other spawn. So 1 ip can respawn without a skulk right there.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    1 IP early game
    2nd IP when u can afford it (mid game)
    3rd IP if its a 9vs9 and your team keep dieing.
  • LitanyLitany Join Date: 2002-11-10 Member: 8043Members
    edited April 2003
    Of course, we all seem to be missing the bigger point here.

    The topic of this post is that a certain action by the commander is very n00bish. While I can understand that Nether feels annoyed when someone other than him comms and builds only one IP, this post is damn annoying.

    You don't ALWAYS need one IP.
    You ALWAYS need at least two IPs.

    You don't ALWAYS need to JP/HMG rush.
    The JP/HMG rush is ESSENTIAL to victory.

    You should NEVER build a TF in base.
    You should ALWAYS build a TF in base.

    Oh my god the comm DIDN'T relocate the base.
    Oh my god the comm DID relocate the base.

    WHY didn't he just gimme a shotty?
    That idea SUCKS. Eject the comm!

    <!--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-->I despair at the stupidity of some people. It is so shockingly clear that 2 IPs > 1. If your having the same problems be sure to condemn the players until it registers to them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It's attitudes like this which really make this board the worst out of the whole NS forums. That's the spirit! If someone doesn't play the game exactly the way you think it should be played, let's whine and moan until they have a horrible time too!

    Someone disagrees with YOUR ideas? Gasp! They must be a stupid newbie! None shall survive my "elite" skills! I just lost... omg h4x. My idea always works unless the aliens have h4x. Stupid n00bs.

    Since we are so fond of quoting Sun Tzu on this board, why don't we listen to his advice that no plan ever survives first contact with the enemy. Each strategy depends on the maps, the skill of the players, their ability to work well with each other, the strategy each team uses, the interesting turns the game takes as time progresses and so on and so for, ad nauseum.

    You should NEVER do something. You should never ALWAYS do something. Be open minded. Don't try to counter this post with arguments that attack the little examples I put here in my post. That's all they are: examples.

    End rant. Go on with your lives, citizens.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
  • acer_r1acer_r1 Join Date: 2003-03-11 Member: 14397Banned
    <!--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-->My idea always works unless the aliens have h4x.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    omg i know what you mean.......
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    *sigh* When will people learn? or more accurately, when will people READ FORUM POSTS!
  • Coyote399Coyote399 Join Date: 2002-12-11 Member: 10627Members
    <!--QuoteBegin--Nether+Apr 18 2003, 08:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nether @ Apr 18 2003, 08:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By not building at least 2 IPs you instantly negate a free advantage <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    thats the problem, its not free, it costs 22 res-which would better be spent on weapons lvl1 and a medpack
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited April 2003
    <!--QuoteBegin--Nether+Apr 19 2003, 01:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nether @ Apr 19 2003, 01:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Noob and average commanders have gotten it into thier heads that 1 IP is enough, practicly every game ive played in this week with mediocre or worse comms theyve only built 1 IP and a few have claimed "you dont need 2" and other rubbish. By not building at least 2 IPs you instantly negate a free advantage the game provides marines with by reducing the spawn rate to that of 1 hive aliens.

    I despair at the stupidity of some people. It is so shockingly clear that 2 IPs > 1. If your having the same problems be sure to condemn the players until it registers to them. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Umm... what kind of games are we talking about? if its a regular match.. ie: 6v6 you really only need 1, but if this is like... 15v15 then 2 would proabably be viable. Just consider building 2 at the very beggening may not be needed but adding one after nozzles go up. I would also like to point out... if your team does poorly on against a skulk rush and your ip is almost down, then build another rather then getting a welder <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. This allows faster spawn rates and gives you a full health spawn. *note: if you need the welder for other things ie: vent closing then it may be more viable* just depends on the situation.
  • KaniranKaniran Join Date: 2003-01-19 Member: 12465Members
    edited April 2003
    As always, there is no one definite answer. On a 3 person team, two IP's would be ridiculous. On a six person team of all new players, one IP is ludicrously slow, and may guarantee a loss.

    After all, on some games I build four IP's early game, because if I DON'T my marines will all be eaten during the initial armory hump. Most of them get eaten anyway, and the three extra IP's help them to survive when the skulks come back.

    I guess I want to make a point, just as Litany so elequently put it. There is no perfect stat. I've seen 1 IP work plenty of times, I've also seen 2 IP's work many times. I've also seen 1 IP, armory, sell first IP work quite a few times. I've even see 4 IP's work. Whether it will work or won't work depends completely on your team, the other team, and a fair share of how the two interact.

    BTW, with a good team, I've seen no IP work better than any other combo. Don't you bash MY strat just because YOU can't make it work. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ATIATI Join Date: 2003-03-14 Member: 14492Members
    This is why i frequent the Voogru servers, mainly because very quickly you can measure the caliber of the players on voogru because the players play there constantly. The problem with 1IP or 2IP is that as a commander you have to know exactly how well your marines are against the kharaa. If your marines are good, then 1IP is great, upgrade like a mofo and make them even better. However if your team is only par or sub-par, then it is a wise idea to get 2IP so that your marines spend less time respawning and you can get them back into the fighting quicker. It really depends on how good your marines are, so in a way both views are right. Experienced players only need 1IP and non-experienced players should be safe lay down 2IP. Now that doesn't mean go crazy and build two radars, or build 5IP's or anything like that. Use moderation. Also its smart to use your distress beacon. It only costs 15 res (Not quite sure) and you get ALL the marines back....that is valuable if your players are dying to fast.

    Peace out
  • ArcadiusArcadius Join Date: 2003-04-14 Member: 15491Members
    Wow, I think Litany deserves a medal or something. That's the best post I've read in weeks. Preach on brother Litany.
  • AngryMonkeyAngryMonkey Join Date: 2002-11-22 Member: 9603Awaiting Authorization
    Depends on the sitatuon.

    Publics are usually (not always...) full of "not so skilled" people who need early upgrades and want longer matches.
    Clan matches have skilled players who want the quick win.

    Publics:
    1 IP
    1 Armoury
    1 Arms Lab
    Upgrade Weapons
    Another IP
    Whatever takes my fancy...

    Clan Matches:
    1 IP
    1 Armoury
    Upgrade HMG
    1 Arms Lab
    1 Proto Lab
    Recycle Arms Lab
    Upgrade JP's
    Dish out JP/HMG

    No need for 2nd IP.

    Even with just the 1 nipple at base the JP/HMG should be out within 6 ish mins (2nd hive completes in 7:30, so no worrys of umbra/web there.)
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    One IP is just fine for the Marine early game when you've got a massive advantage over the Aliens. Later on, you might want to go two IP's, but upgrades/tech/mines are certainly more important in the early game.

    Then again, you have to count on your Marines to be coherent, smart, and a decent shot.
  • FDHells_WinterFDHells_Winter Join Date: 2003-04-24 Member: 15819Members
    I totally agree that you should play it by ear. why waste the rez if your team isn't utilizing the 2nd ip. on the other hand, it is always nice to have a backup.
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    I agree that you definitely shouldn't get 2 IPs right away, it's a waste of res and it slows down the marine's early game economic momentum... but once I got a bunch of RTs up and everything is upgrading, I will get a 2nd IP and place it as far from the other as I can, just in case. It also depends on what your strategy is. I usually actively encourage about a third of my marines to rambo, to keep the aliens on the defensive, hurt them and genereally annoy them. 2 IPs will make them go back into the action faster, and in case something goes very wrong, say your entire attacking squad in an organized assault gets killed, you'll be glad to have 2 IPs.

    I agree that theoretically, you shouldn't need a 2nd IP. If everyone is playing perfectly and never get surprised by an ambush and you never have any lapse of attention.... but you know, **** happens. Sometimes your base guard can hop in the phase gate to build something cuz nobody's around to do it, and a skulk might sneak in and chew down the IP. Those things die so fast, the observatory too. I still think it's better be safe than sorry, if you've got the res.
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