Current Noob Tactics

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Comments

  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    Well, it all depends. When I command (rarely) I judge the amount of IP's by the number of players on the marine team. If there are less than, say, 4-5 players, than I will build only one IP. However, if there's around 6-8 players, I'll build one IP, maybe upgrade something like motion tracking. Then I'll build 2. If there's 10 players, there's no way I'm going to leave them with 1 IP, they'll just keep dying. However if you're planning on rushes, I would start off with an IP and observeratory, and just use distress beacon.
    2 IP's don't always necessarily mean "teh 1337z0r gaem". It just provides faster spawning, which CAN lead to a good game, but also the loss of 22 credits, which could be used for... a shotgun, and 5 leftover credits, which can get you a couple health packs to aid that shotgunner in the fall of a hive!
    On the other hand, a base can be easily destroyed by a single skulk with only one IP; I've done it. Hop over mines, kill off the guy, and chew at the IP. Usually the commander isn't going to risk running out of the chair. When you're chewing at it, you'll probably have to deal with a guy spawning back at least once, which can be easily killed, and then all of a sudden there's no base and the commander is hiding in his almighty chair.
    Unless, of course, the team/comm is smart enough to kill that one guy. Which never happens anyway.
    Anyway... usually I build 2 IP's anyway, or else I'll get yelled at by the "pr0z" who are so ""elite"" because they build 2 IP's for a 3 player game.
  • Zer0Zer0 Join Date: 2002-12-11 Member: 10597Members
    I get 1 in wars and 2 in pubs
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    Wow, im surprised Nether hasnt played a game where the comm accidently built 5 IPs and gave him the brilliant idea that the more ips, the better. Hell, heck about the armoury and obs and arms and proto! Heck the RTs! I WAN MORE IPS. FIVE IPS PWNZ
  • KhazModanKhazModan Join Date: 2003-04-14 Member: 15500Members, Constellation
    edited April 2003
    <!--QuoteBegin--Catpoker+Apr 19 2003, 01:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catpoker @ Apr 19 2003, 01:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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--> ) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    from 'lock stock and two smoking barrels', "ok will everbody stop getting shot"

    anyways, it depends on team size and team experience as does most things in NS there is no <i>single</i> tactic to follow and i dont think if the comm only builds one IP he is a noob he may have a reason for it.

    <i>edit* for typos</i>
  • KillaBiteKillaBite Join Date: 2002-11-23 Member: 9733Members
    What have we learned from this post?

    General consensus:
    1 IP at start, add another later
    Base IP numbers on size of game and type (pub/clan match).


    I think that sums it up. Do we need anymore comments?

    Finally as per the name of the post? Yes building IPs is the current newb tactic. Heck building ips is also used by clans. But narrowing the subject, building only one IP as a newb tactic. I'd more likely see a nub building two myself. Maybe we should direct the discussion in this post back to whether building 1 ip is a noob tactic or if it's not. I think many people have discussed what they think is best but they haven't discussed the black and white issue. Is building only one IP a newb tactic? I say no. There's my answer, no room for grey there. No it's not a newb tactic. Now without discussion as to what you're tactic is, let have more people say if it's newb or not. I think we've discussed everyone else's tactic enough.

    If we haven't then well... it's all good.

    /me is confused
  • see-you-in-disney-landsee-you-in-disney-land Join Date: 2002-11-01 Member: 3241Members
    <!--QuoteBegin--KhazModan+Apr 26 2003, 02:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KhazModan @ Apr 26 2003, 02:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    from 'lock stock and two smoking barrels', "ok will everbody stop getting shot"
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Damn beaten to it, I wanted to say that. This will have to do...

    "Stop TRYING to hit me and hit me!!"
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    all depends on situation
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    i tend to start with one...building one later if need be. usually when it's a small team still or no one is dying. When my marines start dropping I put down another IP...Seeing as opening game I am red node happy. I don't start teching up all the fast, but when i do it's a mad burst of upgrades. I try and grab chunks of the map early on...and get res coming very fast.
  • dr_ddr_d Join Date: 2003-03-28 Member: 14979Members
    I like to build 15 or 16 IPs and send my marines on a constant mad dash for the hive. Been pretty effective so far, 94.6% win rate. Sometimes guys spawn twice and have a clone of themselves running and fighting along side them, and I'll be the first one to say marine clones are a big advantage the first 5 minutes.
  • OzzKlozOzzKloz Join Date: 2003-01-20 Member: 12513Members
    Like most of you have been saying, it really depends on your team's skill (or lack thereof). Usually, 1 ip is good to start the game, because you need the resources for that armory, obs, and mt rush. a little later when the marines actually push the attack/go for rez is the best time to drop the second one (heck, get out and build it yourself u lazy bum). Unless you have a really big team (+6) or a ton of n00bs, wait on that second ip a bit and see if you really need it. And if your marines ask for it, by all means listen to them and drop it silly.

    Nether: sounds like you might have had a bad game (more than a few, it would seem). There's always the option to eject and do a better job yourself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CitadelCitadel Join Date: 2003-05-03 Member: 16017Members
    As long as the numberof ip can handle a bad case scenario in the game its perfectly fine with me


    -----------------------

    <span style='font-size:8pt;line-height:100%'> </span><span style='color:red'> </span>"DOCTER GET 130 SHOTS OF MORPHINE.....STAT,and get me some for the patients as well"

    <!--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-->
  • RatfireRatfire Join Date: 2003-03-31 Member: 15091Members
    I usually alternate between one or two IP's depending on the map, and the player quality. On smaller maps, I expect everyone to die more often, so usually there's 2 IP's right away, on the larger maps, it's 1 IP unless I find that everyone is just getting it handed to them.

    Is there ever a situation where you would require more than 3 IP's? At some point it doesn't seem to matter anymore, either because you're already dead, or you already won.


    Ratfire
  • CitadelCitadel Join Date: 2003-05-03 Member: 16017Members
    Or maby we would like to HIDE an ip from the aliens for when they storm your base with an onos
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    edited May 2003
    <!--QuoteBegin--Nether+Apr 19 2003, 03:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nether @ Apr 19 2003, 03:23 AM)</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-->
    yes i usually use 2 ip's but sometimes i think ill put the survivability skills into my marines and just make 1 ip. ive never seen much failure with 1 ip ive seen 80% of the coms win with one ip. and i only build 2 ip's if my team has a real problem with dying constantly, which i rarely run into this, it all revolves around your marines, there survivability and there skills, if half or more are above average then you only need 1 ip because they know what there doing <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • EtcEtc Join Date: 2003-02-24 Member: 13928Members
    <!--QuoteBegin--F|D^Hells_Winter+Apr 25 2003, 01:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (F|D^Hells_Winter @ Apr 25 2003, 01:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    nice, but not always neccesary, if the team is ok with 1 ip it's nicer to get a lvl 1 armor/weaps upgrade
  • Sucky_DuckySucky_Ducky Join Date: 2003-05-04 Member: 16043Members
    I've never played on a server larger then 20 players but I will almost NEVER be needed to build 2 Ip's...
    Unless your team isn't good enough... But 2 IP's is just a waste of 22 resources which you can use to upgrade Motion Tracking in the early game... Maybe with 16 players on your team you need 2 IP's... But certainly NOT in the beginning of the game. One marine should be able to kill atleast 1 skulk before dying...
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    This thread has gone from "Current Noob Tactics" to "Using IPs correctly"...
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--QuoteBegin--Sucky Ducky+May 5 2003, 05:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sucky Ducky @ May 5 2003, 05:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've never played on a server larger then 20 players but I will almost NEVER be needed to build 2 Ip's...
    Unless your team isn't good enough... But 2 IP's is just a waste of 22 resources which you can use to upgrade Motion Tracking in the early game... Maybe with 16 players on your team you need 2 IP's... But certainly NOT in the beginning of the game. One marine should be able to kill atleast 1 skulk before dying... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    you're riight. It is totally skill dependant. However, even IF your marines go 1-1 with the aliens, you will be at a disadvantage unless you build another ip (8 seconds for aliens vs 10 seconds for marines)
  • PerfectOnePerfectOne Join Date: 2002-11-03 Member: 5497Members
    OMG! What n00bs!

    You don't need two ips ever! You need THREE ips! That way, you will always have two up and running in case a skulk comes in and chomps one! And you get the three vs. one advantage. Every few seconds, your marines respawn regardless of if they are dead. It is incredible... and they come with heavy armor and jet packs and mines and carapace! Tis sweet, it is!

    Since I really have said nothing new and Nether was chastised enough before I started my pointedly unfunny post, I will stop now.
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