Ips
Steg
Join Date: 2003-09-18 Member: 20985Members, Constellation
Hello, now as most of you are well aware in most games what happens in the comm will get 1 ip and then later on get another one, why? I mean why? If youve ever played with HOLA then you will know what im talking about.
I know ips are 20 res and early on every res is needed, but ive seen 3 and even 4 ips in the base and i think its a great idea. Its very good for reloc as it kinda acts like a mini beacon if a few players die stopping 1 skulk killing your 1 ip and then the comm becomes very hard for aliens, that plus the fact that if a lot of marines die doesnt take long to get em back.
Thoughts?
I know ips are 20 res and early on every res is needed, but ive seen 3 and even 4 ips in the base and i think its a great idea. Its very good for reloc as it kinda acts like a mini beacon if a few players die stopping 1 skulk killing your 1 ip and then the comm becomes very hard for aliens, that plus the fact that if a lot of marines die doesnt take long to get em back.
Thoughts?
Comments
I don't think more than 3 marines can spawn at a time, so 4 is a waste.
Quite rare to actually need more than 3 though, but at end of game turtling, pouring all your res into many IP's and some guns can be quite rewarding <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
so true, but it aint gonna happen over night.
The probability of all rines to start behaving rationally and team up every damn time, is equal to the probability of Bill Gates give up all his shares of microsoft and start buying into linux.
So I usually end up using the 1 IP for every 4 marines on the team unless special circumstances make them otherwise
I'd rather have armor 1 researching instead of another idle IP.
If your marines are getting raped off the bat, drop another IP. If they are doing fine, don't.
More than one IP is a waste if it's not active.
Until then, it can wait. In the first moments of the game, skulks are pitifully weak (especially if you rush armor 1), and there will probably be a couple of kharaa busy building things, so your marines are not in terrible danger.
Don't confuse that with your base not being in danger, however, as a single skulk left alone for 30 seconds can cause an enourmous amount of damage.
Also, two ips arn't going to save you from that camping skulk. I find that the Ips tend to alternate when spawning marines. So if the spawn queue is far enough apart, a skulk could keep the marine population in check very easily. Ips don't save marines. Mines save marines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
edit; btw what ever happened to the ip rush? it became useless in 3 or something?
No, it should be even more viable since you can recycle the old comm chair for res now. But I think people don't like to do risky strats anymore.