Ips

StegSteg 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?

Comments

  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    many IPs is a wast of res, peaple should learn not to die so much, stop ramboing if you don't have the skill to take on 2 skulks alone.
  • MarineAnimalMarineAnimal Join Date: 2004-05-14 Member: 28676Members
    I always drop 1 ip at the start. I drop the 2nd when I have the spare res or if my rambo friends are dying too much.

    I don't think more than 3 marines can spawn at a time, so 4 is a waste.
  • Slow_SmurfSlow_Smurf Join Date: 2004-04-03 Member: 27702Members
    Myth! Any number of marines can spawn at the same time, so any IPs up to the number of marines you have(including yourself if you get out of the chair) can potentially be useful.

    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-->
  • Iron_MaidenIron_Maiden Join Date: 2003-09-24 Member: 21167Members
    i have seen 6 ips going altogether in a relocaition-rush to sub
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    I made this hilarious ip rush last week we had 7 ip`s next to hive all working properly
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I agree 2 IPs in base anywayz. let that lone skulk camp the IP.. we have 2.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • IceCubeIceCube Join Date: 2004-05-20 Member: 28777Members
    edited June 2004
    <!--QuoteBegin-Diablo_fx+Jun 5 2004, 09:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo_fx @ Jun 5 2004, 09:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> many IPs is a wast of res, peaple should learn not to die so much, <b>stop ramboing</b> if you don't have the skill to take on 2 skulks alone. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    It's all about how your team is doing.

    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.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    If you've got lots of res and are fairly well in control, I find that it's fun having a comm chair and 2 IPs at every hive/double res room you are in control of <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Unless your whole team is a bunch of jerkoffs that refuse to be on the same screen with each other, even with good players you're going to have 2-3 people dying at one time (after they get overwhelmed by aliens or something), so two ips are not a bad idea even in 6v6. Like people have mentioned above though, I'd rather spend that res on rts or upgrades at the beginning of the game.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Once a fade comes out, you will definately need more than one IP. Also, if you're assaulting a hive, you will need the extra reinforcements.

    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.
  • AmplifierAmplifier Join Date: 2004-02-19 Member: 26708Members, Constellation
    You get a second ip when you get phase tech.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    with 2 ips, one is bound to sit idle for a good portion of the game. some comms use only 1 ip in the beginning, and either get the second one when he starts to take heavy casualties, or when there is an abundance of res, or after a couple minutes into the game (where a second ip is an absolute must).

    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-->
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    if I have the res (ok..ok.. thats near win win anywayz) I build a IP for each rine I have. thats power. lol
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    edited June 2004
    like someone said above, 1 ip for every 4 marines is a must at the midway point in a game (i.e. when fades are out and dr is in complete control by 1 team)

    edit; btw what ever happened to the ip rush? it became useless in 3 or something?
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    <!--QuoteBegin-jamespsx+Jun 14 2004, 11:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (jamespsx @ Jun 14 2004, 11:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> edit; btw what ever happened to the ip rush? it became useless in 3 or something? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    thats because risky strats in the start dont work anymore as well as they used to.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    I tend to try out risky relocs, they get supised sometimes ever relocated to overlook and have an outpost at the spot between cargo and pipeline before, try that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    On tanith, chemical relocation when aliens have satcomm can work pretty fine with this.
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