Mass Ip
SDJason
Join Date: 2003-05-29 Member: 16841Members
<div class="IPBDescription">works in many situations...</div> Lately when ive been comming, i tend to build more than three IP, usually one for each person on the team.... this seems like overkill, but in certain situations it can help you win....
Marines need to reload, and as a result, are quickly overwhelmed when trying to hold a situation... Several skulks can use timing, cover, and dodging to quickly deplete marines of thier ammo, when this happens, it is usuallt 1-3 bites, which happen in less than a second, and you have one less marine defending this location.
During hive rushes or rushes on alien fortifications this becomes important simply because every marine counts. Without going into too much detail, lets say there are 4 marines at a phase gate, and 2 are reloading, if that 4th one wasnt there, the 3rd one would get owned by the two skulks rushing him, and they would then kill the reloaders most likely, but simply because there were 4 marines instead of three, more likely in that situation, the 4 marines (maybe 3) would still be alive, and both skulks would be dead.
Now lets say in the above sitation, 3 marines die, and 2 aliens die, leaving a lone marine at the waypoint. Most likely those 3 marines will not spawn in, and phase in time to rejoin the battle before the lone marine bites it to the remaning alien forces....
This is where my strat comes into play. Because i have so many IP's, i have a constant wave of troops... Similar to D day (ww2) my troops are "expendble" to a degree in that all they need to do is kill, arcade style and not worry about dying. The fact taht we radically outspawn the aliens takes the above situation and completely reverses it, even with thier stronghold, they cannot expect to hold out against an endless stream of 5-8 marines every 10 seconds (if phase gate is up).
Ive used this strat with disastrous efficiency late game to take down a building 3rd hive, or even to take down a third hive against multiple onos, lerk, fade, ect....
Im posting here not to brag, but to explain my reasoning as best i can because many comms would rather drop another HA suit/hmg/welder (35 res) than get 2 more IP(40 res) when assaulting a hive...
To me it has become a necessity, i never attack a hive with less than 4 ip's, usuallyy 5-7...
Next time you fail an assault against a hive ( a well fought one) look at the scoreboard immediately after, ill bet you 6-1 your respawn queu is huge...
The simple fact is, marines in groups pwn all, 2 marines are 3 times as effective as 1, 3 marines are 3 times as effective as 2, 4 marines, 3 times as effective as 3... and on up.... plain and simple, marines have power in numbers, they NEED numbers to defeat any alien life form other than skulk/gorge......
My strat prevents the numbers from dwindling, because if they do, the marine positon can rapidly be overrun and taken out.......
My theory for this strat goes back to Starcraft, i played protoss mostly, and on shared res maps (unlimited res) the common strat was 12 "unit" buildings", i always went dragoon, and made 24 unit buildings... higher initial cost, but when battle time came, and i had 5 dragoons constantly queued in the queues, i overran my enemies simply because i produced more units than them, and hence overwhelmed them...... The same has worked for me comming in many a NS game
Do i win all the time.... NO.. is it overpowered... actually i believe it is...... try it sometime...
As long as you can keep the marines continually phasing (i like to make it so there are only 2 phase locations... MS and Battle) then you will see how truly overpowering this can be in all but the best alien hands...... Marine Shock troopers in 10 second waves totally obliterates 2 hive aliens.... sometimes even three hive aliens....
And since i get this on servers all the time.... the 3 ip limit thing is no longer present... dont tell me it is.... because ive done this enough to know it no longer is
if i make 9 ip in a 10 v 10 game, ill watch that killboard light up with alien kills MORE than 3 every 10 seconds the whole time (and ill wach ppl spawn in about once a second on average) signifying that all ip's workin normally (no 3 ip cap)........
Take it, Flame it, Discuss it, Try it, Debate it...
~Jason
Marines need to reload, and as a result, are quickly overwhelmed when trying to hold a situation... Several skulks can use timing, cover, and dodging to quickly deplete marines of thier ammo, when this happens, it is usuallt 1-3 bites, which happen in less than a second, and you have one less marine defending this location.
During hive rushes or rushes on alien fortifications this becomes important simply because every marine counts. Without going into too much detail, lets say there are 4 marines at a phase gate, and 2 are reloading, if that 4th one wasnt there, the 3rd one would get owned by the two skulks rushing him, and they would then kill the reloaders most likely, but simply because there were 4 marines instead of three, more likely in that situation, the 4 marines (maybe 3) would still be alive, and both skulks would be dead.
Now lets say in the above sitation, 3 marines die, and 2 aliens die, leaving a lone marine at the waypoint. Most likely those 3 marines will not spawn in, and phase in time to rejoin the battle before the lone marine bites it to the remaning alien forces....
This is where my strat comes into play. Because i have so many IP's, i have a constant wave of troops... Similar to D day (ww2) my troops are "expendble" to a degree in that all they need to do is kill, arcade style and not worry about dying. The fact taht we radically outspawn the aliens takes the above situation and completely reverses it, even with thier stronghold, they cannot expect to hold out against an endless stream of 5-8 marines every 10 seconds (if phase gate is up).
Ive used this strat with disastrous efficiency late game to take down a building 3rd hive, or even to take down a third hive against multiple onos, lerk, fade, ect....
Im posting here not to brag, but to explain my reasoning as best i can because many comms would rather drop another HA suit/hmg/welder (35 res) than get 2 more IP(40 res) when assaulting a hive...
To me it has become a necessity, i never attack a hive with less than 4 ip's, usuallyy 5-7...
Next time you fail an assault against a hive ( a well fought one) look at the scoreboard immediately after, ill bet you 6-1 your respawn queu is huge...
The simple fact is, marines in groups pwn all, 2 marines are 3 times as effective as 1, 3 marines are 3 times as effective as 2, 4 marines, 3 times as effective as 3... and on up.... plain and simple, marines have power in numbers, they NEED numbers to defeat any alien life form other than skulk/gorge......
My strat prevents the numbers from dwindling, because if they do, the marine positon can rapidly be overrun and taken out.......
My theory for this strat goes back to Starcraft, i played protoss mostly, and on shared res maps (unlimited res) the common strat was 12 "unit" buildings", i always went dragoon, and made 24 unit buildings... higher initial cost, but when battle time came, and i had 5 dragoons constantly queued in the queues, i overran my enemies simply because i produced more units than them, and hence overwhelmed them...... The same has worked for me comming in many a NS game
Do i win all the time.... NO.. is it overpowered... actually i believe it is...... try it sometime...
As long as you can keep the marines continually phasing (i like to make it so there are only 2 phase locations... MS and Battle) then you will see how truly overpowering this can be in all but the best alien hands...... Marine Shock troopers in 10 second waves totally obliterates 2 hive aliens.... sometimes even three hive aliens....
And since i get this on servers all the time.... the 3 ip limit thing is no longer present... dont tell me it is.... because ive done this enough to know it no longer is
if i make 9 ip in a 10 v 10 game, ill watch that killboard light up with alien kills MORE than 3 every 10 seconds the whole time (and ill wach ppl spawn in about once a second on average) signifying that all ip's workin normally (no 3 ip cap)........
Take it, Flame it, Discuss it, Try it, Debate it...
~Jason
Comments
Allies had ampibic tanks as mobile shields but they sunk in their boats because of bad weather circumstances so many humans became a shield instead.
Just telling its a BAD comparison.
mass iping always worked as long as there was no defensive reaction from aliens, that are just fast enough for outflanks.
The biggest problem i see is that whenever a marine spawns, he is gripped by the urge to get out into the map where he last died. This means that more oft than not, he walks off by himself.
With multiple IPs, though, say, three, you have a squad of three marines constantly spawning and running off TOGETHER.
Good idea, good for pubbing, if not for professionals.
but 3 ips is the maximum for spawn rate
which means
if you build 3 ips, 3 marines spawn at a time
if you build 138428303 ips, 3 marines spawn in at a time
if you build 1 ip, one marine spawns in at a time
and so on
but 3 ips is the maximum for spawn rate
which means
if you build 3 ips, 3 marines spawn at a time
if you build 138428303 ips, 3 marines spawn in at a time
if you build 1 ip, one marine spawns in at a time
and so on <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This is not true, As sometimes i have 5 IPs with five people spawning
So if indeed i did buy 138428303 ips 138428303 of my marines would spawn.
But if you need more than three even on a 20 person server, that's really sad.
And meatshield you got real issues if you can't build more ips because you're worrying about giving the other team rfk.
Just a little tidbit there.
My own opinion? I can't seem much point in past 3-4. The 30 res you spend on an additional 2 would buy Armour 1 for everyone and a Shotgun. Organized marines can use just that to give the aliens a good scare.
- Shockwave
Why you would need an IP for every member of the team is beyond me. That res could be used for shotguns, upgrades, etc.
just think. More IPs = faster spawning. Now lets think of worst case scenario.
3 hives, so kharaa spawn fast. We have 4 IPs so we spawn fast aswell..
even if the idiots can totally not shoot, and need a whole clip to finish a skulk, NO PROBLEM. Its not only the more ppl in, the more are shooting.. nono, its the more ppl in, the more are capable of DYING.
if a skulk has to bite 3 or 6 rines to death is a differance. Its not just attack, pure defense aswell.
Don't do this beacon crap. We have relocs, maybe you need to beacon alot (then i prefer IPs) and you can put them around armslab etc. (telefrag protection lol)
Point is, I agree. It helps. Sure, it is sad its needed, but it helps.
Think logically there, Why spend 110 res on shotties that will eventually die(most likely soon, as well) when you could just tack on 7 Ips for that ammount, and raise the respawn rate so high that you can overwhelm you opponent repeatedly at all locations.
Basicly, the idea is Manpower > Tech.
Sidenote: IP's aren't limited to 3/4/X, only limit is the ammount of people on your team really. If you had 2145 marines and 2145 IPs, all could spawn at once, however having 5 Ips and 2 marines, wouldn't be any different than 2 Ips and 2 marines. Anyways, I have wittnessed Jason comming on multiple maps and winning consistently with his strat, it is quite effective, there have even been times where he took down 3 hive aliens with solely rushes, instead of the classic HA/JP GL/Shotty/HMG charge of death.
That is all.
If they spawn in com core I just relocate right outside. Drop comm chair, drop as many IP's as marines minus one (Comm.), and arms lab it up.
Not so...
I simply dont lock down hives when i play.... It leads to longer games (sometimes destroying 10 hives or more), but by putting only two phase locations, and constanty yelling to NOT HUMP, ULL DIE TO SOON, and PHASE, if the vast majority of people listen... it will work....
In response to my WW2 analogy, i meant no disrespect, all i was stating is, the allies landed vast amounts of troops onto a enemy "stronghold" (not just omaha beach) endlessly and eventually overwhelming due to sheer numbers... Russia did the same thing at stalingrad... 2/3 of the russians diddnt have guns even!! they waited for someone to die, and picked up thier gun to keep fighting.... whether russia pushed germany back, or the german scum ran out of ammo will never be known....
Again i mean no offense by these comments.... truly and honestly, but to learn from history we must examine it, that is all....
Yes beacon has teh same effect, but what i like to do is GET the IP's up.... and then during the firefight that ensues, you get TONS of RFK (so do aliens, but oh well)
Not only is the constant battle FUN for you AND the aliens, you get so much RFK that i will then drop heavy weapons and several ammo packs (to preven armory humping) to bring into battle...
Also as suggested, this strat is completely different, and only by understanding that can it be put to good use........
TO Summarize this strat, ill quote someone from my regular server.... Jeflax... "When SDJASON Comms, you wont ALWAYS win(mosta the time yes), but you will have fun.."
That is the truth, this strat creates constant firefights, rfk for weapons, and an overall fun game WITHOUT turret farms, lockdowns, and other (IMHO) "boring" NS elements...
~Jason
Not clan play...
From my experience... most pubs are 9v9 (18 players)
I had the sad opportunity of being on the losing end of one of Jason's streaks the other day. His strat works.
I had the sad opportunity of being on the losing end of one of Jason's streaks the other day. His strat works. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
hehe... the losing streak where we beat you guys, and still took the time to make a mine ladder all the way to the bottom of EM drill shaft in Bast???
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
~Jason
mass ip'ing endgame when you are loosing is what i like to call "Whack-A-Marine", fun for all lifeforms to play!!
*yes, inspired by whack-a-mole, and is in no way affiliated with Chuck-E-Cheese's or any of its subsidiaries <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> *
Many a time ive seen ppl go up that ladder and CHOMP CHOMP CHOMP one after another the killboard lights up with alien kills..... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
~Jason
ill try it! <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
HEHE... it gets better and better
MORE WAYS FOR ME TO RATIONALIZE MY SECOND AND THIRD COMMCHAIR JUST TO MAKE ROOM FOR MORE IP's IN BASE (yes.. sometimes in certain maps i need to drop another chair....)
@Commiespy...... WEWT.... it makes the game fun thats fo sho...
Nothin beats random relocations, tho...
Cept random relocations WITH mass IP <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
~Jason
thats what it used to be back in 1.0x (at least thats what i was told) and i think i tested it to be true, maybe i didnt thought, i cant remember that far back. but anywho, i havnt heard different