Ip Limits...myth? Fact?
Church
Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
<div class="IPBDescription">Get this straight once and for all!</div> Ok, i've heard many conflicting reports about limitations on IPs, and I want to figure out once and for all the turth about IPs.
Personal experience: Back in 1.04 I was able ot build like 6 IPs and I notice my marines could all spawn in at once. In beta4 I relocated outside of started hive, dropped 4 IPs eventually, and noticed that my marines were definitely overwhelming the aliens (although I didn't check if all 4 spawned in at once).
apex is saying in another thread that at max TWO marines can spawn in at once, and that 3 IPs is no different than 20 IPs.
I've seen others say that a max of THREE marines can spawn in at once.
I am confused and I hope we can get this straight once and for all. It's be best if we can get some people officially affiliated with NS to answer this question.
Personal experience: Back in 1.04 I was able ot build like 6 IPs and I notice my marines could all spawn in at once. In beta4 I relocated outside of started hive, dropped 4 IPs eventually, and noticed that my marines were definitely overwhelming the aliens (although I didn't check if all 4 spawned in at once).
apex is saying in another thread that at max TWO marines can spawn in at once, and that 3 IPs is no different than 20 IPs.
I've seen others say that a max of THREE marines can spawn in at once.
I am confused and I hope we can get this straight once and for all. It's be best if we can get some people officially affiliated with NS to answer this question.
Comments
Ive been in enough bloodbaths to know, BEYOND ANY SHADOW OF A DOUBT... that in 3.0B5... ALL IP's work
SO... if i have 10 marines and 9 ip's.... and they SUICIDE rush a hive (as in just shoot the hive, get slaughtered within 5 seconds of each other, so i have 9 dead marines, they will ALL spawn back in within 10-12 seconds, they dont all die at EXACTLY the same time, but they will all be back within 10 seconds of dying...)
That's another reason why I hate r4k. Back in 1.04 if I died as a skulk or a vanilla marine, it didn't really matter because I'd come back soon, nad back then having a lot of IPs was very beneficial in some situations! I was able ot throw myself at the enemy, and not worry about them getting more Fades/Oni.
Ah, that's the reason why I like r4k. It makes people play more carefully, it forces them to play with teamwork, aka squads, ambush, etc. Its intent was to try to limit ramboing but it seems like some players just don't understand that dying feeds the enemy. That's one reason why some people feel the game is unbalanced and hate r4k.
I know in scrims and matches, if I see our team getting whomped early as marines, we'll need to prepare for earlier fades or an early second hive, and vice versa.
But discussing why r4k must go is for anotehr thread, not here.
You spawn as many marines as you have IPs and dead marines.
RFK/advanced tactics = <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Zerg marine suicide swarm = <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
IF I remember correctly it works like this: there is a "recharging delay" on each individual IP. In other words:
marine is spawned, x time passes while the IP is recharging and getting more matter to assemble the next marine, next marine comes out.
You need more if you have people in the spawn queue who aren't either reinforcing or next in line. That means half as many IPs as you plan on having dead people. Never less than two (other than the first seconds), and a max of about one per 3.5 players rounded up.
The way respawning works is this: The first spawn takes longer than the subsequent spawns. Spawn time for you = x min spawn time + about 8 seconds * number of people ahead of you, where x > 8.
If you join a very large player count server, or do an IP-based last stand (recycle everything else and build as many IPs as you can), the fact that more than three people can spawn at once should be readily visible. You don't need to conduct a special experiment.
You can test it yourself if you want. It's easy enough to do.