More Infrantry Portals
TheDamage
Join Date: 2002-11-06 Member: 7348Members
<div class="IPBDescription">Minimum respawn time</div> It is my theory that upon getting phase gates and resources permitting the commander should "max out" on infrantry portals. I have not had the opportunity to test it but I'd like some feedback on the tactic. How many is too many? Here's the theory with 50% infrantry portal to player ratio respawn will be near instant coupled with phase gates keeps the reinforcements flowing. Plus it'll reduce lone marine syndrome by forcing group respawns. Anyone know any quirks on the infrantry portals (minimum spawn time and such). The aliens are limited to 3 respawn points. I'm thinking marines can take advantage of this and gain a massive respawn advantage.
Comments
as game progresses i build another - the resource cost is minimal and often by this stage we are duking it with fades - it is vital to keep people out there and pushing the aliens back to the hell from whence they came
(this is on teams with teams of around 12 marines)
2 though is standard for 80% of the games.
Texas Ranger <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Keep your portals apart!
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Its almost as funny as multi-kill by splashing tripmines.
Respawning a marine costs 1rp
Distress beacon costs 15rp
When you use the beacon, do you ALSO pay 1rp per marine, or 15rp is the total price?
I think a good formula is to build 1 portal per 4 marines, but 3 max.