Spawn Portals

Jett-OMEGAJett-OMEGA Join Date: 2002-11-07 Member: 7534Members
edited January 2003 in Frontiersmen Strategy
<div class="IPBDescription">most over looked unless gone</div> Yes we are all aware of our spawn portals and if they’re chewed up or not. We all know to keep them welded but what we don’t seem to keep in mind is that you can build as many as you like.

Later on in the game were sitting with 2 spawn portals and a definite one hive and working on the second. That second hive already has a phase in it but nothing else. Well the aliens have finally decided to work as a team and make a mass rush on you. They successfully wipe out the majority of your marines. Well in a frantic fight to hold that hive your marines are jumping through phase gates two at a time only to meet 4+ skulks.

What do you think happens when your whole team respawns at the same time and hits that phase gate?

Don’t underestimate the power of mass spawning. If you prepare ahead of time for that big rush to take you out than you have the war half fought.

It is also very useful to have a second command chair in the second hive you get with a few spawn portals. To be able to spawn back and attack from all sides at the blink of an eye is always a winning strategy. Please don’t overlook the power of the spawn portals.

Comments

  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Two words:
    Distress Beacon.
    Fast spawn time, and everyone spawns at once.
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    edited January 2003
    Actually I have never even thought of building several infantry portals.
    I always build two of them when I command.
    I really have to give this a try someday.
  • Jett-OMEGAJett-OMEGA Join Date: 2002-11-07 Member: 7534Members
    yea distress beakon is nice if you havent relocated. If you have than you better have money to slap up a phase gate also. Plus it makes that very obvious sound that any alien can pick up on. Multiple spawns are the silent distress beakon and a solid investment.
  • Jett-OMEGAJett-OMEGA Join Date: 2002-11-07 Member: 7534Members
    Plus you have to think of the overall cycle of phase gates. What feeds a phase gate and how usefull is it if your guys take forever to spawn back. Do you honestly need a tfac if you have 5 guys sitting on ready?
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    There is the other side to that argument. Multiple spawns are only a good investment if your <i>whole team</i> will be dead multiple times through the match.
  • Jett-OMEGAJett-OMEGA Join Date: 2002-11-07 Member: 7534Members
    edited January 2003
    there will be one time when your whole team will be dead. That is almost a guarantee of every match. What you do when that happens or what you did to adjust for this happening before hand may be the turning point of holding a hive.



    your just arguing for the sake of arguing
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  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Well, I could either spend 80 RP building a half dozen INF portals, or 15 on Distress Beacon.......
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    cheap strat- off the start, send ALL your marines to near enemy hive, build CC and spend all your cash on portals. Walk in and win. (1.03)
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    <!--QuoteBegin--sekdar+Jan 25 2003, 06:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sekdar @ Jan 25 2003, 06:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->cheap strat- off the start, send ALL your marines to near enemy hive, build CC and spend all your cash on portals. Walk in and win. (1.03)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    comedy as marines, but it's a hell of a thing to fight off as aliens.

    I've only seen that defeated three times (I think), and two of those times there were only two ACTIVE portals (we got to it early somehow).
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    edited January 2003
    Yeah its best to get a more Inf portals if you have a large team that dies alot. But if you have a good sized team and they rarely die. I say two would be sufficient three would be great and four would be constant back up. Thats if you got a really good team of marines if you have a couple rambos six would be needed.
  • SmithboySmithboy Join Date: 2002-12-17 Member: 10964Members
    edited January 2003
    I like that idea a lot. If the marines are doing very well and have a hive or two, build a few more infantry portals if you have the resources.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    multiple spawn points is good to defend against a base rush also, the aliens dont know which inf portal you're gona spawn from <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    now that i think of it, i would be ejected if outside a hive i built a comm chair.....but it's a good idea....

    does this strat take place before, or AFTER the TF?
  • Jett-OMEGAJett-OMEGA Join Date: 2002-11-07 Member: 7534Members
    before. Who needs turret factories if you have plenty of spawn portals a welder and phase gates?

    I have secured two hives and killed the last with out a single tfac or mine. All due to the fact that we spawned really fast and we guarded phase gates till we got fully teched.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    I guess its a valid strat just like all others...

    Once I accidentially built 4 IPs(DONT ASK) , we really got spawning up fast...but that didnt matter since two skulks killed my entire squard...several times, bah!
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I once built a semi-circle of about 8 portals, when the aliens were in our base, they couldn't guess which one we were going to spawn in, turned into a guessing game for them. That was funny.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    I usually build 2 IPs but the server I play on is a 16 player server if I played on a 32 player server I would build 4.

    If 2 many people get wasted I use the distress beacon.
  • ZerglinZerglin Join Date: 2002-12-13 Member: 10754Members
    Distress beacon is better. For the few times that your marines get wiped out, it is useful for just this situation actually...

    But I do see the problem with infinite IPs. In larger games, the marines become the swarm... kinda a twist for the alien versus marine genre...
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