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Old 06-26-2007, 06:33 PM   #1
stevo
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Join Date: Jun 2007
Default Spawnhosts ....use them!!!!

I've been in too many games where people dont know how to use the spawn hosts and its caused the strogg to lose....the best way to hold back a hack is spawning in the control room....


once a spawn host is created it will show up as ribs where the body was, at this point...any strogg unit can walk up to it and press f to claim it....once claimed guess what?....thats where you will spawn....in the middle of the fight where you belong...not a mile away.

if you see ribs with little spikes comin out of them then its already been claimed so find another one



so start creating and using spawn hosts, it sways the battle easily.
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Old 06-26-2007, 07:00 PM   #2
Buzzcut
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that's good info, thanks
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Old 06-26-2007, 07:17 PM   #3
RoboDuck
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I thought spikes stood up when it wasnt claimed... cause there is something standing up when they arent claimed... they go down once claimed... also today also say some people not using spawn hosts.. created some and guys where saw em but didnt use em>,<
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Old 06-26-2007, 07:26 PM   #4
Schismatic
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Yeah Robo, spikes down mean it's claimed and spikes up mean it hasn't been claimed yet. I see more and more people using them now... especially if I take a moment to spam team chat a bit to alert people to their existence.
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Old 06-26-2007, 07:56 PM   #5
Jephir
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So that's how you use them!
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Old 06-26-2007, 08:42 PM   #6
Ifurita
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http://4newbies.planetwolfenstein.ga...php#spawnhosts
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Old 06-27-2007, 12:23 AM   #7
MoP
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Spawnhosts are awesome and should not be underestimated!
A good Strogg Technician should be spawnhosting whenever possible, and Strogg players should be on the lookout for unclaimed hosts - they can mean the difference between holding or losing an objective.
Similarly, GDF Medics should be on the lookout for Spawnhosts, they can easily destroy them with the Defibrillators.
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Old 06-27-2007, 01:21 AM   #8
Viperkhan
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Very good info thanks a lot!
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Old 06-27-2007, 02:10 AM   #9
Brucewillis2
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SPAWN HOSTS DESTROY THEM!!!

get out your shock paddles/defibs and hit the spawn hosts twice to kill them. Down with the alien scum!
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Old 06-27-2007, 02:23 AM   #10
mf-
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Spawnhosts are incredibly effective, a team of strogg last night held us out for 15 minutes (both relatively same skill) through the useage of spawn hosts. We had their reinforcements blocked off with tanks and a few medics and they just kept spawning in there through the use of spawn hosts.
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Old 06-27-2007, 05:15 AM   #11
Ragenowski
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Well damn, here I was the whole time thinking that you'd simply spawn into one if it was available! Thanks for the info man, things just got a little harder for the GDF..........
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Old 06-27-2007, 03:22 PM   #12
Wthermans
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This is a bit off topic, but still relates to the Stroyent Tool and Spawn Hosts.

Having some trouble with a GDF Medic Train? If you're in a slight lull in a fire-fight and have a GDF corpse close by, switch to your Stroyent Tool and start to make a Spawn Host on the GDF corpse. If they're not tapping out and waiting on their buddy to come revive them, then using your Stroyent Tool for even a second forces them to tap. No more revives for that soldier and he's got a bit of a run to get back into the fight. Stop those Medic Trains by pricking every non-tapped corpse you can.
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Old 06-27-2007, 03:48 PM   #13
paZifist
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thanks for the info i didnt know how to use them.
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Old 07-03-2007, 03:07 PM   #14
mbmonk
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Quote:
Originally Posted by Ragenowski View Post
Well damn, here I was the whole time thinking that you'd simply spawn into one if it was available! Thanks for the info man, things just got a little harder for the GDF..........
I think this is how it should be. It's to damn distracting to hunt down an available spawn host. If there is an easy way let me know.

You are trying to hold off waves of GDF and I am going to stop, walk around looking at the ground to find an ‘available’ host? They need to look into how to make this more accessible.
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Old 07-03-2007, 03:10 PM   #15
Ifurita
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I think that if you simply spawned into one, it becomes overpowered. As is, it takes some communications and coordination to create, find, and use spawnhosts vs. making people randomly spawn there.
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Old 07-03-2007, 09:42 PM   #16
loktite
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An additional note regarding spawn hosts --

Using one will reset your spawn location to the forward spawn.

Ex: As Strogg, you choose to spawn at the rear base (via the limbo menu) at the start of game to secure an Icarus or Cyclops. While at the emp, you claim a spawn host. You die and spawn at that host. You die again before claiming another spawn host. You will now spawn at the forward Spawn (default for start of map) instead of the rear spawn which you chose previously in the limbo menu.

Not a big deal obviously, but something to be aware of if you are desiring to spawn at the rear spawn to secure a vehicle.

Last edited by loktite : 07-03-2007 at 09:44 PM.
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Old 07-04-2007, 05:09 AM   #17
Cerci
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One thing I've noticed, medics don't seem to get much (if any) XP for destroying spawn hosts. I was playing as one the other day against a strogg team that made proper use of spawn hosts (a rarity), and spent most of my time zapping them. Must've zapped a good 40 or so, didn't notice my XP go up once. Considering how much it helped my team, it seems a bit unfair that it isn't rewarded. Although I suppose medics in this game are basically the unrewarded do-gooders, it just seems odd that they should have 4 upgrade ranks like everyone else when it's pretty much impossible to reach the 3rd one even over 60 minutes of frantic healing, supplying, reviving and zapping.
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Old 07-04-2007, 07:16 AM   #18
Jonnycat
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Quote:
Originally Posted by mbmonk View Post
You are trying to hold off waves of GDF and I am going to stop, walk around looking at the ground to find an ‘available’ host?
Of course not. You can use your peripheral vision and awareness to just 'notice' one when it is on your screen, while you are conducting your normal course of business. The upward ribs are really easy to spot once you get a visual pattern for them constructed in your neural pathways, so eventually it's like they just jump out at you.

When you spot one, it only takes a fraction of a second to activate on it and you're back on your way.
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Old 07-04-2007, 07:47 AM   #19
Kendle
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To begin with I didn't like playing any Strogg class, I guess I just don't like sci-fi "ray guns" (bit of a bummer considering the premise of this game).

However playing Strogg Tech on Sewer = easy kills IMO. I make spawn-hosts out of every dropped GDF I can find and often claim one then claim another if it's in a better position.

Camping an objective with spawn hosts lying around make the Strogg Tech nearly invincible, they're self-sufficient for both health and ammo, they can self-heal AND fight at the same time (unlike the GDF Med who has to run away and pack) and they can be back in the action within seconds of being killed because there's no travel time to the objective.
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Old 07-04-2007, 02:38 PM   #20
romeo
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two things i dont like about spawn hosts, its hard to spot a free one in the heat of battle, and dumbshit strogg medics get distracted and make those instead of getting the team back to life after a gdf hack rush

couldnt the devs make the free spawn hosts a little more distinct? like put a fhew flashing leds on the ribs? or indicate them on the minimap with a dot or something?
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Old 07-04-2007, 11:37 PM   #21
Brinkman
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medic paddles can destory pawn hosts in 2 shots..
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Old 07-05-2007, 12:14 AM   #22
loktite
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As posted in one or two other threads, it only takes one defib to kill a spawnhost. If the spawnhost is claimed, there is an animation of the spikes going up after the first defib, giving the impression that another is required... however, the spawn host will still go away with only one defib shot.
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