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Phase Gate

Teleporter network. Walk into one gate and come out of the next. Requires Phase Tech.

Phase Gates link up into a loop. A marine who walks into a gate comes out of the next gate in the loop, and can phase again after 2 s. With two gates that is simply the other one. With three or more, the commander can select a gate and use Reverse Phase Gate to flip the direction of the whole loop (5 s cooldown). The gate's screen shows where it currently leads.

  • Requires Phase Tech research (10 res at an Observatory).
  • Needs room power. If the room's power goes down, the gate stops working.
  • Only marines and jetpackers can phase. Exosuits cannot use phase gates (and are not moved by Distress Beacon), so exo pushes walk.
  • A mine cannot be placed within 0.65 m of the centre of a friendly Phase Gate.

Why gates matter#

A marine team with gates moves across the map in seconds; a team without them walks. Most marine pushes start by building a gate in a forward room, protecting it with a few marines, then phasing the rest of the team in. Losing the forward gate (or its power node) cuts a push off.

Tips#

  • Build the first forward gate in a room with a resource node you want to hold.
  • Aliens try to kill the power node, not the gate itself. Guard the node.
  • Do not stand on the exit pad. You block marines phasing in.

See also#

Observatory · Power Node

Hover any number to see where in the game code it comes from.
Page source: content/marines/phase-gate.md · Natural Selection 2 © Unknown Worlds Entertainment. Fan wiki, not affiliated.