Tremulous Forum

General => General Discussion => Topic started by: Phenax on August 19, 2006, 06:52:48 pm

Title: Tips
Post by: Phenax on August 19, 2006, 06:52:48 pm
Hello, I see many newbie players in game and write a few things to maybe help them.

Misc


Listening to Cannibal Corpse or Dragonforce or some nice energetic bands you like has done nothing but help me. Give it a try.



bind key command is the format. So if I wanted a text bind to say "Grenade!!" to the key 'x' I'd do

bind x say Grenade!!
or to team
bind x say_team Grenade!!
[/list]

Human
Any Stage

This generally doesn't work unless you'ce got a lot of credits.

Stage 1

Stage 2

Stage 3



Aliens
Any Stage
Stage 1
Stage 2
Stage 3



Builder
All

Remember, your teammates have to get through.

Humans

Aliens




I add more later, hopefully help someone here :D
Title: Tips
Post by: Juno on August 19, 2006, 07:48:17 pm
its good of you to type all that out




but no to the dragon force and cannibal corpse lol




i just hope some new players wont miss interpret your tips and feed




new players - read this stuff, this guy knows what hes on about



but if you die alot then hang back
Title: Re: Tips
Post by: |Nex|TrEmMa on August 19, 2006, 08:40:20 pm
Quote from: "Phenax"

  • Don't deconstruct the Overmind or Reactor unless you NEED TO. Most moves aren't beneficial and depending on many variables you probably have a close to 50% chance of successfully moving it. As soon as the other team figures out it's done (turret not shooting, all dretches, etc) they will attack your structures quickly.

Let me rephrase that:
Default base locations suck and if you want to have a serious chance at beating an opponent with some skill, it is best to have a good base.  Most default spots for these vital structures are either poorly placed, or just bad locations for bases.  It is recommended that you move when the risk is low (eg: when other team is occupied, or unable to prevent your move).  It is best to utilize your team to cover a move, as a good organized team can pull of just about any move.
Title: Tips
Post by: Aninhumer on August 19, 2006, 11:45:17 pm
One thing, if you go on suicide runs and you don't kill anything, it's called feeding.
Title: Re: Tips
Post by: Stof on August 20, 2006, 12:32:59 am
Quote from: "|Nex|TrEmMa"
Let me rephrase that:

My version : Humans have better odds to win the game by not base moving, unless the default base spot is incredibly awful. Base moving works mainly to prevent stage 3 aliens from killing the human base and the best way for humans to win is to pressure the aliens as soon as as they reach stage 2. Base moving only helps make the human team weak at the crucial point where they have to take the advantage on the alien team.
Title: Tips
Post by: |Nex|TrEmMa on August 20, 2006, 05:20:45 am
The alien team REALLY has to suck if a human team wins Karith at default spot.  Or Niveus.  Or Transit.  Or Arachnid.

Aliens need to move OM on Nexus if they don't want it forcefully removed, and their OM won't be in default spot long on Arachnid (not that theres a real good spot for it other than that).  Transit they have to move OM, but once again, most bases on Transit can be spammed from a mile away (other than the blood room).

I'm sure with more than 100 build points or stacked teams, this all goes down the drain.

Of course it helps most if you know what's going on in the game.  If you're team is winning, but it seems like the momentum could switch with any little thing (stage up, etc.), then you might consider moving before you're in a hole.

The whole point is your base needs to be able to survive being empty, as well as (if it seems inevitable) the highest stage of the other team.

There's no real good guide for these kind of things because every situation will be different and it's hard to teach the ability to correctly read and assess these situations.
Title: Tips
Post by: PHREAK on August 20, 2006, 06:36:39 pm
You never EVER move the OM.
There is nothing worse then rushing hummies and almost taking them out when I moron decons OM to move it and you can't evolve to finish off hummie base.

Aliens structures do not need the OM to be in close proximity to work. They need only eggs.

Pick a good spot to build and build an egg, then the rest of the base. Feel free to leave the OM unattended and let the hummies take it. Once it's down, THEN build it at the base location.

Hummies flock to OM as flys to shit, so often it's better not to have the OM in base.

Also, aliens do not benefit from "bases". I hate to see 2 eggs and rest of the points is wasted on tubes and baricades.
One nade and Tremma with a PSaw will take it all down in a few seconds.
Title: Tips
Post by: David on August 20, 2006, 06:43:25 pm
if the OM goes down, the tubes stop.
so if thay co-ordernate attacks, you could be fucked.
Title: Tips
Post by: PHREAK on August 20, 2006, 06:45:28 pm
Quote from: "David"
if the OM goes down, the tubes stop.
so if thay co-ordernate attacks, you could be fucked.


Read the last part of my post.
Title: Tips
Post by: Aninhumer on August 20, 2006, 07:37:59 pm
Quote from: "David"
if the OM goes down, the tubes stop.


That explains why my internets have been arriving late. :roll:
Title: Tips
Post by: Somethief on August 20, 2006, 07:50:43 pm
Usually always good players move the react/om (depending om map ofc), and the change of success is something like 95% if the team knows its mission.
Title: Tips
Post by: Aninhumer on August 20, 2006, 08:08:19 pm
Quote from: "Somethief"
Usually always good players move the react/om (depending om map ofc), and the change of success is something like 95% if the team knows its mission.

I wouldn't put it as high as that, I would say that if a team is reasonably organised then it's probably around 75% chance of success.
And if you're not organised, about 20% chance of success, as sometimes, if the aliens aren't attacking for some reason, two people can move a base without help.
Title: Tips
Post by: David on August 20, 2006, 08:14:40 pm
if both teams move, then it has a good chance of both working, also, on MG sometimes they agree to not attack for the first few minutes, to allow moving.
of course, that only works on small servers.
Title: Tips
Post by: Smokey on August 21, 2006, 05:15:18 am
add in how good the pulse rifle is good at kiling tyrants :tyrant: & goons :dragoon:
Title: Tips
Post by: MtS on August 21, 2006, 08:36:53 am
Quote from: "PHREAK"
You never EVER move the OM.
There is nothing worse then rushing hummies and almost taking them out when I moron decons OM to move it and you can't evolve to finish off hummie base.

You shouldn't move without asking first. The whole reason to move OM is to be in control of WHEN it is down. You don't want to let humans decide when that happens.

Quote from: "PHREAK"
Aliens structures do not need the OM to be in close proximity to work. They need only eggs.
That doesn't change the fact that you don't want OM to be destroyed since A) your defence stops working when OM is down and B) you can't evolve when OM is down.

Quote from: "PHREAK"
Pick a good spot to build and build an egg, then the rest of the base. Feel free to leave the OM unattended and let the hummies take it. Once it's down, THEN build it at the base location.
If the human team isn't really stupid they all attack when they hear "OM is down". They then have a good chanche to find your new base and destroy it before OM and the new base is functional. I agree with that it's usually better to move the base before OM, though.

Quote from: "PHREAK"
Hummies flock to OM as flys to shit, so often it's better not to have the OM in base.
When OM is down base defence stop working. OM also worth alot of credits (500?). If you can avoid it, don't give humans that gift.

Quote from: "PHREAK"
Also, aliens do not benefit from "bases". I hate to see 2 eggs and rest of the points is wasted on tubes and baricades.
One nade and Tremma with a PSaw will take it all down in a few seconds.
If the tubes is placed in such way that you can destroy them with one granade that's a sign of bad base construction. If you can't construct a good base, then it's better not to. Of cource aliens can't benefit from badly built bases.

The alternative to build one base is to hide alot of eggs. The problem with that is that if a human finds an lonly egg he gets 150 credits for destroying it or worse he could spawnkill until humans reach the next stage.

For most maps I prefer one wellhidden egg and a wellbuilt base (with OM in it, othervice you can't say it's wellbuilt). Transit is one exception from this rule.

Reagards,
MtS
Title: Re: Tips
Post by: Caveman on August 21, 2006, 09:43:15 am
Quote from: "Phenax"
... I see many newbie players in game and write a few things to maybe help them ...
[/size][/b]

Didn't anyone read this first line?
His advice is very sound for newbies, so please lay off from taking it apart!
Title: Re: Tips
Post by: MtS on August 21, 2006, 10:03:13 am
Quote from: "Caveman"
Didn't anyone read this first line?
His advice is very sound for newbies, so please lay off from taking it apart!

This thread has been off topic for quite a while. Maybe a thread split would be a good idea.
Title: Tips
Post by: Kadreal on August 21, 2006, 10:39:46 am
I know this may sound silly, but if your having trouble getting one shotted by dragoons before helmets. Try crouching right as the dragoon moves into melee range. Most dragoons aim up slightly to always get headshots. This will in some cases cause the dragoon to miss you entirely and in other cases force him to get body shots on you, 2-4 hits instead of 1. I have yet to be one shotted while using this tactic.

While it makes you a sitting duck this manuever can buy you that extra second you need to pump him full of buckshot at close range. Also he's stationary and an easy target for your squadmates while he's fooling around with you.