Tremulous Forum
General => General Discussion => Topic started by: NoSpin on September 28, 2006, 05:27:31 pm
-
Can anyone please share some tips with attacking? When the Humans camp I have no idea what to do esspecially when they have 4 Turrets blocking the entrances. Please tell me for each alien because I am completly lost. Thanks
-
Each alien? It doesn't matter which alien you are using. ( unless you are attackign as a dretch => don't do it )
4 turrets at the entrance means 4 less turrets near the reactor. Avoid the turrets and go kill the reactor/armory/telenodes. Use the dragoon pounce to jump above the turrets at high speed if you are a dragoon. Jump as a mara and try to find some way with wall walking as a basilisk.
-
ACK @stof.
This works best if some other aliens bind human forces at another place. You can often take out their whole base as a marauder, sitting on the reactor slashing it down. Sometimes, if they have no dedicated builder, it's sufficient to destroy only their spawns.
Just don't let you annoy by those turrets, the best is to ignore and avoid them. You can pass the whole 60 minutes by destroying one or two turrets over and over that get rebuilt while you are recovering.
-
A lot of times, if you attack turrets unexperienced builders will add more turrets where you attacked. Sometimes you can exploit this to your advantage, causing them to leave their important structures completely unprotected.
-
I have won for my team, in thos long, futile back- and forth fights with the mara tech stalhsau just mentioned. many times, the hummies start looking AWAY from reac, for adv goons when you attack it with a mara.
turrets cannot hit you if you are on top of reac if, of course the reac isnt lower than some turrets.
-
Ok, here's a rough guide:
General rules: When attacking a turret, keep jumping around it. So, take a swipe, then jump on the other side of it, and take another swipe. This way the turret is spending far more time turning than shooting, and a good player can single-handedly take down 2 or 3 turrets as a Basi with this method. But don't attempt anything crazy, always run away as soon as your hp gets down to around 50%. Also, learn what structures to destroy first: normally you want the armoury or medipad down, then go for the reactor or telenodes. But, if you see a good opportunity to take down the reactor, or all the telenodes (has to be all), then go for it.
Dretch: DON'T. Go kill some easy prey, or build, until you've got at least 1 but preferably 2 or 3 EP.
Basi/Adv Basi: You don't have the hp to survive long against turrets. If there are 3 or less turrets you can run in, take a couple swipes at one, escape, and repeat.
Marauder: The first alien who can do decent damage to a base. Basically, bounce sporatically around the room chomping things, preferably focusing your chomping on a specific building. But remember that as a marauder, boucing around the room at all times is more important than making every slash count, so never stop hopping around. The mara is very good for the turret-killing technique mentioned in General Rules.
Adv Marauder: Good for taking out turret clusters or cramped bases. Against clumps of turrets, use the turret-killing technique while zapping the turrets instead of slashing them. The chain lightning can take down large amounts of turrets. Use same technique for clustered buildings. Zapping the same structure several times will kill it faster, so if you're focusing on, say, the armoury, always aim your zap towards it. (zap damage decreases after every segment)
Dragoon: Heavy damage, but big hitbox. Pounce in, chomp things, pounce out. And try not to get too much turret fire, since you do have a fairly large hitbox and aren't as agile as a marauder.
Personally, I find marauders and adv maras are the best for taking out a base, pre-s3. However goons have more power and are more suitable once the turrets are gone.
Random attack strat: It's effective to have a double-alien combo when attacking a cluster of turrets. The first alien runs in and leaps over the turrets and runs out of range of them (proceeding to attack any defenders there). Then the second one goes in to attack the turrets, which are now all facing backwards. If the first alien isn't occupied with defenders, this can be repeated over and over.
-
You've got your priority wrong. When killing the human base, there are 2 ways to do it. The first is more difficult but once you get the first part rolling, it usually means the rest will go in smothly if your team follows. The other way is more for solo players or for backstabing an human base when aliens have a difficult time but is much more satisfying when you pull it off.
First is Reactor -> Telenode -> Engineers
Second is Telenode -> Armory -> Engineers
All other is extra and you should forget them completly. Well, not always. The defense comp is a good target if it controls a lot of teslas since it dies easily :)
-
A note for taking out turrets with anything, even a granger: turrets can't shoot straight up. If you find moving faster than a turret difficult, you can get on top of it and move slightly. The turret will have to turn all the way around to shoot you again.
An interesting thing with the reactor: everyone knows that it does the least damage to you if you are on top of it. However, what some people might not know is that if you jump, while on the reactor, and time it properly, you can avoid taking any damage from the reactor.
-
ive also noticed that if u sit as close to falling off the top of the reac as possible the lil lightening thing still pretends to zap u but u dont actually take damage :eek:
-
You've got your priority wrong. When killing the human base, there are 2 ways to do it. The first is more difficult but once you get the first part rolling, it usually means the rest will go in smothly if your team follows. The other way is more for solo players or for backstabing an human base when aliens have a difficult time but is much more satisfying when you pull it off.
First is Reactor -> Telenode -> Engineers
Second is Telenode -> Armory -> Engineers
All other is extra and you should forget them completly. Well, not always. The defense comp is a good target if it controls a lot of teslas since it dies easily :)
Well, destruction order is very preferential and depends on skill. For example, the reactor would be first ideally because you then let all your other buddies into the human base, but it takes mad skillz (assuming the human base is well made) to single-handedly take down a reactor. Telenodes are also great, but they're small targets and you usually have to take out two or three. Again, good if you can accomplish it, but it's useless if you get 2 out of 3 nodes then die. As for engineers, it's pointless to kill them unless all telenodes are gone, and again you'd need to be pr0 to do that in a well-protected base. The armoury, however, is an easy target and stops them from getting weapons for a good half minute, and the medipad stops fleeing humans from healing. Of course, only worthwhile to take down if your team is competent and is killing hummies, otherwise they won't be using the arm and medi at all.
Of course, this is all assuming the human base is well laid out. If it isn't, I would go in about this order:
IF your team is aiding you in attacking:
- Kill reactor first, then go for telenodes (no reactor = no turrets = arseraping)
IF your team is NOT helping significantly:
- Go for telenodes, then players with ckits, then possibly reactor (eliminating human respawning)
IF you can't take down the reactor or telenodes (for whatever the reason), AND your team is helping you out:
- Go for armoury and medipad, to prevent the hummies your teammates have killed from getting weapons, and those they've injured from healing.
ELSE:
- Go for armoury and medipad, might as well take out something rather than die trying to bite off more than you can chew
(sorry for coding-style if/else statements, I'm kind of programming at the same time here e_e)
Basically, what I meant in my last post was that often you can't tackle the reactor or telenodes/ckits, so the arm/medipad are the next-best.