Tremulous Forum

Community => Strategies and Tactics => Topic started by: Plague Bringer on June 27, 2007, 07:39:04 pm

Title: Offensive Map Start Strategy
Post by: Plague Bringer on June 27, 2007, 07:39:04 pm
These are just basic strategies {MMD} used at the begining of each map. They're fairly basic, but they work.

Arachnid 2:
Aliens - Rush the top, human bases up there don't last forever, but they can be hard to crack with a good defence.

Humans - Get to and secure the top ASAP. Build a base up there immediately. Never move under the stairs.


ATCS:
Aliens - Rush the hall. Jump that turret and grab some kills at the nodes.

Humans - Defend the hall and build backup turrets around the reactor and spawns. Rush the outside and take down the lower defences in alien base.


Karith:
Aliens - Rush human top, if you move quickly you can prevent any building up there and secure the win. If you can sucessfully do this you shouldn't require a move. If you do move, get to the dark staircase, not the elevator room.

Humans - Secure the top. If aliens break through there a single goon or marauder can kamakaze your base doing a lot of damage.


Niveus:
Aliens - Pull off a move, anywhere, preferrably the box room or window room, but anywhere is better then the default location. Rush the human's side entrance and pin them up in their default room while feeding off stray riflemen and builders.

Humans - Prevent the aliens from moving. Get building on the side entrance, or move to the red room or four door room. Lamer spot is also an option as long as nothing larger then a dretch is roaming around the map.


Nexus 6:
Aliens - Beef up your base and rush, there's not much else to do here. Moves are not reccomended because any competent team can defend the starting position.

Humans - Beef up your base and rush, there's not much else to do here. Moves are not reccomended because any competent team can defend the starting position. Forward building in the halls to the left is possible, but not reccomended on servers with lower buildpoints unless you intend to make a complete move eventually.

Tremor:
Aliens - Rush back entrance ASAP.  Taking the lone turret is easy enough, then their base is wide open to feeding.  Donate to teamates for a goon and it's over. Never put the Overmind in the boxroom unless it's absolutely needed to stay in the game. Otherwise, it's suicide. An egg/booster combo maybe, but that's it.

Humans - Cover back entry and build turrets in front hall ASAP.  Then pansaw-rush their spawns.  If aliens take tunnels, grenade the heck outta them.  If still stage one, credit camp at the tunnel entrances till they decide to come out.

Transit:
Aliens - Go go go! Keep one or two grangers at base to beef up the acids or move while the dretches swarm like bees to honey. The default human base is completely lacking of defences, an armoury, and a medistation. The trickjumping to get there on time is well worth the trouble if you get to the human base before any significant progress has been acieved.

Humans - There's four or five possible base locations on Transit that are accesable from the default fairly easily. Other then the default, a good base can be constructed on the platform by the water towers, on the water towers, on the top level of the pit located to the immediate left of the default, or the blood room. I, myself, suggest that you immediately build defences and save a move untill S2, since no matter where you put the reactor it won't power anything if there's nothing built.
Title: Offensive Map Start Strategy
Post by: AKAnotu on June 27, 2007, 07:41:45 pm
no small type please
nice edit
Title: Offensive Map Start Strategy
Post by: David on June 28, 2007, 11:36:33 am
Nice.

Too much in the way of dominant strategy for my liking.

What we need is a thing for each map, with good tactics for each team, and how to combat them.  This is a nice start, but there's so much more.  We should stick it on the wiki.
Title: Offensive Map Start Strategy
Post by: mooseberry on June 28, 2007, 04:43:09 pm
There is a lot more that can be said, but that would also be a lot of work to cover it all. Good start!
Title: Offensive Map Start Strategy
Post by: Mispeled on June 28, 2007, 05:39:15 pm
Very informative.

But I guess transit and uncreation are too lame to write anything for. :P
Title: Offensive Map Start Strategy
Post by: Plague Bringer on June 28, 2007, 05:40:47 pm
They're default?

They're never played anyway.

>_>

I'll think of something.

Yeah, it's shit, but it's to be followed in, like, the first 5 minutes. I'll come up with more guides... between now and Survivor's next map release.
Title: Offensive Map Start Strategy
Post by: TinMan on June 28, 2007, 06:57:54 pm
Your Arachnid 2 cracks me up, telling the humans to run up there. Human bases above those stairs always fail, it's a worse base then default if the aliens aren't really feeding you.
Title: Offensive Map Start Strategy
Post by: Paradox on June 28, 2007, 07:10:43 pm
The only good thing about the stair base is that it can last a while, but it usually looses. Best human base is pipes, if it can be pulled off.
Title: @tinman
Post by: Plague Bringer on June 28, 2007, 07:14:30 pm
Above the stairs is better then default a lot of the times, you can chase down tyrants in that hall and fend off goons fairly easy. Under the stairs is horrible. Basically, the rule here is only move if you're going to move twice. It's unlikely you'll make it to the pipes till S2, and above the stairs is good for getting fed to S2.
Title: Offensive Map Start Strategy
Post by: Plague Bringer on June 28, 2007, 07:14:56 pm
fuckin' lag
Title: Offensive Map Start Strategy
Post by: Quaoar on June 29, 2007, 06:24:33 am
Transit is in dire need of a building strategy for humans, I think. Absolutely no human base I've ever seen in the starting location has really worked. Humans might win, but that doesn't mean that the base itself was ever any good.

Blood room bases have worked, but trying to build in there is such a giant mess... I've seen 6-player pile-ups at the armo. People coming out of nodes couldn't even get anywhere. Even for a hummie base it was way too damn small.

Everything else just seems too far away to really risk against a good team, and that's when you need a good base.

Sand pit?
Title: Offensive Map Start Strategy
Post by: Raytray on June 29, 2007, 05:06:56 pm
Pipes aren't very great if you're all up there. IMO arachnid sucks for builders. :) So just attack.

Transit human sand base is quite good. As for aliens, can't think of many decent bases for them. Maybe blood room or just egg spam it.
Default base with a OM move isn't that bad either.
Title: Offensive Map Start Strategy
Post by: Plague Bringer on June 29, 2007, 05:13:41 pm
H Base in the second train is a great assault position provided the aliens haven't moved. :)
Title: Offensive Map Start Strategy
Post by: kevlarman on June 29, 2007, 08:22:30 pm
Quote from: "Plague Bringer"
H Base in the second train is a great assault position provided the aliens haven't moved. :)
also known as "we're so much better than the other team we can be suicidal and still win". blood room is the best there is for humans in 1.1 (it's pretty meh on trem.tjw.org), and you should not have problems with space unless you're on a huge server, and if you're on a huge server that invalidates pretty much all discussion on standard base locations.
Title: useful info; raising the level of discourse?!
Post by: player1 on July 02, 2007, 01:00:34 am
Quote from: "Plague Bringer"
They're default?

They're never played anyway.

>_>

I'll think of something.

Yeah, it's shit, but it's to be followed in, like, the first 5 minutes. I'll come up with more guides... between now and Survivor's next map release.


As far as I know there are 8 default maps (I have the Mac version, so maybe it's different, but I don't think so).

Anyway I just wanted to say great start to a strategy guide and useful addition to the Strategies & Tactics subforum.

I think it's very useful for new players to understand the basic strategy of each team at mapstart, so they can participate and actually contribute to the overall effort.

Good job, Plague Bringer. Also, I'd like to hear your thoughts on Transit and Uncreation (in the form of an edited first post, using the same format). Would you be willing to start another thread with mapstart strategies (or even mapstrat startegies) for some of the more popular non-default maps (I immediately think of Gloom2Beta2, Gloom3t, Cerberus, UTCSb, ATCSZalpha, and ATCSCargo)?

Quote from: "David"
Nice.

Too much in the way of dominant strategy for my liking.

What we need is a thing for each map, with good tactics for each team, and how to combat them.  This is a nice start, but there's so much more.  We should stick it on the wiki.


One of the wikis (I'd swear it was the MG one) is arranged by map (you'd know better than me), and I found it somewhat useful, if incomplete. This, being a smaller bite, would make a good header page for that section in the wiki, or "one player's opinions about strategies" or something. And, yeah, what you said sounds great, but aren't you guys in the middle of a mind-blowing secret project or something?
Title: Offensive Map Start Strategy
Post by: Plague Bringer on July 02, 2007, 01:20:02 am
Updated with Transit, it could probably use some touchups, it was just a quickie off the top of my head.
Title: congratulate yourselves!!!
Post by: player1 on July 02, 2007, 01:30:33 am
Quote from: "Plague Bringer"
Updated with Transit, it could probably use some touchups, it was just a quickie off the top of my head.


sweet
yeah please add uncreation at your leisure
and a similar thread about some popular non-defaults would be very useful if you were so inclined
Title: Offensive Map Start Strategy
Post by: Plague Bringer on July 02, 2007, 01:33:35 am
I'm inclined, just not in the mood right now. >_>
Title: as read by Alan Alda as Hawkeye Pierce
Post by: player1 on July 02, 2007, 03:47:37 am
Quote from: "Plague Bringer"
I'm inclined, just not in the mood right now. >_>


"I used to be so inclined, but now I stand corrected."

sorry, couldn't miss the chance for a Groucho Marx line

yeah, no worries, no rush, just expressing an interest in your thread *bump*
Title: Offensive Map Start Strategy
Post by: Lava Croft on July 02, 2007, 10:35:34 am
This thread is making me laugh, with a touch of sadness at so much misinformation.
Title: so, fix it then...
Post by: player1 on July 02, 2007, 04:27:00 pm
plz make corrections to the above material
& feel free to curse, flame, and resort to personal insults, where necessary
it's your duty as a mod/veteran player/general curmudgeon/person who pointed it out

P.S. a wistful sadness? more like reading Proust or listening to Debussy?
Title: Offensive Map Start Strategy
Post by: Plague Bringer on July 02, 2007, 08:34:40 pm
Lava, your job as a helpful member of this community is to, well, be helpful.

Do it.
Title: tell me more, O wizened elder...
Post by: player1 on July 02, 2007, 08:40:08 pm
Even if it means disabusing us of our prejudices, and correcting our ill-formed opinions.
Title: Re: tell me more, O wizened elder...
Post by: Megagun on July 02, 2007, 10:01:28 pm
I totally agree with the Karith and Tremor early tactics, especially for Aliens. If Aliens control the balcony on Karith, Humans are done for, and controlling the balcony isn't hard to do at all, even with a sole dretch. As soon as you get shared a Dragoon (convince your teammates to share you the money to secure a victory.. Works best when you play with people you know ofcourse) within the first two minutes of Karith, You're pretty much winning already. :P

Also, too bad the default Alien base in Tremor is closer to the door entrance than the side (boxes) entrance, as everyone *always* attacks through main door, even after I told them that the boxes entrance is clear of all turrets. :(
But yes, get that first turret down and you have already secured part of the victory on that map :D

Also, indeed, under-stairs bases in Arachnid are meh. The only times I've seen that location work was when, well, Humans were winning already anyways. Too bad that under-stairs bases are getting way too common lately. When I started playing Trem a year ago <insert Lava Croft flaming me for 'only a year' here>, under-stairs bases were, well... not common at all, yet nowadays it seems as if the first thing anyone does in Arachnid is move the base upstairs or under the stairs...

But either way, I guess the best tactic of them all (for aliens) is getting an early goon, either by sharing, or by killing lots... :)
Title: Offensive Map Start Strategy
Post by: Quaoar on July 02, 2007, 10:13:29 pm
For some reason, base moving was A LOT more bold about a year ago.

For example, in Niveus, no one ever put their base on the right of the left arch behind the barrels right where the starting base was. More than half the time we ended up in the Red Room.

And I'd see a blood room base once every couple of visits to Transit, whereas now it's all about the pile of rubble on the right.

In Arachnid, the U-turn base was really popular, and honestly, tended to hold out better than either understair or abovestair bases. At least, so it appears now. In my mind, Arachnid is a really bad situation.

Of course, you can blame it on a good alien team not letting you move, but that doesnt even seem the case half the time. Everyone's just resigned to really boring moves that don't ever really seem to help.
Title: Offensive Map Start Strategy
Post by: |pl0x|Inaki on September 20, 2007, 07:52:07 am
IMHO the best method for ATCS is moving the human base to center island and putting Turrets and nodes on each side of the entrance.Seems to work the best a good deal of the time. Default base is too open in my opinion,  aliens not so much because the acid tubes =p

Damn lucispammers.
Title: Re: Offensive Map Start Strategy
Post by: DASPRiD on September 20, 2007, 10:42:02 am
Quote from: "Plague Bringer"
Humans - Cover back entry and build turrets in front hall ASAP.  Then pansaw-rush their spawns.  If aliens take tunnels, grenade the heck outta them.  If still stage one, credit camp at the tunnel entrances till they decide to come out.


NEVER suggest camping.
Title: Offensive Map Start Strategy
Post by: Survivor on September 20, 2007, 10:47:47 am
Everything will change come 1.2 anyway.
Title: Offensive Map Start Strategy
Post by: |pl0x|Inaki on September 21, 2007, 12:22:39 am
Quote from: "Survivor"
Everything will change come 1.2 anyway.



orly   :acidtube:
Title: Offensive Map Start Strategy
Post by: Survivor on September 21, 2007, 08:51:50 am
Turret spin up time alone means an entirely different way of building bases and as such an entirely different way of playing offense and defense.
Title: Offensive Map Start Strategy
Post by: I let my dog hump my leg on September 21, 2007, 10:41:52 am
Quote from: "Survivor"
Turret spin up time alone means an entirely different way of building bases and as such an entirely different way of playing offense and defense.

in other words utter crap
Title: Offensive Map Start Strategy
Post by: DHRUVINATOR on September 22, 2007, 12:46:05 pm
In ATCS you cant really be building/defending in hall/taking out tubes at bottom if theirs a 3v3 or 4v4 scrim :D your team would be split more easier to be killed. But yes that works with 5v5+ 2 hall 2middle 1 building:D
i can do maths me:D lool
Title: Offensive Map Start Strategy
Post by: HamStar on September 22, 2007, 02:51:12 pm
Dhruv, thats a big fail strategy. If the enemy can actually play trem, the groups would have lost 1 man befoe they knew it, and then its a 1v1 showdown which would be in the hands of fate. Much better to have 1 builder, 1 defender and 3 attackers going in the hall or middle who work with good teamwork, which would result in a better chance if winning.
Title: Offensive Map Start Strategy
Post by: |pl0x|Inaki on September 23, 2007, 07:58:53 pm
(http://www.psychomatic.us/filebin/shot0000.jpg)

imho best base setup for humans in ATCS, very compact


keeping things inland is good, easier defense
Title: Offensive Map Start Strategy
Post by: HamStar on September 25, 2007, 07:35:03 pm
Needs teslas. I once made a hybrid turret/tesla base recently, which worked like a charm, keeping dretches out and leaving no room for Tyrants to hit and run. That base was:

Dretch proof
Basi proof
Mara proof
Goon proof but needs fixing for adv
tyrant proof to a certain extent.
Title: Offensive Map Start Strategy
Post by: |pl0x|Inaki on September 25, 2007, 11:40:57 pm
well, i built it on an empty server, no way to get to s3, lol
Title: Offensive Map Start Strategy
Post by: ==Troy== on September 26, 2007, 07:20:50 am
/devmap atcs ?
Title: Offensive Map Start Strategy
Post by: |pl0x|Inaki on September 27, 2007, 01:46:06 am
good point, lol
Title: Offensive Map Start Strategy
Post by: The Dark Knight on September 27, 2007, 04:57:57 pm
hm...good guide plague bringer, just 1 slight point that has been overlooked...

In Arachnid, if humans move to the pipes they can last a long time. Even with advanced goons, a human base in the pipes can survive, so long as the humans sortie and deal with them that is...camping isn't really an option if your base is in the pipes. It's possible for humans to win if the players are any good, since this set up deprives the aliens of their ultimate base killer - the Tyrant. :tyrant:

And if that base goes, there's always that one section of pipe where humans can hide until the game ends..my advice would be to take a battery pack & las gun if you're hiding there.

The Dark Knight :grenade:
Title: Offensive Map Start Strategy
Post by: Overdose on October 01, 2007, 11:22:30 am
Quote from: "TinMan"
Your Arachnid 2 cracks me up, telling the humans to run up there. Human bases above those stairs always fail, it's a worse base then default if the aliens aren't really feeding you.

Quote from: "Paradox"
The only good thing about the stair base is that it can last a while, but it usually looses. Best human base is pipes, if it can be pulled off.


On servers with a few extra build points you can build a "turret staircase (http://i169.photobucket.com/albums/u238/TrevorPleines/shot0003.jpg)" into the pipes. This gives you a HUGE opportunity to attack the alien base and/or start building up there. So if you can make them defend, it takes a lot of pressure of your base; Thus prolonging your 3-dimensional, pixelated life.
Title: Offensive Map Start Strategy
Post by: ==Troy== on October 01, 2007, 01:16:26 pm
Having a cover of 2-3 riflemen you can quite effectively move into the vents above the Alien Base, Reac and turret under it will allow you to build the rest of the base without any serious cover from teammates. Base can provide you with 1 armory, 1 DC (or replaced with 2 turrets), 2 nodes, 3-5 turrets, 1 medi. An adv goon from below can snipe the base only if he jumps up, at this stage it is plain easy to take over it with a psaw or anything else. Adv maras are usually supressed by the humans trying to get out of the vents. Its also quiet close to the A base, if you manage to override the aliens defences below your base. Usually it ends up as a cage for humans, but if your team has 1-2 good players, they will be able to sneak out, while whole alien team camps 3 exits from the vents.