Tremulous Forum
Community => Clans => Individual Clan Threads => Topic started by: BeerBastard on January 26, 2008, 11:03:47 pm
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Basic Strategy guide for scrims 4v4
I am writing this because too often we scrim clans that do very simple mistakes that make it so hard for them to win. It will contain facts + my opinions. If you don't like my opinion ignore it and stick with the facts. Feel free to correct any mistakes I made, and add your own. I chose to mention 4v4 because it feels the most balanced to me on ATCS. Anymore and humans get to strong in the halls. However this is not just a guide to ATCS, this can be applied anywhere.
+Basic info+
Use teamspeak, or a chat client. Its much faster communication than typing.
Alien stage 1 > Humans stage 1
Humans stage 2 > Aliens stage 2
Aliens stage 3 > Humans stage 3
(Remember my opinion)
Humans
Light armor keeps goons pounce from killing you in 1 hit, pounce ignores hitboxes.
Crouching keeps goons from killing you in 1 hit, and can be done with no stamina
Jumping makes it harder for goons to hit your head, if you time it right.
Humans are weakest at stage one, a good goal for humans is to get stage 2 before aliens get stage 3.
Dretches are easy stage kills, focus on them first. A kill is a kill. Likewise, dretches are easy kills you might not want to attack with them if you can help it. Or let your acid tube do at least 4 damage to the attackers that way if you hit them in the head with a dretch there dead.
Humans are weakest at stage one, a good goal for humans is to get stage 2 before aliens get stage 3.
Humans need to stay as close as possible, and focus your fire on 1 goon at a time. Shotguns+light armor is one of the strongest close quarter weapons humans have. Remember tho, that the shotguns range isn't the best so they might get away. Mixing in a rifle or other fast ROF(rate of fire wep) might help catch runners, at a lose of initial damage that another shotgun might give you. (If I remember right, a full shotgun blast does 58 damage, if all of the buckshot goes in like it can close range)
Chainguns are very strong in numbers, Usually id say wait till stage 2 before using them tho, because they cost a lot more.
Aliens
If share is on, 2mins of camping means you can get your first goon without a kill or death. This means a lot, goons are harder to kill than dretches. Depending how good your goon is, and how good the other team is you might want to take some dretch support for clean up after your goon.
I talk about strategy with goons because I consider them the bread a butter of aliens before aliens stage 3. Even a good mara, will die pretty fast vs 3 shotguns. But can be used as a distraction, before an attack. Mara can try and get the humans turned around.
Aliens should attack from different directions to break up the focus of the humans shots. A good example of this is flanking in the halls of ATCS, hopefully you can time it so your attacking the humans at the same time in the hall. This keeps them from focusing fire as effectively, unless they all turn there backs to one goon or another.(be ready for them to know your behind them. Specially if they had a guy at base) The goon in front of them is important here as well, he needs to attack them at the same time.
I stop because I am trying to keep this basic. Might go into more detail as I think of stuff to add, feel free to add some of your own.
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I have a visual guide on aa forums if you want to look
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I believe its 56 damage per shotgun blast, also i had a chance to spec a euro scrim, and it seems they prefer the marauder and usually have 5vs5 scrims with the alien team all marauders with all of them just hitting and running and switching out. Its hard to kill them because they have at least two attacking at any time plus their mobility enables them to escape quickly while the humans are bothered by yet another marauder attacking them.
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We were trying maras against aa today and it really helped us not getting totally owned by them before we lost :P
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Lol, yeah it did seem like it helped a lot (I watched the scrim).
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Euro maras would make a lot of sense if they didn't have unlagged on. Did they?
I have also toyed with the mara swarm idea, but I wouldn't call that a basic strategy. The mara is harder to use than a goon imo. I tried keeping this guide to the basics. It would require more mixing during attack, so that one doesn't take a brute of the damage.(Like a dretch swarm)
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they didn't have unlagged on. Did they?
Unlagged was on.
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not in the euro scrim i believe. it was a demo of the nuxified tourney that was taken and the rules are unlagged off unless both clans accept it on. and they generally prefer it off.
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Regarding aliens, you said they can get a goon in 2 minutes, which is true, but also remember humans can get 3 shotguns in that time. In my opinion, and it's an opinion like yours, 3 shotguns is > 1 goon. Anyways, the way to get it is to have the builder donate 45 to each player (175 timed creds + 45 = 220 = shotgun + light armor). Then, the builder will be 5 short once the base is done, so be prepared to share him 5 back as soon as you get your timed credits again or a kill.
That's something I use often when building. It can help counteract that whole first goon thing.
-Bull
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Something to add: Never Scrim like MoT. Dracone, Iabz, Equilibrium and Gen!e should know what I mean.
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its fun to get pwnt...
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Nice add bull, we do do the share $45 for shotgun setups.
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I usually have two rifles rush hall depending on who we are scrimming, because if they catch two dretches offguard and then kill them and get back to base that's a win for us.