Tremulous Forum

Community => Strategies and Tactics => Topic started by: Hendrich on August 29, 2008, 12:16:08 am

Title: Tips for Human Weapons
Post by: Hendrich on August 29, 2008, 12:16:08 am
--News--

-I just spell-checked the guide, most spelling mistakes should be taken care of. If you find more, your more then welcome to tell me about it. ^^

-Edited the guide

-Edited the guide again, added in sub-headings

-Planning to edit this guide again, hopefully completing it at the end of the weekend.

--End of News--

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Notice
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This guide uses terms known by Tremulous players and Video gamers, so if you don't know a term used here, you should google it.
This guide uses swear words, so don't read this if you have a weak heart/mind/be a douche about it. Swear words will be censored by request of a moderator.

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Terms for Tremulous
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Weaker aliens: Dretch, Granger, Basi, Maurader [ :dretch:  :granger:  :basilisk:  :marauder: ]
Moderate aliens: ADV Basi, ADV marauder, Goon, ADV Goon [ :basilisk:*  :advmarauder:  :dragoon:  :dragoon:* ]
Strong aliens: ADV Goon, Tyrant. [ :dragoon:*  :tyrant: ]
Basi = Basilisk  [ :basilisk:  :basilisk:* ]
Goons = Dragoons  [ :dragoon:  :dragoon:* ]
P-saws, Psaws, etc = Pain Saws
Shotty = Shotgun
Pwned = Being owned, or killed easily in by another player [  :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: VS  :human: ]

I'm not a dictionary, if you don't like how I describe these terms, go look it up for a better definiton.

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Description of Guide
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Hey people, Hendrich here. Today I'm deciding to take a day off at whatever projects I was doing for Tremulous and make another guide. This guide is aiming at "new" players who wants to know good information about human weapons. Even though its aimed at new players, maybe some experienced players might learn a thing or two they didn't now before, who knows? But that means I won't tolerate people saying "THIZ GUID SUX, I KNUZ THZ" because your not welcome here. No one wants your shit in the forums and if you have any friendly cirtisisim, be friendly and polite. No one likes a flaming douchebag who thinks he is 1337. Now, continuing on,  if your new to Tremulous, using a weapon in Tremulous is important, without knowing how to use it, you'll find yourself being dead pretty quickly.

Unfortunately, because of the character limit, I'm deciding to make this Guide into 3 parts, which will suck for everyone. If I'm right, some moderators will be pissed, readers will be pissed, and I'll be pissed, but I think its a good idea to do this If I want to continue the guide. If it isn't working, I'll simply delete all the parts. I might be wrong about not fitting enough on one thread though, so I might not make 3 (crappy) parts to it.

Any tips you want to contribute to this guide will be appreciated, and you will be credited. Remember that the forums has a character limit, so I can only put so much in one guide.


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The Guide for Human Weapons
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Blaster:

(http://i310.photobucket.com/albums/kk426/Joroshira/blaster-1.jpg)
Damage: (Estimated) 9 Points per 600ms
Cost: Free when spawned
Ammunition: Type: Electrical Battery
Reload Type: None, it runs without ever wasting power
Firing Rate: Very Slow, 1 shot per second

Description:
The blaster, a weapon that every human has when they spawn. Its weak, its slow, its shit. Even though it never runs out of ammo, you can never trust this baby, only when its completely necessary.

Effect on Aliens:
Its pretty daum weak, so don't expect to use it on anything, the only aliens I suggest using it on are either the Granger, the Dretch, or a very,very health alien. Even then, these aliens can kill you before you can kill them with the blaster. I recommend using it when you a  builder and a Granger pops up.

Effect on Alien buildings:
With buildings, after a handful of shots on a acid tube or trapper they die, but on other structures, it will take longer to kill. I reccommend only use it to kill structures when you behind your turrets/Tesla's/defense if you don't want to use your main weapon.

Effect on Player:
None, it won't do anything to you to help.

Useful Tactics:

-One of the best ways of using a blaster is to trick the alien attacker. How? Usually firing a couple of shots at an alien will provoke it to come towards you, making it think your a noob/you ran out of ammo. When its close enough, take out your main weapon and kill it. This tactic is useful on camping aliens and weaker aliens.

Rifle:

(http://i310.photobucket.com/albums/kk426/Joroshira/rifle.jpg)
Damage: 5 Points per bullet
Cost: Free when obtained by Armoury or when spawned
Ammunition Type: Particle (aka "Physical Bullet)
Reload type: Reload by armoury
Firing Rate: Fast, 30 bullets, 5 Clips

Description:
Its your main weapon when you spawn with it, its you buddy, your friend. Its extremely important to use it in the beginning of the game. The rifle is most effective to weaker aliens and its important to use one to protect the builders in the beginning of the game.

Effect on Aliens:
This baby fires fast and has a good amount of clips, so its good to use on weaker aliens, especially on the Dretch and its easy to hit larger aliens. Don't expect to easily kill the marauder though, a skilled marauder will keep jumping and aim for your head, so it'll be hard to hit it. If you don't have any armour on, its pratically useless on the decent Basi warrior. Use it for scouting, attacking weaker aliens and for defending, especially on stage 1.

Effect on Alien buildings:
On structures like the acid tube and the trapper, one full clip of ammo will guarantee an instant destroy. Other structures may require 1/2 more clips based on the alien structure's health.

Effect on Player:
None, it won't do anything to you to help.

Useful Tactics:

-The rifle can be used as a decoy to lure aliens away from your base, or to lure them into a trap.
-For stronger/smarter aliens, the hit & run method is good if you don't die doing so. Run to the alien, shoot,shoot, doge,dodge, and run back to your base and heal. Keep doing this and eventually the alien will be dumb enough to be killed, or it will run away giving you some time to make a counterattack. Make sure you can dodge well though, stronger aliens (especially the rant) can kill you easily if you don't wear the appropriate armour or if your not good enough.

Pain-Saw:

(http://i310.photobucket.com/albums/kk426/Joroshira/psaw.jpg)
Damage: 75 points per 75 ms
Cost: 100 Credits
Ammunition Type: Electrical Battery
Reload Type: None, it runs without ever wasting power
Firing Rate: Melee

Description:
Its bad-ass on a unsuspecting alien. A couple of seconds with the P-saw and the alien is good as dead. A dozen for the Stronger aliens. This weapon is considered most effective by larger aliens, because larger aliens are easier to hit and dodge from. Goons beware! this P-saw and cut your ass into 8 pieces by the time your done sniping or pouncing the human base. The comeback is that the P-saw is a melee weapon, and its range is very short, best to wear armour and a helm and practise with it before you do anything big with it. Sometimes its not effective because Aliens can easy attack you if you have to be close to kill it, so be wise and be careful.

Effect on Aliens:
This toy can make aliens into chop sticks if used right. Its best used on slow aliens (Grangers, Goons and Tyrants) because fast aliens can easily run from the buzzing terror. Use it after an alien attacks an offensive structure (ex. a turret) so you can kill off the rest of it's HP. Experienced players prefer this weapon to others, and if you move quickly and dodge well from alien attacks, you be pwning in no time. The P-saw is difficult to master though, so if you want to be a Paim saw-er, practise, practise and practise.

Effect on Alien buildings:
A few seconds and the structure is dead, period. This weapon is devastating on a weak base, once I was acing 4 players by myself, and I won by sawing their base when they were busy with mine. The draw back is that you have to be close to attack it, so you'll take some damage. Alien structures (Especially on S2, S3) will be put up on walls and ceilings so you can't reach it, and if the aliens come your good as dead, because you lost HP, you might have no backup, and your probably far away from your base. Best use it on a base when Aliens aren't around, and make sure you have a medic, your gonna need it.

Effect on Player:
None, it won't do anything to you to help.

Useful Tactics:

-Probably too many to count, you should go and search the forums instead, other players will be happy to share some of their tips with P-saws, also I'm too lazy to do this myself, I'll just wait till some guy gives his tip in the thread and copy off of him. 

Shotgun:

(http://i310.photobucket.com/albums/kk426/Joroshira/shotgun.jpg)
Damage: (Estimated) 7 Points per shot
Cost: 150 Credits
Ammunition Type: Particle (aka Physical Pellet/Shell)
Reload Type: Reload by Armoury
Firing Rate: Slow, 8 Pellets, 7 Clips

Description:
The Shotty is a powerful Punch weapon, a bang in the aliens face every shot. Best used against weaker aliens and for close range, The shotty is picked for its cheap cost and power. The shotty fires slow, is inaccurate (nothing gets hit if shotty is fired from a distance, and then theres that daum crosshair) and it slightly recoils everytime you shoot it. Use it in S1 and best used in groups, a few shots will send aliens running. Problem is you might wanna stay away from strong aliens for this weapon (unless your close to defense) because aliens can attack faster then you can.

Effect on Aliens:
Goons are easy targets with this weapon, They're slow when not pouncing, and they're big so shotty can hit them with full damage. If accurate, it can kill a dretch with one hit. Grangers will easily die from them and its good support weapon from Tyrants. Just be sure not to be too close for comfort, aliens can come up to you and attack if the shotty isn't doing enough damage. A couple of battle suits with this weapon will send Tyrants running. So its a good idea to bring a couple of friends with you. Its also good behind defense, and packs a punch against weaker aliens. Just make sure that your accurate though, a inaccurate shot could be the difference between winning and being pwned, and its useless at a distance so don't try. Good for chasing aliens who just attacked your base too.

Effect on Alien buildings:
People have their own thoughts, but for me, its mediocre. Not the best weapon to choose to destroy bases, better leave it to the Las-Gun or such.

Effect on Player:
None, it won't do anything to you to help.

Useful Tactics:

-Sneaking up to an alien (especially a weaker one) is one of the best tactics you could do. If you have the chance, give that alien a few rounds of Mr. Penetration (Dirty Thoughts  ) will easily help you kill the alien.
-Attacking in small, narrow corridors is best with a shotty, so you can easily hit the alien without worrying too much about missing
-Sometimes its best to make the alien run away instead of just killing it, if a powerful alien comes and attacks your base and your team is weak, if you can, get as many people with a shotty (or a powerful weapon) as you can and fend the alien off, giving your team/base some time to heal. If the alien comes back, do it again, then rebuild again. Always stay behind defense though, so you'll increase your chances of surviving.

Las-Gun:
(http://i310.photobucket.com/albums/kk426/Joroshira/lasgun.jpg)
Damage: (Estimated) 9 Points per shot
Cost: 250 Credits
Ammunition Type: Energy (aka Compressed packet of energy)
Reload Type: Reload by Armoury, Repeater or Reactor
Firing Rate: medium, 250 energy packets, no clips

Description:
Probaly the best weapon for scouting, the Las-Gun is the perfect support weapon. Some might say, "What about the pulse rifle?". I might say, "To hell with the pulse rifle!". This weapon is cheap, fires fast (not as fast compared to the rifle or chain-gun), doesn't require you to reload, and you can reload at a repeater and at a reactor. Its the best weapon to use for fighting during Stage 1, and its the best "Base Killer" during stage 1 (and maybe) 2. Use this if your gonna scout ahead to check the map for alien structures or useful areas to build, its also a good weapon to defend builders with, especially if your sure that you're gonna get killed while scouting by yourself (remember, its cheap, so you won't lose much creds if you have plenty).

Effect on aliens:
Pretty good, fires fast and no reloads, just remember that if your away from any "Safe Houses" (Areas with defense, armoury and a medi-pad) that its wise to conserve ammo, nothing is more brutal then an alien that can kill you because you ran out of ammo for the las-gun. Belive it or not, its pretty easy to get carried away shooting and you find out your low on ammo, especially with a weapon like a las-gun. On aliens, this weapon packs some serious damage, I remember trying to get a b-suit with a las-gun as a goon and (even tho I tried many times to get him) I died trying. Not a great weapon on a dretch because it fires slower, meaning that a dretch can more easily dodge the energy packets then rifle bullets, and its pathetic while your being chomped and grabbed by a Basi. Good on goons and does signifigante damage on stupid rants, its a great weapon to use on stage 1 an 2.

Effect on Alien buildings:
Simply, its a great weapon to use on alien structures, I can kill 12 alien structures with my las-gun beofre it runs out of ammo, accurate, fast, and it fires a heavy stream of packets if you line up your aim quickly. Its great in any stage (Hmm, what about when stage 4 comes to Tremulous? Lets see what happens till then).

Effect on Player:
None, it won't do anything to you to help.

Useful Tactics:
-When attacking an alien structure, keep firing on one structure, not 50 at one time. After your done one structure, keep going! Idiots on servers attacks different structures expecting to destroy all of them easily after they are weakend, well, truth is, aliens will come crawling (I made a funny  :D ) to thier bases attacking you so the structures will have enough time to heal.
-When attacking smaller aliens, don't shoot all over the place, concentrate your aim on the alien, las-gun is not a god weapon to shoot alll over the area expecting to kill something. Since dretches are smaller, anticipate thier next move, thats when its easier to kill em.
-Don't go for a basi (especially by yourself) with a las-gun. A good Basi warrior can dodge your attacks and grab your head and kill you. Stay near defense when you encounter a basi, and when you do, be catious. I died many times trying to kill a Basi warrior with a las-gun.

Mass-Driver:

(http://i310.photobucket.com/albums/kk426/Joroshira/massdriver.jpg)
Damage: 38 Points per shot
Cost: 350 Credits
Ammunition Type: Energy (aka Nuclear radiation semi 'gas' energy packet)
Reload Type: Reload by Armoury, Repeater or Reactor
Firing Rate: Slow, 5 energy packets, 7 clips, includes zoom mode

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Finishing Statements
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My previous version of the guide (with the new  updates on the weapons) are lost, thanks to a crappy connnection. Fortunatley, I still have part of that updated guide in my desktop, so I can re-do it, so be paitent! :D

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Credits
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Void Community, for letting me be part of Void and contribute to their community
Lava Croft, he always helped me, even from the very beginning
TremWiki, this is where I got the majority of my information from, I borrowed pictures from them and their a great place to go for new players, check out their great (and user-friendly site) at http://www.tremwiki.com/start
The Tremulous Fourms, well, duh! They're so nice to let me use some of their very precious bandwidth just to put this on, so thank you! ^^
Tremulous, without it, the forums wouldn't exist.
Player1, for giving me awsome critisism on how to improve my guide.
Grimhael, for correcting the actual damage done by the weapons
Title: Re: Tips for Human Weapons
Post by: Hendrich on August 29, 2008, 12:16:25 am
Got one reply (in case I lose space)
Title: Re: Tips for Human Weapons
Post by: Hendrich on August 29, 2008, 12:17:20 am
Another one (in case I lose space)
I apologize for the double posting too. I'm reserving these just in case, just following some advice.

Hey, this isn't bad that the thread was locked, now I can start out fresh, and I copied Player1's criticism into my desktop for reference. :D

"Nothing is lost when you look on the bright side."  :angel:

Quote
Good Luck with your thread!

Thx :P

Quote
Good luck!

Did I miss something while my modem burst into flames? (No, I'm not kidding.)

Thx, Lava decided to lock the other thread because a few of us put up some images that be believed was spamming. So I copied my work and moved it into my other thread. I understood he is a moderator and he did his job according to the forum rules, but since I'm a human being, my respect for him was just lowered slightly because of it. Just slightly. Hes still one of the best moderators around.
Title: Re: Tips for Human Beings
Post by: player1 on August 29, 2008, 12:21:19 am
Good Luck with your thread!
Title: Re: Tips for Human Weapons
Post by: Bomb on August 29, 2008, 12:32:40 am
Good luck!

Did I miss something while my modem turned to slag? (No, I'm not kidding.)
Title: Re: Tips for Human Weapons
Post by: gimhael on August 29, 2008, 10:43:41 am
Hi Hendrich,

thats really nice guide you have written there, but some of the estimated values are a bit off.
The blaster dmg is 9, and it fires every 600ms. The painsaw makes 15 dmg every 75ms (that's 200 damage per second !). And the shotgun fires 8 pellets, each pellet makes 7 dmg, so you can make up to 56 dmg.

I think you can read these values in the source repository (http://svn.icculus.org/tremulous/trunk/src/game/tremulous.h?revision=888&view=markup), even if you're not a programmer.

You should maybe add a note that the psaw range (40) is smaller than the range of all aliens (even dretch and ADV granger have 64), so you should run towards your opponent when you are attacked.
Title: Re: Tips for Human Weapons
Post by: Lava Croft on August 29, 2008, 03:04:03 pm
I think you can read these values in the source repository (http://svn.icculus.org/tremulous/trunk/src/game/tremulous.h?revision=888&view=markup), even if you're not a programmer.
Don't the values in SVN trunk differ from those in 1.1.0?
Title: Re: Tips for Human Weapons
Post by: gimhael on August 29, 2008, 04:58:25 pm
I think you can read these values in the source repository (http://svn.icculus.org/tremulous/trunk/src/game/tremulous.h?revision=888&view=markup), even if you're not a programmer.
Don't the values in SVN trunk differ from those in 1.1.0?

No, the diff (http://svn.icculus.org/tremulous/trunk/src/game/tremulous.h?r1=754&r2=888) between the revision tagged 1.1.0 and the current trunk shows no change in the damage or speed of the weapons. But the svn doesn't have all the changes that are on the MGDev test servers yet.
Title: Re: Tips for Human Weapons
Post by: Lava Croft on August 29, 2008, 05:53:41 pm
If I understood correctly from Amenieu, the damage dealt by the Overmind and Reactor has changed. I have no idea if that code is in SVN or on MGdev though.
Title: Re: Tips for Human Weapons
Post by: Hendrich on August 29, 2008, 07:43:57 pm
Quote
Hi Hendrich,

thats really nice guide you have written there, but some of the estimated values are a bit off.
The blaster dmg is 9, and it fires every 600ms. The painsaw makes 15 dmg every 75ms (that's 200 damage per second !). And the shotgun fires 8 pellets, each pellet makes 7 dmg, so you can make up to 56 dmg.

I think you can read these values in the source repository, even if you're not a programmer.

You should maybe add a note that the psaw range (40) is smaller than the range of all aliens (even dretch and ADV granger have 64), so you should run towards your opponent when you are attacked

Thx Gimhal, I thought my estmation damage was wrong, and your right, the Psaw has lower range then the aliens, which really, really, sucks. But I think the devs did that so the aliens can have an advantage when you're doing 200 damage per second.

I'll update the guide later in the day, right now I haven't played Tremulous for weeks and I want to see if any information in my guide is helping me when I actually play the game. :P;

Also, do any of you know why Bomb's avatar looks all black and says guest on the bottom? It looks like he is banned or something. :P
Title: Re: Tips for Human Weapons
Post by: Syntac on August 29, 2008, 10:29:48 pm
Also, do any of you know why Bomb's avatar looks all black and says guest on the bottom? It looks like he is banned or something. :P
I changed my name. Then one of the moderators or admins deleted my old account.
Title: Re: Tips for Human Weapons
Post by: Shadowgandor on August 30, 2008, 02:18:05 pm
Damage: (Estimated) 3-5 Points per shot
Cost: Free when spawned
Ammunition: Type: Electrical Battery
Reload Type: None, it runs without ever wasting power
Firing Rate: Very Slow, 1 shot per second

Description:
The blaster, a weapon that every human has when they spawn. Its weak, its slow, its shit. Even though it never runs out of ammo, you can never trust this baby, only when its completely necessary.
Effect on Alien buildings:
With buildings, after a handful of shots on a acid tube or trapper they die, but on other structures, it will take longer to kill. I reccommend only use it to kill structures when you behind your turrets/Tesla's/defense if you don't want to use your main weapon.

Quote

You don't need to stay behind a turret/tesla/defense, for example, when you're attacking the alien base with a shotgun (not the wisest decision but the kills can rack up quickly if you're in need of credits), a blaster is way more efficient against buildings from a distance.
Just be ready to immediatly switch to your main weapon once you see an alien coming.
Title: Re: Tips for Human Weapons
Post by: Hendrich on August 30, 2008, 06:49:35 pm
Quote
I changed my name. Then one of the moderators or admins deleted my old account.

Wow, recently the moderators and admins are acting up on the fourms,  well, I'm sorry to hear what happend to you. Your ging to either change your website name/QVM threads or leave em' the way they are.

Quote
You don't need to stay behind a turret/tesla/defense, for example, when you're attacking the alien base with a shotgun (not the wisest decision but the kills can rack up quickly if you're in need of credits), a blaster is way more efficient against buildings from a distance.
Just be ready to immediatly switch to your main weapon once you see an alien coming

I'll add that to guide, after a quick game of Oblivion. :P

I noticed my guide is quite bland, I should add some colors onto them.

Also, don't worry kids, don't get the summer blues yet, summer ain't over till he fat lady sings, oh wait, I don't have to worry about that cause yesterday I got accepted into a Touque engine application and now I'm going to do what I love to do; make a game, play the game, and get money for it, only comeback is my new boss hates me.

 ;D I rulez! ;D

Have fun in school tho, I just wanted to share my success with somebody :P

Now back to the guide!  8)
Title: Re: Tips for Human Weapons
Post by: Shadowgandor on August 30, 2008, 08:11:38 pm
Nah, the guide looks fine without the colors :)
Title: Re: Tips for Human Weapons
Post by: sticks on August 30, 2008, 08:15:26 pm
good job mate
you can sum up the role of humans in just a few words though and that would be: Learn to aim!
so yh otherwise well done looks like you put some serious time into this
Title: Re: Tips for Human Weapons
Post by: Syntac on August 30, 2008, 09:56:22 pm
Wow, recently the moderators and admins are acting up on the fourms,  well, I'm sorry to hear what happend to you.
Nah, it's actually a pretty sensible thing to do. What's the point of leaving an unused account lying around?

Your ging to either change your website name/QVM threads or leave em' the way they are.
I don't see why I should change my QVM threads (psst: already transferred them). I do, however, have a new website.

Now, back on-topic...
Title: Re: Tips for Human Weapons
Post by: Shadowgandor on August 30, 2008, 11:13:16 pm
Oh btw, a tip for the human rifle, try firing in short bursts when facing dretches and basilisks, spray and pray won't do well versus dretches and are a waste against a basilisk.

For the P-saw, crouching makes head bites impossible or atleast very difficult to land, they might give you the extra second you need to kill the alien(s). It also works great against unexperienced dretches as they'll most likely charge at you.


The shotty is a beast versus well, all aliens. If you got +boost WASD (binding movement and sprint on the same buttons, so you'll always run), then you can easily circle around and dodge aliens long enough to kill them. Seriously, it's a great and  cheap weapon and is my favorite weapon :) I personally don't see this baby as a support weapon ^^
Tight corridors might be very effective versus dretches, but if you've learned how to circle around aliens, you'll most likely try to avoid tight corridors, as it hinders you in your movement as well.

Just my 2 cent, others might not agree with me but that's part of the game :)

Title: Re: Tips for Human Weapons
Post by: Hendrich on August 31, 2008, 01:12:12 am
I think I'll edit the guide today, add in two more weapons to the guide.

Quote
Oh btw, a tip for the human rifle, try firing in short bursts when facing dretches and basilisks, spray and pray won't do well versus dretches and are a waste against a basilisk.

Good tip, usually when I'm near my arm, I'll just unload my whole friggin' clip on a dretch and let him have it. But, when I'm far away from my base (or from help) its a good idea to fire particle weapons in bursts, W:ET style. On stage 2 experinced Basis will knaw at your wang-a-dang-doodle every second and spray some toxic in your face alot. Its pretty much useless to unload your whoel cilip if they wallcrawl dodge your attacks. Same goes for a dretch if your far from help, even if your a b-suit cahiner, never get tooo cocky. An experinced dretch can etar up a novice chainer pretty quickly if your firing your weapons everywhere and hitting nothing.
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The shotty is a beast versus well, all aliens.

In a way, your right. It has good playload, maybe fires slow but if its in good hands you can be pro at shot-gunning. Only problem is, it sucks against alien structures. If I had a choice, I wouldn't use it against a rant , atmost I'll use it on a goon. If your with you buddys and your friends has shotguns, hell yea, go for it. But I would use a chainer against any alien.
Quote
Seriously, it's a great and  cheap weapon and is my favorite weapon  I personally don't see this baby as a support weapon ^^

Which makes it a great weapon to choose, and your right, I wouldn't call this the best tremulous supprot weapon. In ym opinion, the support weapon goes to the Las-gun, cheap (not as cheap, but cheap), accurate, no reloads, and a pretty good payload and does soem serious damage to structures.

Well, you had alot to say for me to talk aout in one reply, I'm adding soem of your stuff to the guide (crediting you as well. ^^ )
Title: Re: Tips for Human Weapons
Post by: Hendrich on September 04, 2008, 11:12:20 pm
(Sorry for the duble-post :P )

I edited the guide again! :D

-pics work
-revised the dmg each weapon mkaes (thx Grimhal)
(Adding in the Las-gun stats, the guide wont have it until I decide to click on the shiny "save" button. :P )
Title: Re: Tips for Human Weapons
Post by: St. Anger on September 05, 2008, 01:24:42 pm
Oh btw, a tip for the human rifle, try firing in short bursts when facing dretches and basilisks, spray and pray won't do well versus dretches and are a waste against a basilisk.

Doing short bursts vs a fast basi will get you owned. You need to kill that sucker as fast as possible before he gets to you.
Title: Re: Tips for Human Weapons
Post by: sticks on September 05, 2008, 10:58:03 pm
that is of course assuming you have good enough aim to fire a constant stream
Title: Re: Tips for Human Weapons
Post by: Lava Croft on September 06, 2008, 10:32:34 am
Emptying an entire clip at once, instead of firing in short, controlled bursts, is a sure way to end up as an Alien snack. Unless you are precisely predicting the movement of the Alien, emptying a whole clip at once will make you waste ammunition. Firing in bursts of 3 or 5 rounds makes sure you have the best balance between damage output and ammunition conservation.
Title: Re: Tips for Human Weapons
Post by: St. Anger on September 06, 2008, 07:18:09 pm
Emptying an entire clip at once, instead of firing in short, controlled bursts, is a sure way to end up as an Alien snack. Unless you are precisely predicting the movement of the Alien, emptying a whole clip at once will make you waste ammunition. Firing in bursts of 3 or 5 rounds makes sure you have the best balance between damage output and ammunition conservation.

Well I'm referring to playing in unlagged, Lava Croft. In unlagged when a very skilled basi gets near you they basically insta-grab you. While with lagged I'm sure you don't get grabbed as easy, unless they are a low ping. (I'm assuming you're referring to lagged gameplay since you mentioned predicting their movement) Also in unlagged you can kill a basi in 1 rifle clip while spraying if your aim is good enough.
Title: Re: Tips for Human Weapons
Post by: Lava Croft on September 06, 2008, 08:12:34 pm
Emptying an entire clip at once, instead of firing in short, controlled bursts, is a sure way to end up as an Alien snack. Unless you are precisely predicting the movement of the Alien, emptying a whole clip at once will make you waste ammunition. Firing in bursts of 3 or 5 rounds makes sure you have the best balance between damage output and ammunition conservation.

Well I'm referring to playing in unlagged, Lava Croft. In unlagged when a very skilled basi gets near you they basically insta-grab you. While with lagged I'm sure you don't get grabbed as easy, unless they are a low ping. (I'm assuming you're referring to lagged gameplay since you mentioned predicting their movement) Also in unlagged you can kill a basi in 1 rifle clip while spraying if your aim is good enough.
Unlagged does not change the damage dealt by the Rifle, nor does it change the amount of bullets each clip contains, so my comments remain valid.
Since you can never fully predict the movement of your opponent (unless they might be really thick and just don't do anything but charge at you in a straight line, in which case you should switch to your Blaster), emptying a a full clip at once means you are wasting ammunition. Firing in short, controlled bursts means you are conserving ammuntion, since you will only fire off a burst when you know you can actually hit the Basilisk in question.
Besides all of this, conserving ammunition serves another purpose too, since it makes sure I still have bullets left to make it back to the Armoury for a refill, while you will have to rely on your Blaster, which is not the end of the world, but far less comfortable than a Rifle with unspent ammunition. It does not matter if you are playing normal games or Unlagged games, so stop trying to create a divide where there is none.

In any case, I cannot argue with people that seem to like the mantra of Pray & Spray.

[PS] With 'predicting movement' I mean exactly what it says: Predicting the movement of your opponent. Or in better words: predicting where your opponent will move next. This is unrelated to wether you play normal or Unlagged games, this is more related to the basics of any FPS game.
Title: Re: Tips for Human Weapons
Post by: St. Anger on September 06, 2008, 09:15:14 pm
Emptying an entire clip at once, instead of firing in short, controlled bursts, is a sure way to end up as an Alien snack. Unless you are precisely predicting the movement of the Alien, emptying a whole clip at once will make you waste ammunition. Firing in bursts of 3 or 5 rounds makes sure you have the best balance between damage output and ammunition conservation.

Well I'm referring to playing in unlagged, Lava Croft. In unlagged when a very skilled basi gets near you they basically insta-grab you. While with lagged I'm sure you don't get grabbed as easy, unless they are a low ping. (I'm assuming you're referring to lagged gameplay since you mentioned predicting their movement) Also in unlagged you can kill a basi in 1 rifle clip while spraying if your aim is good enough.
Unlagged does not change the damage dealt by the Rifle, nor does it change the amount of bullets each clip contains, so my comments remain valid.
Since you can never fully predict the movement of your opponent (unless they might be really thick and just don't do anything but charge at you in a straight line, in which case you should switch to your Blaster), emptying a a full clip at once means you are wasting ammunition. Firing in short, controlled bursts means you are conserving ammuntion, since you will only fire off a burst when you know you can actually hit the Basilisk in question.
Besides all of this, conserving ammunition serves another purpose too, since it makes sure I still have bullets left to make it back to the Armoury for a refill, while you will have to rely on your Blaster, which is not the end of the world, but far less comfortable than a Rifle with unspent ammunition. It does not matter if you are playing normal games or Unlagged games, so stop trying to create a divide where there is none.

In any case, I cannot argue with people that seem to like the mantra of Pray & Spray.

[PS] With 'predicting movement' I mean exactly what it says: Predicting the movement of your opponent. Or in better words: predicting where your opponent will move next. This is unrelated to wether you play normal or Unlagged games, this is more related to the basics of any FPS game.

Why would you predict their movement in unlagged when you're using an automatic gun. Rather then just tracking them. Yes there is a difference, in unlagged you obviously hit more then you would in lagged so spraying is a very good option as opposed to trying to shoot in controlled bursts. Also in unlagged as I said before, once a basi gets near you you're grabbed and there's no questioning that, where as in lagged they can be near you and still not grab you at all due to their ping.
Title: Re: Tips for Human Weapons
Post by: Lava Croft on September 06, 2008, 10:06:35 pm
Why would you predict their movement in unlagged when you're using an automatic gun.
Should I take this (assumed rethorical) question seriously?

Again:

Unless you are psychic, it's hard to predict where your opponent if going to move next. So, your opponent will move, you will have to re-acquire your target, and all of this while wasting ammunition in the process, since you can never keep your crosshair on the Basilisk for the full duration of the skirmish.

Your comment about stuff being easier to hit with Unlagged is about as subjective as they come, since you know as well as I do that there is a fair part of this community that does not play with Unlagged, and they will hit less when playing with Unlagged.

My comments about ammunition conservation are universal, and can be applied to any FPS game. In fact, any FPS player will sooner or later find out that it's far more beneficial to shoot in short, controlled bursts, since it will give them a higher hit percentage, while conserving their precious ammunition. A lot of FPS games even dumbed this mechanic down by adding a recoil to automatic weapons that forces players to fire in short, controlled bursts.
Title: Re: Tips for Human Weapons
Post by: mooseberry on September 06, 2008, 11:04:45 pm
A lot of FPS games even dumbed this mechanic down by adding a recoil to automatic weapons that forces players to fire in short, controlled bursts.

I agree with you Lava, just pointing out, that recoil isn't necessarily to "dumb down" the mechanic, but rather, because automatic weapons do indeed have a recoil effect in real life.
Title: Re: Tips for Human Weapons
Post by: St. Anger on September 06, 2008, 11:20:52 pm
Why would you predict their movement in unlagged when you're using an automatic gun.
Should I take this (assumed rethorical) question seriously?

Again:

Unless you are psychic, it's hard to predict where your opponent if going to move next. So, your opponent will move, you will have to re-acquire your target, and all of this while wasting ammunition in the process, since you can never keep your crosshair on the Basilisk for the full duration of the skirmish.

Your comment about stuff being easier to hit with Unlagged is about as subjective as they come, since you know as well as I do that there is a fair part of this community that does not play with Unlagged, and they will hit less when playing with Unlagged.

My comments about ammunition conservation are universal, and can be applied to any FPS game. In fact, any FPS player will sooner or later find out that it's far more beneficial to shoot in short, controlled bursts, since it will give them a higher hit percentage, while conserving their precious ammunition. A lot of FPS games even dumbed this mechanic down by adding a recoil to automatic weapons that forces players to fire in short, controlled bursts.

Ok I guess that's your opinion and your strategy. But when you're good enough to be able to just "track" the basilisks movement I don't see the need for prediction. While you're correct for the most part about firing in bursts is better for most fps's, in Tremulous that's really not necessary nor true. Ok you get a better hit per bullet shot ratio, so what? Does that mean you're going to still be alive after the alien closes in on you? You don't really need to conserve your ammunition in most fps's as you can find ammo laying around, or in other games you can pick up ammo from your victims gun or just pick his up. As for Tremulous when you run out of ammo you simply run back to your base.
Title: Re: Tips for Human Weapons
Post by: temple on September 07, 2008, 04:14:06 am
Anger is right but not saying the right reasons.

With unlagged, weapons like the rifle hit faster.  There is no delay and they kill enemies faster than with vanilla tremulous.  The rifle's DPS is the same but the PERCEPTION of it is different.  What usually seems like 3 shots is really 5 and you can empty a clip in an alien faster than they can tell.  It's hard to explain but easy to see when you play with unlagged.

Title: Re: Tips for Human Weapons
Post by: Dracone on September 09, 2008, 12:39:37 am
Wrong. There IS a delay still. It's just an illusion of the rewind effect that makes you THINK there's no delay. Your ping still comes into play. Example: You'll fire 7 bullets right at that dretch, and you'll see 2 marks in the ground and think that two missed. However, your ping still comes into play, and those first 5 bullets actually all hit the target, and the last 2 shots were absolutely useless because the first 5 simply didn't hit instantly.

I'm sorry if this whole explanation of that piece of unlagged is getting repetitive. But then again, no one has to believe me because I'm not a dev/tech-vault.
Title: Re: Tips for Human Weapons
Post by: Lava Croft on September 09, 2008, 08:47:38 am
I want to note that people who have 100% tracking abilities usually end up getting kicked for aimbotting really, really fast. But I guess St. Anger is just superhuman or something...
Title: Re: Tips for Human Weapons
Post by: Hendrich on September 09, 2008, 10:33:53 pm
Quote
I want to note that people who have 100% tracking abilities usually end up getting kicked for aimbotting really, really fast. But I guess St. Anger is just superhuman or something...

Oh, thank god. When I saw your name on the "last person who replied" text, I thought you made me go with another visit by Mr.Lock :D

Dodged a bullet there, anyways, I added in the Las-gun info and a bit of MDriver, anything wrong about my new Las-gun section? :P
Title: Re: Tips for Human Weapons
Post by: Dracone on September 09, 2008, 11:45:41 pm
I didn't read fully through the older ones, but anyhow, I've got more than just the lasgun and MD for you...

I would put the clips as including the starting clip. So...

Rifle: 30 bullets per clip, 7 clips.

Shotgun: 8 pellets per shot, 7 damage per pellet, 8 shells in a clip, 4 clips total. Also, this is just me, but, I would add that the shotgun is really not a bad killer of ground eggs at S1, if you get that far, but that's about the only time it's good against any structure. It takes exactly 5 full shots to take an egg out.

Lasgun: 200 ammo, 300 with battery pack. Also, I'd add in that it always hits DEAD on. There is NO shot spread when firing.

Mass Driver: Just on the blue text; 5 shots per clip, 7 per clip with battery pack, and there are 5 clips total, regardless of battery pack.

Hope that helps, keep going and good luck.
Title: Re: Tips for Human Weapons
Post by: mooseberry on September 10, 2008, 02:05:53 am
The rifle only has 6 clips, because there is no "zero-ith" clip.
Title: Re: Tips for Human Weapons
Post by: Dracone on September 10, 2008, 08:49:27 pm
Read what I wrote. Including the STARTING clip.

You spawn with 30 bullets in the current clip, plus clips in reserve. That number on the right displays how many more times you can fire off 30 bullets, disregarding your current clip. Just go ahead and count it out...
Title: Re: Tips for Human Weapons
Post by: jit on September 12, 2008, 11:06:54 pm
I think its easier to track and not predict in unlagged w/ the rifle. In trem w/o unlagged, you have to predict and that is way harder. When playing unlagged for over a year and a half, and playing most fps's tracking becomes quite easy. the flare of the rifle isn't really distracting or messing your view, the rifle is pretty accurate even if you hold down the whole time. when u track the dretches like near perfect, it will be 6-7 bullets to kill them. and other than the dretch, the rifle isn't inaccurate enough that you have to do short bursts. the recoil is almost nonexistant if you know how to control your mouse.
Title: Re: Tips for Human Weapons
Post by: UniqPhoeniX on September 12, 2008, 11:44:23 pm
What recoil?
Title: Re: Tips for Human Weapons
Post by: mooseberry on September 13, 2008, 08:29:30 am
There is a tiny bit though pretty much unnoticeable bit of recoil for the rifle.
Title: Re: Tips for Human Weapons
Post by: Lava Croft on September 13, 2008, 12:11:47 pm
I think its easier to track and not predict in unlagged w/ the rifle. In trem w/o unlagged, you have to predict and that is way harder. When playing unlagged for over a year and a half, and playing most fps's tracking becomes quite easy. the flare of the rifle isn't really distracting or messing your view, the rifle is pretty accurate even if you hold down the whole time. when u track the dretches like near perfect, it will be 6-7 bullets to kill them. and other than the dretch, the rifle isn't inaccurate enough that you have to do short bursts. the recoil is almost nonexistant if you know how to control your mouse.

Unless you are psychic, or your opponent is a complete tard, you will not be able to predict where he will be moving, which will make you miss shots, and waste ammunition. This has nothing to do with wether you are playing normal games or Unlagged games, as I have stated several times now.
Title: Re: Tips for Human Weapons
Post by: + OPTIMUS + on September 15, 2008, 11:01:24 pm
Quote from: Lava Croft
Unless you are psychic, or your opponent is a complete tard, you will not be able to predict where he will be moving, which will make you miss shots, and waste ammunition. This has nothing to do with wether you are playing normal games or Unlagged games, as I have stated several times now.

+ What Unlagged does is touch a vital part of the Quake gameplay, in favor of those incapable or unwilling to learn/adapt to aiming with latency.
+ A lot of people do not see latency as a problem at all, and those people make up a part of this community, as do the people who think latency is a problem. Only fact is, that the first group is ignored, while all development is being  focused on the second. This development is what worries me, since it touches the core of Quake. I think 'degeneration' is a good word for this development. 'Dumbing down' is also a popular term, and a somewhat more friendly one at that.
+ I adjust my aim to my ping, as I have done since I first started playing Quake on-line. I ping a good 150 to MGdev, so I lead my shots accordingly.
+ temple, do you seriously think that Unlagged removes the latency?
+...

dou you mean prediction and dealing with latecy are NOT the same? oe am i misunderstanding the whole stuff after this significant amount of beer? :-)
Title: Re: Tips for Human Weapons
Post by: Lava Croft on September 16, 2008, 06:25:46 am
Sigh, especially for our challenged Eastern European friend:

I am talking about predicting movement. Will the Basilisk go left, will it go right. Will it go up, will it go down.
Title: Re: Tips for Human Weapons
Post by: + OPTIMUS + on September 16, 2008, 01:20:36 pm
yes. that's why i'm asking, rich guy...
Title: Re: Tips for Human Weapons
Post by: Lava Croft on September 16, 2008, 01:21:56 pm
yes. that's why i'm asking, rich guy...
And me explaining it several times already was not clear enough?

Sigh. Stop drinking.
Title: Re: Tips for Human Weapons
Post by: + OPTIMUS + on September 16, 2008, 01:36:57 pm
you whined for ages for your precious shot-leading sweetness, then you say that you can only predict retards :-P

thats what i said in a form of a question....
Title: Re: Tips for Human Weapons
Post by: Lava Croft on September 16, 2008, 02:08:55 pm
you whined for ages for your precious shot-leading sweetness, then you say that you can only predict retards
[PS] With 'predicting movement' I mean exactly what it says: Predicting the movement of your opponent. Or in better words: predicting where your opponent will move next. This is unrelated to wether you play normal or Unlagged games, this is more related to the basics of any FPS game.

Must be hard to read a thread before replying to it...
Title: Re: Tips for Human Weapons
Post by: + OPTIMUS + on September 16, 2008, 02:22:08 pm
oe am i misunderstanding the whole stuff after this significant amount of beer? :-)

seemed so then :-)
Title: Re: Tips for Human Weapons
Post by: Nux on September 16, 2008, 09:37:41 pm
It could be that you're insanely fast at reacting and have a nice aim, but if you find that you never have to predict, you're either ignorant to your own subconscious estimating or you're just not facing the right enemies.

Personally, I think this has more to do with the habits of an unlagged player. I don't think it's exagerrating to say that unlagged breaks/removes the ability to dodge intelligently where a range of pings are involved. This is because you will have a group of attackers each reacting to a different time in the past and, from what I've found, they require different timing to dodge individually (i.e. Dodging away or into the goon's chomp). Trying to work out which timing suits your current attacker is the kind of decision your subconscious doesn't respond well to.

One alternative is not reacting intelligently and instead strafing in an erratic manner where only basic reactions come into play. Another option would be to avoid dodging completely and merely move in direct paths to/from the enemy. As a clear example of how this benefits, a dretch that doesn't spend any time dodging in view of the human and instead camps a corner then charges directly into him will take him out without him having time to even see the attack before the rollback occurs. In both these options the behaviour is _simplified_.

I put it to you that your targets are unable to dodge or aren't bothering to dodge because of an overriding rollback feature.

I have played with unlagged and find I can do well in it. I also find that having adapted to unlagged, my dodging becomes simple which is suicidal when applied to what you call 'lagged' gameplay. I value dodging more than any benefit of unlagged and for that reason I still much prefer g_unlagged 0. I understand that those players with high pings might be given a disadvantage, but I don't think that warrants spoiling a great part the game.

*Nux is now fully vented*

The guide is a nice project and though I don't agree with some things (Why is an Adv. Basi 'Moderate' yet a Mara is 'Weaker'? The Mara has 50 more hp) It all seems to be going in the right direction. :)
Title: Re: Tips for Human Weapons
Post by: fingered banana on September 18, 2008, 11:36:21 am
On some servers granger spit slows down humans. Use it, don't battle granger though
Title: Re: Tips for Human Weapons
Post by: Shadowgandor on September 18, 2008, 01:48:52 pm
Since when do humans use granger spit?:P
Title: Re: Tips for Human Weapons
Post by: fingered banana on September 18, 2008, 02:38:20 pm
Since when do humans use granger spit?:P
There are a few servers that let you use all the alien weapons
Title: Re: Tips for Human Weapons
Post by: Shadowgandor on September 18, 2008, 06:47:23 pm
Yea, the ones using Benmachine's mod, yes, but I don't think this is helpfull info on a normal server.
Comes with that, there are way more effective weapons on Benmachine's mod's servers :P