Dragoon 
speed: 1.1
health: 200
regen: 6
reward: 500
claw damage feet: N-40 / A-12 / B-8
claw damage torso: N-80 / A-24 / B-16
claw damage head: N-160 / A-48 / B-32
claw range: 96
claw repeat: 700ms
pounce damage: N-100 / A-20 / B-20
Ahhh the Goon. Tremulous' asshole. Available at S1, with not 1, but 2, one-hit kill attacks. Easily the most unbalanced class in Tremulous... And I love it. The Goon can simply own in Tremulous. It takes practice but a Pro Goon can finish a game on most maps in a little over a minute, maybe two. (I've seen it done in under a minute on ATCS and come close to a minute myself several times. My record is around 70 seconds.) See
A Tremulous round in 80 sec by Puma[F]lame for more. The Humans in that clip are nubs but most public games are full of 'em, it still shows some good attacks.
Once you get good at Goon prepare to get alot of 'OMFG HAX' accusations. The class is unbalanced and lends itself to this kinda crap.
Good Gooning (Yes, I made it into a verb. -Suck it) is an art. Watching a good Goon is like watching an artist paint. Everything flows and just... makes sense. It takes alot of practice to get to this level. Fortunately there are a few things you can focus on to start. You have 3 basics to good Gooning. 1 - Pouncing, 2 - Headchomps, and 3 - Tactics.
1 - Pouncing
Everyone plays the Goon slightly different. Some play a twitchy Goon with small, quick hops and snappy attacks, Some play a graceful Goon with large smooth jumps and precise attacks. Some play their Goon as a mini Rant acting like a tank that can jump far. Others play the Goon more stealthy and snag sneaky kills. I think the Goon is probably the most interesting class because of this. You will play the Goon differently than I will, and differently than the next guy. Once you master some of the basics, you can begin to develop your own style and recognize other styles, picking and choosing what will fit your style.
Holding mouse 2 will charge your pounce. Letting go releases the pounce. Aiming up when you pounce will give you a better pounce than aiming level or down. Usually all that is required is a little flick upward with the mouse as you release your pounce. You can keep your aim higher and give a little flick down to pounce as well. The flick up seems to give a lower profile jump while the flick down seems to give a higher profile jump. Play around with pouncing. The amount of flick you give will determine the distance and angle of the jump. The direction and height by how high you are pointing. With practice you can quickly move through halls by accurately releasing your pounce. You can charge a pounce while in the air of a previous pounce and thus build up considerable speed moving this way. Pouncing is easy to learn but difficult to master. In time you will be pouncing through halls with ease. Occasionally you may get hung up on doorways etc. Some doors will grab you more than others. Remember the doors that you can hang up on and anticipate accordingly.
The pounce attack is a great lead off attack, especially in S1 when an armorless human can be killed in one pounce. The real trick to pouncing is... ok, imagine your Goon has a sword coming out of his face. The sword has a decent range and is centered in your screen. When you pounce that sword is there. You do not have to pounce
into a human to kill him. You can slash him with your sword as you pass him with a pounce.
This video may give you a better idea what I'm talking about when I'm talking about this 'sword' idea. Watch that video and imagine a sword coming out of your Goon. You only have to aim your pounce, much in the same way you aim a Dretch bite, to land a pounce. There is little I can add here. Practice make perfect as they say and it is no less true here. Your pounce has a good range and if you find humans camping in a doorway full of Turret you can snag a kill simply by pouncing past the doorway, parallel with the wall the door is in, and aim your pounce into the doorway. Sometimes a human will get too close to the doorway and you can snag yourself an easy kill. You can also use this tactic to keep humans wrangled into an area you want them in. For example the ATCS human base, you can pounce back and forth from ledge to ledge to keep any stray humans from attempting an escape snagging thoes that get too close to your line.
Camping humans can be a real pain. When humans camp the game slows to a halt. Fortunately, a well placed pounce or two can snag you kills on even the campiest humans. Get a good read of the human base and find an armorless human. Once you have him in line, Pounce at him and grab the kill. You'll take damage from the Turrets but as you pass them they will have to keep turning to get a line on you. Use this time to snag another kill with a headchomp or prepare your pounce out and back over the Turrets. If done quickly you will take minimal damage while getting yourself a kill and hopefully getting one or two humans to chase. Even a well defended base is open to this quick hit and run. Keep an eye out for opportunities and don't be afraid to take some damage to get them.
In general combat, unless the human is unarmored, I tend to limit my pouncing. Slashing is easier to control in tight quarters and just as effective if not more so. Keep an eye out for a human attempting to flee. Pouncing is a good way of keeping a human from getting away. When escaping consider what weapon your opponent is using. If it's a scanhit weapon (one that hits instantly like the las gun, rifle, massdriver, shotgun, or chaingun) you may not make it wen fleeing. Scanhit weapons like the las gun can make it very difficult to get away as you will have to break line of sight to be "safe". If you don't think you'll make it, go for one last attack. You will need to figure "how long will it take me to break the line of sight, what's my health, and what's the accuracy of the guy I'm fighting." If any of these is "too long, really low, and pretty fucking accurate" You might consider going for a last attack.
Pounce a Ret 2 times to kill it. Or 1 pounce and 2 swipes.
Pounce an arm 3 times to kill it. Or 1 pounce and 3 swipes.
-Open up a fight with a pounce for a kill or a quick 20 damage. Beware of Luci's when doing this though.
-Practice pouncing in slow games by
only using the pounce to get around.
-Prepare for your next pounce (hold mouse 2) while in the air from the last pounce.
-Try up and down flicks to feel the difference. Use what works for you.
-2 pounces can kill a ret. Pounce over it once, turn around, and pounce over it again to kill it (while taking very little damage. Remember to aim down).
2 - Headchomps
The headchomp is what separates feeder Goons from the real treats. It may take awhile but once you get the headchomp down, you can finish a game in S1 or clean up 3 or more humans in a group. Below is an example of correct aim for a headcomp.



You will need to aim slightly above their head to nail it as you can see. Headcomping is a skill in and of itself. Without it, you will just be another nub Goon throwing away your evos. Practice with a friend. Find someone who will let you practice in a real fight without killing you when you get too low. Go for one swipe. If you miss and it the torso, start over. Keep it up until you can rely on it to save your life. Anything less than a headchomp and you will be doubling your time and effort getting kills. Again, less than a headcomp at least
doubles the time and effort to get the kill. Learn it. I don't know how to stress this enough. Learning the Goon headchomp is on par with ground-headbites as a Dretch as far as importance goes. It should be on your shortlist of things to (try and) master in this game. It is the
only way you will drop a battlesuit in one-on-one combat. 4 headchomps (or a pounce and 3) to drop a battlesuit.
Keep these in mind when attacking a base.
3 hits for a single Turret with average maximum damage around 55.
12 hits for a full health RC totaling 8.4 seconds.
4 hits for the Armory totaling 2.8 seconds (longer than the Mara, believe it or not).
4 hits for a Telenode totaling 2.8 seconds.
-Headchomp whenever possible, it's twice the damage.
-On stairs or an incline it's actually difficult
not to headchomp if you are above the human. Lure them to an incline for a quick victory.
-Pick your battles, choose who to fight when.
-The luci and shotgun can be deadly. Shotguns take 3 well placed shots to drop a Goon.
-If you want to help a Basi who's grabbed a human,
please be careful. The Basi worked hard for that kill, don't TK him for it. 1 swipe will TK a Basi.
-You can take out a chaingun one-on-one but it's not a guaRantee.
3 - Tactics
Goons play differently than other classes we've covered so far. Like I mentioned before, everyone plays the Goon differently. Spectate good players and remember tactics that fit your play-style. Keep them in mind and practice them when you can. Check out what lines they use for movement or escape. Pay close attention to their footwork in a fight, how do they move, how to they try and position the human in the fight, how do they lure and lead players to the area they want to fight in... Take it all in and mimic what works until you can make it your own. As versatile as the Goon is, it is only as good as the playbook you draw off of.
Goons can lure quite well, A crying Goon is an enticing target. When you take major damage and retreat, try and find somewhere you can ambush and turn the fight around. Obviously this is risky tactic but the reward is there. You will need to take into account what your target has for a weapon and what kinda skill you're up against. You can tell within 10 seconds what kind of player is behind the other screen in a fight. If you are out classed, flee and pick your battles. As I already mentioned above, if you are up against better players than you, you can bide your time and wait for their health or medi to get low. Alot of humans tend to misjudge when they should be getting back to the base. Maybe they were on a good run racking up kills, maybe they didn't realize how many tubes there were in the alien base. Whatever the reason, a human running back to the base is always going to be an easier target than one coming out. Learn to pick where and when to fight a human. If you are outgunned, back off and chose when to go in. You are no good to your team dead. Play it smart and know when to go into battle. Martyrs don't get respect in Tremulous, they just feed the other team stage kills and credits.
Learn the importance of a suicide rush. Learn when it's helpful and when you are just going to throw away evos. Sometimes in a game it's worthwhile to suicide on a base attack. Suicide rushes are useful when it benefits the team as a whole. This is accomplished when your suicide rush is followed by easier kills for your team or weakens the humans significantly. A suicide rush on the armory for example is useful only when it will put the human team weaker as a whole for longer than time it takes to build a new armory. If building a new armory is as simple as putting a new one up, it's not worth it, but if you can keep the pressure on by pouncing any new armories that are being built for a time. If you can keep the armory down for a minute or more you can significantly weaken the human team. Usually this will require the participation of another skilled Goon. One suicide rushed the armory while the other hangs back. As I mentioned above, it is not difficult to get a pounce into a human base and ounce out again, usually taking less than 100 damage. The other Goon hangs back and waits for the new armory to be built. When that blue armory pops up, the second Goon pounces it and pounces out, luring a human or two to follow. By this point the first Goon should be in position to protect the fleeing Goon from followers. After attacker have been dealt with, it's his turn to pounce the new armory. Back and forth, 2 Goons can cripple the human team. Even better if none of them have energy weapons like a Las gun or Mass driver. It takes 2 skilled Goons working in tandem to pull off but can turn a game that was not looking good. I know, getting players in Tremulous to cooperate is like herding cats. Stick with a friend familiar with the play if you have to.
Pay special attention to poorly protected RC's in game. A Goon can make short work of the RC if you can get on top. The RC has a "dead zone" above it. You will take much less damage while on top of it. A suicide rush on the RC that succeeds is always worth it. If you can get 6 hits on the RC you are halfway there. Again, 2 Goons in tandem can tear apart the RC. If the Turret are not correctly placed they might not be able to cover the top of the RC, or you can get on the edge of the RC and put it between you and the Turrets. Correctly moving yourself is key. When I hop and RC (with a Goon or Mara) I'll immediately begin swiping it and moving myself into a position where the Turrets cannot hit me. Don't panic when you hop an RC and start taking damage from the Turrets. simply move to the outside corner. Sometimes the Turrets are correctly placed, sometimes not.
Spectate skilled humans and watch how they dodge. Pay close attention to the humans you do play. Watch how they move. Watch how they dance and try and predict their movements. Humans tend to move in the same way to dodge. They get used to a pattern that has helped them in the past. Everytime they manage to dodge a nub Goon, it reinforces that same dodge movement. You can exploit this programed pattern to your advantage if you can learn to predict it. Every human is different but the skilled ones are easy to point out in a fight. It may be weapon choice or a style of movement. True randomness is difficult for humans to produce, watch for patterns and exploit them.
Advanced Dragoon
speed: 1.1
health: 250
regen: 7
reward: 600
claw damage feet: N-40 / A-12 / B-8
claw damage torso: N-80 / A-24 / B-16
claw damage head: N-160 / A-48 / B-32
claw range: 96
claw repeat: 600ms
pounce damage: N-100 / A-20 / B-20
barb damage: 110
barb repeat: 1000ms
The Adv. Goon gets 50 more health, a faster claw repeat, 1 more health per regen, a bigger pounce jump, a larger hitbox, and Barbs. You are a larger target now so keep that in mind. The shotgun is still dangerous considering. Chainguns can be a real menace so keep an eye out.
The Adv. Goon has the ability to attack at a distance with barbs. This alone make is one of the strongest classes in Tremulous. Humans have to remain diligent of Goon snipers otherwise their base will always fall. I have yet to see a base in Tremulous that was well defended against Goon snipers. In order to protect the base humans must always have a defender or two in or near the base. The Adv. Goon's ranged attack is only as good as your aim so keep in mind the barbs shoot out like a grenade launcher, not a rifle. They lob the barbs into structures. With practice you can get pretty accurate from long distances by aiming above your target. Develop a feel for ranges and necessary horizontal adjustments to your aim. Use that sticky-tac or tape I mentioned above to assist your aim at long distances if need be.
- 2 barbs will take out a turret. You only need 2. Stop shooting 3 into the Turrets. You're wasting one.
- After you shoot 2 barbs into a ret, pick a new ret and shoot your last one into it. You will spawn a new barb in about a second if you do them quick. After your 3rd barb, pause (if you can) and wait for that next barb. You can finish off 2 Turrets in one sitting very quickly.
- 3 barbs will take out an Armory. If you have a clear shot, take it out.
- 3 barbs can weaken the RC pretty heavily. If you can team up with another sniper, both of you put all 3 into the RC and try suiciding on the RC. 2 Goons can usually take out a poorly / moderately well defended RC this way.
- If you're not going to suicide on the RC, focus on the Turret. Weaken the defenses for Rants and other aliens.
- Don't forget, you're still a Goon. You are not
just a sniper. You can engage in combat if you need to. I see too many Adv. Goons that flee from a rifle for fear of taking
any damage. People seem to forget they can still headbite.