Author Topic: Alien attack techniques guide  (Read 7405 times)

Rippy

  • Posts: 385
  • Turrets: +0/-0
Alien attack techniques guide
« on: July 28, 2006, 05:01:30 am »
Ok, often I see people running around with Marauders and NOT JUMPING, or seeing Dretches who run in a straight line towards the enemy. So I decided to quickly go over what you should be doing as each alien evolution, do deal maximum damage and to stay alive. This guide focuses on how to use each evolution, this is not an overview of each class. Make sure you're familiar with how each evolution works before reading this, otherwise you'll just be lost. Here goes:


GENERAL TIPS
- Always look at the head of the human when you're attacking him. This registers your attack as a headshot, and so you do far more damage.
- When you only have half, or just over half of your HP left, run. Run back to a safer location to regain your HP. If you're being chased, but only by 1 or 2 humans, turn a corner and wait for them in ambush. With the more powerful aliens, having the first strike allows you to eliminate the target before they have much of a chance to shoot back.
- Use the booster. When near it, your regen rate doubles, letting you rejoin the attack much sooner. Also make use of the poison attack it gives you: it adds quite a bit of damage to your attack, especially if you're a Dretch or Basilisk. Booster poison can be ignored as a Tyrant, though, because you one or two-hit kill anyone without a Battlesuit, and Battlesuited humans don't receive poison damage anyway.


Dretch - 0 EP (free)

Dretches are pretty easy to master. Basically, never run directly towards a human, unless he doesn't see you. Running in a straight line is very predictible, this idea applies to all the small aliens. Also, if you're running directly towards him, he only needs to aim his weapon on the vertical axis, making it far easier, and you end up running into his bullets. Instead, make use of those A and D keys and strafe, strafe, strafe! Try to jump too, but only when you're far from the enemy: otherwise, you jump right into the source of his bullets, and you WILL die.

Other than that, it's simple. Just strafe unpredictibly, and keep doing it even when you're in biting range. I know I'm using the word "strafe" a lot, but strafing is the one thing that will give you amazing kills at the start of the game. Also, make use of your wall crawl, it makes you extremly hard to hit; but don't bother on really uneven walls, you'll just disorient yourself.

Note: the Dretch makes a noise when it jumps, but makes no noise when walking. Only jump when your target knows you're there, otherwise an observant player will hear you.


Basilisk - 1 EP

Basilisks can get tricky. There are two situations where they're useful:
- For ambushing lone humans
- For attacking or getting past turrets, and you need that extra 50 hp
If neither of those situations apply, save up for a Marauder, they're easier to use.

Basilisks are better than Dretches because of the hp boost, and their ability to grab enemies. Grabbing enemies from the front is undesirable, since they can still get a good shot at you and you then have to maneuver yourself round behind them; however, if you grab them from behind, they're helpless right from the beginning, so slash away. Waiting on walls or ceilings right behind doors is great, because they'll skip right past you and make easy prey for you. You'll want to change hiding spots every time though, because they'll remember where you last hid.

Jump as much as you can with Basilisks, it seems to work well. Other than that, the same wall-crawling and strafing tips for the Dretch apply here.

Remember, Basilisks are trickier to master than Dretches or Marauders, so I recommend skipping this class if you're not very familiar with the game.

Advanced Basilisk: Really not much to add here. Just spray your gas whenever you're close to a human. It doesn't do much, but but it's there and doesn't cost anything, so use it.


Marauder - 2 EP

The Marauder is my favourite Stage 1 class, because all you need to do is spasmically hit the spacebar to become nearly impossible to hit. The most important thing to do is KEEP HITTING THAT SPACE BAR. Sure, it's twice as easy to bite a human when you're not jumping. But it's ten times easier for him to shoot you when you're standing there in front of him, so jumping is a huge advantage.

The most effective attacking technique as a Marauder is to jump over the human, look down at him as you're doing it, and click the mouse button like crazy. It takes practice, because you can't reach the human when you're at the height of your jump: instead, try to be overtop of him when you're either just before or after the apex of your jump.
Code: [Select]
     o  o
   o        o
 o 88      88 o
X  88      88
X = Marauder, 0 = jump trajectory, clump of 8's = victim

That's the best way I can describe it, with a drawing.

Anyway, there's not much to the Marauder, just jump and bite and jump and bite until you wear out your spacebar and mouse button.

Advanced Marauder: Advanced Marauders have a cool zap attack. Don't focus on the chain aspect of it, it's not very useful. Instead, think of the zap attack as a melee that's harder to use and has a longer range. It's harder to use because it only works if you're pointing at the target - something that isn't always easy when you're bouncing around the room.


Dragoon - 3 EP

The Dragoon is a favourite of newbies because it's the farthest alien down on the evolution list for the first two Stages of the game. It has good hp, but it's a big and bulky target.

When attacking, use the pounce as often as you can. For such a big target, your move speed is quite slow, so you want to use those speedy pounces to close in on your target. The process is:

Pounce - Chomp in midair - Start charging up a new pounce - Strafe while charging - Repeat

The reason the chomp isn't very useful by itself is because a strafing human can outmaneuver you. The pounce is a way to close the gap between you and your target. If you get close enough to melee, go ahead because that doesn't have to be charged up: chomps are also very useful in tight spaces when the human CAN'T outmaneuver you. However, you'll often find that after you've pounced, they're already strafing out of your reach.

Advanced Dragoon: You gain the only real ranged alien attack. Barbs are tough to aim because they arc, and are slow moving so are useless against moving enemies. Where they excel are against buildings, because you can shoot turrets without getting in range. 2 or 3 solid hits will kill most any structure. Although often overlooked in favour of Tyrants, Advanced Dragoons are just as good at destroying a fortified base; they combine a good melee attack, a huge pounce, and a ranged attack, into one hideous package.


Tyrant - 5 EP

The strongest class in the game, since they can basically destroy any human one on one. The Tyrant combines massive HP with a massive attack. It excels at destroying anything within a metre of it, and is useless against anything else. That's why it's important to use the Tyrant charge in the same way you use a Dragoon pounce: to close the gap between you and your target.

Be SURE to flee (using the charge) if your health goes below 250 or so, those are 5 EP you don't want to waste. Other than that, simply keep track of your health, close the gap as soon as possible, and kill things. The Tyrant is the most straight-forward class, all you need to do is kill things and not die.

The only other thing you need to know as a Tyrant is that you CAN'T kill jetpackers (unless you destroy the reactor). Also, often human builders will find places to build where a Tyrant, with its pitiful jump, can't reach. That's where Advanced Dragoons excel, since they have a pounce and a ranged attack that reach nearly any jetpacker.


- - - - - - - - - - - - - - - - - - - - -

Well, that's all for now. I think I'll add a second section, about what to use to counter each human weapon, but it's nearly midnight here so I'm gonna call it quits for today. I hope noone's made a guide like this before, I just figured I'd make a compilation of all I've learned about how to use the aliens. Should be useful to anyone who sucks as aliens, or who's new to the game. Enjoy!
remulous username: [GEC]MassiveDamage

DPyro

  • Posts: 5
  • Turrets: +0/-0
Alien attack techniques guide
« Reply #1 on: July 28, 2006, 06:03:27 am »
Team battles

When attacking a human base, the first thing you usually think of is "Everyone be tyrants and charge!" Which works against the nooblier human teams, but a determined one will bring out the lucifer, shotgun, and chaingun and mow these behemoths down.

Instead, use a team of advanced dragoons, tyrant support and the alien's equivalent of special operations, advanced mauraders  8)

Tyrants go in, draw some fire, wreck some havock, meanwhile, goons head up right behind and snipe what tyrants dont get.  Toss in some mauds to jump behind the turret and you have insane mayhem. Humans are afraid to shoot the mauds for fear of tk and damaging structures, and now the defensive structures fire is split between two attacks.  :evil:

St. Anger

  • Posts: 377
  • Turrets: +58/-83
Re: Alien attack techniques guide
« Reply #2 on: July 28, 2006, 06:22:44 am »
Quote from: "Rippy"


Dragoon - 3 EP

The Dragoon is a favourite of newbies because it's the farthest alien down on the evolution list for the first two Stages of the game. It has good hp, but it's a big and bulky target.

When attacking, use the pounce and not the regular melee. For such a big target, your move speed is quite slow, so you want to use those speedy pounces to close in on your target. The process is:

Pounce - Start charging up a new pounce - Strafe while charging - Repeat

The reason the melee isn't useful is because a strafing human can outmaneuver you. The pounce is a way to close the gap between you. If you get close enough to melee, go ahead because that doesn't have to be charged up. However, you'll often find that after you've pounced, they're already strafing out of your reach.

Advanced Dragoon: You gain the only real ranged alien attack. Barbs are tough to aim because they arc, and are slow moving so are useless against moving enemies. Where they excel are against buildings, because you can shoot turrets without getting in range. 2 or 3 solid hits will kill most any structure. Although often overlooked in favour of Tyrants, Advanced Dragoons are just as good at destroying a fortified base; they combine a good melee attack, a huge pounce, and a ranged attack, into one hideous package.



The chomp is very good man, I have no idea what you're taking about. I pounce and chomp in midair (at their head). Or If im attacking a strafing human I keep doing small pounces at them while doing the chomp in midair to get better accuracy. Also im  good with the goon so yes I know what im talking about.

rasz_pl

  • Guest
Alien attack techniques guide
« Reply #3 on: July 28, 2006, 06:25:14 am »
corrections and tips:

dretch:
DONT U FOKIN dare to jump as a dretch if I'm on your team. Dretch is a NINJA - stealth assasin. Jumping = noise = EVERY SINGLE HUMAN hears your sorry stupid n00b ass and there goes the ambush :/.
Jumping is for running after fleeing humans, jumping makes you run faster than +boosted BS. Jumping is for close combat. But NOT for jumping like a retard one corner away from S1 hummies. You can jump all you like when hummies hit S2.


basi:
> Grabbing enemies from the front is suicidal

not really, nothing except lucy can kill basi in one face shot (dont know about the painsaw, but I manage to frontal grab painsawers on a daily basis). Just grab, and then immediatelly streaf arround the hummie to face his shiny metal ass. Then swipe swipe jump on the head swipe swipe, move a little swipe swipe its all over, either his friend just shot you or you killed a hummie. Basi grab lasts ~1 second, after that you have to move a little to re_grab him.

adv.basi:
fart is useless, use only against >2-3 humies in one corridor. Imo waste of evo, needs some boost in new version.

adv.mara:
Zap only
-structures
-naked hummies
-if you attack in a group of maras (FF on)
-painsawer if ur affraid of the saw

Zap is the best alien weapon against reactor. Only zap and barb can kill a reac without getting zapped back.

Adv.Mara is the real mens base killer :]. You can suicide kill armory/teles in most n00b (not heavy packed) bases.

rasz_pl

  • Guest
Re: Alien attack techniques guide
« Reply #4 on: July 28, 2006, 06:28:07 am »
Quote from: "St. Anger"

The chomp is very good man, I have no idea what you're taking about. I pounce and chomp in midair (at their head). Or If im attacking a strafing human I keep doing small pounces at them while doing the chomp in midair to get better accuracy. Also im  good with the goon so yes I know what im talking about.


yes, this man knows what he is talking about.
Very good goon is GOOD, anything below very good should run while <140hp from better players/clusters of hummies.

ZEL

  • Posts: 42
  • Turrets: +1/-0
Alien attack techniques guide
« Reply #5 on: July 28, 2006, 06:36:10 am »
I think its important to de-emphasize the running away.  While retreating is important, it can often get you killed faster than standing your ground can.  My preferred tactic is to run around a corner and ambush the following human, even if low on life.  This is especially the case with goons and tyrants.  At S1 a goon can kill even with just a few hp left if you're sneaky with the ambush... all about the pounce and headchomp.  Radar doesnt help humans much with these quick ambushes because its not so much about the surprise element as it is about you getting the first strike or 2.  This works well with tyrants for the same reason as goons at S1, it doesnt take much to kill even several running humans... especially if they run into you.  I've killed many a fleeing goon and tyrant who could have gotten me if they had just turned around.

PIE

  • Posts: 1471
  • Turrets: +96/-52
    • http://www.mercenariesguild.net
Alien attack techniques guide
« Reply #6 on: July 28, 2006, 07:44:31 am »
Quote from: "rasz_pl"

dretch:
DONT U FOKIN dare to jump as a dretch if I'm on your team. Dretch is a NINJA - stealth assasin. Jumping = noise = EVERY SINGLE HUMAN hears your sorry stupid n00b ass and there goes the ambush :/.
Jumping is for running after fleeing humans, jumping makes you run faster than +boosted BS. Jumping is for close combat. But NOT for jumping like a retard one corner away from S1 hummies. You can jump all you like when hummies hit S2.

Dretch on the ground = dead dretch...
Stealth missions or whatnot, its pretty much safe to say don't jump with ANYTHING.. don't make noise.. but frankly stealth missions seem like a bad plan anyway since 1 human with a stupid radar will end up suprising you while you think your being all silent, and don't think they'll expect you.

Dretch jumps are good lures. Its a good way for some human to think "hey.. dretch!.. I'm near the base.. easy kill"..
I'd rather jump my ass off and lead some chasing human around the corner to get eaten by a teammate than try to sneak up on him and have him wip around and shotgun me.

The point of the dretch is to not get in front of your enemy. Those are the most annoying dretches. Jump at them, not from the front, but from any other direction...
Here is the win all tip for dretch if you can master it:
Drive the human back into a wall.. they will think = "less sides to defend if i can get my back to the wall".. then quickly wallcrawl in an arc and bite them in the head... Its amazing how many of them don't move from the wall because they can't figure out what is going on, and its easy to snag 2/3 bites really quickly and kill them.. plus it seems like their aim gets 100x worse if your NOT on the ground, whether thats jumping or wall crawling.
EDIT: also.. get in there and do the damage in S1 because when they wip out the pulserifles/FLAMETHROWERS!!!!! and S2 guns your going to have it rough.

stahlsau

  • Posts: 160
  • Turrets: +1/-1
Alien attack techniques guide
« Reply #7 on: July 28, 2006, 07:45:55 am »
Quote from: "rasz"
Basi grab lasts ~1 second, after that you have to move a little to re_grab him.

AFAIK it lasts forever, even without moving. You can just sit behind the human and sweep his legs for about 20 times until he dies. That is, if he doesn't have any supporting troops with him ;)

next_ghost

  • Posts: 892
  • Turrets: +3/-6
Alien attack techniques guide
« Reply #8 on: July 28, 2006, 09:57:38 am »
Quote from: "stahlsau"
Quote from: "rasz"
Basi grab lasts ~1 second, after that you have to move a little to re_grab him.

AFAIK it lasts forever, even without moving. You can just sit behind the human and sweep his legs for about 20 times until he dies. That is, if he doesn't have any supporting troops with him ;)


Nope, after some time, human can jump out of your grab.

And rasz, gas is useful when you need to grab an unhelmeted human that can keep you in his sights all the time. Gas, grab, kill. 8) Also gas cannot be cured by medkit.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

PHREAK

  • Posts: 344
  • Turrets: +3/-2
Alien attack techniques guide
« Reply #9 on: July 28, 2006, 10:27:41 am »
I'll agree with PIE.
There is nothing worse for a dretch the open space. I love humans who hide in pipes, corners, etc since they ust make my life easy.

As far as jumping goes, try to jump as little as possible with a dretch since you lose all movement once airborne.
As far as maras go, don't ever stop jumping regardless of the fact that they might hear you, since a walking mara is a dead mara.
As far as goons go, well.....goons are tricky but amazing in the right hands.
While the goon is powerfull, it's also very slow as far as getaways go. Live in the shadows and suprise chomp, pounce, whatever. Don't go rambo with a goon since chances are, every bullet fired at you will hit due to the hitbox. 200hp isn't really that much when you're an easy target.
What most new people don't realize is that the mara or adv mara are the best base attackers before S3. Small hitbox and amazing agility. What better combination then that...aside from the brute force of the tyrant of course.
Adv goons are tricky too. While they have 3 barbs that are perfect for killing everything short of the reactor, those barbs are not suited for combat, unless there is a crowd of hummies just chillin'. Remember that while you can pounce a lot further/higher, you still only have 250HP and an even bigger hitbox then the vanilla goon. Tyrants can afford to be hit, goons can't.
Another very important advice is this. Unless you're a tyrant or an adv mara, stay away from flamers. Goons can take them if they have little or no support but they can easily die in the process. In my opinion, a good adv mara can handle flamers, if they are carefull and know what they are doing. In theory, a basi can take a non-bsuit flamer but many get fried in the process.


*edit*
Ignore jettards.
For those who don't know, jettards are morons that fly high in the sky and giggle while camping. It does not imply a person simply wearing a jet-pack. If you see a jettard camping, let him. That just means one less hummie supporting his teammates and defending base. If you get annoyed by him and happened to have an adv goon, snipe his ass. If he's to high to be sniped from the gound, practise air-shots. If you master those, hitting structures with the first barb will become a lot easier.
Yelling at team mates since 2006!

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Alien attack techniques guide
« Reply #10 on: July 28, 2006, 10:55:51 am »
Why the hell do you people say the marauder shouldn't walk? Do you know how easy it is to anticipate the unskilled marauder jumping over your head? It should jump most of the time while sometimes plain confusing the poor man when you're walking around him.
Also the best for taking out them pesky battlesuits is either landing on their heads, swipe a couple of times and move out for another try or walking besides them, slashing, while they're busy shooting the far off aliens.
I’m busy. I’ll ignore you later.

Chojin

  • Posts: 96
  • Turrets: +0/-0
    • http://wraths.dyndns.org
Alien attack techniques guide
« Reply #11 on: July 28, 2006, 12:59:21 pm »
There is a lot of truth here. Thanks for the nice guide and the advices. But this one is not correct:

Quote
Only zap and barb can kill a reac without getting zapped back.


People are forgetting about the reach of a claw attack: Slowly move closer to the reactor and start clawing... As soon as you hear the hit sound, stop there. You will see the zaps of the reactor, but the reactor is not damaging you or sometimes giving you 1 point of damage per zap! I destroyed a lot of reactors without a single point of zap damage. I did that with Marauders, Dragoons, Tyrants and once with a Basilisk, though I am not sure whether it was a normal or advanced one.

Teiman

  • Posts: 286
  • Turrets: +0/-0
Alien attack techniques guide
« Reply #12 on: July 28, 2006, 01:09:39 pm »
Random information:

The zap is something clocked every NN seconds. This mean that if a dretch is zaped, you have full NN seconds to do anithing to reactor withouth behind zaped. But If you stay NN seconds + 1.. you WILL be zaped.

Its posible to enter near reactor, claw, move far, return again..claw. You only need to avoid reactor ticks.

Two normal maras can team to tag-kill reactor that way. The 1st mara attack, is zaped, then the 2th mara attack, is not zaped. The 1st retreat and wait. The 2th is zaped, then the 1st attack, then the 2th retreat ...etc...


Because elite players can use grenades to grenadejump and whatnot, I think elite user can attack reactors with that information and not beind zaped.

I have no idea how much NN is, can be 2 s. or much less 0.1 s.

Howitzer

  • Posts: 269
  • Turrets: +0/-1
Alien attack techniques guide
« Reply #13 on: July 28, 2006, 01:14:31 pm »
Also note, Adv Marauders are reasonably usefull against jetpackers when you have some teammates on the ground..
Zap the jetpacker down and let your teammate dretches/basi/.. do the rest.

That way, your teammates get easy kills so they can evolve fast.

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Alien attack techniques guide
« Reply #14 on: July 28, 2006, 01:24:23 pm »
Wallcrawl with a basilisk at the height of the spinning capacitator towards it, there is a small margin of error where you can't be hit, even up close.
I’m busy. I’ll ignore you later.

vcxzet

  • Guest
Alien attack techniques guide
« Reply #15 on: July 28, 2006, 01:31:18 pm »
adv marauders are the best they can take down all the turrets with 3 runs

Lava Croft

  • Guest
Alien attack techniques guide
« Reply #16 on: July 28, 2006, 02:26:19 pm »
Is it just me, or does this guide, although written with the best of intentions, reads like it's written by someone who has barely played Tremulous, or, is not yet familar with the pro's and con's of certain classes/equipment.

SLAVE|Mietz

  • Posts: 672
  • Turrets: +2/-0
    • http://blasted.tremulous.info
Alien attack techniques guide
« Reply #17 on: July 28, 2006, 02:46:19 pm »
Quote from: "Lava Croft"
Is it just me, or does this guide, although written with the best of intentions, reads like it's written by someone who has barely played Tremulous, or, is not yet familar with the pro's and con's of certain classes/equipment.


its not just you...

next_ghost

  • Posts: 892
  • Turrets: +3/-6
Alien attack techniques guide
« Reply #18 on: July 28, 2006, 03:01:56 pm »
Quote from: "Teiman"
Random information:

The zap is something clocked every NN seconds. This mean that if a dretch is zaped, you have full NN seconds to do anithing to reactor withouth behind zaped. But If you stay NN seconds + 1.. you WILL be zaped.

Its posible to enter near reactor, claw, move far, return again..claw. You only need to avoid reactor ticks.

Two normal maras can team to tag-kill reactor that way. The 1st mara attack, is zaped, then the 2th mara attack, is not zaped. The 1st retreat and wait. The 2th is zaped, then the 1st attack, then the 2th retreat ...etc...


Because elite players can use grenades to grenadejump and whatnot, I think elite user can attack reactors with that information and not beind zaped.

I have no idea how much NN is, can be 2 s. or much less 0.1 s.


Why do you invent so crazy tactics when all you need to do is get on top of the reactor and start clawing? Marauder can easily jump so high and when you stand on top of reactor, you receive damage of 1hp/s. You're also safe from turrets unless human builder expects marauder to get on reactor top and sets up turrets to guard even that spot. On some places (like ATCS initial reactor position), you can also jump like mad the reactor top, claw the reactor and receive no damage.

Quote from: "vcxzet"
adv marauders are the best they can take down all the turrets with 3 runs


Or even better, they can flip the switch to those turrets and force human builder to go back and salvage them if he ever wants to finish his brand new base 8)
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Rippy

  • Posts: 385
  • Turrets: +0/-0
Alien attack techniques guide
« Reply #19 on: July 28, 2006, 06:09:10 pm »
Yes, I'm no pro at Tremulous, I'll be the first to admit that. What I really forgot to add was the message at the end saying "Please point out anything that needs to be improved!"

Either way, I'm adding everything useful that's been said here. Thanks for all the replies, and keep posting things I need to fix. I wrote this around midnight, so bear with me x_o
remulous username: [GEC]MassiveDamage