Author Topic: Tips  (Read 5548 times)

Phenax

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Tips
« on: August 19, 2006, 06:52:48 pm »
Hello, I see many newbie players in game and write a few things to maybe help them.

Misc
  • Many players don't play using music. In my personal experience it's done nothing but help me. Sure, I don't hear the tapping of a dretch on the floor as well. It just pumps me up I guess.


Listening to Cannibal Corpse or Dragonforce or some nice energetic bands you like has done nothing but help me. Give it a try.

  • Make some custom binds, they're easy to make and can improve your gameplay.


bind key command is the format. So if I wanted a text bind to say "Grenade!!" to the key 'x' I'd do

bind x say Grenade!!
or to team
bind x say_team Grenade!!
[/list]

Human
    Any Stage
    • Under all costs, always pursue a running alien. If it is running, then it is probably low on life and doesn't want to die. Even if it's a tyrant and you've got a rifle.
    • Run in circles or a hard to follow pattern when an alien is chasing you. Try to keep shooting him while you do it.
    • Jumping is a great strategy to avoid dretches. Whenever you see a few dretches running at them just jump in the air. With a good estimation you should have jumped right over them. Of course, this doesn't work if the dretch jumps too :-)
    • Be considerate! Noone likes the guy who's always spamming Lucifer Cannon shots out of the base.
    • The most effective way of racking up kills and destroying the base is going on suicide missions. Grab the biggest, baddest weapon you can, make sure you have a medkit! Also, grab a grenade and the best armor. Rush into their base. Attempt to locate the OM, throw a grenade towards it, or throw your grenade towards a mass of eggs/etc. Then, all you have to do is shoot everything until you die.

    This generally doesn't work unless you'ce got a lot of credits.

    • If you see a builder struggling, help him out! It's not easy to build structures while aliens are constantly mauling it. His building will most likely save the base from numerous attacks.
    Stage 1

    • Try to get an early start. Rush to their base and conflict as much damage as you can.
    • After their base is fortified, just rack up some points by rifling some dretches.
    • Once you've got some credits, depending on the circumstances buy a Lasgun and Light Armor. If the place is overridden by Dragoons choose a Shotgun and Light Armor. Shotgun is one of the best weapons for killing Dragoons.
    Stage 2
    • As soon as you can, buy a helmet.
    • Again, the weapon to own is circumstantial. Flame Thrower if there's a lot of Dretches or Basilisks. Pulse Rifle if there are larger ones. Chaingun also works about as effective as a pulse rifle on Tyrants if they are already S3.
    • Remember, use the Shotgun to your advantage with Dragoons. It's always a good weapon.
    • If your going to jetpack, use a more 'instant-shot' weapon. Try a chaingun, lasgun, rifle. They tend to be the best for higher locations.

    Stage 3

    • Noone's forcing you to buy the Lucifer Cannon. It's not the best weapon for MANY situations. I tend to only buy the Lucifer Cannon for suicide missions or eliminating a large concentration of lower-class aliens (Dretches, etc)
    • Only use the battlesuit if you are going to go into their base. If your just going to be running around it's better with Light Armor, Helmet, and Battery Pack if your weapon is energy-powered.
    • Don't shoot Lucifer Cannon around the base. The splash-damage easily kills vital resources like Tesla Generators


    Aliens
      Any Stage
      • When charging at a human, don't run in a straight line. Swirve around, jump, do anything to avoid being an easy kill from a human. Walking in a straight line is like walking into your death.
      • Another great way to avoid being an easy target is to use wallwalking. This is also very useful to kill jetpackers.
      • There are some road rules here. If you are a lower-class creature make way for the bigger ones. If you don't you may cause their death or they may maul you.
      Stage 1
      • Be a dretch and rack up some points. Then go Dragoon and you'll be a fined tune human killing machine.
      • As previously mentioned, don't run in a straight line at the humans. That makes you a very easy target.
      • Don't feed yourself to turrets. Find a few stray humans are an alternate enterance. Rack up some points there, go Dragoon, and then you can take a few of 'em out.
      • The Basilisk can hold on to humans. If the human doesn't have a battlesuit he can't even turn. This is great for killing stray humans easily.
      Stage 2
      • Advanced Marauder is now available. It's easy to make many kills with it by jumping around an electroshocking humans. Also great for killing off turrets and other human structures.
      • Remember, the dretch is still a good creature to rack up points with!
      Stage 3
      • If you want to kill humans your best bet would be Tyrants. They're great at rushing humans and bases.
      • If you want to kill structures with minimum human confrontation, try sniping as an Advanced Dragoon.
      • Advanced Dragoons can snipe out unarmored humans in one hit! Use this to your advantage.



      Builder
        All
        • Don't build unless it's needed. If you see many spare build points don't pointlessly waste them!
        • Don't block pathways. If there is a door try sticking two turrets to the side.

        Remember, your teammates have to get through.

        • If Sudden Death is coming up, make sure you have a centralised base instead of many spreaded out. Tyrants can easily make short work of this mini-bases.
        • Try to make the Spawns in 'hidden' locations. If aliens maul your base you may just find it to be your life-saver.
        • Don't deconstruct the Overmind or Reactor unless you NEED TO. Most moves aren't beneficial and depending on many variables you probably have a close to 50% chance of successfully moving it. As soon as the other team figures out it's done (turret not shooting, all dretches, etc) they will attack your structures quickly.
        Humans
        • Make sure your structures cannot be sniped by Advanced Dragoons or Advanced Grangers.

        Aliens

        • Hide spawns well! You are not as dependant on protective structures as humans. If they DO get to your base you'll atleast have some leverage to rebuild it.



        I add more later, hopefully help someone here :D

        Juno

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        Tips
        « Reply #1 on: August 19, 2006, 07:48:17 pm »
        its good of you to type all that out




        but no to the dragon force and cannibal corpse lol




        i just hope some new players wont miss interpret your tips and feed




        new players - read this stuff, this guy knows what hes on about



        but if you die alot then hang back

        |Nex|TrEmMa

        • Posts: 248
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        Re: Tips
        « Reply #2 on: August 19, 2006, 08:40:20 pm »
        Quote from: "Phenax"

        • Don't deconstruct the Overmind or Reactor unless you NEED TO. Most moves aren't beneficial and depending on many variables you probably have a close to 50% chance of successfully moving it. As soon as the other team figures out it's done (turret not shooting, all dretches, etc) they will attack your structures quickly.

        Let me rephrase that:
        Default base locations suck and if you want to have a serious chance at beating an opponent with some skill, it is best to have a good base.  Most default spots for these vital structures are either poorly placed, or just bad locations for bases.  It is recommended that you move when the risk is low (eg: when other team is occupied, or unable to prevent your move).  It is best to utilize your team to cover a move, as a good organized team can pull of just about any move.

        Aninhumer

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        Tips
        « Reply #3 on: August 19, 2006, 11:45:17 pm »
        One thing, if you go on suicide runs and you don't kill anything, it's called feeding.

        Stof

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        Re: Tips
        « Reply #4 on: August 20, 2006, 12:32:59 am »
        Quote from: "|Nex|TrEmMa"
        Let me rephrase that:

        My version : Humans have better odds to win the game by not base moving, unless the default base spot is incredibly awful. Base moving works mainly to prevent stage 3 aliens from killing the human base and the best way for humans to win is to pressure the aliens as soon as as they reach stage 2. Base moving only helps make the human team weak at the crucial point where they have to take the advantage on the alien team.
        urphy's rules of combat
        8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
        18 ) Make it too tough for the enemy to get in and you can't get out.

        |Nex|TrEmMa

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        Tips
        « Reply #5 on: August 20, 2006, 05:20:45 am »
        The alien team REALLY has to suck if a human team wins Karith at default spot.  Or Niveus.  Or Transit.  Or Arachnid.

        Aliens need to move OM on Nexus if they don't want it forcefully removed, and their OM won't be in default spot long on Arachnid (not that theres a real good spot for it other than that).  Transit they have to move OM, but once again, most bases on Transit can be spammed from a mile away (other than the blood room).

        I'm sure with more than 100 build points or stacked teams, this all goes down the drain.

        Of course it helps most if you know what's going on in the game.  If you're team is winning, but it seems like the momentum could switch with any little thing (stage up, etc.), then you might consider moving before you're in a hole.

        The whole point is your base needs to be able to survive being empty, as well as (if it seems inevitable) the highest stage of the other team.

        There's no real good guide for these kind of things because every situation will be different and it's hard to teach the ability to correctly read and assess these situations.

        PHREAK

        • Posts: 344
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        Tips
        « Reply #6 on: August 20, 2006, 06:36:39 pm »
        You never EVER move the OM.
        There is nothing worse then rushing hummies and almost taking them out when I moron decons OM to move it and you can't evolve to finish off hummie base.

        Aliens structures do not need the OM to be in close proximity to work. They need only eggs.

        Pick a good spot to build and build an egg, then the rest of the base. Feel free to leave the OM unattended and let the hummies take it. Once it's down, THEN build it at the base location.

        Hummies flock to OM as flys to shit, so often it's better not to have the OM in base.

        Also, aliens do not benefit from "bases". I hate to see 2 eggs and rest of the points is wasted on tubes and baricades.
        One nade and Tremma with a PSaw will take it all down in a few seconds.
        Yelling at team mates since 2006!

        David

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        Tips
        « Reply #7 on: August 20, 2006, 06:43:25 pm »
        if the OM goes down, the tubes stop.
        so if thay co-ordernate attacks, you could be fucked.
        Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
        --
        My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
        I'm disappointed that people's past actions have forced me to state what should be obvious.
        I am not a dev.  Nothing I say counts for anything.

        PHREAK

        • Posts: 344
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        Tips
        « Reply #8 on: August 20, 2006, 06:45:28 pm »
        Quote from: "David"
        if the OM goes down, the tubes stop.
        so if thay co-ordernate attacks, you could be fucked.


        Read the last part of my post.
        Yelling at team mates since 2006!

        Aninhumer

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        Tips
        « Reply #9 on: August 20, 2006, 07:37:59 pm »
        Quote from: "David"
        if the OM goes down, the tubes stop.


        That explains why my internets have been arriving late. :roll:

        Somethief

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        Tips
        « Reply #10 on: August 20, 2006, 07:50:43 pm »
        Usually always good players move the react/om (depending om map ofc), and the change of success is something like 95% if the team knows its mission.
        url=http://fi.tremulous.net/]Tremulous Suomi[/url]
        My blog

        Aninhumer

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        Tips
        « Reply #11 on: August 20, 2006, 08:08:19 pm »
        Quote from: "Somethief"
        Usually always good players move the react/om (depending om map ofc), and the change of success is something like 95% if the team knows its mission.

        I wouldn't put it as high as that, I would say that if a team is reasonably organised then it's probably around 75% chance of success.
        And if you're not organised, about 20% chance of success, as sometimes, if the aliens aren't attacking for some reason, two people can move a base without help.

        David

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        « Reply #12 on: August 20, 2006, 08:14:40 pm »
        if both teams move, then it has a good chance of both working, also, on MG sometimes they agree to not attack for the first few minutes, to allow moving.
        of course, that only works on small servers.
        Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
        --
        My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
        I'm disappointed that people's past actions have forced me to state what should be obvious.
        I am not a dev.  Nothing I say counts for anything.

        Smokey

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        Tips
        « Reply #13 on: August 21, 2006, 05:15:18 am »
        add in how good the pulse rifle is good at kiling tyrants :tyrant: & goons :dragoon:

        MtS

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        Tips
        « Reply #14 on: August 21, 2006, 08:36:53 am »
        Quote from: "PHREAK"
        You never EVER move the OM.
        There is nothing worse then rushing hummies and almost taking them out when I moron decons OM to move it and you can't evolve to finish off hummie base.

        You shouldn't move without asking first. The whole reason to move OM is to be in control of WHEN it is down. You don't want to let humans decide when that happens.

        Quote from: "PHREAK"
        Aliens structures do not need the OM to be in close proximity to work. They need only eggs.
        That doesn't change the fact that you don't want OM to be destroyed since A) your defence stops working when OM is down and B) you can't evolve when OM is down.

        Quote from: "PHREAK"
        Pick a good spot to build and build an egg, then the rest of the base. Feel free to leave the OM unattended and let the hummies take it. Once it's down, THEN build it at the base location.
        If the human team isn't really stupid they all attack when they hear "OM is down". They then have a good chanche to find your new base and destroy it before OM and the new base is functional. I agree with that it's usually better to move the base before OM, though.

        Quote from: "PHREAK"
        Hummies flock to OM as flys to shit, so often it's better not to have the OM in base.
        When OM is down base defence stop working. OM also worth alot of credits (500?). If you can avoid it, don't give humans that gift.

        Quote from: "PHREAK"
        Also, aliens do not benefit from "bases". I hate to see 2 eggs and rest of the points is wasted on tubes and baricades.
        One nade and Tremma with a PSaw will take it all down in a few seconds.
        If the tubes is placed in such way that you can destroy them with one granade that's a sign of bad base construction. If you can't construct a good base, then it's better not to. Of cource aliens can't benefit from badly built bases.

        The alternative to build one base is to hide alot of eggs. The problem with that is that if a human finds an lonly egg he gets 150 credits for destroying it or worse he could spawnkill until humans reach the next stage.

        For most maps I prefer one wellhidden egg and a wellbuilt base (with OM in it, othervice you can't say it's wellbuilt). Transit is one exception from this rule.

        Reagards,
        MtS

        Caveman

        • Guest
        Re: Tips
        « Reply #15 on: August 21, 2006, 09:43:15 am »
        Quote from: "Phenax"
        ... I see many newbie players in game and write a few things to maybe help them ...
        [/size][/b]

        Didn't anyone read this first line?
        His advice is very sound for newbies, so please lay off from taking it apart!

        MtS

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        Re: Tips
        « Reply #16 on: August 21, 2006, 10:03:13 am »
        Quote from: "Caveman"
        Didn't anyone read this first line?
        His advice is very sound for newbies, so please lay off from taking it apart!

        This thread has been off topic for quite a while. Maybe a thread split would be a good idea.

        Kadreal

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        « Reply #17 on: August 21, 2006, 10:39:46 am »
        I know this may sound silly, but if your having trouble getting one shotted by dragoons before helmets. Try crouching right as the dragoon moves into melee range. Most dragoons aim up slightly to always get headshots. This will in some cases cause the dragoon to miss you entirely and in other cases force him to get body shots on you, 2-4 hits instead of 1. I have yet to be one shotted while using this tactic.

        While it makes you a sitting duck this manuever can buy you that extra second you need to pump him full of buckshot at close range. Also he's stationary and an easy target for your squadmates while he's fooling around with you.
        our Eggs turn on my Painsaw