Author Topic: human tips for transit?  (Read 8598 times)

Mispeled

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human tips for transit?
« on: December 29, 2006, 05:44:48 pm »
Anyone have good tips for surviving early on Transit as humans? Obviously if you plan to stay at the default base you'll want to get a lot of turrets up quickly, but where are the most opportune places to stick them? Or is it best just to run straight for blood room?

The only very effective strategy I've found is \callvote map nexus6. :P

yetshi

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human tips for transit?
« Reply #1 on: December 29, 2006, 06:07:08 pm »
default is holdable until S3.

turret ring, move the teles back, build tight.

first opportunity shift base, blood isnt the best place to head for.

Odin

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human tips for transit?
« Reply #2 on: December 29, 2006, 06:13:37 pm »
When you start, IMMEDIATELY spawn with a ckit and make a turret. Some alien players like to capitalize on the fact that there's zero defense by default, and rush really quick.

Lava Croft

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human tips for transit?
« Reply #3 on: December 29, 2006, 06:55:00 pm »
Make sure that the big crate room above the Alien base is covered, and immediately move to the Blood Room.

Door Slammer

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human tips for transit?
« Reply #4 on: December 29, 2006, 08:53:00 pm »
Quote from: "Odin"
When you start, IMMEDIATELY spawn with a ckit and make a turret. Some alien players like to capitalize on the fact that there's zero defense by default, and rush really quick.


Ding, ding, ding.

Do this quick.  In fact the first 3 guys should spawn ckit and plant a turret.

I will not attempt a full base move on transit until humans hit s2.  I've been slaughtered enough and have slaughtered humans enough during s1 blood room rushes to know better.

Lava Croft

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human tips for transit?
« Reply #5 on: December 29, 2006, 09:15:00 pm »
Riflemen moving forward from the Blood Room, down the stairs towards the Alien base, have a huge area covered.

jal

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human tips for transit?
« Reply #6 on: December 29, 2006, 09:22:54 pm »
IMO: Never move base (and specially never to blood room nor to the hangar corner). Just build at default spot behind crates. It's holdable even during SD (hangar isn't, blood room only allows to defend) if you build it properly and put a (skilled) guy defending front door.

And, in any case, never move base at start. You're playing russian roulette with your team.

Norfenstein

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human tips for transit?
« Reply #7 on: December 29, 2006, 10:04:31 pm »
Quote from: "jal"
IMO: Never move base (and specially never to blood room nor to the hangar corner). Just build at default spot behind crates. It's holdable even during SD (hangar isn't, blood room only allows to defend) if you build it properly and put a (skilled) guy defending front door.

And, in any case, never move base at start. You're playing russian roulette with your team.

Nonsense, it's quite possible to judge accurately whether your team can handle the move or not, and the blood room is one of the best spots for humans in the whole game. Match your strategy to the actual situation.

Usually the first thing I do is take a rifle and rush to the alien base. Moving the fight there is always better than trying to throw up turrets against waves of dretches (mostly because the area around the alien base is a lot more open and easier to kill aliens in). Defense is not your only option.

Basilisco

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human tips for transit?
« Reply #8 on: December 29, 2006, 11:17:37 pm »
Move to the cave, is l33t ^^

Stof

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human tips for transit?
« Reply #9 on: December 29, 2006, 11:38:25 pm »
Quote from: "Norfenstein"
Quote from: "jal"
IMO: Never move base (and specially never to blood room nor to the hangar corner). Just build at default spot behind crates. It's holdable even during SD (hangar isn't, blood room only allows to defend) if you build it properly and put a (skilled) guy defending front door.

And, in any case, never move base at start. You're playing russian roulette with your team.

Nonsense, it's quite possible to judge accurately whether your team can handle the move or not, and the blood room is one of the best spots for humans in the whole game. Match your strategy to the actual situation.

Usually the first thing I do is take a rifle and rush to the alien base. Moving the fight there is always better than trying to throw up turrets against waves of dretches (mostly because the area around the alien base is a lot more open and easier to kill aliens in). Defense is not your only option.

Alien players really don't like it when their base gets rushed by rifle humans :D

Transit is the map which could really use some warmup time to prepare the first few minutes.
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.

n00b pl0x

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human tips for transit?
« Reply #10 on: December 30, 2006, 12:17:45 am »
idk if this has anything to do with what stof said, but i have g_warmup 30 on my server and it helps deter aliens from doing the rush thing. If the first 2 humans spawn as con kits the dretch shouldnt get there til after the turrets finish or at least as they finish and then the dretch is dead :D
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Stof

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human tips for transit?
« Reply #11 on: December 30, 2006, 12:49:28 am »
If it is something that allows the teams to form some time before the real game start, and thus allows the humans to check if they have enouth builders and to discuss the first base move ( wether they do it or not ) before starting the game, then it is what I was talking about.

Now, the only problem is to make sure the builders are the first to spawn. The best thing would be to spawn all the players at the same time at the start of the game, without using the telenodes/eggs.

Anyway, if all else fails, you can always do some land diving to reset your build timer faster 8)
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.

n00b pl0x

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human tips for transit?
« Reply #12 on: December 30, 2006, 02:50:02 am »
well...not really...it kinda makes everyone stay spec for the first 30 secs...then you can join a team...but it still stops an alien who connects on like the 5th second from pwing the humans cuz they spawned on like the 20th second and he was already spawn camping
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Mispeled

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human tips for transit?
« Reply #13 on: December 30, 2006, 03:13:44 am »
Quote from: "Stof"
Anyway, if all else fails, you can always do some land diving to reset your build timer faster 8)

Is this really a working strategy or just a joke? Because it actually makes quite a bit of sense. (provided it's a small game so you don't have to wait a year to spawn)

n00b pl0x

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human tips for transit?
« Reply #14 on: December 30, 2006, 05:19:22 am »
Quote from: "Mispeled"
Quote from: "Stof"
Anyway, if all else fails, you can always do some land diving to reset your build timer faster 8)

Is this really a working strategy or just a joke? Because it actually makes quite a bit of sense. (provided it's a small game so you don't have to wait a year to spawn)


it works but a lot of people consider it cheating and it can also clog up ur nodes sometimes
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kozak6

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human tips for transit?
« Reply #15 on: December 30, 2006, 06:10:56 am »
Also, the suicides count against staging up, correct?

The ledge is also a popular base on some servers, but it's difficult to attack from if the aliens box you in.

n00b pl0x

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human tips for transit?
« Reply #16 on: December 30, 2006, 06:18:51 am »
Quote from: "kozak6"
Also, the suicides count against staging up, correct?

The ledge is also a popular base on some servers, but it's difficult to attack from if the aliens box you in.


the only thing suicides do is subtract from your kill count. they dont subtract from ur stage count, or even ur creds. the ledge area is the bomb tho...one of the best md bases evar. who cares whether you win or not as long as you get 70 md camper kills :D
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St. Anger

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human tips for transit?
« Reply #17 on: December 30, 2006, 07:32:50 am »
Call for a next_map vote, Transit sucks.

0z

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human tips for transit?
« Reply #18 on: December 30, 2006, 09:12:12 am »
img]http://koti.mbnet.fi/probli/0z.PNG[/img]

kaziorvb

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human tips for transit?
« Reply #19 on: December 30, 2006, 10:00:37 am »
well, i think !layout would fit here ;p
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jal

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human tips for transit?
« Reply #20 on: December 30, 2006, 11:28:48 am »
Quote from: "Norfenstein"
Nonsense, it's quite possible to judge accurately whether your team can handle the move or not, and the blood room is one of the best spots for humans in the whole game.

I will never understand why people likes thinking small crowded places are best bases for humans. All I get in those kind of bases is lots of blocking inside base, and neverending tyrants line waiting in the door. So few chances to attack. Yes, they can't enter... but it's useless if I can't either get out.

I also don't understand why people likes to move base at start even when there is no need. And this is the case at Transit. It's possible to build a base in default spot as strong as the best base at any other spot (ok, maybe in top of train or at sand cave it's stronger, but it's too far away). Moving is a risk, a deadly risk if done at start. Why people insists in deconing the reactor, shouting a big "c'mon" and run away to some place only they know is beyond me.

Quote from: "Norfenstein"
Usually the first thing I do is take a rifle and rush to the alien base.

Actually, I use to do this too. It's the best way to distract their attack while collecting some credits quicly.

Stof

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human tips for transit?
« Reply #21 on: December 30, 2006, 11:52:56 am »
Maybe because people don't usualy play on overcrowded servers :o on a 12 or 14 player server, the blood room is not cramped and there aren't enouth alien players outside to completly block the way with tyrants.
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.

jal

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human tips for transit?
« Reply #22 on: December 30, 2006, 12:00:50 pm »
Quote from: "Stof"
Maybe because people don't usualy play on overcrowded servers :o on a 12 or 14 player server, the blood room is not cramped and there aren't enouth alien players outside to completly block the way with tyrants.

Maybe true. I'm not interested in 12/14 players servers, I admit. I find it too slow after playing higher count ones :P.

techhead

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human tips for transit?
« Reply #23 on: December 30, 2006, 05:02:43 pm »
I like large maps, but the big open areas in transit don't really fit in with the style of tremulous.
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_Equilibrium_

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human tips for transit?
« Reply #24 on: December 30, 2006, 06:11:45 pm »
The best base i've seen is at the pipes. The vent prevents big aliens from coming in, but B-suits can get out. So basically the humans have 2 ways to leave, but the aliens (well, big ones)  only have 1 way of getting in. Also, it not out in the open, so sniping is possible, but harder (i mean adv goons). Plus, that long hallways is death for tyrants, as anyone with a rifle or las can easily hit plenty of times as the tyrant runs away.

Norfenstein

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human tips for transit?
« Reply #25 on: December 30, 2006, 06:35:22 pm »
Quote from: "jal"
I will never understand why people likes thinking small crowded places are best bases for humans.

Stof's right that I don't play on huge servers, where base building is more about accomodating a large number of defenders rather than actual automated defense. In the latter case small and cramped is definitely what you want.

Quote from: "jal"
I also don't understand why people likes to move base at start even when there is no need. And this is the case at Transit. It's possible to build a base in default spot as strong as the best base at any other spot (ok, maybe in top of train or at sand cave it's stronger, but it's too far away). Moving is a risk, a deadly risk if done at start. Why people insists in deconing the reactor, shouting a big "c'mon" and run away to some place only they know is beyond me.

Well in smaller games there usually IS a need, and there's no better time to move a base then immediately when the game starts (provided your teammates defend adequately without feeding). I don't think the default human base on Transit is very good at all unless you have several people defending it at all times. That and I don't mind the risk of moving so much because I'd much rather a game end very quickly than drag on forever, which happens more often when humans have to defend constantly to stay alive.

Quote from: "_Equilibrium_"
The best base i've seen is at the pipes.

I refer to this as the "sand area" and it is a rockin' spot but actually getting there is a more ridiculous proposition than moving anywhere else. Though it makes me sigh whenever aliens rush there after getting creamed since its mostly horrible for them.

Mispeled

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human tips for transit?
« Reply #26 on: December 30, 2006, 06:45:23 pm »
Quote from: "0z"
This is a test base that didn't ever get tested because aliens trapped themselves in some cage...

http://koti.mbnet.fi/probli/Trem/screenies/bases/transit_base1-1.jpg
http://koti.mbnet.fi/probli/Trem/screenies/bases/transit_base1-3.jpg

That's actually a pretty cool base, very close to the start, but it doesn't seem that much better than the default spot.

And it is amusing when aliens build in that cage thing. :P Guess this is also a good time to ask what's the best alien strategy... the most effective I've found is to put small bases all over the map in obscure places, rather than build a single compact base.

jal

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human tips for transit?
« Reply #27 on: December 30, 2006, 08:20:53 pm »
Quote from: "Norfenstein"
Well in smaller games there usually IS a need, and there's no better time to move a base then immediately when the game starts (provided your teammates defend adequately without feeding). I don't think the default human base on Transit is very good at all unless you have several people defending it at all times.

Actually, what I love about the default room in transit is that it allows to keep just 2 or 3 defenders during SD (SD, yes, and I talk about high player count games. 1 defender + repairer should be enough in low count games), while the rest of the team hunts for eggs. All you have to do is stopping tyrants before they can take down the front door teslas, and they have to walk a long way under your fire before getting to the door. With that base, aliens can win during SD, but humans have at least the same chances of doing it. I don't have that feeling at any other transit base.

But I'm not sure if when I talk about default spot people understands the base I'm saying. It's moving reactor behind crates. Not just at the very same place it spawns.

EDIT: I did some shots of the base I mean when talking about the default spot:

during S1
during S2
during S3

n00b pl0x

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human tips for transit?
« Reply #28 on: December 31, 2006, 04:42:50 am »
I like that base a lot too, but I recommend leaving the nodes down in the slanted part because any goon that knows where the nodes are really located (on top the white boxes instead of on the side) can take them out with relative ease.
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