Author Topic: Human Weapon Guide  (Read 26787 times)

Norfenstein

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Human Weapon Guide
« on: September 12, 2005, 10:27:02 pm »
These are my thoughts on the humans weapons. Impressively all of them are useful in the right situation so it's just a matter of knowing when to use what. I know other people have other strategies that work well so feel free to share.

Rifle
The Rifle is pretty decent in all situations but is rarely the best choice if you can afford something better. The only thing to remember is that if you're deciding between the Lasgun and the Rifle, the Rifle can actually do more damage in the same amount of time when reloading is not a factor. For brief encounters at short to mid range (like when you need to just pop outside your base to repel an attacker) or when attacking light alien defenses and accuracy is not necessary the Rifle is the better choice.

Painsaw
Though it has the highest damage output of all the human weapons, the Painsaw is not primarily for attacking aliens. With a range less than even that of the Dretch's melee attack you're an easy target for anything not taken by surprise. What the Painsaw excels at is taking down bases in a hurry - if you're at an Armoury and someone says the Overmind is down, take a Painsaw and clean up. It works just as well on your own base if you're moving and don't want to visit the old base undefended or waste time with the deconstruct delay (not recommended for servers that auto-ban for teamkilling). If you're crazy enough you can try forging a path through the alien defenses and taking out the Overmind yourself. Cover from teammates is always recommended.
The one situation where it's appropriate to attack aliens directly with a painsaw is when a large alien (tyrants mostly) assaults your turrets - jump behind the alien to block its exit and saw away. It may kill you in trying to retreat, but it will die if anything else keeps shooting it.

Shotgun
The Shotgun is a short range damage dealer. When every pellet hits you do a whopping 56 damage, more than even the Mass Driver. The big spread makes it best suited for big aliens. The low price makes it a reliable standby for repelling massive alien attacks or even just regular patrolling. One thing to remember is that versus Basilisks and Advanced Grangers the Mass Driver is a better choice - the Shotgun will require at least two hits to kill, the Mass Driver will only take two and works at any range.

Lasgun
The Lasgun is an endurance weapon and early game base killer. Other weapons are available for less and can do more damage but no weapon is as relentless as the accurate, rapid-fire hitscan Lasgun. Its accuracy allows it to chase down fleeing enemies at any range (important against Marauders, and Grangers in endgame egghunts) and take down alien defensive structures from safe vantage points without wasting ammunition. Its lack of reload gives enemies no opportunity to attack safely, forcing them to choose between risking the damage and fleeing outright. For this reason it is an especially good support weapon for stronger weapons with shorter effective ranges (Painsaw, Shotgun, Flamethrower, Lucifer Cannon). Only take a Battery Pack along if you intend to be out long enough to use up more than 200 cells.

Mass Driver
The Mass Driver is a tricky weapon. It requires quite a bit of skill to use and actually does less damage than some cheaper weapons, with the Lasgun in particular being also just as accurate. Its strength then lies is its ability to deal large chunks of damage suddenly at any range. Smart alien players will watch their health during an assault to gauge when they should retreat to safety; with the sudden appearance of a Mass Driver they can be easily pushed past the threshold of comfort. Because of its difficulty and low average damage output, support from rapid fire weapons or defensive structures is always recommended. Taking a Battery Pack is also always recommended if you can afford it as the reduction in reload times can mean the difference between survival and death. If your aim is good enough it is the best weapon for killing everything below Advanced Basilisks (especially dretches early in the game); for higher aliens it should only ever be used as support.

Chaingun
The Chaingun is the best "Fuck Off" weapon. Its large spread makes it a poor choice for initiating fights or attacking alien bases but not so poor as to make chasing down injured aliens difficult. Bigger targets are of course easier to hit and any Tyrant or Dragoon that doesn't have an escape plan after attacking a turret front will be easy credits. Works well as a support weapon for accurate base killing weapons like the Pulse Rifle and Lucifer Cannon. Not at all recommended without a battlesuit (which enjoys a reduced spread without crouching) except when you have a very good reason to sit on a turret in defense.

Pulse Rifle
The Pulse Rifle is a base killer with a defensive punch. Its accuracy, range, and damage output make it suitable for destroying alien structures from safe vantage points (replacing the Lasgun in this regard at Stage 2). Its high firing rate makes it suitable for short range defense but being a projectile weapon hurts its effectiveness at chasing down injured aliens. For these reasons it complements the Chaingun extremely well. Unless you need a Jetpack, a Battery Pack should always be taken with the Pulse Rifle for base raids. Using a Battlesuit is generally only appropriate for defending against Tyrants and Upgraded Dragoons.

Flame Thrower
The Flame Thrower is hot. Its only downsides are its range and its propensity to damage the wielder. The latter can be controlled through discipline and the former just means that aliens can avoid attacking you until you start torching their base. Anything below Dragoon is easy barbecue and even the highest alien classes will have to kill you fast to avoid going down in flames. Smart aliens will dance around you to try to get you to waste your ammo and accidently burn yourself, then attack from behind while you're distracted. The last thing you want is to be goaded into a "Fire Blossom" attack - spinning around spouting fire until you kill yourself.

Lucifer Cannon
When wielding the Lucifer Cannon its important to remember that you're in charge. Unless you want to milk some credits from Dretches beforehand, your goal with a Lucifer Cannon should always be to take down the alien base. Never allow low class aliens to distract you from this as its very easy to waste ammo on aliens not determined to attack you. Only ever attack aliens as a means of defense. If you don't think you can pull off enough fully charged blasts to kill a large alien before it kills you, fire one then try bluffing with the secondary attack. Never make it obvious that you've run out of ammo; always retreat with at least enough to make it clear that you're not empty yet. Since you're highly likely to hurt yourself during normal usage and 600 credits is something of an investment, it's always preferrable to take a Battlesuit over a Battery Pack. The lucifer cannon can work well for killing tyrants but remember that it is still a defensive weapon in this situation; if a tyrant can retreat (which gets progressively harder the more teammates you have wielding longer range weapons) it can't be killed by a lucifer cannon.

EDIT: Rethought the importance of using a Battery Pack with the Pulse Rifle
EDIT 2: Added painsaw defense strategy, mass driver for chasing, chaingun to be used with battlesuits, and lcannon versus big aliens

Supa

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Re: Human Weapon Guide
« Reply #1 on: September 13, 2005, 02:45:31 am »
Quote from: "Norfenstein"
Painsaw
Though it has the highest damage output of all the human weapons, the Painsaw is not for attacking aliens. With a range less than even that of the Dretch's melee attack you're an easy target for anything not taken by surprise. What the Painsaw excels at is taking down bases in a hurry - if you're at an Armoury and someone says the Overmind is down, take a Painsaw and clean up. It works just as well on your own base if you're moving and don't want to visit the old base undefended or waste time with the deconstruct delay. If you're crazy enough you can try forging a path through the alien defenses and taking out the Overmind yourself. Cover from teammates is always recommended.


One thing I'd like to add, the Painsaw is a *wonderful* tool for killing Dragoons. You need to dance around them until you're parallel to them, once they start back pedalling you can just run alongside them and dig in to their side with the 'saw. Smart Dragoon players will catch on to this and then try to lure you into tight corridors where you can't strafe around them, though.

Howitzer

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Human Weapon Guide
« Reply #2 on: July 24, 2006, 10:00:51 pm »
Second that, i got owned in 2 seconds before i knew it.
Fully healed and surprised dragoon + chainsaw = massacre.
(Advanced) Marauders are very good against them though since they're too fast and jump like they have ADHD.  :D

Rippy

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Human Weapon Guide
« Reply #3 on: July 25, 2006, 12:01:51 am »
Everything is pretty accurate, good guide. I can never use a luci though, cause i just can't hit dretches and marauders. They're too fast for me >_>
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rasz_pl

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Human Weapon Guide
« Reply #4 on: July 25, 2006, 12:31:28 am »
>when you have a very good reason to sit on a turret in defense

WHAT?
theer is NO reason to sit on turret, NEVER EVER! If you sit on a turret
-you are a retard.
-you f_ed something up(base move?) so badly that you are a retard.

DarkRogue

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Human Weapon Guide
« Reply #5 on: July 25, 2006, 12:35:05 am »
thing about luci rip is that for smaller aliens you're not meant to directly hit them. Unless they're excessively unlucky it'll never happen. Shoot the floor near by with a charged shot and anything with less than full health will die. And that's just the splash.

As a key note to add onto norfs words, three weapons that should NEVER EVER EVER EVER EVER be used to kill aliens in your base is luci, chaingun and flamer.

Luci - high damage SPLASH weapon. even if you don't miss the splash will still do dmg to your structures.

Chain gun - High spread fire, you're likely hitting the strtcutres as much as the aliens

Flamer - Again is splash dmg. Everything in range gets hurt INCLUDING buildings. Yes that big metal reactor CAN be TK'd by a flamethrower.
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tuple

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Human Weapon Guide
« Reply #6 on: July 25, 2006, 02:34:03 am »
A good time to sit on a turret is, as it's building in a contested area!  Help your builders out for gods sake.

Lava Croft

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Human Weapon Guide
« Reply #7 on: July 25, 2006, 08:31:19 am »
Hi can we have 900 Lasgun ammo back? I'm tired of having to reload at base.

Henners

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Human Weapon Guide
« Reply #8 on: July 25, 2006, 04:43:58 pm »
Quote
it's always preferrable to take a Battlesuit over a Battery Pack. The lucifer cannon can work well for killing tyrants but remember that it is still a defensive weapon in this situation;


Eh uuuuh. I only take a battlesuit with a lucy if i'm defending (and before anyone complains about defending with a lucy, its ok, I'm a qualified massacre gun user - I have a licence for it and know what i'm doing). If you are attacking you want a battery pack. Lucy ammo capacity is not huge, even with a battery pack, so you need every last bit you can get. Besides, you want a helmet for spotting those pesky hidden eggs.
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StVald

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Human Weapon Guide
« Reply #9 on: July 28, 2006, 05:11:01 am »
I was wondering if the Mass Driver actually has a zoom function... if so, how do you activate it?

EDIT: nvm, I didn't know it was a seperate button... I thought using secondary fire would bring it up.
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ZEL

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Human Weapon Guide
« Reply #10 on: July 28, 2006, 07:03:03 am »
you know, i've never really gotten into the chaingun.  I've got some friends who love it, but i just feel like it runs out of ammo too quickly while on the attack, and even with a battlesuit its incredibly inaccurate across a good sized room.  Flamers are better for killing dretches in a battlesuit, and for short runs (pretty much all the ammo burning chaingun is good for) i prefer the luci.  Its way overpriced for a decent but not great weapon, and i would much rather spend 400 cred on a pulse rifle.  I just feel like its a failed niche weapon, decent for certain situations, but theres usually something better.

PIE

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Human Weapon Guide
« Reply #11 on: July 28, 2006, 08:00:26 am »
Quote from: "ZEL"
you know, i've never really gotten into the chaingun.  I've got some friends who love it, but i just feel like it runs out of ammo too quickly

Thats true... I love it, and its basically my S3 weapon of choice. I can kill anything between the human base and the alien base.. but when i get there i'm out of ammo and its a mad dash back to the armory... :/
Just have to be careful and keep a few rounds in... enough to make the aliens think you aren't almost out at least..
Its an awesome weapon though..  Nothing else can push out so much damage in a steady stream.

deadoon

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Human Weapon Guide
« Reply #12 on: May 16, 2007, 04:49:44 pm »
here is a tip use 200 rounds with chain gun then run back safer and are able to fight still i do this to be safer when running away 1/3 ammo not 0 ammo
retty new to trem but i like it so far

Glunnator

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Human Weapon Guide
« Reply #13 on: May 16, 2007, 05:16:08 pm »
's a verra nice guide! Good work!
Could someone make one for Aliens, please? :D

Also, this might be a good sticky...  :P

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Oa.shi.n

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Re: Human Weapon Guide
« Reply #14 on: May 16, 2007, 06:11:48 pm »
Quote from: "Norfenstein"

Painsaw
Though it has the highest damage output of all the human weapons, the Painsaw is not primarily for attacking aliens. With a range less than even that of the Dretch's melee attack you're an easy target for anything not taken by surprise. What the Painsaw excels at is taking down bases in a hurry - if you're at an Armoury and someone says the Overmind is down, take a Painsaw and clean up. It works just as well on your own base if you're moving and don't want to visit the old base undefended or waste time with the deconstruct delay (not recommended for servers that auto-ban for teamkilling). If you're crazy enough you can try forging a path through the alien defenses and taking out the Overmind yourself. Cover from teammates is always recommended.
The one situation where it's appropriate to attack aliens directly with a painsaw is when a large alien (tyrants mostly) assaults your turrets - jump behind the alien to block its exit and saw away. It may kill you in trying to retreat, but it will die if anything else keeps shooting it.


I've found that the Painsaw is a VERY useful tool against ANY alien (with the exception of tyrants) class if you're in a very tight area where you and the alien can RUN. If you are in a tight corridor with not much headspace or room to go left and right, wait for the alien to come into the corridor with you and SPRINT towards them. By the time they figure out what's going on, you've painsawed right through them.

Good examples of places like this:

Transit: Above the "sand area" of Transit there is a little "vent" that a human can stand up in and move around freely. All classes, except for advanced dragoon and tyrant can squeeze into that little corridor.

Tremor: When exiting the front exit of the alien base, to the left is a small vent area that leads to the "underground" or "sewer" area. If you get JUST inside of it, where an alien has to come inside to attack you, you can easily rush towards them and saw them to death.

Painsaw is very effective for me. I use it all the time and it makes me happy when I saw 2 or more bigger aliens in one rush with it.
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mooseberry

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Human Weapon Guide
« Reply #15 on: May 21, 2007, 12:18:17 am »
This is helpful, anyone else besides me think that this should be made into a sticky for a guide?
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TinMan

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Human Weapon Guide
« Reply #16 on: May 21, 2007, 12:26:44 am »
This guide is too many words, simply state the damage that they do, whether they're energy or not, how much ammo they can hold, how often you need to reload, their cost, whether they do splash damage or not, and the speed that a shot takes.
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Paradox

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Human Weapon Guide
« Reply #17 on: May 21, 2007, 02:01:57 am »
Stop necroing, and let it die!

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TinMan

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Human Weapon Guide
« Reply #18 on: May 21, 2007, 02:37:28 am »
nvar.
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TriedtoDestroyMetal

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Human Weapon Guide
« Reply #19 on: May 21, 2007, 02:38:14 am »
one of my favorite combos is grabbing a bsuit, flamer and nade and hightailing it to the ramp down to the alien base on niveus. Stand at the top (or bottom) of the ramp and spew flam to discourage alien exit, lob in a nade and just as it explodes, stop firing to let the cavalry in behind you.

One toasted base.

I just love seeing the whole gamut of alien classes rush towards me then quickly back off, reconsidering the consequences of their intended action :)

the way I see it, the flamer is a heavy offense SUPPORT weapon. The point of packing one is to punch through mobile alien defenses and hold them at bay so that your luci's and prifles can infiltrate and mop up.

Flamer works best in long hallways and at entranceways, but you must be careful only to fire it down the long dimension of the hallway, so you don't burn yourself.
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temple

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Re: Human Weapon Guide
« Reply #20 on: May 21, 2007, 05:41:27 am »
Nice write up. I wrote up some stuff about weapons for other forums.  I won't post it all here.  

The painsaw and flamer thrower need to be updated for 1.20.  The painsaw is now a good weapon in general if you could use the old painsaw with skill.  The flamer thrower 'fire blossom' doesn't hurt you nearly as much as it used to.

Here's the weapon's chunk of what I said
Quote

Human Weapons

Blasters: Default weapon, never leaves you.  Very weak.
Rifles: All Humans can spawn with this or buy it for free at the Armory.  Instant damage, fast, but has a clip of 30 rounds which leads to reloading vulnerabilities.
Pain Saw: Close range, ammo less weapon. Hard to use but the most damage per second of any weapon. Use with skill but great in some situations.
Shotgun: Powerful at close range, does nothing at long range. Slow rate of fire, small clip, small amount of ammo to carry. Very good at clearing out small Aliens and damages an area for hard to hit Aliens.
Las Gun: No clip, so you can fire it non stop unless it runs out of ammo. Weak and slow rate of fire. This is a 'projectile' weapon, so it has a less than instant travel time.  Use an upgrade only.
Mass Driver: The Sniper rifle of Tremulous. Instant damage (no projectile or flight time), can zoom (using Z), and maintains damage over long range. But it has a small clip and small amount of ammo like Shot guns. Requires the right situation and skill to use.
Chaingun: Wide spray of bullets with no clips to reload. Only using a Battlesuit or crouching can reduce its huge kickback and the screen 'jiggle' it causes. Excellent at suppressing aliens but only does maximum damage to larger Aliens. Worthless at long range
Pulse rifle: The combination of the Las gun and rifle. Fast rate of fire, good damage, good range. But it is a projectile type weapon, so the lasers has a brief travel time. This also has to reload. Pretty much a good all around weapon. It hold a good amount of ammo for seek and destroy ops.
Flame thrower. Deals high damage but can damage the user as easy as Aliens. The flame must travel briefly and has a short range so Aliens can dodge. Its great at suppression and hit and run attacks. Take a while to get used to it.
Lucifer cannon: The big momma. It fires projectiles that travel very slow. But these projectiles deal the most damage in one shot of any weapon. Left mouse will charge a shot (up to 200-250 damage) and if you over charge, it will hurt you. Right mouse will fire a weaker shot. Deals area damage on impact. It can 2 shot the biggest Alien and 1 shot all others. The small amount of ammo and speed of the blasts limit it.

Nux

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Human Weapon Guide
« Reply #21 on: May 21, 2007, 10:52:07 am »
This is a very good guide. Why not reawaken it? Even if I had nothing to add I might have bumped this myself for it's sheer helpfulness.

Maybe- if Norfy is awakened from his eternal slumber -he could add the blaster to the list. It's such a handy last resort (or ammo conservation) weapon that can be very satisfying to make a kill with.

You could even extend this list into the items aswell. There you could talk about when is/isn't an appropriate time to use the Battlesuite (e.g. with a luci, it can be more useful to be a small nimble human with the more ammo the battery pack supplies). You might note how the jetpack can be handy when faced with basilisks.

benmachine

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Re: Human Weapon Guide
« Reply #22 on: May 21, 2007, 12:45:13 pm »
Quote from: "temple"
Las Gun: No clip, so you can fire it non stop unless it runs out of ammo. Weak and slow rate of fire. This is a 'projectile' weapon, so it has a less than instant travel time.  Use an upgrade only.

Lasgun is instant hit, the travelling projectile effect is an illusion.
benmachine

Nux

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Human Weapon Guide
« Reply #23 on: May 21, 2007, 03:34:15 pm »
More than that.. The lasgun itself and the concept of 'firing' and 'hitting' some 'goon' is also but an illusion. What I mean to illustrate is that there is more than one level of conception, and that on the level where we pretend all that happens in the game is real the lasgun is indeed firing photons at some finite speed.

That said, we all know that on the level he meant, he was wrong. Though I am now more concerned by whether or not I'm -actually- typing out this post. *foils his hat for security*

benmachine

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Human Weapon Guide
« Reply #24 on: May 21, 2007, 04:51:20 pm »
Smart arse.
benmachine

Pacra

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Human Weapon Guide
« Reply #25 on: May 21, 2007, 04:51:43 pm »
The shotgun is the most important human weapon in the game.  Games are made and broken with the shotgun.
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player1

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« Reply #26 on: May 21, 2007, 08:15:29 pm »
Quote from: "Pacra"
The shotgun is the most important human weapon in the game.  Games are made and broken with the shotgun.


I'm so happy doing the shotgun dance...

best weapon for a low-cred human alone outside base in s3, if you can afford one
I can cred up a lot quicker with a shotty than a rifle, if I join late, or end up poor in s3
I can get kills, not just damage
I like it
c'mere lil' bug taht 4got 2 crawl on wall
you bite foot
me am BLAM! u
kthx now try again

Stof

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Human Weapon Guide
« Reply #27 on: May 21, 2007, 10:19:42 pm »
At first, I loved the shotgun. Now with more experience I find myself more and more sticking to the rifle as long as possible during S1. This is because the rifle is much better to kill dretches than the shotgun and it has nearly the same damage potential as the shotgun. The only problem is the reload time.

Since the best way to win for humans at stage 1 is to get as many kills as possible to reach stage 2, rifle is better than shotgun. Use it to kill as many dretches as possible, and if you find a goon in the way, either you have a few teammates with you which means the "reload problem" of the rifle will be less annoying, or you'll die and lose 0 credits in the operation :D As long as you kill a few dretches before that happens, things are going as planned.
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_Equilibrium_

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Human Weapon Guide
« Reply #28 on: May 21, 2007, 10:28:48 pm »
Quote from: "Pacra"
The shotgun is the most important human weapon in the game.  Games are made and broken with the shotgun.
amen.

especially in CWs

Raytray

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Human Weapon Guide
« Reply #29 on: May 21, 2007, 10:51:37 pm »
Quote from: "_Equilibrium_"
Quote from: "Pacra"
The shotgun is the most important human weapon in the game.  Games are made and broken with the shotgun.
amen.

especially in CWs


 :(
Yeah, thanks for demonstrating it to me.
}MG{Raytray