Author Topic: Clip management  (Read 11952 times)

Computer[SU]

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Clip management
« on: July 12, 2007, 05:42:58 pm »
Hey, I just wrote a bit on clip management over at tremwiki.com, and I figured I would also post it here to see what people thought and add it to the resource pool.

I've also written the sections about medkit use, dretching, soloing as a human, building as alien, and fighting rants with a luci cannon, so you can comment here on those as well, if you read them.

Any suggestions or changes?  Head over to tremwiki.com and make them yourself, if they are minor and reasonable!

Clip Management

This section assumes you are fighting on your own - when you are in a group of humans, you will need fewer rounds in your clip to fight effectively, because you can count on damage from your teammates.

By using manual reloads (default keybinding ‘r’) before aliens are within striking distance, you can survive longer by minimizing the amount of time you are both defenseless and in immediate danger. Clip management should always take priority over total ammunition management when you are soloing, because you’re far more likely to die due to an untimely reload than you are to die due to running out of ammunition.

Clip management and reloading is very similar to HP management and medkit use. You should make decisions on when to reload considering how many rounds you have left in your clip, how many clips you have left in total, and what enemies you expect to be facing.

Know your weapon’s damage per round and the HP of the enemies you expect to face. You will need these two bits of information to calculate whether you can kill approaching aliens with the number of rounds remaining in your clip. If you know that you don’t have enough shots remaining in your clip to kill an alien class that you can hear coming down the hall, you should reload.

For example: you are holding a shotgun with four rounds remaining in your clip and you hear a goon approaching. At this point, you should reload immediately. You would need near 90% accuracy to kill the goon before having to reload - an extremely difficult challenge considering the shotgun’s large spread. To be able to kill a dragoon with a realistic accuracy level, you should always have 5+ or 6+ shots remaining in your clip. Yes - this means that you will often waste up to four rounds in your clip by manually reloading, but remember: four wasted rounds is an attractive alternative to the almost certain death that accompanies a reload in the midst of close-quarters battle with a dragoon.

Skilled alien players will wait for a human attacker to exhaust his clip on a building, and then charge in while he is reloading. Keep this in mind when you are assaulting an alien base - don’t stand in one place to shoot and reload, instead unload your clip, retreat slightly to reload, and then return to keep firing.

When soloing with clip-based energy weapons (mass driver and pulse rifle), a battery pack is essential. The mass driver’s entire standard clip of 5 shots at 38 damage each is not enough to kill a dragoon, and although the pulse rifle’s clip of 50 shots and 9 damage each is more than enough, its slow projectile speed means that against a skilled dragoon you will have extreme difficulty achieving the 46% accuracy necessary for the kill. Ultimately, these figures mean that once the alien team has dragoons, you are always better off buying a shotgun if you cannot afford a battery pack to go with either of these weapons.

The blaster has a very slow rate of fire and projectile speed, but it offers unlimited ammunition and is always in your inventory. If you bind an easy-to-reach key to “itemtoggle blaster” you can use that key to easily switch between your blaster and default weapon. Pulling out your blaster can be useful in several situations:

    * Switching to the blaster from your default weapon is quite fast, and if you hold down mouse1 while switching, you will begin to fire immediately with the blaster once it is equipped. On some very rare occasions, pulling out your blaster for a quick shot may be better than reloading with your default weapon. Be warned, though: if you toggle your blaster immediately when your clip runs out, when you re-equip your default weapon you will have to wait for it to reload before you can use it again.
    * If you have a limited-range weapon such as a chaingun, shotgun, flamer, or painsaw and absolutely cannot approach an alien structure or return to base for a more appropriate weapon, stand at a distance and use your blaster to damage it.
    * Aliens listen for the blaster’s distinctive sound and hear an easy kill. Sometimes you can bluff with a few blaster shots and then pull out your default weapon to surprise an attacker who took the bait. This is a risky technique, however, as switching back to your default weapon will leave you defenseless for a short time.

AKAnotu

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Clip management
« Reply #1 on: July 13, 2007, 04:54:26 am »
nice guide, and you can use it in pretty much any fps game

Computer[SU]

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Clip management
« Reply #2 on: July 13, 2007, 06:11:33 am »
Quote from: "AKAnotu"
nice guide, and you can use it in pretty much any fps game


Thanks bud, I hope someone finds it useful  :)

player1

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« Reply #3 on: July 14, 2007, 05:55:34 am »
useful stuff
I'll have to check out tremwiki again
it's been a while...:P

Computer[SU]

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Clip management
« Reply #4 on: July 26, 2007, 06:20:49 pm »
Yeah I'd say that Tremwiki is the most comprehensive source for Trem info now...all the other wikis kinda blow.  MG has some really good stuff, but it's on specific things and there are only a few articles.  The manual sucks we all know...and Satgnu hasn't been updated in forever.  So Tremwiki FTW.

n00b pl0x

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Clip management
« Reply #5 on: July 26, 2007, 07:34:19 pm »
i usually only press r if i finish a fight with 1 shot left

clip management is for wimps
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

n00b pl0x

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Clip management
« Reply #6 on: July 26, 2007, 07:34:18 pm »
double lag post ftw
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

temple

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Clip management
« Reply #7 on: July 28, 2007, 05:09:22 pm »
Thank you for the long, obvious post.  There are only 4 weapons that have to be reloaded.

The biggest thing for beginners is not emptying your whole clip.  Its hard to restrain yourself but shoot in 5 bullet bursts.  Spraying a whole clips is more of a impulsive thing and you aren't focusing on everything you need to know.  You just feel like you are doing something when you are just an sitting duck.  

By limiting yourself ot 5 bullet shots, you will notice your aiming difficulties and learn to track targets better.  It will also push you into paying attention to dodging because you can't just stand in one spot and spray and pray.  Against good players....If you can't kill them in the first 5 bullets, you probably are going to miss on 10 or 15.  Eventually, your response time will improve by playing the artificial limit on bullets.  You will be a lot more prepared for the timing, twitch nature of using a shotty.  It also helps teach you how avoid FF your teammates.

Evlesoa

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Clip management
« Reply #8 on: July 29, 2007, 09:55:27 pm »
i think clip management is a good idea, but what if you got 29 - 30 bullets in a rifle, and you reload? A whole clip just disappears... a bug maybe? Anyway, i think it should show NUMBERS not number of clips left... makes more sense that way, after all, what if you're an alien and you evolve? what is there a chance to lose an evo point? lmao

janev

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Clip management
« Reply #9 on: July 29, 2007, 10:00:08 pm »
:roll: Yeah because you really will start to transfer ammo from clip to clip in the heat of battle (combining two half full clips etc)
Author of "The quick beginner's guide to playing tremulous"
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Evlesoa

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Clip management
« Reply #10 on: July 29, 2007, 10:03:19 pm »
ya really... thts what i was thinking of

janev

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Clip management
« Reply #11 on: July 29, 2007, 10:27:44 pm »
I was being sarcastic.... Do you know how long it takes to load/unload a 30 road clip:P
Author of "The quick beginner's guide to playing tremulous"
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Evlesoa

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Clip management
« Reply #12 on: July 29, 2007, 10:51:22 pm »
im not being sarcastic...

Any idea how many times i reload? I kill a dretch, with 12 bullets left... what do I do? i reload, because what if I miss or, what if somethin happens u know? Thats a waste of 12 bullets, that dont get transfered to the 30 in the next clip >.<

n00b pl0x

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Clip management
« Reply #13 on: July 29, 2007, 10:56:19 pm »
after i kill a dretch, i usually still have 15+ bullets left
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

player1

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what temple said is good advice, no dis 2 OP
« Reply #14 on: July 30, 2007, 08:47:47 am »
Quote from: "Evlesoa"
im not being sarcastic...

Any idea how many times i reload? I kill a dretch, with 12 bullets left... what do I do? i reload, because what if I miss or, what if somethin happens u know? Thats a waste of 12 bullets, that dont get transfered to the 30 in the next clip >.<


no you lose the bullets like in any shooter game

either don't reload and do what temple sez (therefore you have two bursts left, and three dodges, lol, one for the reload)

or burn twelve bullets and load a full clip

what janev means is that most fighting games don't give you a choice to move ammo from one clip to the next, and if you can do that while battling aliens, the space marines want to sign you up

what temple said is gonna teach more dodging
my mara got pwnt by a burst guy in an open area today
dude dodged more than he shot

no disrespect @ OP
<3 u |Z|R|Comp

sup?@pl0x: ol skool, eh? lol

Computer[SU]

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Clip management
« Reply #15 on: July 30, 2007, 03:30:09 pm »
Quote from: "temple"
Thank you for the long, obvious post.


The idea of a Tremwiki or a manual or any Trem resource is that it will help players of all levels improve and learn something about the game.  Considering I see players running around with lots of creds, pulse, and no battpack all the time as well as players who will try to chase down a mara with 1 shot left in their clip, I think someone will learn something from this.

*sigh* Temple, I love how you manage to complain about lack of knowledge about basic Tremulous rules and strategies and criticize anyone who tries to solve the problem.  What a great guy you are.

temple

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Clip management
« Reply #16 on: August 05, 2007, 04:03:00 am »
Quote from: "Computer[SU
"]
Quote from: "temple"
Thank you for the long, obvious post.


The idea of a Tremwiki or a manual or any Trem resource is that it will help players of all levels improve and learn something about the game.  Considering I see players running around with lots of creds, pulse, and no battpack all the time as well as players who will try to chase down a mara with 1 shot left in their clip, I think someone will learn something from this.

*sigh* Temple, I love how you manage to complain about lack of knowledge about basic Tremulous rules and strategies and criticize anyone who tries to solve the problem.  What a great guy you are.

I didn't say anything about the tremwiki.

You are overcomplicating the game with this abstract 'clip management' stuff.  That doesn't help, it just makes you look smart because you are using important sounding words.