Author Topic: On Alien Base Building  (Read 92682 times)

CreeDo

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Re: On Alien Base Building
« Reply #30 on: August 31, 2008, 07:34:40 am »
This might sound noob.. but....

How do you get the hitboxes? To appear as those red lines?

Might help me..

3of12

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Re: On Alien Base Building
« Reply #31 on: August 31, 2008, 03:27:59 pm »
It only works in devmap.

But the command is cg_drawbboxes 1

Just mess around when you are shooting things, see how far you can aim away and still hit.

Urcscumug

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Re: On Alien Base Building
« Reply #32 on: December 07, 2008, 09:12:21 pm »
Here's an example of an alien base built on the upper ledge in the Karith elevator room.



Notice:
* The acid tube pairs blocking the vent and the side access around the boxes.
* The eggs being spread around.

Of course, that room also needs acid tubes around the door (not shown here), otherwise a human with a jetpack can get in the room, take to the air and just start shooting everything on the ledge.

There are probably ways in which this setup can be made better, please advise.
« Last Edit: December 07, 2008, 09:14:29 pm by Urcscumug »
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baybal

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Re: On Alien Base Building
« Reply #33 on: January 24, 2009, 12:56:17 pm »
Omh.  :o !

First. JP :jetpack: guys will buy a flame throwers, cannons than splash dammage everything even without getting out of the went. The alliens smallest structure is a trapper :trapper:. It have size of a dretch :dretch:. You may place it directly inside the went if you want to block it. Otherwise, if you want do defend the wents but left if passable for dretches :dretch: you may block it that way that only drench sized unit could pass, than block it with some tought structure like hovel :hovel: or barricades. And don't forget to place tubes :acidtube: around the exit.

Place the eggs :egg: in a dispersed style everywhere except the floor! Boosters :booster: should be palnted on a suicide close distance to battlefield, so as closer than its better.

Urcscumug

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Re: On Alien Base Building
« Reply #34 on: April 09, 2009, 12:53:41 pm »
Quiz time again. Spot the mistakes in this base: :)
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janev

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Re: On Alien Base Building
« Reply #35 on: April 09, 2009, 02:47:41 pm »
SPOILERS
-barricades
-clustered eggs
-no easy tyrant defensive access to overmind
-all acid tubes clustered
-nothing to stop luci jumpers
-nothing to guard the other side of the base
-no trappers
-no acid near eggs and overmind
-overmind can be shot from the bottom without even going up the ramp--> bad overmind placement
-eggs can both be easily covered/destroyed by people on the other ledge(where pic is taken from) so nobody can spawn to defend

did i miss something?
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Urcscumug

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Re: On Alien Base Building
« Reply #36 on: April 09, 2009, 03:43:27 pm »
Only some selective details. Such as the easy forgotten fact that humans can strafe jump directly from one ledge to the other on ATCS, so you don't actually need fancy luci jumps or grenade jumps, and you can do it even during S1.

Some of the mistakes can be forgotten because the aliens were probably S1. Hence the absence of trappers and the fact you should place structures on walls and ceilings rather than the ground, to reduce grenade or luci damage. And we don't know for sure that the other side is not protected, it's not in the picture.

And now some explanations for those who are learning.

Clustered alien structures will be more easily affected by zone damage attacks such as luci, flamer, grenade etc. So space them apart whenever possible, and place them on walls or ceilings once you get S2 and advanced grangers.

A side note: on ATCS, it is possible to place some stuff on tilted walls even with normal granger. Experiment on devmap and see when those structures turn green.

While protecting the ramp to OM with tubes is useful, don't overdo it. Expert players will know how to avoid them anyway, and you're limiting access for your own classes (rants or normal grangers). I prefer placing just 2-3 tubes there, near the corner of the ledge, but leave the way open. You'd be surprised how often humans will prefer letting them alone and run past if they can. But they take damage that way and are easier to kill.

This is actually a good idea for tube placement. If they are scattered around and don't seem to hinder the humans too much, a lot of players will leave (some of) them alone. Only very cautious players will destroy an alien base methodically, bit by bit. Plus, they tend to focus on eggs and OM anyway.

Barricades are quite seldom useful. They are good as temporary solutions, to gain you a few extra seconds by blocking a passageway. But usually the build points are better spent on other structures. Barricades seem to be preferred by newbies because it gives them a (false) feeling of security, of "closing down" their base. An alien base should be an open and inviting trap, not a solid box.

Which brings to mind another issue about tubes. They should be placed in such a way that in order to shoot them the human needs to get close enough to get damage from them. Ideally, there should be trappers around that ensure that once the human gets there he can't leave easily.

I hope I don't need to stress how important OM and eggs are for the aliens. So the should be well protected. But at the same time, aliens have the ability to recover even after complete OM+eggs wipeout (granted, it's hard and even harder on a small map like ATCS).

Another important point: bases aren't supposed to be fixed from start to end of game. Actually, they should evolve according to stage and game situation. An alien builder is freed from the tedious task of repairing structures, and they build faster than humans. They should use that precious time to reconfigure the base when needed.
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cron

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Re: On Alien Base Building
« Reply #37 on: October 17, 2009, 03:51:38 am »
   Name: Hovel      Sentience: 0
   HP: 375      Regen: 20/second
Use:   The Hovel can hide grangers but in reality this ability is
                useless. It’s more common use is as a ‘free’ barricade. This
                because of it’s high regeneration rate and quite broad hitbox.
Loc:   In front of the Overmind or blocking an entry path. Since their
                hitbox is not as high as that of a barricade humans can jump
                over it, losing stamina in the progress or waisting ammo on it.
                Only one can be built and it can only be built on the floor.

HOVEL USED AS A BARRICADE


Damn u 1.2!!! >:|

Flux

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Re: On Alien Base Building
« Reply #38 on: October 17, 2009, 04:16:57 am »
a granger without its hovel is like a fish out of water :( :granger: :hovel:

mooseberry

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Re: On Alien Base Building
« Reply #39 on: October 17, 2009, 08:48:51 am »
a granger without its hovel is like a fish out of water :( :granger: :hovel:

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Scorpius

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Re: On Alien Base Building
« Reply #40 on: October 17, 2011, 09:59:37 am »
Hello Guys! This is my first post  :D.

The alien base in the picture has been obviously built by a real nub. The barricade is completely useless there and can be easily psawed from below, because it goes out of the ledge, or chaingunned -- it's wide open.

See ya in Trem later!

Edit: If you psaw that barricade, you are not taking damage from tubes. So, a small rush (1 psaw 2 lasguns) can kill easily that base. OM can be easily destroyed by lasgun/md/chaingun/rifle rather easily from afar. Last but not least, dying retreating  :dragoon: that are trying to defend and failed (not that hard with that base!) have nowhere to heal safely, as 2 good lasguns can pwn a goon so easily, specially when the poor  :dragoon: is just out of combat.

did i miss something?
« Last Edit: October 18, 2011, 03:42:03 pm by Scorpius »
14h 03m 49s -60º 22'23'':
Ok, let's talk about it. WHy would you lose a game? Would you put your team to sacrifice, only to mass frags?
Let's do a cry. FOR THE TEAM STRATEGY!

We are one. We all belong to the Overmind.
Protip:alien's eggs aren't tasty. In case of hunger, DO NOT make an omelette with them. Just rap'em up.