Author Topic: On Alien Base Building  (Read 92686 times)

Survivor

  • Posts: 1660
  • Turrets: +164/-159
On Alien Base Building
« on: May 09, 2006, 10:13:06 pm »
Alien building in general:

Alien structures have several advantages over human buildings. They start regenerating out of themselves 2 seconds after they were last dealt damage. Some of them may also be built on walls or ceilings to avoid detection and grenades.
They however also have disadvantages. Humans have long range weapons which can quickly destroy any alien structure that has a long line of sight leading to it with little threat to the attacking human. Structures on the floor are also very prone to the mighty grenade. Their defences are truly more short range support than a true defence and even more so than humans they need to be backed up by players.

Out of this follow several rules for building as a granger.
1: Never build structures in locations with long lines of sight.
Reason: Humans have long range weapons.
2: If possible build on walls and ceilings.
Reason: The grenade is very powerful and is for example able to take out a group of clustered Acid tubes in one blow.

Aliens unlike humans have 3 spots they might build in a map. The following is a guideline
1: Main base containing Overmind, an egg or two (do not group them together) and defences.
2: Forward base containing an egg and a booster.
3: Backup eggs spread around the map in inconspicuous locations to prevent quick annihilations.
(4): On occasion aliens might build a forward defence to keep any jetpackers from leaving their base or gaining aerial advantage. This should only be done if the aliens have the humans pinned down though.



Name:    Overmind   Sentience: 0
HP: 750      Regen:   6/second
Range:   Very Short   Aim: Front
Use:   The Overmind, often shortened to OM, allows aliens to evolve
                if they have the necessary evolve points and is needed for all
                structures except eggs to function. If no Overmind is present
                no new structures may be built.
Loc:   Although the Overmind does have a defence it is weak and
                mostly useless. For this reason concealment and hard to reach
                factor are important when placing the Overmind. Never build it
                where the humans can shoot at it from afar. It can only be
                built on the floor.

   Name: Egg      Sentience: 10
   HP: 250      Regen: 8/second
Use:   Eggs are the spawn locations for the alien team. They also
                provide the creep necessary to build other alien structures in
                forward locations. Removing an egg quickly kills all structures
                that do not have access to the creep of another egg. Their
                hitbox is also quite small in comparison to their model, might
                want to keep this in mind when destroying them as humans.
Loc:   Once again hidden and hard to reach. Eggs sometimes need to
                placed  openly when they are acting as creep suppliers for
                forward structures like a booster. Be careful not to put them
                above death spots like an abyss because people will spawn
                and immediately die. Try to keep at least 2 backup eggs away
                from your base so that a single blow will not finish the alien
                team off. They can be placed on ceilings, sloped walls and
                floors.

EGG HITBOX


   Name: Booster   Sentience: 12
   HP: 150      Regen: 8/second
   Range: Medium   Aim: Spherical
Use:   Boosters serve two functions. They double the regeneration
                rate of all aliens except tyrants and they provide poison for 30
                seconds. Poison slowly wears out unprotected humans and is
                especially useful for the lower classes like dretch and basilisk
                while enhancing the maurader and dragoon. Tyrants have no
                business near it since poison is obsolete for their power and
                they do not profit from it’s regeneration aura. It does not have
                defensive value, it is a support structure and it’s range and
                aim refer to the regeneration aura.
Loc:   Usually built near the front along with a egg to provide for
                quick return to the battlefield and easy access to poison. When
                it is built in base it is useless since the aliens need to travel too
                long negating the advantage it gives. It can only be built on
                the floor.

EXAMPLE OF A FORWARD BASE ON ATCS (note that spawning aliens land on the booster and automatically get poison.)


EXAMPLE OF A FORWARD BASE ON NIVEUS (note that the creepgiving egg is somewhat hidden here)



   Name: Barricade   Sentience: 10
   HP: 200      Regen: 14/second
Use:   Meant to block the path of humans they have several
                disadvantages like their high cost. Besides doing what they
                should do, blocking humans, they also block aliens. This in
                combination with humans having long range weaponry means
                this structure becomes just about useless in most cases. There
                may be situations where they are useful but those who will find
                these will be experienced builders themselves and don’t need
                to read this guide.
Loc:   If they need to be used they are most effective at delaying
                humans so that the other defensive structures have longer to
                do their job. For this job they may not be killed from afar and
                should be placed a bit behind doors  or just around corners.
                They should only be built on the floor since else they truly use
                all function.

   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


   Name: Acid Tube   Sentience: 8
   HP: 125      Regen: 10/second
   Range: Medium   Aim: Spherical
Use:   Most commonly used defensive structure for the aliens. Its aim
                is based on line of sight but it can fire through and over other
                tubes without damaging them. Closer proximity does equal more damage in the same timespan but remember that humans usually use their long range weapons and grenades.
Loc:   During stage 1 they are most effective just of the side of exits
                and around corners. Stage 2 and on they should always be
                placed on walls or low ceilings. Grenades deal quick death to
                tubes on the ground and anything else in close range. Don’t
                put them in the open either since the long range human
                weapons will make mince meat out of them. They can be
                placed on ceilings, walls and floors.

STAGE 1 TUBE EXAMPLE



   Name: Trapper   Sentience: 8
   HP: 50         Regen: 6/second
   Range: Medium   Aim: Conical
Use:   Underestimated defensive structure because people don’t
                know how to use it, (and a big reason for writing this guide).
                Trappers do not deal damage, instead they catch humans in
                place for a short duration not allowing them to even turn
                unless they are wearing a battlesuit. This allows other
                defences to soften the humans up or aliens to ambush this
                easy target.
Loc:   Since its aim is conical and fixed this is the one defensive
                structure where placing demands precision, try to imagine
                it not even having conical aiming but linear.
                By preference it should be hidden from sight but still close to  
                the ground since the projectiles take a while to travel. Do not
                place them on the floor, they may work once but get killed
                quickly. They can be placed on ceilings, walls and floors.

TRAPPER STAGE 2 TUBE COMBINATION


THE FOLLOWING TRAPPER DOES NOT WORK PEOPLE


   Name: Hive      Sentience: 12
   HP: 125      Regen: 10/second
   Range: Long      Aim: Specific
Use:   The hive is often neglected in favour of the cheaper Acid tubes
                but they have several advantages that on occasion justify their
                higher cost. They may fire slower than Acid tubes but their
                range is longer and their swarms will even follow humans
                around corners. They are also effective in preventing the
                annoying jetpackers from gaining any height.
Loc:   Always on the wall or ceiling. They need a line of sight to fire
                but once triggered their swarm will follow the human around
                corners for quite a while.

EXAMPLE OF A FORWARD DEFENCE AND JETPACK DENIAL CONSTRUCTION


If anyone wants to host the images on something not bandwidth limited like photobucket please let me know. Also point out inconsistencies please. :)
I’m busy. I’ll ignore you later.

KorJax

  • Posts: 119
  • Turrets: +0/-0
On Alien Base Building
« Reply #1 on: May 09, 2006, 11:13:41 pm »
The barrier IS abit usless as a blocking mechanism.

However, if you have the points to spare (usually only for S1 defences), then ive found out that setting a barrier in a narrow passage infront of a door (such as in Nexus, where the spawn is), people tend to either stand there and shoot at it when they go through the door (which leaves them open to the 2 Acid Tubes at the door, or alien attack), or they try and walk right by/destroy the 2 acid tubes.  However, I then "hide" an acid tube behind the barrier, and it somewhat acts as a shield.

Barriers are also decent ways of trying to hide an OM, and give added defense.  Dont forget to add an acid tube or two for added defense.

Although, they do cost way to much for thier purpose, and they become pretty much worthless at S2+S3 due to trappers comming into the picture.

stahlsau

  • Posts: 160
  • Turrets: +1/-1
On Alien Base Building
« Reply #2 on: May 10, 2006, 09:01:08 am »
pretty nice guide, thanks for your work!
I didn't know that the trapper above the door doesn't work ;)

[db@]Megabite

  • Posts: 613
  • Turrets: +3/-0
    • http://www.tremulous.info
On Alien Base Building
« Reply #3 on: May 10, 2006, 11:58:58 am »
I may be wrong but I think I have seen an OM hanging on a ceiling sometime...  :o

Cheers, Danny
url=http://www.tremulous.info][/url]


Neo

  • Posts: 760
  • Turrets: +2/-0
On Alien Base Building
« Reply #4 on: May 10, 2006, 12:45:30 pm »
Some places do have tiny ledges you can put stuff on, might have been that.

DarkRogue

  • Posts: 308
  • Turrets: +0/-0
On Alien Base Building
« Reply #5 on: May 10, 2006, 01:09:26 pm »
1) Trappers should NEVER be placed on the floor. Hell most walls should be avoided to. The best place to put trappers are on ceilings preferably over doorways to trap humans that come through.

2) Acid tubes should almost never be placed on the ceiling. The acid it spits out is fluff, does nothing. The above guide is correct in that it does damage based on closeness to the actual entity and since most placements will see humans on the GROUND where you want the tube to be effective walls (close to the ground) and the ground itself is the place for them.

Yes grenades are risky and will destroy them easier BUT better the humans use their grenades on them and be slowed/greatly injured by their acid than hiding them on the ceiling where it's a 90% chance it won't slow OR hurt even slightly and have the humans use the grenades on your eggs/overmind.

The one exception are areas where you know for a fact that a human will try to reach a high ledge via jetback. Once in suitible range the tube will drag the flyer down. However don't expect this tactic to be the saviour of what's on the ledge, 99.9999% of the time there's an untubed access for the flyer to get up to an angle where he can shoot whatever is on the ledge. At best these 'ceiling acid tubes' are a mild annoyance and defense against straight run attacks, in pure base defense they're worthless.
n game name: Xiane

Survivor

  • Posts: 1660
  • Turrets: +164/-159
On Alien Base Building
« Reply #6 on: May 10, 2006, 02:28:29 pm »
As said in the guide, the tubes do not do damage based on proximity but on stay in the spherical aim of the tube. The closer you are to the tube the longer you stay in the sphere the more damage you get. According to this the tubes should not be too far away but they should be far away enough from the ground to avoid being killed by a single grenade, usually the best place is indeed the wall, not the ceiling or floor.Tthey become even more effective in combination with trappers who keep humans in the tubes range sphere. I also recommended hives against jetpacks not tubes.

I never said that trappers should be put on the floor, and sometimes you need to place them on certain walls like the one in uncreation to be effective when there is no ceiling available.

As stated in the human and the alien guide all defences should always be backed up by players.

Please people read.
I’m busy. I’ll ignore you later.

Awakuganya

  • Posts: 8
  • Turrets: +0/-0
On Alien Base Building
« Reply #7 on: May 10, 2006, 03:02:03 pm »
Acid tubes does more damage to closer human

Survivor

  • Posts: 1660
  • Turrets: +164/-159
On Alien Base Building
« Reply #8 on: May 10, 2006, 03:16:48 pm »
I really need to quit midnight checking of data  :oops:
I’m busy. I’ll ignore you later.

Stof

  • Posts: 1343
  • Turrets: +1/-1
On Alien Base Building
« Reply #9 on: May 10, 2006, 03:28:13 pm »
So, the longer you stay in an acid tube range, the more damage you take ?
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.

Survivor

  • Posts: 1660
  • Turrets: +164/-159
On Alien Base Building
« Reply #10 on: May 10, 2006, 03:36:20 pm »
That, and proximity. I'm an ass when it's late, I mixed up. Edited it in.
I’m busy. I’ll ignore you later.

hodge

  • Posts: 66
  • Turrets: +0/-0
On Alien Base Building
« Reply #11 on: May 18, 2006, 07:37:05 pm »
Very informative post Survivor, you kick ass. It might come to a big surprise to some of the game's players but alot of players don't know about the area of the alien's egg damage box. Perhaps this post might help a few people become a better player as a human.

stahlsau

  • Posts: 160
  • Turrets: +1/-1
On Alien Base Building
« Reply #12 on: May 19, 2006, 10:08:30 am »
Quote
It might come to a big surprise to some of the game's players but alot of players don't know about the area of the alien's egg damage box.


Yep, that's right. Same for me. It's not too intuitive, ain't it? ;)

Neo

  • Posts: 760
  • Turrets: +2/-0
On Alien Base Building
« Reply #13 on: May 19, 2006, 11:57:30 pm »
Well if you've ever walked through one as a dretch you'll know :D

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
On Alien Base Building
« Reply #14 on: June 27, 2007, 03:15:00 am »
Sticky me!
U R A Q T

player1

  • Posts: 3062
  • Turrets: +527/-401
    • My Avatar! (if they were enabled) [by mietz]
or do this, instead!
« Reply #15 on: June 27, 2007, 03:57:03 pm »
Quote from: "Plague Bringer"
Sticky me!


Or at least add me to an ordered list of useful threads...

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
On Alien Base Building
« Reply #16 on: June 27, 2007, 07:37:48 pm »
Congrats, player1! You got us a new subforum!
U R A Q T

AKAnotu

  • Posts: 616
  • Turrets: +7/-9
On Alien Base Building
« Reply #17 on: June 27, 2007, 07:42:36 pm »
yhey!
this should help noobs

player1

  • Posts: 3062
  • Turrets: +527/-401
    • My Avatar! (if they were enabled) [by mietz]
it's all worth it!
« Reply #18 on: June 28, 2007, 03:28:36 am »
Quote from: "Plague Bringer"
Congrats, player1! You got us a new subforum!


I can die happy now...
I'd like to thank my mom, Jesus and n00b pl0x...

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
On Alien Base Building
« Reply #19 on: June 28, 2007, 04:50:43 pm »
Nice work Survivor, and Yay!! Great new subforum!
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

donkyhotay

  • Posts: 3
  • Turrets: +0/-0
On Alien Base Building
« Reply #20 on: July 21, 2007, 06:06:55 am »
Quote from: "DarkRogue"
1) 2) Acid tubes should almost never be placed on the ceiling. The acid it spits out is fluff, does nothing. The above guide is correct in that it does damage based on closeness to the actual entity and since most placements will see humans on the GROUND where you want the tube to be effective walls (close to the ground) and the ground itself is the place for them.


I'm amazed at the number of people that continually attempt to "aim" tubes in various levels and specifically try to put on a very high ceiling. Since humans are most vulnerable in the head the best place for a tube is on the wall at head height. This way it's out of the way of grenades and does maximum damage. Personally I like having them right on either side of a doorway with a trapper on the ceiling above to lock them in place.

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
On Alien Base Building
« Reply #21 on: July 21, 2007, 06:21:50 am »
Quote from: "donkyhotay"
Quote from: "DarkRogue"
1) 2) Acid tubes should almost never be placed on the ceiling. The acid it spits out is fluff, does nothing. The above guide is correct in that it does damage based on closeness to the actual entity and since most placements will see humans on the GROUND where you want the tube to be effective walls (close to the ground) and the ground itself is the place for them.


I'm amazed at the number of people that continually attempt to "aim" tubes in various levels and specifically try to put on a very high ceiling. Since humans are most vulnerable in the head the best place for a tube is on the wall at head height. This way it's out of the way of grenades and does maximum damage. Personally I like having them right on either side of a doorway with a trapper on the ceiling above to lock them in place.
acid tubes haven't done location damage since standalone (and maybe even earlier)
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Jaradcel

  • Posts: 147
  • Turrets: +1/-0
On Alien Base Building
« Reply #22 on: July 27, 2007, 04:16:43 am »
I'd add that in s1, barricades are horrifically effective since most humans don't have grenades yet. As such, on maps like Transit, it can effectively block a human rush if placed correctly.

It won't last forever, but it WILL last long enough that MAYBE someone will respawn and notice it's getting shot ;)
TOP DRETCHING THE ENGINEER!!!! =(
And fer christsake, DON'T BUILD IF YOU DON'T HAVE A CLUE!

blood2.0

  • Guest
Re: On Alien Base Building
« Reply #23 on: November 23, 2007, 08:55:44 am »
I'd add that in s1, barricades are horrifically effective since most humans don't have grenades yet. As such, on maps like Transit, it can effectively block a human rush if placed correctly.

It won't last forever, but it WILL last long enough that MAYBE someone will respawn and notice it's getting shot ;)

when i have 10 extra bps 3 seconds from sd and already have 5 eggs and 2ft from om i sometimes use barricades. these are there only uses
one good use of barricades is getting riflemen to wast there ammo on killing them
another is protecting om from nades and psaws
that is there only uses. oh by the way  i think they should eat humans if they get to close  ;D
 

Eli

  • Posts: 72
  • Turrets: +2/-4
Re: On Alien Base Building
« Reply #24 on: December 11, 2007, 02:55:14 am »
If your base only has one entrance I personally find that untill s2 a pyramid of tubes spanning the whole doorway will kill any human... also if the 'Don't spawn block' thing is in affect you can build an egg and shoot yourself into high up places =D

hovels a good defense against nades, or just as a distraction, if a human opens a door and sees a hovel they'll mostly shoot it and try to kill it not realizing they're wasting tons of ammo xD
ngame name:(Cebt)Namrorrim

I EAT BUTTERED TOAST MOOO!!!

Quote from: "_Equilibrium_"
if baricades cost 1 bp each, we could build some sweet mazes.

dachunkinator

  • Posts: 19
  • Turrets: +0/-0
Re: On Alien Base Building
« Reply #25 on: January 07, 2008, 11:47:55 am »
Have you seen the ATCS alien hovel glitch on youtube? http://www.youtube.com./watch?v=asdfgh
« Last Edit: January 07, 2008, 11:57:15 am by Survivor »

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Re: On Alien Base Building
« Reply #26 on: January 07, 2008, 11:56:53 am »
do you know that a glitch which breaks gameplay severely like that should not be spread. It's the same as the basement of tremor. It totally denies humans victory, and as such is forbidden.
I’m busy. I’ll ignore you later.

ChaosSquirrel

  • Posts: 176
  • Turrets: +1/-22
Re: On Alien Base Building
« Reply #27 on: April 18, 2008, 08:05:45 pm »
Alien bases should always be behind cover and hidden or easily defendable from S1 humans. Bases should also, if possible, be protected or mostly protected from luci or suit spammers. They should *NOT* be in large open areas away from doors. Stay near the doors, with little overhead (to prevent jettyspam) and easily defensible (like on a catwalk with a high rail, which dretches can climb over but cannot be shot through.)
My in-game name is )CGC( ChaosSquirrel.
Hint: The Basilisk is the most powerful Alien.
Yay! Finally someone agrees! Or was that sarcasm...

Le Compilateur

  • Posts: 315
  • Turrets: +14/-19
Re: On Alien Base Building
« Reply #28 on: May 29, 2008, 09:21:30 pm »
Dunno if the necro rule counts in this case (approx. 1.5 months), or if it even applies to stickies, but here goes:

I tend to agree with the ceiling tubes thing. Useful against jetpackers trying to gain some altitude, but other than that, the only reason you should put them in high places is if you want to waste buildpoints (I have seen several griefers do this, it is frustrating and it takes a while to move/decon them).

I hate the ATCS hovel glitch, as Survivor said it totally denies victory to humans, plus I can never replicate it on my own ;).

Oh, and a note to noobs: never build until you have seen an experienced builder in action. I used to put trappers on floors, acid tubes on high ceilings like pushcannon and rotcannon in an attempt to injure unsuspecting humans down below (it never worked), eggs over abysses, and as a result got !denybuild-ed on several occasions. Now I know better after watching someone else singlehandedly build the most spectacular base ever.

Just my 2¢.
I'm a developer! If you'd like to contribute to the Equilibrium QVM project or download the latest version, please visit this thread.

QVMs now compile under Leopard; get the patch here. Requires SVN r1053 or later.

Unanimated

  • Posts: 18
  • Turrets: +2/-0
Re: On Alien Base Building
« Reply #29 on: August 17, 2008, 07:35:36 am »
Thanks for the guide, it'll help me exploit the alien bases if I ever have to play as a human.
My in game name is Maggot.
I usually play on DretchStorm, but I also sometimes play on DretchTsunami and uBP.