Author Topic: Guide: Human Attack Groups  (Read 21779 times)

Syntac

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Guide: Human Attack Groups
« on: November 21, 2008, 10:15:07 pm »
Base Attack Groups
Groups that are designed to destroy the alien base.

Run 'n Gun
Overview
A small group equipped with decent firepower. Best for hit-and-run attacks on the alien base.

Requirements
• One guy with a shotgun and, optionally, light armor
• Two guys with rifles and good long-range aim
• Stage 1

Procedure
The two riflemen should travel ahead, clearing aliens out of the way before they can cause any harm. Once the alien base is reached, the player with the shotgun should start blasting everything around him while the rifle guys keep dretches away. This group should retreat when in danger of being wiped out.

Lumberjack
Overview
Brings the aliens to their knees.

Requirements
• One guy with a painsaw, light armor, and a helmet
• Two guys with rifles/chainguns
• Stage 2

Procedure
Pretty much the same as "Run 'n Gun". At the alien base, the sawman should run around and destroy stuff as long as he can while his teammates provide covering fire. This group should not retreat.

Executioner
Overview
Deals the death blow.

Requirements
• One guy with painsaw, grenade, and battlesuit
• One guy with lucifer cannon and battlesuit
• Optionally, a couple of guys with pulse rifles
• Stage 3

Procedure
Basically, run into the alien base and destroy everything. The painsaw guy should go straight for the overmind while the lucifer guy takes care of the eggs. If applicable, the riflemen provide covering fire.

Cleanup Crew
Overview
This group roots out any survivors.

Requirements
• One guy with shotgun or mass driver
• One guy with lasgun
• Alien team in a state of disarray

Procedure
At long range, the lasgun wielder should attempt to take down small aliens like dretches or grangers. If his teammate went with the mass driver, it should be used to wound larger aliens like dragoons or tyrants. Once the fight comes to close range, dodging is of the essence. A shotgun comes in handy here.

Hellish Duo (by Bissig)
Overview
Quick and devastating.

Requirements
• One guy with a flamethrower, a grenade, and a helmet
• One guy with a lasgun

Procedure
Enter alien base. Flamer takes out an egg. Then uses grenade to destroy another egg or kill the overmind. Any spawning dretch gets roasted. The guy with the lasgun provides support fire and/or clears additional eggs.

Skirmish Groups
Groups for fighting aliens.

Distraction Faction (by Hendrich)
Overview
Basically a group of humans cause trouble for the aliens on another part of the map/area while another human attacks the other alien's structures. The attacking human can bring friends if he/she likes, but they'll have to be aware not to blow their cover while doing so.

Requirements
• 2 or more humans with their choice of shotguns, lucis or any other weapon that can make noise and/or get the aliens' attention
• 1 or more human(s) with either a P-saw, pulse-rifle, luci or any other weapon they believe could do serious damage. Grenade is recommended.

Procedure
The distracting humans will have to get the aliens attention somewhere significantly far from the area they wish to destroy. They could start by either sending a human or two to get the aliens to follow them to thier group or just make alot of noise. Usually these events can trigger other aliens to come and join the fight.

The attacking humans can start running to the alien's base after they've made sure no powerful aliens can stop them in thier tracks, so they'll have to be quick about it. P-sawers/lucifiers/etc. can start rummaging the alien's base attacking as much structures as they can before a over-whelming group of aliens attack them.

This tactic is best used on small alien bases rather then on the main base, because usually its easier to destroy a minor base. This tactic can backfire if the aliens are smart and they got a defender around. Killed aliens that died from the distracting group can spawn and see whats going on. Also, its best to distract the aliens in a place where its difficult for the alien to get back to thier minor base, but thats unlikely in the default maps. Also, if you have the chance, the distracting group can attack the main OM/base and the OM can signal the other aliens to help it. Thats the best time for the attackers to strike.



Feel free to post anything I've forgotten or you think should be included!
« Last Edit: November 21, 2008, 11:16:02 pm by Syntac »

Bissig

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Re: Guide: Human Attack Groups
« Reply #1 on: November 21, 2008, 10:43:48 pm »
Flamer with nades and helmet and a Lasgun.

F.e. ATCS:

The flamer takes out the left or right egg and at same time damages the OM. With the nade he either hits the second egg or nades the OM. Any spawning dretch at the egg attacked gets instantly roasted. The lasgun should provide support fire and/or take out additional eggs.

Hendrich

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Re: Guide: Human Attack Groups
« Reply #2 on: November 21, 2008, 10:54:18 pm »
Uh oh, it looks like that my guide virus has infected Syntac, he needs a slice of cake to counter-act the virus!   ::)

Interesting guide Syntac, its about time people start naming the infamous and famous tactics they used to attack the aliens. Most of your tactics include humans attacking the alien's base in several different ways, but not all groups of humans are made to do just that. I'll include my idea which I occasionally see in Tremulous.

Distraction Faction
Overview
Basically a group of humans cause trouble for the aliens on another part of the map/area while another human attacks the other alien's structures. The attacking human can bring friends if he/she likes, but they'll have to be aware not to blow their cover while doing so.

Requirements
  • 2 or more humans with thier choice of shotguns, lucis or any other weapon that can make noise and/or get the alien's attention
  • 1 or more human(s) with either a P-saw, pulse-rifle, luci or any other weapon they believe could do serious damage. Grenade is recommended.

Procedure
The distracting humans will have to get the aliens attention somewhere significantly far from the area they wish to destroy. They could start by either sending a human or two to get the aliens to follow them to thier group or just make alot of noise. Usually these events can trigger other aliens to come and join the fight.

The attacking humans can start running to the alien's base after they've made sure no powerful aliens can stop them in thier tracks, so they'll have to be quick about it. P-sawers/lucifiers/etc. can start rummaging the alien's base attacking as much structures as they can before a over-whelming group of aliens attack them.

This tactic is best used on small alien bases rather then on the main base, because usually its easier to destroy a minor base. This tactic can backfire if the aliens are smart and they got a defender around. Killed aliens that died from the distracting group can spawn and see whats going on. Also, its best to distract the aliens in a place where its difficult for the alien to get back to thier minor base, but thats unlikely in the default maps. Also, if you have the chance, the distracting group can attack the main OM/base and the OM can signal the other aliens to help it. Thats the best time for the attackers to strike.


Good guide again. Remember to put in some tactics for the aliens as well.  ;)
« Last Edit: November 21, 2008, 10:58:06 pm by Hendrich »

Syntac

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Re: Guide: Human Attack Groups
« Reply #3 on: November 21, 2008, 11:15:13 pm »
Good guide again. Remember to put in some tactics for the aliens as well.  ;)
On it, once I finish my cake. (No really, I actually have a friggin' huge slice of cake on my desk. Talk about sticky keyboard syndrome...)

mooseberry

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Re: Guide: Human Attack Groups
« Reply #4 on: November 22, 2008, 01:37:50 am »
Ownage

Overview
See title

Requirements
  • 10 lucifer cannons
  • 1 mass driver guy with aimbot

Procedure
Pretty obvious. Own their base.


But seriously, some of these are ok, but some of them meh.

I mean: "• One guy with painsaw, grenade, and battlesuit
• One guy with lucifer cannon and battlesuit
• Optionally, a couple of guys with pulse rifles"

That's not much of a strategy, just go own them. Plus, shotgun shouldn't hide behind rifle...
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Syntac

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Re: Guide: Human Attack Groups
« Reply #5 on: November 22, 2008, 02:33:22 am »
...and if you don't have very many people and/or credits to spare?

Plus, shotgun shouldn't hide behind rifle...
He's the one who's going to need to get to the alien base in one piece.

mooseberry

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Re: Guide: Human Attack Groups
« Reply #6 on: November 22, 2008, 06:17:54 pm »
...and if you don't have very many people and/or credits to spare?

Plus, shotgun shouldn't hide behind rifle...
He's the one who's going to need to get to the alien base in one piece.

So... he needs to hide behind the humans so that he can go to the aliens base to... kill aliens. Why not just have them all work together.
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Syntac

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Re: Guide: Human Attack Groups
« Reply #7 on: November 22, 2008, 06:24:20 pm »
I think you read it wrong. His job is to kill structures. The escorts are there to get him to the aliens' base safely, so he can actually do said job.

Go bother the people who invented this attack group. I just posted it.

Samurai.mac

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Re: Guide: Human Attack Groups
« Reply #8 on: December 30, 2008, 06:39:08 pm »
Operation: Now You're Just Taking The Piss...

Overview
Fight like a man, ie camp.
Chance of success: Minimal to Non-Existent.

Requirements
  • Two builders
  • Flamethrowers, shotguns, grenades and battlesuits, for added longevity. Best to have a minimum of three but the more the merrier.
  • Stage 2

Proceedure
Ensure the base is adequately defended, you're going to be leaving it alone for a while. Don't worry too much about having a navigable base layout, just shove the essentials into a corner and surround it with turrets. Keep enough points free to build another turret, however. Leave one builder in the base, the other along with his supporters should make a mad dash for the alien base.

Once there, grenade everything in sight. Clear a path through the alien defence but save your ammunition for the time being; only destroy anything that's an immediate threat. Assuming the eggs are grouped to benefit from the defenses, you should leave them for the time being. Any that are too spread out to easily surround should be destroyed. Your forward builder should now build a repeater, followed by a turret capable of aiming at all eggs without needed to spin all the way round. The supporters should quickly dispatch freshly-hatched aliens without destroying the eggs. Any alien defensive structures that can be easily bypassed should be left intact, in order to deprive any remaining Grangers of build points.

The defending builder should deconstruct the base structures, starting with the Telenodes and leaving defence structures and the Reactor until last. The forward builder should reconstruct the structures at his position, behind the turret. Once the entire base has been reconstructed, set up your tents and your paraffin stove. Cook Dretches over an open flamethrower until the meat turns from pink to brown. Serves two.

Player

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Re: Guide: Human Attack Groups
« Reply #9 on: January 30, 2009, 07:49:27 pm »
Now What just happened
Overview
Kill alien base quickly before they know what is going on

Requirements
  • aliens attacking
  • 1 Chaingun with nade
  • 1 psaw (nade also)
  • 1 pulse (why not nade)


Procedure
Works best in ATCS
attack out the front and rush quickly to alien base.
The Pulse rifle clears the path of acids that might block the path of the saw
The saw heads to the om dropping a nade on an egg in the area
The pulse takes out the other eggs
The chain gun heads to the hall to distract aliens running back
Name
vD-Newbie#1

Roanoke

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Re: Guide: Human Attack Groups
« Reply #10 on: January 31, 2009, 12:33:43 am »
It would be nice if there was a gui to call up a list of these groups. Selecting a group, there is now a beacon over your head (maybe a path superimposed upon the map for how to get to you?) and a notification of what forces you need. When they are assembled in proximity with the proper equipment, the beacon is deactivated.

janev

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Re: Guide: Human Attack Groups
« Reply #11 on: January 31, 2009, 12:45:31 pm »
BOOM
Overview
Nadespam the alien base
Requirements

    * Superior human players and a buy/throw nade bind.
    * teamwork
    * 1 builder (armour helps)
    * x covering units



Procedure
Run to the alien base with your covering unit(s). Place a repeater and if necessary a medistation (for covering units). Place an armoury at a strategic place in the alien base. You can experiment with the placement, since dretches can not kill it or get around it, it is a very good funnel. Use nadespam bind.
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baybal

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Re: Guide: Human Attack Groups
« Reply #12 on: February 22, 2009, 01:24:22 pm »
rants terminators

bsuit psaw; bsuit chaingun pairs

Kaine

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Re: Guide: Human Attack Groups
« Reply #13 on: February 23, 2009, 02:34:11 am »
Power Overwhelming
Overview
Run 'n Gun with superior firepower.

Requirements

    * The whole human team must attack together.
    * Everyone needs a lasgun, battpack, nade, helmet, and armor.
    * Stage 2 is required.
    * At least one member of the attack group must be named PowerOverwhelming, Stech, Powa, or Annihilation

Procedure
Depart your base together, headed toward Alien Base Proper.  Do not stop for anything, if you see anything that's not a biped that moves, pulverize it.  Given the amount of firepower at your disposal, it should be reduced to ashes in seconds, meaning you will not need to halt your advancement to complete the task.  Upon reaching the alien base, have 2 or 3 people keeping watch for aliens, hunting them down wherever they may be lurking.  The rest of the team systematically erradicates all base defenses, spawns, and the OverMother.

Any player who dies during this attack will respawn at the base, and after he has verified that there is no immediate threat to base security, he will purchase an MD, helmet, armor, battpack and nade, and proceed again toward the alien base killwhoring as he goes.

Archangel

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Re: Guide: Human Attack Groups
« Reply #14 on: February 23, 2009, 07:14:35 am »
doesnt even sound like powa

Kaine

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Re: Guide: Try to keep up.... sheesh. *rolls eyes*
« Reply #15 on: February 23, 2009, 10:25:30 am »
It was just a name there, shorty.

I added the bit about having someone with one of his aliases in just to be silly since he shares a name with my selected attack group name.

3of12

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Re: Guide: Human Attack Groups
« Reply #16 on: February 23, 2009, 07:19:33 pm »
Epic Win

Overview
When you do this, you win. Irregardless of enemy spawn situation.

Requirements

   * Older QVM, without flaming blaster fix.
   * Lots of humans, minimum 50
   * Every human buys jetpack, flamer and nade. NO ARMOR
   * Sense of humor, lack of caring about things like massive feeding, being raped brutally.

Procedure

Everyone must jetty at all times. All humans begin flaming, then switch to blaster. You will have the flamer animation, without the annoyance of being able to kill aliens. Proceed to the alien base, drop nades on the Overmind.

Players who die during this rush will proceed to nade spam their base.

Urcscumug

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Re: Guide: Human Attack Groups
« Reply #17 on: February 24, 2009, 10:08:16 am »
In all fairness, if I were an alien and saw a long string of humans slowly crawling out of their base, all on jets, blasting the walls and probably spamming common chat with "lololololol!!!"... it would definitely give me pause.
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Sea Of Eternity

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Re: Guide: Human Attack Groups
« Reply #18 on: March 26, 2009, 01:49:53 pm »

Hax

Overview
Win. :P

Requirements

   * A qvm with !allowoverride
   * An admin on your team with !allowoverride command
        * Devmap with no god is possible

Procedure

The admin must give each member of the team override who will then proceed to buy every single upgrade and weapons , one of your members must be a ackit or ckit or something that builds.

Rush to aliens base obliterating anything you see , after wiping out all living aliens , spawn camp on the eggs and the builder will build turrets/telsas around the aliens base till you run out of BP and wait for the other team to disconnect after a few minutes and then kill eggs :D

lol

mooseberry

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Re: Guide: Human Attack Groups
« Reply #19 on: March 26, 2009, 05:49:21 pm »
Duel Chamber

Overview

SHOW WHO IS PRO

Requirements
  • Noclip command/admin who has that command
  • Karith Station
  • teams of about 3 on each

Procedure

The admin will decon the aliens base, and then noclip to the small room with green windows above the aliens default. He will build an overmind and about 4 or 5 eggs.

He will than switch to humans and decon their base. He will noclip over too the same room, and construct a reactor and 4-5 telenodes on the opposite wall.

He than kills everybody, causing them to spawn in the duel room

FIGHTTT!!!!!
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Syntac

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Re: Guide: Human Attack Groups
« Reply #20 on: March 28, 2009, 04:28:13 am »
Get the fuck out my thread. Bastards. ::)

Sea Of Eternity

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Re: Guide: Human Attack Groups
« Reply #21 on: March 28, 2009, 08:44:58 am »
But Power Overwhelming is actually a good tactic lol almost won a scrim with it once :P just didn't reliase enemy was s3 lol

we fufiled every single requirement except teh powa part :<
lol

baybal

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Re: Guide: Human Attack Groups
« Reply #22 on: March 28, 2009, 01:46:41 pm »
More simple tactics.

lots of bsuits + chainguns killing everybody except dretches. As they would do minimal dammage and only waste ammo and provocating friendly fire.

Kaine

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Re: Guide: Human Attack Groups
« Reply #23 on: March 28, 2009, 03:23:49 pm »
we fufiled every single requirement except teh powa part :<

See, and that's why it didn't quite succeed.  Strategy without Powa vs s1 aliens = Fail / Strategy with Powa vs s3 aliens = Win.

He's the key, man.

Jet~

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Re: Guide: Human Attack Groups
« Reply #24 on: March 30, 2009, 12:59:26 pm »
Syntac, your strategy seems to be the most effective and interesting. I like the ideas that the people have here.
The real world and computer world couldn't be further apart.

>.>Jet<.<

janev

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Re: Guide: Human Attack Groups
« Reply #25 on: March 30, 2009, 03:55:06 pm »
Get the fuck out my thread. Bastards. ::)
I was being serious... I use that tactic in public play to kill bases. Sure it is a bit of a goofy strategy but it is effective and when you can clearly see that a game is unbalanced why not take a little risk and have some fun.
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Urcscumug

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Re: Guide: Human Attack Groups
« Reply #26 on: March 30, 2009, 04:29:42 pm »
No, no, I've had the same idea as mooseberry many a time. Just put them all in a box without exits and let them fight. Just not such a small box as he's proposing. A decent size room, with obstacles (boxes and stuff). Like the storage rooms on Tremor or Nexus. The one on Nexus would be perfect, as long as both teams start with bases at floor level.
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Aidantheawesome

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Re: Guide: Human Attack Groups
« Reply #27 on: April 22, 2009, 06:06:43 am »
Operation: SRLKRGL (Stupid Rants Like to Kill Repeaters and Get Lucied)
[/b]
On a map with a bridge that one can jet above (like volcano) place a  :repeater: in teh middle of the bridge, wait for  :tyrant: to come and destroy it, fire lucis,  :grenade: and enjoy!

Bissig

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Re: Guide: Human Attack Groups
« Reply #28 on: April 22, 2009, 11:38:52 pm »
Operation: SRLKRGL (Stupid Rants Like to Kill Repeaters and Get Lucied)
[/b]
On a map with a bridge that one can jet above (like volcano) place a  :repeater: in teh middle of the bridge, wait for  :tyrant: to come and destroy it, fire lucis,  :grenade: and enjoy!

Two facts mr. awesome:

1. Lucy is slow
2. Rant can move left and right of repeater

Thanks, come again.

UniqPhoeniX

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Re: Guide: Human Attack Groups
« Reply #29 on: April 23, 2009, 12:02:03 am »
3. Jetcamping just for kills sux, cuz you aren't attacking, defending, building, nor covering your teammates.
4. The title is 'Human Attack Groups'