Author Topic: Newbies' tactical guide  (Read 8579 times)

Gandalv

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Newbies' tactical guide
« on: December 21, 2008, 06:12:45 pm »
Hi everybody... You guys don't know me, but I'm working on an in-depth tactical guide to Tremulous. I'm an avid fan.

Mastering this game takes a lot of effort, and pulling together all the bits and pieces of information you need to be good takes more effort than the average new player wants to spend. It's a shame for us as a community if new players are put off by the alienness of the aliens, all the yells of "NO FLAMER FEED!", permbans from deconstructing the reactor etc. Tremulous is the best open-source game, and learning it should be easy.

So I'm trying to gather enough of the relevant information in one place, so that a newbie can learn the important stuff quickly and actually pull off a headbite one of his first games. How do you kill fast with dretch? How do you pounce efficiently? What is the best close-combat weapon combination?

I'm aware that I'm posting this in the General forum, but I figured the Strategy forum only has hardcore players. I want to see what a more general audience thinks. I hope you'll post any comments/thoughts you have. There are no creditations yet, but they'll come. Long post ahead.





Introduction
============

Tremulous is a deep and complicated game, and if you don't know what you are doing, you will be a liability to your team.  This guide will teach you the intermediate-level tactical and technical skills required to do well on a public server.

I am going to assume that you know, or are able to figure out the basics on your own: key bindings, game flow and victory conditions are not treated here.  Read the official manual if you are confused.

Tremulous is a team game, and a victory is almost never a one-man effort.  That said, complicated strategies cannot be executed unless each team member knows exactly what (s)he is doing.  Just as with any other game or sport, high technical skill is a requirement to do well.  This is what I am going to teach you here.  Happily, technical ability in Tremulous is a lot deeper than in, for instance, Counter-Strike (where being good usually equates to being able to point quickly with your mouse).

On each stage in the game, there is a small number of plays that are a good idea.  We will treat each of these in turn.  You should only deviate from them once you are good enough to spot new opportunities.  You will always want to fully exploit the advantages that each stage gives you.  Building is outside the scope of this guide, but keep in mind that a bad builder can kill your entire team.  Read up before you try anything dramatic.

Since you have probably played any number of FPS games before, we will treat the alien class first. It is better to get the strangeness out of the way quickly.




General notes
-------------

Many tactics are expensive and dangerous to practice in a live game.  To set up a local server start Tremulous, hit '~' to bring down the console and type '/devmap transit' (or atcs, or niveus, or arachnid2) to start a local server.  Join a team and get to stage 3 by typing '/g_humanstage 2' or '/g_alienstage 2', respectively.  Get evolve points or cash by typing '/give funds [amount]'.




Alien tactics
=============


The most important thing to remember when playing alien is to use your mobility.  You are always much faster than the humans...you have to be, because they can hurt you at a distance and you can not.  Move perpendicular to the human's sight line to dodge.  Get close.  Run away before you run low on hit points, both because death will cost you valueable evolve points and because feeding the enemy team is bad.  Use your eyes, with a little practice you will see instantly what weapon and armor your enemy is using.  This will let you decide if getting into a fight is worth the risk.


Stage 1
-------


The Dretch
==========

It is very important to be good at playing Dretch.

A good dretch attack will kill an unarmored human in two bites, and in less than a second.  The key insight is that your attack is directional - there are no crosshairs, but your bite will hit where they would be.  Aim for the head - if the human isn't wearing a helmet, a headbite will do 96 points of damage.  After this, any hit (including a stray bullet from his teammates) will kill him and net you an evolve point.  Avoid jumping at first - if the ground is level, you can headbite just as well from the floor.

Approach from behind if you can, and always use cover and subterfuge.  Use the radar - blue dots are humans.  Never charge down a long corridor if he is backpedaling; you will die before you can close the distance.  Learn to use wallwalk right away - it is confusing at first, but you quadruple the area your enemy has to aim for.  If he is good, wallwalk madly while he is firing his rifle and close and bite while he is reloading.  Hitting a moving dretch is very hard.

You shouldn't take on more than one human if you are alone - it becomes nearly impossible to move perpendicular to both of them, and the one you miss will kill you.  Once the humans get better weapons, you have to be more careful.  But remember that until they get helmets on stage 2, you can still kill them with two bites.  After stage 2, look for the ones who aren't wearing helmets.  The newbie ratio on public servers is usually 30-50%, which you should exploit.

Every time you jump as dretch, you get a small speed boost. This will let you traverse long corridors very quickly, but will also give up your position and make your movement predictable.  Humans have no radar on stage 1, so if you stay quiet and hidden, you are invisible.  The wall-jump is a strategy you can employ to make your movement unpredictable: wall-walk and jump to launch yourself away instantly.  Hiding in the ceiling and silently dropping down behind a lone human is very effective.  With a precise headbite he will be dead before he knows you're behind him.

Make sure you listen to the agonized groans the humans make as you bite them.  With a little practice, you will know when you have made a successful headbite and can take a little more risk to finish the kill.


The dragoon
===========

Most skilled players prefer the dragoon to the marauder on stage 1.  There are three essential skills to master: head slashes, offensive pouncing and pounce-moving.

In close dragoon combat, always aim for the head.  A slash to the head kills a human without helmet in a single hit, regardless of how good his weapon is.  A body hit causes 80 damage if there is no armor.  Slash at your target while circling around it, being ready to pounce to safety if things go south.  Dragoon slashes recharge slowly, so it is important to be precise.

A correct offensive pounce is almost like playing dretch, only faster.  Charge up a pounce and launch yourself into the air.  While you are airborne, you behave like a dretch: you damage your target by getting close and just looking at it.  This means that when you pounce correctly, you keep moving after you've dealt your damage.  A popular technique is to pounce slightly over the head of the target and look down as you fly by.  A full pounce deals 100 damage, killing an unarmored human instantly.

Moving with pounce, the Dragoon is the fastest unit in the game.  Start charging the next pounce the instant you let go of the mouse button.  Remember that you have to look in the direction you want to pounce, which is usually a few degrees up from the floor.  Practice this on a local server - you can move unbelievably fast by pouncing again the moment you hit the ground.  Beware that you will kill your teammates if you hit them in the air.  Don't worry too much about this when fleeing - but remember that you only do pounce damage if you aim and touch at the same time.

If you're brave and skilled and the enemy base is poorly constructed, you can sometimes do the 'reactor jump' to end the match.  Make sure that there are no armed humans around and pounce so that you land *on top of* the reactor.  Unless the turrets are placed just right, the reactor will shield you from their fire.  It takes 12 hits to destroy the reactor, or approximately 10 seconds.  If you are able to pull it off, remember to announce it in the team chat.

The Dragoon is a big target and draws fire easily.  Don't engage more than one or two humans at a time, and be precise if you have to pounce to safety - if you fly into a wall, you're dead.  Eat newbies and the guys not wearing armor/helmets.





Stage 2
-------

Make sure your builder makes a booster the instant you hit stage 2, either in the base or in a forward location.  Use it - the poison forces your enemy to use their medkits early.  Team play becomes more important as a different group of aliens finishes off humans weakened by poison and earlier attacks.  You must be more careful not to hurt your teammates, since stage 2 battles can often get quite congested.

If you have to evolve from an "advanced" class, it will cost you an extra evolve point. Make sure you keep this in mind.







The advanced marauder
=====================

The marauder is arguably the hardest alien to kill, because it moves so fast and unpredictably.  This same mobility makes the class difficult to play - if you're a newbie, it might be best to practice dragoon instead.  But the marauder is very exciting once you master it, because you can confidently take on a group of three humans at once.  You move so fast that most of their bullets will only hit other humans.  It is a good assist class, because the lightning attack will never hurt a teammate - and most of the time you will be airborne and out of the way.  The lightning will bounce if the humans are close, and causes 75% more total damage with two bounces.

Always jump, jump, jump and walljump.  You move much faster while you're airborne.  Look down on the heads of the small and feeble humans and slash at them while you're flying past.  You don't have to hit every time to cause a lot of damage - and you won't, because things move very fast.  Watch your hit points, and always know beforehand which way you will retreat when you have to bail.  When you first enter an engagement, figure out in the first two seconds which weapons the group is using.  It's the instant-damage weapons which are most dangerous, because they can hit you while you retreat: the lasgun and mass driver. The flamethrower is also worrisome, because it causes 100 damage per second.

Learn how to plan your jumps if you have to get away - walljump on intersecting walls to climb.  It is preferable to engage humans in large hallways which don't restrict your movement but still allow you to walljump.


The dragoon, revisited
======================

You can still play dragoon when you hit stage two.  The major difference is that your enemy will practically always wear armor and helmet, and will usually wield a pulse rifle.  In a tight location, a dragoon and an armored pulse-rifle human are about evenly matched.  You arguably have an edge if the location is open, because you can pounce to safety when things turn sour.  Just make sure your attacks are precise, and be ready to bail if the enemy is owning your ass.  If there are many newbies on the server, seek them out and kill them.  Every kill brings you closer to stage three and the endgame.


Lower classes
=============

If you don't have enough evolve points on stage two, go with dretch. Try to find helmetless humans, and make sure you don't stand in the way of fleeing teammates.  Use wallwalk profusely.  On many servers, you will also get free evolve points if you don't die over a period of a few minutes.  Try not to die too much, or your enemies will hit stage three and redecorate your base with lucifer cannons.



Stage 3
-------

Teamwork is essential to be successful.  Attack in shifts, fight in shifts.  Get out of our teammates' way when they flee and dive in to finish the fight they started.  Coordinate assaults.  No one wins a late game by themselves.  Battlesuits reduce all damage by 80%.  You will rarely make a difference on stage 3 unless you play advanced Dragoon or Tyrant.


The advanced dragoon
====================

The advanced Dragoon is an assist class, mainly used for besieging the human base.  You get 50 more hit points, higher pounces and most importantly, a high-damage ranged attack.  Don't even bother walking normally.  Pounce-move is the only effective way to cover any distance quickly, especially when assaulting.  You're a huge target.  Practice looking away quickly in order to avoid team pounces.

Don't waste barbs on humans, except the unarmored ones.  Two barbs will destroy a machine gun turret, five will destroy the armory and nine will destroy the reactor.  A reactor snipe requires the coordination of three or four goons, but can end a stalemate in a pretty spectacular way.

Good base sniping is often essential to end a stalemate where humans are camping in a corner.  If the humans use tesla generators, sniping the defence computer is easier and just as effective as killing the reactor.  Pounce in, shoot two barbs and pounce away, preferably in shifts with a teammate.  The advanced dragoon doesn't have good odds against lucifer cannons or chainsuits, so don't bother with grunt fighting.  Surgical strikes.


The tyrant
==========

This is what you want to use to fight on stage 3, but it is harder than it looks.  You're so big practically anything will hit you, so you have to be fast and precise.

The Tyrant is a tank: 400 hit points, 100 base damage (or 200 if you hit the head), up to 110 damage if you charge and hit something.  Fear the following: Groups of two or more stage two-armed & armored humans (pulse rifle, flamer, mass driver or las gun).  Battlesuit + chaingun combination, lucifer cannons.  Anything smaller shouldn't be a problem, just hit it once or twice and it will die.  Two headshots kills a helmeted human, two headshots and a body hit kills a battlesuit.

Against prepared humans, Tyrant combat is like a slower version of Dragoon combat.  Aim for the head, be precise, stay focused.  If you charge into the battle and hit a human, you get a little bonus damage to start you off.

Fleeing with a Tyrant takes a long time, and you are so big you will take damage constantly until you get behind a corner.  This means that you often have to 'commit' to a battle; choosing to fight to the death.  It takes so long to kill an armored human that there is often a few unnerving seconds where you are guaranteed to die if you try to escape.  This risk can be offset by only fighting in groups of two, where you attack in shifts.  Circle around the human and beware that the human will try the same.  It is easy to get disoriented.

Be very careful when 'helping out' teammates who are locked in a battle.  If you hit your teammate instead, (s)he will usually die.

It takes two hits to kill a machinegun turret, and you can usually kill one and run away or kill two or three and die.

Gandalv

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Re: Newbies' tactical guide
« Reply #1 on: December 21, 2008, 06:13:18 pm »

Human tactics
=============

If the alien mantra is to stay mobile, the human mantra is to *keep your distance*.  Humans are slow, weak and afraid...but with a few seconds head start, they do well.  Don't jump unless you have to.  Jumping wastes stamina, which you will need to get away in a hurry. (Use the sprint key).  If you have to reload your weapon, run.  If you see a basilisk, run.  Travel in groups.

But here's one of the coolest things about Tremulous: The human fragility and alien mobility cause a very cool dualism.  A human assault will always be very dynamic - at all times, you have to consider whether to be bold or afraid.  When an alien is charging, run...when it is fleeing, *chase it*.  Save stamina, because sprinting is essential in both these situations.  Your team won't get anything if a tyrant gets away, but it's a payday if you can wax it while it tries to escape.  Listen to the sound of the alien screams - you can hear when they are about to die.

The good equipment combinations as human are quite limited, so I will list the advisable choices.  As usual, you want to exploit every edge the current stage gives you.




Stage 1
-------

Light armor reduces all damage to the body by approximately 70%. Armor is almost never worth it if you are using a rifle, and might be pointless if you are fighting dretches (dretches always go for headbites, and armor doesn't protect against those).  If you are using more expensive weapons, the marginal cost of armor looks a little better - you will no longer die instantly from a dragoon pounce, for instance.  But remember that your head is a weak spot that will let an alien kill you in an instant.


Rifle
=====

You will be fighting dretches that kill you in two hits, so make sure you can start shooting the instant you see them.  The instant you have to reload, sprint back towards the base, turning around to shoot again when you have reloaded.  Run backwards while shooting.  If the dretch closes the distance you are probably done, but try running unpredictably in circles while you keep shooting.

Good aiming skills are vital, and you have to aim slightly in front of a moving target to compensate for network latency.  Unfortunately, Tremulous is heavily affected by high pings.  In general, a latency over 100 will cause you serious trouble.  Use the tab key to check.

When an alien dies, you get credits for the share of damage you did to it.  So cause damage...if you are in a group, you will be rewarded even if you die.







Shotgun
=======

Works well against Dragoons and Marauders, but only if you travel in a group.  It is a risky bet against dretches, because you have to get close to kill them and you lose at least 150 credits if you fail.  Requires good aiming skills.

The shotgun is the best choice if you have to chase down a wounded alien.  Just make sure the Dragoon you chase doesn't wait around the corner, ready to pounce your ass.  Chasing is vital to victory if the aliens are on an early offensive, as they often are (aliens have an edge early in the game).  When your turrets have done their job and the Dragoon is retreating, be on its tail and finish it off to get your team closer to stage two.


Mass driver
===========

If your aiming skills are excellent, you'll want to use this.  It causes 38 damage on a hit, which is enough to kill a dretch instantly.  If this is the weapon for you, you will know already.  Otherwise, don't.


Las gun
=======

The best first-stage weapon.  Instant-hit, each hit causes 9 damage and you never have to reload.  Because of this, dretches will be afraid to close the distance.  As always, you have to travel in a group when you move outside the base.

For most players, this is the only viable option for killing wounded aliens from long range.  Also excellent for hunting down grangers during the egg hunt, although it takes a long time to destroy eggs.


Stage 2
-------

Unless you use the rifle, *always* wear armor and helmet.  Not doing so will attract every player on the enemy team.  With a helmet, head hits are no longer instantly lethal.



About the jet pack
==================

Don't bother with this unless you have to reach a high place.  Wearing a battery pack instead might seem like a waste, but in fact the extra ammo is a necessary edge once you hit stage two - particularly because it lets you fire longer without reloading, and sometimes because you don't have to return to base as often.

During the egg hunt, the jet pack might be necessary in order to hunt down hard-to-find eggs.  But it is a bit of a tradeoff, as the battery pack would let you go 50% longer between base visits, and any amount of down time during egg hunt will reduce your chances of winning.


Grenade
=======

The grenade is a support weapon.  It's usually only used for taking out alien structures on the floor.  It causes 310 damage with a large splash radius.  If you are going to die and carry a grenade, make sure you throw it first!

Generally, aliens will not move into the area around a live grenade.  It is possible to do some very cool offensive nading by closing off the retreat in a hallway, but this is decidedly an advanced tactic.



Pulse rifle + light armor + helmet + battery pack
=================================================

The pulse rifle will usually be your weapon of choice for stage two.  But it's expensive, so be careful.  Kill a few dretches if you can, to secure some back-up funds in case things go south.

This equipment combination makes you evenly matched with a Dragoon, provided that you can hit it while it approaches.  The pulse rifle can cause 90 damage per second, and the battery pack is a requirement as it allows you to fire 50% longer without reloading.

If you are fighting fast targets, it is necessary to lead the aim quite a lot, because the projectiles move slowly.  This makes using the pulse rifle a bit of an art form.

The pulse rifle is the best stage two weapon for destroying alien structures. You can take them out fast, and from a safe distance.




Flame thrower + light armor + helmet
====================================

The flamethrower is tempting to newbies because it doesn't require precise aim, but it's a double-edged sword.

In general, the flame thrower is a good way to earn credits, because it can kill a dretch in 0.25 seconds.  It does plenty of splash damage.  The problem is that you can easily panic and roast yourself.  Use the medkit in time and make sure you try to anticipate where the enemy is about to move.  If you want to keep the aliens at a distance, fire a beam while sidestepping - most players will be afraid to enter this zone of destruction.  You have to learn how to use the flamethrower properly.  Always have an idea about what area you want to bathe in flame, and don't start spinning wildly.  Always move, but be smart when moving.

The flame thrower causes 100 damage per second.  Reccommended for racking in credits and collecting kills from newbie dretches, but nothing else.  Burn wounds are not sexy.


Stage 3
-------

You might think the battlesuit changes the whole game, but it doesn't.  It provides 80% damage resistance, but humans still die in a hurry once a tyrant gets close.

The battlesuit should in general not be used with energy weapons, because you can't carry a battery pack.


Chaingun + battlesuit
=====================

Counterintuitively, this combination of weapons is not good for close combat.  A tyrant can still kill you in three hits, so the advice about keeping your distance is as important as ever.  But by using a long-range weapon, you force the tyrant to either keep the distance or commit to attack - if the alien changes his mind too late, you will gun him down while he flees.  The "chainsuit" is a great support weapon, because you can finish off the targets that your lucifer-cannon wielding friends have wounded.  Never let go of the fire button once you have a target in sight, and make sure you chase it when it flees.

The chainsuit is the best choice for base defense: large amounts of instant-hit, precise damage.



Lucifer cannon + light armor + helmet + battery pack
====================================================

You'd never have expected it, but this is what you want to use for stage 3 close combat.  Your shield is not your armor and helmet...what will prevent you from getting killed is the enemy's fear of your weapon.  A direct hit with a fully-charged Lucifer gun causes 265 damage, enough to kill an advanced dragoon with one hit and a Tyrant with two.  This is why you need the battery pack - it increases your ammo capacity by 50%, and you need this ammunition as a shield.  When the aliens know that you have more juice, they will be afraid to close the distance.

Don't be afraid to hurt yourself - you will.  If you see dretches on the floor, charge up a decent blast and kill them, even if you have to fire at your feet.  The Lucifer combination is expensive, and you need money to buy another when you die.  Your biggest problem is marauders, because they are hard to hit.  Since your blasts move slowly, you have to get close to kill.  If you are alone, a fleeing alien will always get away.  For this reason, fighting in a cramped room gives you an edge.

The art of using the Lucifer cannon is anticipating where the alien is going to be when the shot reaches him.  This is always a matter of psychology and statistics, so you will never hit with all your shots.  But make sure you start recharging the instant you let loose the previous shot.  Don't wait for an alien to get into view before charging - if you do, you won't have a big enough charge ready by the time it reaches you.  Firing a weak charge is rarely worth it.  Watch the radar for early warning.

Note that a newbie with a lucifer cannon is more of a threat to his own team than to the aliens.  Never fire in the direction of your base structures.  When charging, always be ready to "dump" the shot in a harmless direction if your target moves or doesn't materialize.  Be careful when you are with teammates - if you hit one, he's dead.  Make sure you use your medkit in time.  You will heal very slowly the first few seconds.  Retreat if your hit points are getting close to the red.

You should also master the Lucifer jump, which can propel you to hard-to-reach places really fast.  Charge the gun and keep holding until it backfires - but just before it does, aim at the ground and jump.  When you master the lucifer jump, you are almost as mobile as the aliens and can take greater risks.  For instance, if a Tyrant charges you in the box chamber on Arachnid2, you can Lucifer jump to safety on top of the mesh platform in the roof.  You can also make game-ending Overmind kills, for instance if the aliens have moved the Overmind to the second floor in the default base on Nexus.  Lucifer jumps should be practiced on a local server.

Archangel

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Re: Newbies' tactical guide
« Reply #2 on: December 21, 2008, 07:36:52 pm »
Snazzy. Good work!

UniqPhoeniX

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Re: Newbies' tactical guide
« Reply #3 on: December 21, 2008, 11:58:03 pm »
Nice guide! Good work ;D
You should write more about what tactics to use against which weapons/classes.
Also sniping armory takes 3 barbs not 5, and I disagree about using luci for close combat, because even 1 very good dretch can seriously hurt and sometimes even kill you. Even at stage 3, 2-3 humans with helmet+armor+shotgun (low cost+high DPS) or chainsuits are the best for killing at close range. Humans strength is in teamwork not big guns. Luci should be used for killing enemy base, and 1 lucifer with a few chainsuits is IMO best for rushing, since you can kill tyrants easily and cover the lucier all the way to alien base where he can fire off 13 fully loaded shots if he didn't waste ammo on the way.
About the same for pulse. Dieing with expensive weapons gives aliens more evos, that makes rifles and shotguns good for draining alien evos.
While fighting a lucier with a dragoon, you can try to snipe him when you can't get close and can't hit by pouncing over him, but it takes practice, and you should only do it if you are not able to use those barbs on human base instead. If as dretch, you can sometimes just show your face, back off, and rush them right after the lucier shot himself in the foot; staying on walls and ceiling helps too.

Guy

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Re: Newbies' tactical guide
« Reply #4 on: December 22, 2008, 01:28:04 am »
UsaKiller is correct in the arm part. It takes 3 barbs to destroy an arm. He is also correct when he says that humans strongest weapon is teamwork. It sounds kind of gay, but it's quite awesome, I assure you. Five chainsuits moving in a group is not a fun thing to fight. The problem with aliens is that they are bigger than humans and their attacks are nearly all close range so they block and bleed each other if they try to all attack at once. They are limited to attacking one by one then retreating, to have another alien friend in wait behind a corner pick off any chasing humans. There are some tactics to slow or altogether stop large human rushes, but they are still a major pain in the ass, if I may say so.

Light armor reduces all damage to the body by approximately 70%. Armor is almost never worth it if you are using a rifle, and might be pointless if you are fighting dretches (dretches always go for headbites, and armor doesn't protect against those).  If you are using more expensive weapons, the marginal cost of armor looks a little better - you will no longer die instantly from a dragoon pounce, for instance.  But remember that your head is a weak spot that will let an alien kill you in an instant.

I always grab light armour at s1. The extra protection is worth it to me. It stops one hit kills from goon pounces and lowers dretch damage if I jump or crouch.

Las gun
=======

The best first-stage weapon.  Instant-hit, each hit causes 9 damage and you never have to reload.  Because of this, dretches will be afraid to close the distance.  As always, you have to travel in a group when you move outside the base.

For most players, this is the only viable option for killing wounded aliens from long range.  Also excellent for hunting down grangers during the egg hunt, although it takes a long time to destroy eggs.

To me the las gun is NOT the best weapon. To me it is a more expensive rifle with no reload. It is good or great at killing anything up to an adv lisk. But good adv maras and goons just take too long to kill if your in an area with cover for aliens (curvy walls in the ATCS hall). It is also good at destroying base structures. The shotgun is cheaper and out does it at killing larger aliens, and in the right hands at killing the smaller ones too. The pulse is better at destroying bases. It's only outstanding quality is it's easy use for casing down aliens.

Burn wounds are not sexy.

....your ignorance amazes me.
« Last Edit: December 22, 2008, 01:30:08 am by Guy »

Urcscumug

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Re: Newbies' tactical guide
« Reply #5 on: December 22, 2008, 03:47:42 pm »
I like the las gun for giving sniping goons a taste of their own medicine. It's also good for jetcamping. Basically for covering distances. But yeah, not so great for close combat unless you dance like a demon and the goon/rant hasn't had their morning coffee yet.

Here are ways for humans to counter the advices given to aliens above. They are basically common sense and obvious countermeasures, but I'm stating them just for clarity:

* If you're getting close to reload pay attention ahead of time and get some distance between you and the alien(s). Getting killed during reload time is very frustrating. Some people prefer to reload during a safe moment and waste third or even half a clip rather than be caught reloading later when aliens are charging at them. Of course, you're wasting ammo this way.

* Listen to the sounds of the aliens. They make specific sounds when they jump and sometimes when they move/charge. Dumb aliens will also taunt humans and announce their location. This is useful whenever you don't have a helmet.

* Even with a helmet you'd be well advised to keep your ears open, since the helmet radar has built-in lag. There are cases where, if the alien is moving fast enough, you'll never see it on the radar until it's too late.

* Check blind corners, approach corners widely. Don't just dash madly down a corridor and arround bends. Do quick 180 turns and look behind you once in a while.

* Learn to anticipate alien movement. Sometimes when I spectate newbies (seeing things through their eyes) --including my early recordings-- I notice an alien going off-screen in a way that I'm sure will bring him behind the player, yet the player doesn't seem to notice. Most often I'm right and the player gets hit from behind soon after that.

* Bind your forward and back keys to always move with extra speed. It's simply a must-have and it will give you a few good seconds to get a fix on the dretch while backpeddalling, as well as an extra advantage all the time. It's not as fast as the alien speed, but definitely much better than the human normal speed.

* You _can_ escape dretch/goon/tyrant hits, but you have to time it well to get out of the way. Even so, a good player will quickly turn and attack again so you can never stay still.

* Consider your teammates movement and line of fire. When going down a corridor in a group try not to block them should they suddenly need to backpedal. Also don't block their sideways movement. Don't get into their line of fire. Keep your own line of fire away from them. If you're leading and engage the aliens first try to move behind them so that your buddies behind can also come and get in the fight. If you block them then they can only choose between shooting at you too, or wait until you die and then pick up where you left it.

For aliens:

* For dretches: if you want to wait in a hidden place, it had better not be on the floor. The floor is much easier to check and even a newbie can manage to do decent visual sweeps of the floor.

* All aliens: try to attach humans such as to push them into the wall or corner in close combat. They need to backpedal when they fight you, and only very good players are aware enough of their environment at all times, enough not to get themselves blocked by walls or pillars. Once you got them in a corner and their freedom of movement is severely limited their chances drop a lot.
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Gandalv

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Re: Newbies' tactical guide
« Reply #6 on: December 22, 2008, 03:56:39 pm »
Thanks for the feedback, I really needed some external opinions on this :)

Interesting thoughts about shotgun use. I've never noticed the best players on my server going in shotgun + chainsuit teams on s3..what server do you guys play on? (I'm mostly on trem-servers.com's unnamed server, under nick 'marvin'). In there, luci+chainsuit seems to be the norm, although it's hard to use the luci efficiently when you're in a group. Sighting a good player with a shotgun is usually interpreted as "out of cash". Could be because of high noob ratio, everybody loves to feed on blindly rushing dretches.

Agree about Las gun, it only works if you've got the advantage of range and line-of-sight..and friends, if it's a skilled goon and you don't have a helmet. I'll definitely write some more about shotgun use and modify a few other things.

Thanks @ Urcscumug for tactical hints, you're obviously much better than me... I think most of this stuff is too advanced for the level of my guide, but it'd be great if someone were to compile a guide on advanced tactics and strategy.

If you've got more thoughts, keep 'em coming... I won't be able to use *everything* (since this guide is only meant to prevent newbies from getting frustrated and leaving, not turning them into instant masterpwners), but there are probably more things that can be improved here.


Guy

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Re: Newbies' tactical guide
« Reply #7 on: December 23, 2008, 12:35:57 am »
Ah that's the flaw with all guides, length. I wrote a guide once, only on the goon too. I included EVERY tactic that I knew at the time. Well, that was a fun day or so of rewriting things so newbies wouldn't get confused. It ended up being 5 pages long at it's most cut down version. My plan of creating the master guide was dampened by the thought of having to do dretch, lisk, mara, and rant next. Then moving to humans and having to explain EVERY dodge and aiming tip that half the people would never use.

Ah I'm going into a rant, sorry. Anyways, I play on AA, AoD, or UBP since I was raised as a newb on that server. Since you seem to be interesting in some actual information. I'll give you some, regardless as to whether or not you will use it.

- While charging up the rant's charge you can move in any direction and still charge it. Once the actual damaging part of the attack starts you can only move straight, if you move in any other direction you cancel the charge. This has limited usage for most people but I tend to use it about as much as normal charging.

- The rant is a tank you're right, and it is big. So here's the deal make your attacks as quick as possible. if you can time charges well then you can charge a human then quickly swipe afterwards. It deals damage fast if you can pull it off, though it is much more useful against structures. Seeing as how they don't move. You can charge a ret then a fraction of a second later swipe it and it's out.

- Newbies may wanna get into the habit of jumping then charging a pounce while they jump. It supposedly gives you more distance seeing as how your movements don't slow while charging a pounce in the air.

- Don't leave off on the Goon pounces there. Yes, you can move faster by pouncing then holding and releasing the right mouse button again as soon as you hit the ground or slightly before you do. But, try bunny hopping, or better yet, strafe jumping after you pounce. Dragoons reach ridiculous speed when using this. And if you bunny hop after pouncing I believe your pounce is still in effect allowing you to chomp and "pounce" someone at the same time.

- On the rifle, you forgot to mention that if the newbies are having a REALLY hard time hitting dretchs fire in bursts. It will increase your accuracy at the cost of a slight dps drop. If they are still having trouble aiming tell them to look at their crosshair. This trick may or may not actually work, I've never suggested it to anyone before so I'm working off personal experience. Never let their eyes leave it when there's an alien they want to kill. They will have to move the mouse to see their target clearly, and so long as they keep their eyes on the crosshair they will aim a bit better.

- Newbies having a hard time dodging aliens? They circle but still get hit? Teach them about using their environment. Those 90 degree turns on ATCS are actually more useful than they appear, just take a tight turn around the corners that jut out. The goon usually takes the wider turn and you can out maneuver it by switching from one side to another. There's the added bonus of the goon not being able to see you directly once you go around the corner if you're the right distance from the goon. They have to rely on their radar to see you so when you switch to the other side it is unexpected and there is less visual indication that you are switching directions. This little dodging trick is much more effective when linked with other dodges. Final sentence in this tip, SHOOT WHILE DODGING.

- Newbies need to learn to do fake charges in maps like ATCS. This is when you know a goon or alien is around the corner so you hug the wall of the corner run up to the edge then sprint back (you may wanna substitute a dodge with the sprint back part). The alien jumps out usually taking the wide arc thinking a human is charging down the opposite side of the hall.

- Newbies need to learn to strafe jump, they don't have to be gods at it, just good enough to sprint then do 2 jumps to outrun the rant chasing them and make it to base.

Urcscumug

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Re: Newbies' tactical guide
« Reply #8 on: December 23, 2008, 09:33:14 am »
I find dretch vs larmor+rifle human particularly important, since it's defining for the start of the game and will influence stage advancement. So I'll talk a little more about it.

As a dretch, never charge right at the human. If you're moving straight you can be very easily targeted with the gun. It gets especially critical when you're getting closer and you're making it way too easy if you jump as well, because basically you're jumping right into the crosshair and all they have to do is pull the trigger. If they have a shotgun it gets ridiculously easy to simply pick dretches out of the air if they do this.

Practice moving left and right as you approach, but beware that this will decrease your speed and will become roughly equal to the human if he's sprinting (and usually all players are or should be, at least when backpedalling). Plus, if you do regular left/right motions they can be predicted and you will be killed easily even with a rifle.

So bottom line becomes that if you have to chase down a human down a corridor, don't do it. Unless you're skilled at also combining strafes with wallwalks and jumps, or even better using all four sides of the corridor, especially the walls and ceiling.

Newbies tend to use their dretch as a projectile, so they jump a lot as if to "throw" it at the enemy. It's wrong. You only have to touch them, and when you do you have to be looking at their head. That's all. So your best approach is getting close when they don't expect it. Hide and lurk, approach through a corridor or entrance they don't expect, use your head. Anything that will close the gap in distance.

Notice this is the newbie guide. An advanced player can do much more with the dretch. He can "dance" so well (ie. unpredictably) that it can take on a human in open space and still not get hit, or it can take on a lone turret by moving around it in the blind spot as it turns.

@Gandalv, thanks for the appreciation, but let me say that writing about this is one thing and doing it quite another. :) I know these things but putting them to actual use is still a matter of practice practice practice. I recommend playing against bots in the beginning, on the Newbie server. The bot dretches there dance very well, using all walls, and their headbites are dead-on.
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Urcscumug

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Re: Newbies' tactical guide
« Reply #9 on: December 23, 2008, 10:05:06 am »
Another important topic: Don't feed.

"Feeding" means giving the enemy easy kills. For humans, kills transform to credits, which mean better armor and weapons. For aliens, they mean evo points, which transform to better aliens. For both teams they mean advancing to another stage and unlocking advanced features. The enemy can't advance unless you "help" them.

* Learn to be aware of the advancement of each team. For your team the stage is displayed. For the enemy it's obviously not, but you can take a guess using the scoring screen. Do a quick mental estimate and see which team is doing better (don't just look at top killers, look at everybody). Remember: the fewer people in the enemy team, the less kills they need to advance a stage. So playing against a smaller team could actually translate into a huge advantage for them if you feed. Example: last night on the Newbie server the human team fed a good and small alien team close to 100. Result: S1 for humans while aliens got to S3. Which meant a tyrant rush while humans where still running around with light armor and shotguns. A massacre.

* Feeding in S3 is still not good. Some newbies think that once the enemy reaches S3 it doesn't matter if you feed because they can't advance stage anymore. Wrong. Kills still mean credits and evos. Feeding means that even when you manage to kill an enemy they have enough credits/evo to get a lucifer cannon+battlesuit or a tyrant and come right back.

* Don't get fooled by the apparent lack of advanced enemies. You only see dretches and naked humans running around so you think they must be still at S1 or something. In fact, it's standard alien tactic to stay back, hunt and pick kills, then put together a major rush once everybody is a heavy (goon or rant). And there's nothing stopping smart humans from doing the same. Also, some players actually prefer "weaker" features sometimes; humans may prefer larmor and helmet over battlesuit for the radar; a rifle is better than a shotgun if your task is to destroy acid tubes and eggs from a distance; and a dancing dretch can weaken and confuse the hell out of a tightly packed human base in S3 when most turrets are out and just before his tyrant buddies come in for the final rush.

* Camping is better then feeding. If you're a naked human (no armor + rifle) and you're not confident in your skills to go out and kill something, then don't. Stay in very close range of the base, under turret cover. Let the dretches come and get killed by turrets. If you manage to get a shot in and they're killed by turrets, you still get partial credit. Same goes for aliens, only substitute naked human with dretch and turret with acid tubes. Ignore enemies who call you a camper. Of course they do, they want you to come out so they can get their kill. Camping when it's used as anti-feeding strategy is perfectly acceptable in Tremulous. There is absolutely no shame in it, it actually means you're being smart. If your skills don't allow you to go out and kill with rifle and naked then it would be stupid to go feed. Use your base and your teammates to make up for the handicap. Stay in base or go out in groups.

* Work with your teammates. Use at least two binds to let them know quickly when you want to advance and when you need to retreat (and that you won't be covering their back anymore, so they don't wake up alone out there). For humans, usually the "come on!" taunt is used to signal you want to advance, and you can bind a key to say_team something like "I'm retreating, I out of ammo/health." Work in groups of at least two. Don't go out alone. I can't stress this enough. Everybody loves meeting a lone, weak, stupid and tasty enemy. They mean easy snacks, bringing them one step closer to another stage or credits/evo. And while aliens tend to have more solo tactics, they still need to coordonate rushes and signal base defense in an emergency. So for both humans and aliens another two say_team binds are very useful: "Everybody attack now!" and "Defend base!"
« Last Edit: December 26, 2008, 03:45:53 pm by Urcscumug »
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F50

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Re: Newbies' tactical guide
« Reply #10 on: December 25, 2008, 11:46:40 pm »
"Camping is better than feeding" has sort of become my Tremulous motto. Some players (who seem to be pretty good at not feeding nonetheless) seem to disagree though.

I think that everyone should have the above post memorized.

Is there a way to (without using the taunt) say something "I've got your back" to a single player? Preferably the one under my cross-hair, and preferably something that I could bind.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Snake

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Re: Newbies' tactical guide
« Reply #11 on: December 26, 2008, 01:24:26 pm »
We need a tl;dr version of this :P
.

Urcscumug

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Re: Newbies' tactical guide
« Reply #12 on: December 26, 2008, 04:05:29 pm »
"Camping is better than feeding" has sort of become my Tremulous motto. Some players (who seem to be pretty good at not feeding nonetheless) seem to disagree though.

This particular strategy means denying a stronger opponent an easy win and forcing a draw through "artificial" means. I can see why that would upset some people. But I think that if the enemy is really that much better they should be able to take advantage of slips in the defence and widen the cracks.

I can see the other point of view as well, though. It says it's better to play a game to its fullest and that winning or losing while putting everything on the line is better then a half-assed draw.

But I see two problems with this approach:
1) Tremulous is not your average FPS. It has a shooter part, and it has a strategy part. "Camping is better then feeding" plays on the strategy part when the shooter part won't work. I think it's part of the beauty of Trem and a perfectly normal aspect of the game.
2) Usually, very wide kill differences mean the people in one team are so outmatched that they don't even see it coming when they go out. Coming back to the topic of this thread, I don't see what a newbie is supposed to learn from "step out of the base and you're dead", other than "don't step out of the base". Basic shooter skills are gained playing on the Wrath server in all-bot games or playing Invasion on the Arena servers, or training your movement and shooting on a devmap. IMHO, a live game against live players is not the place to gain basic shooter skills, it's where you hone your strategy and advanced shooter skills.

Quote from: F50
Is there a way to (without using the taunt) say something "I've got your back" to a single player? Preferably the one under my cross-hair, and preferably something that I could bind.

You can talk to the crosshair target using the "messagemode3" command. I have "bind SEMICOLON messagemode3", I mostly use it when spectating and want to say something private to a player, such as giving a tip to a bad builder.

But I'm afraid I don't know the equivalent for say_team or say_text, which are the commands that send a predefined text for messagemode2 (team) and messagemode (broadcast), respectively.
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Gandalv

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Re: Newbies' tactical guide
« Reply #13 on: December 28, 2008, 02:06:39 pm »
We need a tl;dr version of this :P

That's the big problem with teaching advanced topics..you need to give whomever you're teaching just enough information that they'll become curious and dig deeper on their own. I think guides have to come in "tiers" or something similar. Now that I see it at a distance, I think I'll have to axe about 50% of what I've written :P