3.7 Defence ComputerAvailable at: Stage 2BP: 8HP: 190Build time: 10 secondsRange: 1000
Defence Computer affects all buildings within a range of 1000 game units and gives the following bonuses:
- Repairs buildings 4HP per second, with a 2 second delay after the building has taken damage
- Increases the defensive zap damage of Reactor
- Displays a warning message "Our base is under attack!" when a building is damaged
Minor, quite random bonuses. The repair effect stacks with multiple defence computers, others do not.
The repair rate is slow, one single human repairs 4,5 times faster (and doesn't take 2 seconds to warm up). Defence computer does repair all buildings though, but most of the time you want to repair only a few buildings (such as armoury or reactor) instead of some minor, 10HP scratches a turret might have got. And if your base is under a heavy attack, there normally are 2-3 repairers doing the job already.
The reactor zap damage mostly increases on top of it (top: 2 damage -> 19 damage, bottom only 23 -> 29). This is rarely useful since we already have turrets doing the job and turrets aren't restricted to the reactor only, they can protect other parts of the base and cover other buildings at the same time too. The death corridor base in Tremor however benefits from this effect, but only at S2. The teslas make it useless at S3.
The warning message is useless unless your team isn't checking the base condition at all. If that's the case though, the warning message itself is useful enough to build a defence computer so your base won't be annihilated while you're away. Although, if you should happen to have such a team, you probably won't win the game anyway.
Notice how both reactor and defence computer have a range of 1000. If you build a defence computer in a repeater's zone (outside reactor's), none of the bonuses the defence computer offers is applied to the reactor. This is why in practise a defence computer is even bad if it's built with a repeater since you will want to have a warning sign (and even perhaps that zap) affect the reactor.
All in all, a defence computer is usually a useless investment. Those 8 BPs could be used better as any other building (extra medi, turret, tesla, telenode, you name it). Due to the aforementioned reason repeater DCs are not good either. Also, rarely is your whole base affected by the defence computer either. The stackability of defence computers doesn't help much since two bad buildings do not equal two good buildings. If you were to build more DCs though I'd build max two to not hurt the turret count.
I can think of two cases in which a defence computer is nice. 1) When you have such a bad team that you have to babysit the base but also solo the alien base yourself too and 2) when your team leaves the base undefended all the time. Both of the situations mainly profit from the warning message only, but the extra repair doesn't hurt either. If you find yourself to have a decent team though, chances are you won't need any.
In case you still insist on building one, here's where to place it: on the very edge where the reactor's power range ends. This way you heal the maximum amount of buildings while getting all the minor bonuses defence computer offers. Notice how the repeater marks the end of the reactor power zone.3.8 RepeaterAvailable at: Stage 1BP: 4HP: 250Build time: 10 secondsRange: 500
Ah, finally on the very building that defines the new, cool build system of 1.2. There have been already some mentioning of repeaters before on this guide. Quoted from the 1.2 Gameplay Changes thread, this list explains the repeater quite nicely:
- repeaters provide a pool of 20 local build points that can only be used in their power zone
- points from the reactor's pool can no longer be built outside the reactor's zone
- power zones may overlap, but repeaters can not be built inside an existing zone
- if a structure is built in the overlap of a repeater's zone and the reactor's zone, it will only take power from the reactor
So in short: repeater costs 4BP but provides 20BP which can be used only in the repeater's power zone. Since in default Tremulous settings humans have 100BP with repeaters the human team could in theory get a total of (100/4)*20 = 500BP to spend.
I mentioned it earlier but since all the human buildings cost less than or equal to 10 build points, it's a good idea to build the most costly buildings (teslas and telenodes) with repeaters so you get the maximum out of the 20BP.
Note that a repeater has half the power-zone range of reactor.
Repeaters can be divided to two distinct types: repeaters in base and repeaters as forward bases. Let's take a look at the base repeaters first.
With the repeaters in the base we can fill the other half of the room with buildings too. Here are 3 repeaters with 2 nodes and 4 turrets. Nodes because they are so expensive and turrets to protect them. In general most repeater powered structures should be expendable since the build points are regained instantly and they are often in positions that are less protected anyway. They are very useful in absorbing damage from aliens while the human team shoots them.
Teslas are great to use in pairs in doors and corners in base entrances, and why not in a forward base to prevent aliens from entering some location.
And as seen earlier an armoury can be built to both help humans in another room and as a spare armoury.
Most of the time you will want 1-4 repeaters in your base with one of the following combinations:
- Telenode + Telenode
- Telenode + Turret/Tesla
- Turret + Turret
- Tesla + Tesla
- Turret + Tesla
On to forward building.4.0 Forward building
Yes, this deserves it's own chapter.
Let's take a look at the list of good combinations in forward bases.
- Armoury + Medistation
- Medistation + Turret/Tesla
- Turret + Turret
- Tesla + Tesla
- Turret + Tesla
Armoury + Medistation is bolded because this is the
combination. Why? Essentially it is what every human comes searching for in the default base. Humans need healing, ammunition and weapons to stay alive, and if all of these are provided by a forward base a human will survive for long.
An astoundingly good forward base. This will really help a human team gain control of the tunnel in ATCS. Notice the position of medistation, you should always in forward bases aim to place it so people can see the incoming threat (being surprised by a goon when a medistation is behind a corner is bad). Humans are already so good in tunnel and this forward makes them too good, really. Just spawn first, grab a conkit and rush tunnel. You may get a few blaster kills while building it. Everyone in your team should remember though to check default every now and then.
You may even get a few turrets to defend your forward by moving the other repeater so you have room for two repeaters.
Here's an example of Medistation + Tesla combination that works nicely when you're S3 and aliens are not.
Other combinations with only defending (tesla or turret) buildables should always
be accompanied with an armoury or a medistation. It is useless to build a forward turret army!
One thing worth to note is when to keep maintaining a forward base, and when to stop. It may seem to you that the forward is useless since it constantly gets picked by aliens but this is not always the case. You should always take a look at the whole picture. Are aliens feeding? Are they spending an enormous amount of resources just to kill that one armoury in the tunnel? It just might be that the forward is useful after all.
Other combinations are valid only if you're moving the base, which leads us to the next section.5.0 How to move
There are two ways of doing a proper move. First one is to spawn first, mark deconstruct reactor and telenodes and build a new reactor ASAP. This is what you should use if the base you're going to build is very close to your default, or even the same room with a better reactor position.
Second one is to build a few, normally two repeaters to help the move. This is to be used when you're moving far away and you preferably have a few teammates to defend while you move the base. At least for this kind of a move should you always scream "Moving to <location>" in teamchat!
The build order should usually be as follows:
- Repeater #1
- Repeater #2
- Move reactor.
You did remember to mark deconstruct reactor and telenodes, did you? You always should when moving.
Now, why build an armoury, and why build it first even? Well, if you have binds (you should, binds are for cool people), you can quickly buy a gun and shoot any dretches passing by, which is much more effective than relying on turrets (at least if you've ever played first-person shooters to be able to aim those buggers). And having an armoury for your new base when reactor goes up is really cool. Other than that, build some defending turrets and lastly a node to both make sure nothing goes wrong and have more defenders on the spot the new base is going to be in. You may want to build a medistation if you've got a lot of hurt teammates assisting the move, but remember to eventually replace it to achieve the buildings on the list.
Here's an example "forward base" to help you move to Slow Door in Karith.
Remember that forward base in ATCS? Well, if you happen to be one of those blessed with a good team, tunnel forward can be transformed to an excellent base. The terrain is really good for humans and it's close to aliens reducing the alien mobility and thus making it really good if you're just able to do the move. Usually games with this base location tend to abruptly stop after humans get S2.6.0 Sudden Death
If the server you're playing on has the infamous Sudden Death setting on, we probably need to adjust our base for it.
Mainly what needs to be done is to decon all the forward bases and fix all the errors in our main to make for a longstanding base. Make sure the vital structures are protected well! I really recommend also to build a second armoury just in case. If armoury happens to fall in Sudden Death it's usually game over for humans. Also, if you have any repeater and especially repeater-powered telenodes, make sure that they are well-protected. If they are, they can stay there, but remember that if you kill a repeater every structure it powered will explode in two minutes. It is wise to have at least one telenode that the reactor powers.
Turrets become less important in Sudden Death since they are in the most exposed positions, rely on each other and have low HP. It's often better to have extra vital structures, be it telenodes, medistations or armouries than turrets that are destroyed easily. A good Sudden Death base is a base that can sustain heavy losses but still remain functional.7.0 Finding weaknesses of bases
Remember how I said something important in the introduction of this guide? Probably not, so I'll quote it: "An important thing is to know the weakness of every base, so you can defend it properly."
You see, no base is perfect and you don't even have to build a perfect base. What you should do instead is learn what weaknesses each base has so you can react accordingly. This is not only useful for builders but for defenders too. What alien classes should I prioritise in killing and what base entrance should I be defending?
Just Ye Olde Tremor Base with no repeaters or fancy gimmicks whatsoever. The default tremor base exits are quite easy to defend, but this base is prone to zapping and tyrants.
If I were a marauder I'd attack through the route the leftmost purple arrow is pointing at. There are two turrets visible here but the turret on the floor can be clawed fast without the upper turret even hitting me. Then I would proceed to zap the hell out of the human base.
Tyrants have an easy time going the rightmost route. There isn't much turrets in there and those which are can be easily torn into bits without getting too much damage. Or, if I were to use the middle route, I would make a charge, which gives me enough speed for the ramp to send me flying and land near the armoury. Goons are restricted to sniping in bad conditions in this base, I wouldn't probably even recommend using a goon.
Even with these things considered, this base works. Why? Because we know the weaknesses and can adjust according to them. Learn to find weaknesses in your bases, and either build to obstruct them, or ignore them and adjust your defending according to the base. Sometimes a "perfect" base is even worse than a base that has some weaknesses.8.0 An example: Building a base in Karith
Okay, so we've now got the theory, but how to apply it in practise? We load the map Karith and find out!
We are going to do a quick reactor move, so we join the team fast and spawn first. We begin by marking reactor and telenodes.
We find this cool spot for reactor where it has nice cover under the stairs, and is in a place where we may build a maximum amount of repeaters in the room.
Notice how we DO NOT build a repeater in the old base. Building it just takes time away from building in the new base and we want those buildings deconstructed anyway.
With our sheer coolness we know how to build turrets that are able to shoot on top of the reactor and so we build two turrets to do so. The middle one is there just to defend the two.
By this time our teammates are already pissed at us so we must build an armoury and a medistation to not get yelled at. Notice where I build the medistation so people will look at one of the base entrances.
We still have some time before the two minutes that unpowered buildings take before exploding is over. So let's build a telenode.
After this we add a few turrets to support the turrets covering our vital structures.
We take a good look at our base and think the vital structures are protected well enough for now.
It's time to build a second node and our first repeater. Turret to protect the fragile telenode.
We add some more repeaters with telenodes and turrets to make a nice net of protected, cheap repeater telenodes.
We still have 16BP remaining, so we use them for two turrets to use up all build points wisely. These turrets belong to the "Other base defences" category.
Voilą! I wouldn't want to be an alien bumping into this strong of a base!
But wait, an experienced player is calling on us! He says our team urgently needs a forward base in Slow Door.
We think the player is experienced enough to order us around, gear up since we don't want to die on the way, mark a turret for deconstruction (I'll leave it to your thinking, which one to mark) and answer the call.
And we build the human team a nice forward base to help The Cause, aka win the game.9.0 Glossary for the builder
- Reactor = Reac, RC
- Telenode = Spawn, Node, Tele
- Medistation = Medi
- Machinegun Turret = Turret, Ret
- Armoury = Arm
- Defense Computer = DC
- Tesla Generator = Tesla
- Hit Points = HP
- Build Points = BP
- Deconstructing a structure = Deconning
- One who maliciously deconstructs structures to disrupt the game = Deconner
- Sudden Death = SD
- Forward base = Fwd
Taken and modified for builders from http://tremwiki.com/abbreviations
It is also essential for a builder to know the established names of each base location in each map. You'll eventually learn them once you play, and if not, you can look for some hint from the location markers. 1.1 players know the "Crates Room" in the picture as "Box Room" though, so they don't always go hand in hand.10.0 Closing words
Well, here we are. I had to split the guide to two different posts because it was too big. Hopefully something useful got in the guide too
. Feedback and factual or linguistical errors are to be said out aloud.
Thanks to http://tremwiki.com
for me stealing abbreviations from the site and kharnov for good pictures of buildings.
That's it, we're done! Now go and fill the world with pretty human bases!