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Gameplay for Unvanquished and its predecessors has and continues to evolve every release. This page documents a gameplay guide both for new players and players of previous games (eg GPP Tremulous).

Gameplay Guide

Building system

Each team is given a set amount of structures and build points at the start of the match. These BP are used up to build more structures, and cannot be recovered once structures have been destroyed. Aliens must build leeches and humans must build drills to obtain more during the game.

All alien structures except eggs and the Overmind need creep to survive. Creep is provided within a short distance of eggs and overminds. Buildings cannot be spawned outside of the creep and when their creep disappears they will cease to function and eventually die.

The human reactor provides a high density of power near itself and a constant low density of power everywhere on the map. All structures consume power in an area &mdash observable by the coloured bar on them when wielding a construction kit. Build repeaters to supply more power to a local area.

Returns from drills and leeches decrease over time. It is very important to build some at the beginning of each match.


General Tips

  • Don't run around alone. Unlike aliens, humans have little of chance escaping when they encounter and overwhelming force.
  • Buy armour before weapons. Most alien classes will kill unarmoured humans in a single hit.
  • Warn your team mates when you throw a grenade.
  • Do take part in rushes whenever they're called. Even if you die, it's likely that you'll accumulate some credits whenever team mates kill the thing you shot at. If nobody calls a rush, just follow someone around and shoot at what they shoot.
  • Don't use the Lucifer cannon, flame thrower, and pulse rifle to defend your base, you'll only end up hurting it.
  • Look around a lot, learn the map, play as aliens to learn all the small details, or just spectate some aliens for a while to learn all the alien hiding spots.


  • Build turrets in such a way that they all support one another as much as possible. To this end, it is useful to build buildings that would block the turrets line of sight along walls, and especially in corners.
  • Try not to cluster your base. If you must cluster, as you often will, it is better to have a few small clusters than to have everything in your base clustered slightly. Marauders will take full advantage of this. Advanced dragoons can also hurt structures that are immediately adjacent to each other.
  • Take an account of how many of each critical structure are needed. Usually you need two telenodes, but a third may be needed if your team is unusually large or feeding. You need one armoury, but a second may be useful just in case the first is destroyed. Generally it is sufficient to have only one medistation powered by the reactor. Further medistations usually doesn't help as much as an extra turret. You also need the reactor itself, but that should be obvious by now.


General Tips

  • Always bite the head, even as a dretch. You can down an unarmoured human in two bites to their head.
  • Get used to wallwalking as a dretch, even if it feel disorienting. It can make you impossible to hit.
  • Do remember to use your mobility to your advantage. With the sole exception of the granger, you will be able to outrun humans at any speed.
  • Don't simply walk on the ground if your form has other methods of movement. With everything from wall-walking to charging, aliens have a variety of ways to get across the map. These same movements also assist you with attacks, or may be attacks themselves.
  • You cannot change back to a previous form, as alien evolution only goes forward. Keep this in mind, as the next step in the evolutionary line may not necessarily fit your current situation.
  • A more expensive alien is not always best. Each alien is suited to different situations.


  • Move buildings off the ground as early as possible. Grenades obliterate everything at human head height or below, but the damage done by acid tubes is not noticeably affected when they are built high on doorways.
  • Trappers are ineffective on the floor. They must be able to shoot and bind humans with their slow projectiles &mdash build them pointing at doors.
  • Forward eggs and boosters can be beneficial or simply feed the enemy.
  • Don't pile buildings, especially acid tubes, together. A single grenade will obliterate everything at once.