Despite what people say about the flyer, Tupa’s actually pretty fricking fun. The adrenaline you can feel once you bonk two or even three people to Mars feels so amazing, that it even brings tears to the eye. As the description said, I’m here to walk you through this severely underrated class, so hold tight.
Now keep in mind that this class needs a lot of practice in order to get the hang of it, just because you’ve read this guide carefully doesn’t mean you are ready to master the ways of the Tupa. It needs time, dedication, and an extreme amount of patience, so keep that in the back of your head.
When you actually start to play Tupa, there’s a bit of a momentum bug that really pisses me off still to this day. There’s this bug where if you try to ram someone as Tupa and skid across the ground, once you get up, you stop mid-air as you try to fly up, making you a sitting duck, and an easy kill. While the devs have said for the time being they’ll look to it in June, just keep in mind to be a bit more careful when you’re going in for the kill, in fact, there’s a gif showcasing this bug right here.
Now with that outta the way, let’s get started with the basics!
Let’s start by pointing out the do’s and don’ts.
Don’t do this, it’s stupid.
Let me be very clear about this one key factor that most Tupa players get wrong every single time.
NEVER LET THEM SEE YOU UNTIL IT IS TOO LATE!!!
You should never, ever let the human team see you if you’re going in for the charge head on, if you chose to fly straight into the humans with them seeing your face, they will make mincemeat out of you. Because if you are the one being focused as a Tupa, you can’t do anything, you will have to get out of the way.
You shouldn’t even be charging into a full health team in the first place alone, that’s a one way ticket to the heaven gates for five more seconds. And let’s not forget some weapons that completely fill our flying crested friend full of lead. Tranq rifle, grenade launcher, Double Barrel, Assault Cannon, Carbine, Spaz and Uzis all annihilate you if you are flying recklessly, you need to think ahead of the game, and get a good sense of awareness and game sense in order to play Tupa properly.
Do this instead
Notice how I attack the enemy team in a very unique angle and they are distracted by my team.
It is never a good idea to attack the human team in an eye’s level. You need to ram them in angels where they can’t see you unless they take the effort to look up from the sky. And this is where your team comes in.
It is crucial that you move with your team, either playing a supporting or stealing role. You need to make sure that if you are going in for the dive, the victim needs to be distracted by something else. When the humans are not shooting dinosaurs, their main objectives look like getting to their team, getting ammo or health or sniping from afar, either a sniper or a secondary. When they’re getting to their team, leave them alone, if you chose you ram them, when they reach their team and everybody’s looking at you, you’re all the ways to screwed. When they’re getting ammo, get out of there, health is a different story. If you’re feeling risky, take the shot, if you miss however, you might wanna get out of there. If the human’s are sniping from a elevated place, aim downwards to the humans, and watch them fly and crater to their deaths, like I did in the previous gif. Otherwise, if they are alone and not in a high place, take the 1v1 if you’re feeling like it.
Now when they are distracted by your team, this is your time to strike.
And I’ll show you how to use your teammates properly, in the next section.
Now this is the fun part!
Now this is where you need to stick with your team a bit. You see, Tupa heavily relies on his teammates. They are distractions so you can’t be focused down, and they are also your bullet sponges. Just hover over them, let them do the damage and then you come in and steal their prize. You want go above them since that makes it less likely to target you first, and then, when they come in close combat with a dino, this is your time to strike, and claim your reward for good aim and timing.
Since you’re gonna have to do some math in order to steal accordingly, here’s when you should strike if the victims gets with another dino of any kind.
Carnos are very easy to take advantage of, with just one charge, they can be yours for the taking. Keep in mind that sometimes a charge can leave a human excluding pyro at 65, and since you do only 60, a ram isn’t gonna be enough, but still go in for the dive, and peck them to finish them off as soon as you can. For pyro, it takes 2, so don’t bother unless he gets hit again, with no health packs to be found.
Nova is a done deal. Two bites from them, and it’s yours my friend, as long as you have the right timing an precision. For pyro, it’s four, so don’t count on it, but for the rest of them, you’re golden.
Dilos are more tricky. For the majority of the humans, your best bet is three bites, even though the bite itself does a pitiful amount of damage, it’s the venom that hard carries dilo’s damage output, a signal that a human is still taking damage from a dilo is that when blood is still coming out of them when no one’s around that they are surrounded with this purple aura. When they go running for that health pack or still dealing with the dilo, that’s yours for the taking. For pyro, it’s 4-5 bites, depending on how long the venom has lasted, so take chance when that pyro is almost down and out.
Cyro is like the more difficult spitter for stealing. There’s no venom or anything, just pure bites and spit. Now, for Cyro’s bite alone, it takes 3 to steal the kill with a good ram or even a peck, but for the spit, that’s where it gets juicy. Cyro spit damage can range from at least 15 to 65 damage per shot, so when the cyro’s close to the human, you can be sure that spit dealt around 45 damage at least. And when combined with a single bite, that is a lot of damage dealt to a human in a second. So basically, if a cyro tends to spit and bite on the same human, it’s fair game. For a pyro, two close range spits should to the trick, and maybe even a bite to seal the deal, so watch out for those.
Ovi’s harder to steal from than from Nova, as it takes three bites instead of two to ram them down, and 4 for pyros, charge just a little bit later than for what you do for nova, and you should be fine.
They better be pecking, they better be. And when that happens, one peck is enough for you to ram ‘n’ peck to steal it for the win, two would be a safer bet in some situations, but ptera’s are quick, so get ahead of the game, and steal like your heart depends on it, since you only need a good ram to finish the job. When grabbed, you could be a ♥♥♥♥♥ and just stay under them and ram ’em mid air for the steal, but just to not be a ♥♥♥♥, ram them as soon as you can if they don’t die from the fall. That way it’s less scummy, somehow.
Ceras are the brutes of the dino team, let me tell ya. Usually it takes two bites to finish off with a ram, but even one bite can be settled with a peck ‘n’ ram. Same story for pyro except you gotta peck and ram for that since it only leaves pyro at 65, and you deal 60 with a ram, it ain’t enough. Now the rex buff is a different story. They can kill one human with two bites, but one ain’t gonna cut it for one ram, so push the human away from the cera and finish em with a peck. For pyro, two bites, and a ram will do the trick. Charges are the same story as carno, so keep that in mind.
Tyrants are difficult, if they land the bite, they land the bite, not much you can do about, in fact sometimes they can even steal your kills, but that being said, there is a way. When a tyrant proceeds to use a secondary, that’s your time to shine, as it would have done enough damage to secure an easy ram kill, or the classic ram ‘n’ peck combo. The best way to do this is to ram the human away from the tyrant so you have more time to commit the steal successfully.
Other Tupas rarely come up, since I don’t got footage, but they are easy to steal, just wait for them to ram, and ram ‘n’ peck for the steal, not much to it.
The Horde, also known as dino groups. Know for sure that the coast is clear for any other humans, you may steal some with going in as soon as you see a group, but if another wave comes in immediately, your team isn’t going to be ready for that since they didn’t get enough health back from the swarm, thus, you will have to make your getaway as well. Try to be the clean up job when it comes to groups, steal 1-2 kills at the end, not the beginning of the horde. That way, your team is more capable of dealing with the next wave, if there is one. But go in there as soon as you know that the shredding is about to end.
And there you have it, how to steal kills from any class as Tupa. Using your teammates as a distraction can help a lot for your Tupa game, and even though it might not be the best for your team, play how you wanna play. There is no shame to any kind of play style no matter how people might say about, because we all know that we’re all guilty of stealing kills at the end of the day, so… yeah.
But, if you want to be an angel and support your team, take a look at this other play style, as we go in deeply into the life of a supporting Tupa.
Ah yes, the other play style of Tupa, aside from ground Tupa.
Yes, you heard me right, there is another way to play this class. Instead focusing on the killing, we now focus on the assisting. Thanks to a good friend of mine, I’ve figured out how to play this class in a totally new way effectively, and this section is going to share it with you all, so let us commence!
So basically, you wanna be the first one to find the enemy team.
It sounds crazy right? But here’s the thing, if you manage to hit a good chunk of the human team before your team gets there, you would’ve soften up the enemy team, preparing them for the full assault, which makes them ripe for the taking. But how are you gonna pull this off?
Well first off, don’t let them see you in the first place when going in for the strike.
This is just the base of how you’re gonna play Tupa, so I don’t think that needs further explanation.
Second of all, you only need to get kills when damaged, usually from a ram or peck, but not fall damage kills unless they’re asking for it.
Since you need to be on the move always, it really helps to get kills for a nice 90 health recovery per victim, which is really good.
You also gotta be weary of the ram delay for Tupa.
It can throw you off sometimes, so keep that in mind.
As I said before, this playstyle is most effective when you’re the one to attack first, since you’re softening them up. But you gotta use cover to your advantage, hide behind anything you can find, whether it’s a tree or building, that way you can strike from the shadows, hide in them again, and repeat this cycle.
Ideal coverage would sort of look like this:
Trees are pretty good since they cover you up with more free movement, sensor mines kinda throw this off, so be careful.
Buildings like these are pretty good for hiding and planning out your attacks without letting them see you, it’s also a solid retreating spot.
You could also use these buildings to circle around them, and take swift strikes for your team to pick off or for you to get an additional health boost to get the heck outta there.
Keep in mind that these are examples of such, you can find stuff like this from all the maps alike.
And that’s how to play the supporting type of Tupa.
Now that you got a good understanding of Tupa, here are some tips and tricks to really take your Tupa game to the next level.
1. Getting the divebombs right
If you wanna land some sick dive bombs, first you gotta make sure that the victim is distracted by something else, so they’re easier to hit. You don’t wanna go too high up since the higher you go, the more you will have to predict where your target is going, although it may increase the knock back, a peck will always finish them off, so it isn’t really worth going higher in the end. Prediction is key here since you gotta know where your victim is going so you can successfully hit it. Think of yourself as a Commando’s nade, you gotta predict the enemy’s movement in order to hit it, it’s like that, except you are the nade. You don’t wanna press spacebar in the middle of a dive cause that will guarantee that you’ll miss it, so keep that in mind. You can also make prediction easier for you when your target is chasing a wounded dino, simply identify where the dino’s going, find a unsuspecting human chasing it, and predict from there, like I did to the trapper in the gif. That way, you can save a friend, and kill someone at the same time! I swear to you, there is nothing more rewarding than placing a successful dive bomb.
Health packs or health kits, doesn’t matter, they just mean free kills. Usually when people are heading for health, their health itself is at least lower than 60, making it perfect for you to swing by, so if you ever catch someone retreating to a life source, take it away like their hopes and dreams. Health kits are a different story. When people go to these commando throwables, this means one of three things:
1. They’re just getting health for a quick sec since their health is like, 136.
2. They are desperate for health and are extremely low.
3. No other health source is found, and they have to resort to these guys.
2 and 3 are ideal situations, especially when alone,1, not so much. Health kits take a while to heal effectively, so if you see one of these guys, take the chance to knock ’em outta the park.
1v1’s for Tupa can be won, apparently.
But they are tricky at times, especially when they’ve got their jukes down and they can actually see you. Before you put your wings into a 1v1, be assured that no else is looking at you, whether you are alone, or the enemy’s team is distracted by something else. If you got that down, then you can proceed with close combat with a dude with a gun.
First off, I like to start off my fights with a ram, not with a peck. It’s got good knock back, and obviously, does more damage right off the bat.
Not only that, I like to ram my targets against a wall, this way, they have less room to move and juke, and I have more breathing room to peck or ram them to death. Walls can look anything like these pictures….
It just makes battle so much more easier.
4. Elevated Places
This is just basic map knowledge, and these are places where Tupa has a massive advantage, especially when the players in these spaces are distracted. Example of these places are as such:
The Ramp At Falls
The Ridge and Cliff of Forest Chasm
And The Cliff At Desertion Point
If you catch anybody clueless about your whereabouts in these places, that’s a free kill for you, just ram ’em, and watch gravity do the work. And that’s some of the advanced techniques for Tupa.
And that’s the guide for Tupa!
Thanks a lot for reading this How to Tupa guide! I hope after reading this you will have a better understanding of our flying friend, so you can play it as your best!
And with that, the guide has been a success. Hopefully.
This has been Snacc, and I’ll see y’all in-game. Bye bye!
This is all about Primal Carnage: Extinction – How to Tupa; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!
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