High-end xeno mechanics

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ThePiachu
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High-end xeno mechanics

Post by ThePiachu » 21 Mar 2018, 06:54

Today I played a weird match as a xeno.

First, we had a lot of our larva pop up and just stay in ground. I'm guessing that's to balance alien population vs marine numbers?

We had problems breaking marine line, so we decided to invade the ship instead. Our queen died, drone turned into a queen, ninjad into a ship and landed back down. Not sure what would be the procedure if the Queen tried calling the ship again? Would another shuttle come and crash into another part of the ship, or what?

Our next queen died, and since we didn't have drone, that would mean Xenos would lose in the end because as I understand, larva can't spawn while there is no queen around? So that would mean that there should be at least one backup drone at all times?

What are some other important to know high-end xeno mechanics and tactics that aren't really mentioned all that much in most guides?
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Rohesie
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Re: High-end xeno mechanics

Post by Rohesie » 21 Mar 2018, 07:13

Xenos lost because they spent 20 minutes without a Queen. That's a thing.
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Mvp777
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Re: High-end xeno mechanics

Post by Mvp777 » 21 Mar 2018, 07:13

First point is a recent change, SSD/ghostless larva burrow into the ground and will reappear at an Ovipositor'd queen when they get a player.

In regards to having no Queen it starts a countdown timer from about 20 minutes when the Queen dies. If the timer runs out the aliens lose due to the hivemind dying.

From what i recall if a second hijack happens it will also crash into the ship,

Also admins will occasionally spawn ghostless larva to balance out the round in certain circumstances.
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Re: High-end xeno mechanics

Post by Symbiosis » 21 Mar 2018, 08:09

HIGH END XENO MECHANICS AND TACTICAL KNOW HOW

1. Flank
2. Don't run on Mines unless you're the Queen or a Crusher.
3. Avoid beating your dumb skull against a barricade while it's defended.
4. If the Marines don't want to leave barricades, wait them out.
5. Your fellow Xenos are an even worse enemy than the Marines.
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Re: High-end xeno mechanics

Post by Dolth » 21 Mar 2018, 08:46

6. Don't be aweful at SS13 combat. Aliens are clearly designed to beat marines. If they loose they are doing it wrong.

7. Tackle, drag, slash whike dragging. Ancient runners can kidnap a marine out of a squad.
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Re: High-end xeno mechanics

Post by Potato Masher » 21 Mar 2018, 10:01

8. Some seem to not know about this, but toggling you night vision is extremely useful for determining if marines are approaching and/or if they can see you. This is useful for stalking groups of marines as a hunter/runner.

9. Don't disregard the importance of resin walls and doors in your hive. They block LOS and provide xenos a way to hide and ambush unsuspecting marines if they walk in. They might slow you down as you move through, but the pros vastly out - weigh the cons.

10. As of right now, a hive's best friends are Carriers and Boilers:
Carriers allow you to get more captured hosts (just hang around hunters and wait until they knock someone over) and can place resin holes to make stealthier eggs. A good carrier can quickly grow the size of a hive by 10+. They also double as an amazing egg transport to disperse eggs throughout the hive and to the front lines.
Boilers provide invaluable area denial that you can't get anywhere else. Marines really don't like getting gassed, and will usually back the fuck up when the gas comes flying in, giving your xeno buddies a break. Dually they act as a smoke screen for your sisters to initiate an assault from.

11. Predators are a pain in the ass. Avoid them when possible, unless you are an Elite Hunter+ and plan on dueling them. Even then, ask your queen for healing and observation while fighting.
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Re: High-end xeno mechanics

Post by Rohesie » 21 Mar 2018, 11:53

Dolth wrote:
21 Mar 2018, 08:46
7. Tackle, drag, slash whike dragging. Ancient runners can kidnap a marine out of a squad.
7.1 95% of the times Benos slash-and-drag results in either a dead marine or one that does not survive the end of infection. Know when to slash and know when not to. A hive that only kills doesn't grow.
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Re: High-end xeno mechanics

Post by AverageSpitter » 21 Mar 2018, 15:28

12. LV is the worst map for playing ravager, If you see 2+ ravs on LV, you better hope the hive won't sink in with them.
13. Hotkey mode is your best friend. It's specially useful as a xeno from my own experience.
14. Spitters and praes are the best at breaking walls and creating ways for the xenos to flank almost any position the marines are defending.
15. If any of your fellow xenos gets hit by CAS, Don't pull them unless you are fast enough to get them out of there and not being caught in the 2nd blast.
16. Always have an escape route, you never know when marines are gonna start pushing with everything they have and you may find yourself shot to death if you don't run in time.
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Re: High-end xeno mechanics

Post by Dolth » 21 Mar 2018, 15:48

IMVader wrote:
21 Mar 2018, 11:53
7.1 95% of the times Benos slash-and-drag results in either a dead marine or one that does not survive the end of infection. Know when to slash and know when not to. A hive that only kills doesn't grow.
Useless comment. Put some effort in your next attempt.
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Re: High-end xeno mechanics

Post by HKO20006 » 21 Mar 2018, 23:16

IMVader wrote:
21 Mar 2018, 11:53
7.1 95% of the times Benos slash-and-drag results in either a dead marine or one that does not survive the end of infection. Know when to slash and know when not to. A hive that only kills doesn't grow.
You don't drag/slash and expect to capture, you do it when there is a whole squad pushing and you manage to pick one off. Since there is a still a whole squad pushing, you don't want to travel back to hive, you want to keep fighting/distracting/delaying instead.

Otherwise, when it's safe to you (and to the hive) to capture, sure definitely capture.
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Re: High-end xeno mechanics

Post by Rohesie » 21 Mar 2018, 23:35

Dolth wrote:
21 Mar 2018, 15:48
Useless comment. Put some effort in your next attempt.
It was an addendum, to separate the killing from the capture tactics. Sorry if it offended, it was not the goal.
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Re: High-end xeno mechanics

Post by Dolth » 22 Mar 2018, 02:23

IMVader wrote:
21 Mar 2018, 23:35
It was an addendum, to separate the killing from the capture tactics. Sorry if it offended, it was not the goal.
Oh. Sorry for the verbal assault then. I've been quite used to that toxic community. :)
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Re: High-end xeno mechanics

Post by Rohesie » 22 Mar 2018, 08:38

Dolth wrote:
22 Mar 2018, 02:23
Oh. Sorry for the verbal assault then. I've been quite used to that toxic community. :)
(:
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Re: High-end xeno mechanics

Post by Troika » 26 Mar 2018, 23:48

A half competent boiler is what makes or breaks the game for xenos, really. They're the only thing that can efficiently deal with Marine autism fortresses other than extremely risky charge + scream tactics by the queen.
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