The Always Winning At Beano Commandments

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Surrealistik
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The Always Winning At Beano Commandments

Post by Surrealistik » 21 Mar 2018, 23:38

  1. Camp sticky resin and intermittent thick/doubled resin walls (with hugger traps concealed by corpses/debris if possible and eggs), especially in areas that aren't subject to CAS/Mortars and Orbitals (caves, underground, etc), and feature cramped quarters that drastically limits the maximum amount of firepower the marines can project in any direction; be sure to leave corridors for your boilers to fire down. You need to use a mix of sticky resin and walls to fully exploit your thermal vision wall hacks, prevent flamethrowers from destroying too much sticky resin at once, and provide cover.
  2. Have sprawling sticky and thick/doubled resin walls to fall back onto if the marines manage to push aggressively somehow; retreat to it as necessary; rinse and repeat until they all die or their offensive collapses as it surely will due to attrition and supply chain issues. Generally as much of the map as possible should be reduced to this sticky/thin resin wall hell but prioritize the most defensible areas first.
  3. Have Hivelords/Drones reweed/rebuild destroyed defenses ASAP, and build cover in combat to retreat to/fire acid from.
  4. Drag downed marines into the depths of the hive far from any hope of revival into an obscured hiding place such as behind a pushed over table facing south, or behind resin walls in some room they'd have no reason to check; preferably both. Once they're dead suitably long, use their bloated corpses to conceal hugger traps.
  5. Acid all flares and dropped weapons ASAP. Acid any valuable map assets such as MedVends, NanoMeds, useful airlocks and so on. Melt as many holes to compromise marine defensive positions as possible, and provide flanking/escape routes.
  6. Should go without saying, but drag crit xenos out of line of fire, and use clicks to move them into cover ASAP; the latter will often end up saving lives you otherwise would have lost.
  7. If the marines aren't suicidal for some reason and choose not to engage you in your certain death gauntlet that's fine; get ancient all-round and stomp them.
  8. Build resin doors around ladders and on latters so marines can't see shit all when they look down them. Also be sure to surround said doors with sticky resin, concealed (if possible) hugger traps and eggs.
  9. Use vents and tunnels to quickly reposition, get out of flanks/entrapments/ambushes, or set up flanks/entrapments/ambushes; this can save your life.
  10. Whatever you do, do not go on the attack until you have an overwhelming force of elites and ancients; just keep expanding your hive defenses such that they become all the more impenetrable and impossible to attack. Marines can either die on your defenses via the slow grind of attrition, the swift death of overextension, or be eventually crushed by said elites/ancients; the choice is theirs. Winning however, is not one of their options.
  11. Queen should remain in Ovi form until ready to attack as per above barring emergencies when the main hive is under attack.
  12. At all costs, avoid giving Marines an RP excuse to blitzkreig the main hive until you have at least several screens of sticky resin and resin walls as per #1 ready to blunt and crush their offensive; marines are handicapped by IC considerations and cannot aggro the hive for no IC reason (i.e. 'metarush'); take advantage of this. By all means capture/destroy patrols edging too close to the main hive to deny its discovery, but lead them _away_ from it if they can't be routed.
  13. When in melee, and you have the time to do so, remember to alternate tackles and melee so your victims can't run or fight back, preferably dragging him away from his weapon and towards other xenos; if you don't have the time, get a few attacks in (preferably on the hand; see below) and get out.
  14. Target hands now; as of the most recent updates, only two-handing weapons is worth a shit, and hands are by far the easiest bodypart to break/sever. A marine with a broken hand is useless until splinting; a marine with a severed hand is straight up useless.
Last edited by Surrealistik on 13 Apr 2018, 14:46, edited 11 times in total.
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Re: The Always Winning At Beano Commandments

Post by KingPhilipIII » 21 Mar 2018, 23:56

Don't really approve of #4, which while I realize the neccesity of disposing of light sources and eliminating marines, feels kinda powergamish to knowingly hide them behind tables like that.

Rest are solid though.
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Re: The Always Winning At Beano Commandments

Post by Weaselburg » 22 Mar 2018, 09:41

Marines have suit lights on, so its hard to deal with the big area of light they get.
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Re: The Always Winning At Beano Commandments

Post by Surrealistik » 22 Mar 2018, 18:47

Added #11: At all costs, avoid giving Marines an RP excuse to blitzkreig the main hive until you have at least several screens of sticky resin and resin walls as per #1 ready to blunt and crush their offensive; marines are handicapped by IC considerations and cannot aggro the hive for no IC reason (i.e. 'metarush'); take advantage of this. By all means capture/destroy patrols edging too close to the main hive to deny its discovery, but lead them _away_ from it.
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Re: The Always Winning At Beano Commandments

Post by AverageSpitter » 22 Mar 2018, 18:56

12: Queen shouldn't fucking deovi and go fight marines until she is elite empress.

Really, When i see an Elite queen is fighting marines already, i know it's going to be one of these rounds.
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Re: The Always Winning At Beano Commandments

Post by Surrealistik » 22 Mar 2018, 19:32

That's pretty much #10. I mean it's theoretically possible that you have elites and ancients all-round while you're still a mere Queen if you're a replacement, but otherwise impossibly unlikely.
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Re: The Always Winning At Beano Commandments

Post by ThePiachu » 05 Apr 2018, 00:46

I would add:
13 - Carrier traps save lives. Spawn them all over the place. Make marines think twice about stepping on any weeds. Trap doorways, trap underneath items, trap narrow hallways, trap trap trap. You get notified when a trap gets triggered, so you know where marines are advancing from. Work with a drone to weed the front lines fast and make them transfuse you so you can trap more. Also, carry eggs to the front lines while you're at it. Keep them handy for when someone gets lucky and needs to impregnate a host.
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Re: The Always Winning At Beano Commandments

Post by Surrealistik » 05 Apr 2018, 01:10

ThePiachu wrote:
05 Apr 2018, 00:46
I would add:
13 - Carrier traps save lives. Spawn them all over the place. Make marines think twice about stepping on any weeds. Trap doorways, trap underneath items, trap narrow hallways, trap trap trap. You get notified when a trap gets triggered, so you know where marines are advancing from. Work with a drone to weed the front lines fast and make them transfuse you so you can trap more. Also, carry eggs to the front lines while you're at it. Keep them handy for when someone gets lucky and needs to impregnate a host.
That's in Commandment #1.
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Re: The Always Winning At Beano Commandments

Post by SovietKitty » 05 Apr 2018, 05:36

Disarm first, slash second. Right? Runners? Runners your disarm is so much stronger than slash when you're elite.
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Re: The Always Winning At Beano Commandments

Post by WinterClould » 05 Apr 2018, 17:43

Disarm spam the lone marine, drag him away from his gun and slash him at the same time.
If he doesn't have a mag harness make the split second call as to if you can capture him or not.
If you don't want to risk it or if he has a mag harness kill him.

Thicc resin spam slows the marines long term in a way resin doesnt. Resin might slow, but a thick wall spam truly delays a marine advance.
Every small delay is more tics for your hive to get older before the queen has to hop off ovi.
Frontline walls also have to be shot like, 7 times before they break, maybe more. That's like a fifth of a marines mag. Spam that stuff and you can drain marine ammo supply pretty good.
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Re: The Always Winning At Beano Commandments

Post by Vampmare » 06 Apr 2018, 03:43

You forgot the commandment about meta-targeting known robust marines, but I'll let is slide seeing as the rest are good.

A good tip is turn off the Nightvision from time to time, as getting caught in some not obvious light is a dead sentence for most lower tiers.
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Re: The Always Winning At Beano Commandments

Post by Surrealistik » 13 Apr 2018, 14:17

Added:


When in melee, and you have the time to do so, remember to alternate tackles and melee so your victims can't run or fight back, preferably dragging him away from his weapon and towards other xenos; if you don't have the time, get a few attacks in (preferably on the hand; see below) and get out.

Target hands now; as of the most recent updates, only two-handing is worth a shit, and hands are by far the easiest bodypart to break/sever. A marine with a broken hand is useless until splinting; a marine with a severed hand is straight up useless.


As for targeting robust marines, that usually ends badly for newer xenos, so I wouldn't recommend it. Gangbanging them however, is another matter entirely; however, open advocacy for meta-targeting is probably going to be frowned upon.
Last edited by Surrealistik on 13 Apr 2018, 14:46, edited 1 time in total.
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Re: The Always Winning At Beano Commandments

Post by Weaselburg » 13 Apr 2018, 14:30

WinterClould wrote:
05 Apr 2018, 17:43
Disarm spam the lone marine, drag him away from his gun and slash him at the same time.
If he doesn't have a mag harness make the split second call as to if you can capture him or not.
If you don't want to risk it or if he has a mag harness kill him.

Thicc resin spam slows the marines long term in a way resin doesnt. Resin might slow, but a thick wall spam truly delays a marine advance.
Every small delay is more tics for your hive to get older before the queen has to hop off ovi.
Frontline walls also have to be shot like, 7 times before they break, maybe more. That's like a fifth of a marines mag. Spam that stuff and you can drain marine ammo supply pretty good.
One word: Devoure
Also, slashing while dragging is a BAD MOVE. Kills the marine so that you 1. Waste a egg or 2. Dies RIGHT as you get to the hive.
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Re: The Always Winning At Beano Commandments

Post by Surrealistik » 13 Apr 2018, 15:06

https://youtu.be/ztABYog5x3o?t=20

If you cannot say this to the marines by round end without the whole Jesus Neo dues ex machina thing happening afterwords then you have failed as a beano.
Last edited by Surrealistik on 13 Apr 2018, 20:10, edited 1 time in total.
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Re: The Always Winning At Beano Commandments

Post by Butlerblock » 13 Apr 2018, 15:08

Weaselburg wrote:
13 Apr 2018, 14:30
One word: Devoure
Also, slashing while dragging is a BAD MOVE. Kills the marine so that you 1. Waste a egg or 2. Dies RIGHT as you get to the hive.
There’s a difference between capturing and killing and a time for both. If you’re killing slash dragging is ideal for killing because you can both dodge bullets, drag the marine away from his gun, and drag him away from reinforcements, and also set the body up for a bait.

If you’re capturing you wouldn’t entirely slash drag, just target foot if you’re confident the marine can’t 1v1 you, and break his foot, and then drag him away from anyone and devour him, then run to a nest/egg.
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Re: The Always Winning At Beano Commandments

Post by Rohesie » 14 Apr 2018, 14:38

Butlerblock wrote:
13 Apr 2018, 15:08
If you’re capturing you wouldn’t entirely slash drag, just target foot if you’re confident the marine can’t 1v1 you, and break his foot, and then drag him away from anyone and devour him, then run to a nest/egg.
Slash the marine once and he may survive. Slash him thrice and he just won't. Don't slash captures.
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Re: The Always Winning At Beano Commandments

Post by Butlerblock » 14 Apr 2018, 15:55

IMVader wrote:
14 Apr 2018, 14:38
Slash the marine once and he may survive. Slash him thrice and he just won't. Don't slash captures.
They're not going to die from foot slashing until like 10 slashes, slashing captures is fine.
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Re: The Always Winning At Beano Commandments

Post by Rohesie » 14 Apr 2018, 15:58

Butlerblock wrote:
14 Apr 2018, 15:55
They're not going to die from foot slashing until like 10 slashes, slashing captures is fine.
Not immediately, no. They will be dragged while wounded to a nest, get infected, and then bleed out to death, never bursting. Most hunter/runners don't witness that, as after the nesting they are off, but it's very unusual to see slashed marines survive it. And survivors? Those ain't got armor. They can take even less punishment.

Slashing is not an efficient method of causing paincrit. If they've reached that level they are toast. They are even before reaching that level, actually. Use spit burns if you want to paincrit a marine into submission.
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Re: The Always Winning At Beano Commandments

Post by Weaselburg » 16 Apr 2018, 20:42

IMVader wrote:
14 Apr 2018, 15:58
Not immediately, no. They will be dragged while wounded to a nest, get infected, and then bleed out to death, never bursting. Most hunter/runners don't witness that, as after the nesting they are off, but it's very unusual to see slashed marines survive it. And survivors? Those ain't got armor. They can take even less punishment.

Slashing is not an efficient method of causing paincrit. If they've reached that level they are toast. They are even before reaching that level, actually. Use spit burns if you want to paincrit a marine into submission.
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Re: The Always Winning At Beano Commandments

Post by Butlerblock » 16 Apr 2018, 21:31

You won't die from bleeding from two slashes. Stop being dumb
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Re: The Always Winning At Beano Commandments

Post by zoboomafoo » 16 Apr 2018, 23:43

1 slash is enough to cause IB with bad(or good?) RNG.
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Re: The Always Winning At Beano Commandments

Post by Rohesie » 17 Apr 2018, 02:00

There is no need for IB, really. A captured marine can't patch up an external bleeding wound. And a single slash can easily produce those. More than one makes it quite certain.

The dumb part is unnecessary. Lets try to remain civil here.
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