Post
by zoboomafoo » 01 Jun 2018, 15:52
I'm sure a lot of people know all this stuff already, but some may not.
Your helmet can hold any tiny item, including sniper mags and anything else you can possibly imagine not listed above.
Having a macro for activate-held-object is very useful, probably my most used macro as a marine (wielding/unwielding guns, activating grenades, etc. or any other object activated by clicking while in hand)
Want to get dressed like a pro at roundstart? Use hotkeys and the equip macro E.
aSL's have squad leader prep access.
Squad leaders have medical training, enough to know what pills are iirc.
Buckshot has a chance to miss with enough accuracy hampering attachments, even very close to you (small, though its there).
If you have a broken bone that's not a hand/arm, evacing is a good idea, as broken feet and legs slow you down an annoying amount even when splinted, and if your head/chest/groin splint comes undone you are toast unless you can get it fixed without moving asap.
Splints pop off and are unrecoverable if hit by something on the body part they are on, but can be recovered if removed in a similar manner to stripping people.
For damage to body parts, in increasing severity:
Burn: Numb<Blistered<Peeling away
Brute: Bruised<Battered<Mangled
Can't recall the exact damage values associated with these, but generally, the last tier is really really bad and will put you in paincrit pronto.
Normal webbings can hold 3 small items in addition to some select normal items (mags, splints, etc.). They can be acquired from req or the colonies' engineering lockers.
Black/brown webbing vests can hold 5 small items, no exceptions. They can be acquired from the colony (security and engineering, respectively) or from engineering on the Almayer.
Throwing knives will stick in wounds 100% of the time, they are really good against anything that is not a xeno, especially in multiples.
Knife rigs fit in backpacks/satchels, and are more space efficient than loading it up with knives.
Knives, bayonets, and machetes damage is unaffected by xeno armor, if you are man enough to deal with the acid blood.
Machetes without the scabbard fit on your belt slot, useful if you are using the equip macro (E). They cannot be macro'd into the scabbard (unless there is a voodoo magic way to do this). Same goes for the shotgun, except it fits on your armor, not your belt.
Lurkers go transparent enough to hide on some tiles/piles of stuff on stalk mode (walking). You go back into hunt mode (running) when you pounce. Piles of garbage are your friend!
Turning your night vision of when around marines as a xeno is a good idea, the marines are always lit up, so you can see them, but they can't see you hiding in the darkness. Just make sure you know the area you are fighting in. Same goes for hostile humans in HvH, the marines will (almost, some people are smart about this) be lit up, shoot them from the dark where they will have more difficulty shooting back.
If you click on a tile you can't see to pounce or throw something, you will throw it or pounce towards the lower left corner of the screen. Only throw or pounce at stuff you can see!
Queen screech needs direct line of sight, it is blocked by boiler gas and smoke nades.
Xenos running around in boiler gas trying to get you? Take a few steps back with your squad and shoot the fuck out of the gas, area denial. Flames also can't be seen under smoke/gas, so if you have a robust person with a flamer you can hide the flames under it.
You can deconstruct cades with acid on them to get materials back (though I'd consider this powergaming).
Putting acid on stuff starts a timer to when it will disappear, whether it is in the original acid puddle or not. Stronger acid = shorter timer until it poofs.
You can fit a lighter into a cigarette box to free up a helmet slot. Lighters don't fit in the cigar box, however. Cigar box also won't fit in your helmet.
Cigars last for an hour lit, can't recall how long cigs last.
You can look and throw stuff through the holes xenos melt in walls, works the same way looking and throwing through ladders does.
Don't activate grenades prior to throwing it down the ladder. It will go poorly for you. Just click the damn ladder sprite, it's activated once it goes down.
You can perform a tactical reload by dragging the sprite of a magazine onto your gun, so you don't have to use your other hand. Takes a brief time, so you have to be standing still. Useful when dual wielding.
You can take apart sandbag barricades with an entrenching tool. Also, any dumbass can do this, as well as set them up, including PFC's.
I'll edit this if I can think of more.
Lyla Pycroft
I play aliens a lot too
x 20