PuzzPack's Lone Wolf Hunter Guide

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SpecialAgentOrange
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PuzzPack's Lone Wolf Hunter Guide

Post by SpecialAgentOrange » 30 Oct 2017, 17:55

PuzzPack's Lone Wolf Hunter Guide

Disclaimer:
I haven't played as an alien for a while due to being banned, so this guide is from my experiences as an alien a few months ago and as a marine now. That being said, let's move on.

Introduction:
So, you want to be a badass lone wolf that wants to slaughter marines by the dozen? Or you just have trouble cooperating with the rest of your hive, whatever. Why be a hunter? Hunters have a good balance between health, damage, and speed, which makes them perfect to run around and kill. Their size also makes them a small target that probably won't be chased to the ends of LV-624 to be killed.

Pre-Marine Arrival:
This is simple, evolve to runner, get some monkeys, evolve to hunter, get some monkeys, but don't evovle further, press the upgrade button. This will save a T3 spot for the other losers in your hive to be a ravager/crusher/whatever. Continue getting monkeys and upgrade as soon as possible. Don't waste your time on survivors, they are a waste of your time and will probably kill you. When you're all out of monkeys to collect, start to destroy everything you see in medical, hydroponics, the Nexus, and the leisure dome. This will open up entrances and escape routes you can use to gank marines. Destroy lights and APCs as well.

Post-Marine Arrival:
This is when you need to spend all your time stalking the humans, learning their patterns. If you're still young, only do this. Never engage. If you're mature, you need to single out individual marines, and make sure no one is near them. Pounce them and cut at one of their hands, when it is off aim for their eyes, and if they get up pounce again. Once you are elite however, you should first aim for the eyes because you'll easily be able to kill them before the stun wares off. And as an elite/ancient, you should be able to take out multiple people at a time if robust enough.

Tactics:
Always hit it from the back. You need to weaken their back lines so they don't have the infrastructure to support their front lines, making it easier for your alium buddies to win. You'll want to focus on the Nexus, Engineering, LZ2, and LZ1 (don't get too close to the dropships if you don't want to get shot, be sure to provoke the turrets from behind the grilles so they waste their ammo and also destroy obstacles). You'll want to focus on groups of 3 or smaller, even as an ancient, and you should always have an escape plan. Be careful for mines, these will ruin your day. Especially at LZ1 you'll want to check all the injured to see if they're dead, if not, kill them. Easy prey. Just rinse and repeat until they don't have a back line anymore, and wait on the shuttles for new marines to kill, but be careful, this can be dangerous. Even if the front line is the Nexus, don't attack unless you're sure of your abilities, focus on LZ1 and search for people to kill that are outside of the Nexus.

A few tactics you might want to use:
  • Run around, make your movements unpredictable.
  • Run circles around marines to make them shoot (and miss) and waste their ammo, and hopefully friendly fire a little bit.
  • If you ever get slightly injured, retreat to the nearest weeds.
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The Sulaco:
You still want to be a lonely stalker here too. Use the vents, run around, and kill all the puny humans that are alone. You can slaughter whole groups of people now because you're probably ancient and these will usually be unarmored and unarmed people. Once you've scowered the vessel and there is no one else to kill that isn't in the front lines, you'll want to join a ravager or crusher and help them out. You can help them by finishing people they've charged at, distracting gunshots from them, etc.
If you've been a good boy and followed this guide, you've probably one.

Congratulations.
Last edited by SpecialAgentOrange on 01 Nov 2017, 14:56, edited 4 times in total.

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Re: PuzzPack's Lone Wolf Hunter Guide

Post by Blade2000Br » 30 Oct 2017, 18:00

instructions unclear, nibbed a Ravager in middle of a firefight that caused his death.
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by TehSpoderman » 30 Oct 2017, 18:02

MY EYES!!!!
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by emeraldmoonx » 30 Oct 2017, 18:15

The blue paragraph at the end is hard to read lol... it's fucking with my eyes.
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by SpecialAgentOrange » 30 Oct 2017, 19:55

emeraldmoonx wrote:
30 Oct 2017, 18:15
The blue paragraph at the end is hard to read lol... it's fucking with my eyes.

You're gonna' hate this, then.

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Re: PuzzPack's Lone Wolf Hunter Guide

Post by emeraldmoonx » 30 Oct 2017, 20:54

Just use better colors lol... Dark blue on a dark background is really hard to read. And yes that yellow text is annoying.
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by Heckenshutze » 31 Oct 2017, 01:01

Fix the colors to be more eye friendly and I'm sure this will get moved to Guides
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by SpecialAgentOrange » 01 Nov 2017, 14:56

Heckenshutze wrote:
31 Oct 2017, 01:01
Fix the colors to be more eye friendly and I'm sure this will get moved to Guides
Fixed.

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Re: PuzzPack's Lone Wolf Hunter Guide

Post by GoliathTheDespoiler » 08 Nov 2017, 08:12

Should mention: DO NOT UPGRADE IF THERE ARE NO T3s. BY DEFAULT, A T3 IS ALWAYS BETTER THAN A T2 NO MATTER WHAT, SO FILL THAT SLOT SO THE RUNNERS CAN EVOLVE
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by Butlerblock » 08 Nov 2017, 09:53

Goliath wrote:
08 Nov 2017, 08:12
Should mention: DO NOT UPGRADE IF THERE ARE NO T3s. BY DEFAULT, A T3 IS ALWAYS BETTER THAN A T2 NO MATTER WHAT, SO FILL THAT SLOT SO THE RUNNERS CAN EVOLVE
Uhhhhhh. No. A really good hunter can do more than a really good rav or crusher. And evolving to t3 doesn't allow more people to be t2. T3s take up both t2 and t3 slots.
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by Crab_Spider » 08 Nov 2017, 10:09

Butlerblock wrote:
08 Nov 2017, 09:53
Uhhhhhh. No. A really good hunter can do more than a really good rav or crusher. And evolving to t3 doesn't allow more people to be t2. T3s take up both t2 and t3 slots.
I'm laughing.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: PuzzPack's Lone Wolf Hunter Guide

Post by Robotic Potato » 08 Nov 2017, 13:21

Oh the meme guides... MMMM.
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by GoliathTheDespoiler » 08 Nov 2017, 14:50

Butlerblock wrote:
08 Nov 2017, 09:53
Uhhhhhh. No. A really good hunter can do more than a really good rav or crusher. And evolving to t3 doesn't allow more people to be t2. T3s take up both t2 and t3 slots.
Wrong and wrong, I'm afraid.

A crusher or ravager, at young, has:

More health
Higher damage
Greater presence
Better armour
Better disruptivity
Greater utility

Than a young hunter. If the hunter is played by a good player and the rav/crusher is played by a good player, THE T3 WILL ALWAYS WIN. Imagine comparing a titan bot and a marine bot in Supreme Commander, the marine bot is faster, but is worse in wvery other way than a titan. T2 - T3 is the same.

Evolving to T3 removes the use of a T2 slot, if all t2s managed to evolve to tier 3, then all the t2 slots will be open.

The only downsides for t3s are that:

A. They're big
B. They're usually slow
C. They take a long time to get.
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by Ghodere » 10 Nov 2017, 01:56

A hunter with fast movement and pounces allows a robust player to leverage his skill much more than a caste whose ability to weave in and out of combat is mostly based on sheer health and has little in the way of mitigation or avoidance.

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Re: PuzzPack's Lone Wolf Hunter Guide

Post by Butlerblock » 10 Nov 2017, 10:10

Goliath wrote:
08 Nov 2017, 14:50
-snip-
Trust me, I've played a lot of xeno games, unless this was added withing the last two weeks, evolving into a t3 does not free up a t2 slot. I've gotten admin confirmation on this multiple times.

Second: A rav does not have greater utility, that makes no sense, a runner is faster, and has a much shorter cooldown on it's pounce (compared to charge), allowing it to tackle lots of marines in quick succession from the speed, and then pounce the one's it can't. Also, you can't compare a young rav to a young hunter, that's not how that works. You compare young t3's to mature (non-drone) t2's, and elite (non-drone) t1's, and for whatever the upgrade progress is. Also what is presence, that doesn't make any sense, I'm pretty sure most robust marines know that hunters (usually atleast above young) are generally more dangerous than rav's, and would accomodate their fear for that, the only thing presence is giving you is the possibility of being hunted by a pred, and being a prime target for an AT rocket.

Here's why I think hunter is much better than rav, overall: Hunter's have the perfect amount of speed, are small, and have a stupidly long range pounce on a low cooldown, and still have decent amount of damage that allows for decapping and delimbing. Rav also has almost no escape potential, so even if you're being cautious, you have almost no 1v2 or 1v3 potential against marines, since they're just going to kite you, because you're not fast enough to catch up to them before they mow your ass down, and if you're being chased, plus a couple marines from the side, a 4 tile charge isn't gonna do much to save you. Rav's aren't bad, they're probably more useful than runners, but hunters are just too op if used correctly. I've played about 100-ish games of hunter, and maybe 30-ish games of rav, and I always average much more kills on hunter.

Edit: Did not also see the crusher, but usually crusher is pretty useless on defense, overall, and standing infront of a xeno doesn't help "that" much, marines can just walk around you if you're on defense. The only thing the crusher has going for it is thin hallways, and destroying FOB's. I wouldn't weigh those two advantages higher than being a killing machine that can hop around the map in seconds.
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by Reuben Owen » 10 Nov 2017, 14:40

I have to say when the Xenos are losing, and by losing I mean their main hive is destroyed and they've lost the caves/tons of weeds/the queen, being a T3 is usually a death sentence. You can't evade any marines when they're scouring the caves in huge numbers after destroying the hive. T1s and T2s don't have that problem, as they are easier to hide with, generally faster, and less likely to make every Marine under the sun come after you should you be spotted. Hunters are unarguably better than Ravagers/Crushers only in that scenario, specifically. Ravagers can make it work there too if they're careful but they're a lot more likely to get surrounded/be unable to run if they lose an engagement, and it's even worse for a Crusher. In normal winning rounds, Hunters can do things that Ravagers/Crushers cannot and vice/versa and it's up to debate which is better. However it is generally easier to be 'good' with Hunter than Crusher or Rav as they deal more upfront against the Marines.

Another thing to note is while you should always be "attacking their backlines", you should pay attention to how well the Hive is doing in the main engagement through Hive Status. But...
-if all the t3s are gone, and its just the queen
-if the queen dies, along with all or all but 1 t3
-if the hive has been fighting the marines awhile, and the hive currently totals less than 15 or so (for a bigger round, like 100+)

If any of those things happen you should quit messing around on your own and go assist wherever the hive's main engagement with the Marines is. Because if you're not there to alleviate at least a bit of the pressure, they're that much more likely to get fucked quickly. Leaving just you and Runner 387.
-basically, the less xenos left, the more you want to help others who remain
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by GoliathTheDespoiler » 10 Nov 2017, 15:12

Butlerblock wrote:
10 Nov 2017, 10:10
Trust me, I've played a lot of xeno games, unless this was added withing the last two weeks, evolving into a t3 does not free up a t2 slot. I've gotten admin confirmation on this multiple times.

Second: A rav does not have greater utility, that makes no sense, a runner is faster, and has a much shorter cooldown on it's pounce (compared to charge), allowing it to tackle lots of marines in quick succession from the speed, and then pounce the one's it can't. Also, you can't compare a young rav to a young hunter, that's not how that works. You compare young t3's to mature (non-drone) t2's, and elite (non-drone) t1's, and for whatever the upgrade progress is. Also what is presence, that doesn't make any sense, I'm pretty sure most robust marines know that hunters (usually atleast above young) are generally more dangerous than rav's, and would accomodate their fear for that, the only thing presence is giving you is the possibility of being hunted by a pred, and being a prime target for an AT rocket.

Here's why I think hunter is much better than rav, overall: Hunter's have the perfect amount of speed, are small, and have a stupidly long range pounce on a low cooldown, and still have decent amount of damage that allows for decapping and delimbing. Rav also has almost no escape potential, so even if you're being cautious, you have almost no 1v2 or 1v3 potential against marines, since they're just going to kite you, because you're not fast enough to catch up to them before they mow your ass down, and if you're being chased, plus a couple marines from the side, a 4 tile charge isn't gonna do much to save you. Rav's aren't bad, they're probably more useful than runners, but hunters are just too op if used correctly. I've played about 100-ish games of hunter, and maybe 30-ish games of rav, and I always average much more kills on hunter.

Edit: Did not also see the crusher, but usually crusher is pretty useless on defense, overall, and standing infront of a xeno doesn't help "that" much, marines can just walk around you if you're on defense. The only thing the crusher has going for it is thin hallways, and destroying FOB's. I wouldn't weigh those two advantages higher than being a killing machine that can hop around the map in seconds.
When I say 'presence', I mean the ability to make the xeno force seem more powerful and intimidating than what it actually is. If you have a hive total of six, but three of them are ravagers, marines will think there is in actuality alot more of them due to the quantity of T3s. Think about it from an IC perspective: You witness a 2 metre tall Hunter that zips and hides the large majority of the time, seemingly too scared to pick a fight against your squad. THEN you witness a crusher barrel through and flatten two marines at once, or a ravager charge in and decap your SGT in one charge. A hunter pouncing one marine and slashing them to death, while surprising, isn't as effective on morale as a 14 foot dinosaur running someone over. A thing to note is that, yes. They might not be as effective against robust marines. But robust marines are VERY rare. And like any other marine, they need backup. If the backup is too scared of the dinosaur, then what can the Robustdo do?

When I said a ravager has greater utility I meant that it can do a few more things a hunter can't, such as have a very high chance to delimb, ignore fire and recover from stuns faster than any other caste. Crusher is similar, they can Charge to be guranteed a bone break (and they only have to charge 4 tiles, and their target doesnt even need to be standing), stomp to have a 50/50 chance to delimb, and laugh at explosions and directed fire.

But you are right that T3s have a disadvantage in 1v3/ 1v2s. But a smart/robust T3 would know this and stick with the team, it's not all about going on your own in the colony and hunting small groups of marines. T3s backing each other up or sticking with a few hunters and spitters are much more effective, as the smaller, leaner castes use the openings made by the charges and rams to kill/capture.

The power of a caste shouldn't be measured in killcount, thats just selfish. The power of a caste should be measured by their usefulness to the team.
Commander Joseph 'Goliath' Clancy, occaisonal Charlie SL. Widowed father of three. Sufferer of PTSD and extremely Australian.
Corpswoman Judith 'Mèrci' Clancy, quiet, caring daughter looking out for her siblings.
Warrant Officer Emile Clancy, Strict ex-police chief, now a tired CMP.
Xenomorph Queen 'Pandinus' ruler of the Alpha Hive. "I want more children!"
'R'ka Us'Tribi' Serpent Trapper, hateful predator.

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Re: PuzzPack's Lone Wolf Hunter Guide

Post by jalen earl » 14 Nov 2017, 20:47

Hunters are better all rounder no other classs can beat "the on weeds stealth ambush" or the speed of hit and run. ravagers and crushers have their advantages but alot of that also comes from the shock value associated with them.
Ive seen plenty of lines break because a rav pushes up and half the guys just cut and run.
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Re: PuzzPack's Lone Wolf Hunter Guide

Post by Kris P Kreme » 16 Nov 2017, 01:11

a hive with only hunters is a hive thats doomed to fail.

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