High-end xeno mechanics
- ThePiachu
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High-end xeno mechanics
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?
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?
Gaius Caelus
Often playing Researcher, Doctor, or many other ship-side roles
Amadeus the synth
Zig’Reth (The Player of Games)
Mostly droning as Xeno, OFTEN TALKING IN CAPS.
Also, I'm recording!
Often playing Researcher, Doctor, or many other ship-side roles
Amadeus the synth
Zig’Reth (The Player of Games)
Mostly droning as Xeno, OFTEN TALKING IN CAPS.
Also, I'm recording!
- Rohesie
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Re: High-end xeno mechanics
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
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.
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.
I play Fred Majun/formerly Alfred Stafford/Majun
- Symbiosis
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Re: High-end xeno mechanics
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.
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.
Cliff "Chubs" Campbell
"Hey, did anyone bring any food with them?”
Thwei Kv’var - Blood Hunter
"Hey, did anyone bring any food with them?”
Thwei Kv’var - Blood Hunter
- Dolth
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Re: High-end xeno mechanics
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.
7. Tackle, drag, slash whike dragging. Ancient runners can kidnap a marine out of a squad.
Last edited by Dolth on 21 Mar 2018, 10:27, edited 1 time in total.
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- Potato Masher
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Re: High-end xeno mechanics
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.
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.
I play Cosmo Rader, the intelligent man that rocks a good goatee. Usually play as Smartgunner, PO, and Carrier.
"I swear to god, I can walk next to eggs or crabs and they just ignore me."
"I swear to god, I can walk next to eggs or crabs and they just ignore me."
- Rohesie
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Re: High-end xeno mechanics
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.
Chibi Lyds by Okand37
- AverageSpitter
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Re: High-end xeno mechanics
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.
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.
Marine: Reed Schaefer.
Xenomorph Queen Wins: 6
Xenomorph Queen Wins: 6
- Dolth
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Re: High-end xeno mechanics
Useless comment. Put some effort in your next attempt.
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- HKO20006
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Re: High-end xeno mechanics
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.
Oskar Weber as PFC, SG, Engie, PO, SO
I upload CM videos: youtube.com/user/HKO2006Gaming/videos
Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros
I upload CM videos: youtube.com/user/HKO2006Gaming/videos
Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros
- Rohesie
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Re: High-end xeno mechanics
It was an addendum, to separate the killing from the capture tactics. Sorry if it offended, it was not the goal.
Chibi Lyds by Okand37
- Dolth
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Re: High-end xeno mechanics
Oh. Sorry for the verbal assault then. I've been quite used to that toxic community.
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- Rohesie
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Re: High-end xeno mechanics
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.