How To Use Xeno Effectivly.

AcecoolAcecool Join Date: 2002-10-20 Member: 1560Members
Theres a trick, bug more like that I did submit...

Ok if you notice, if you hug marines and xeno, you blow up but deal little to no damage to the marine you were hugging..

Try again, but stay a bit away from the marine..

If you look how large the xeno explosion is, its pretty large... Also it does a bit more damage on the outer rings of the explosion, why? I dont know, but it deals more damage if you are a bit away from them.

Dont hug the dirty marines, keep some distance and your almost guaranteed a xeno kill.

Comments

  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    I would like to know how you are able to get close in the first place...
  • AcecoolAcecool Join Date: 2002-10-20 Member: 1560Members
    Alot of people make the mistake of jumping while xeno is active to get close...

    should keep a bit of distance, say 2 marines standing next to eachother length
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    I got some pretty good kills against marines who were in HA and not paying attention. Just scream while far away, run in and sit next to them while they're too busy shooting the hive. Only works against <b>bad</b> marines obviously but it's still funny as heck XD
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Key to xenoing next to someone? Attack as part of a group, marines will be more concerned with shooting the fade/onos rather than the rabid dog making a dodgy noise.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    leaping above their base would maximise your damage over that area... no rines can hide behind buildings then <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Go along the roof if you can.

    Personally I prefer celer cara cloak/sof. You can trigger your xeno earlier and thus spend less time in the line of fire - secondly you're also on a different plane to your landbound cousins.

    This usually is very effective.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Yes, I've found that exploding about a foot above marines' heads does nice splash damage.
  • StoatBringerStoatBringer Join Date: 2003-06-09 Member: 17144Members, Constellation
    Does "silence" mute the xenocide scream?
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Yes silence does. Also try triggering xeno then switching to leap and leap towards the marines. Done right you can get 3-5 xeno kills, especially if they are humping the armory. SOF helps to target the groups of marines before you get in the room.
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    i tried scilence on a skulk and went to xeno and i deffinatley heard the scream
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    the xeno scream is still heard with silence


    xeno the leap is very effective, and getting carapace, sof, and adren can be will worth it for later game xeno rushes, xenocide is meant to wear down the marines, and does an excellent job of smashing heavies...


    the scream in xenocide is actually the chemicals mixing inside the skulk, which soon cause a chain reaction that causes the skulk to explode, and the ribs of the skulk are designed to fracture in a way that shoots out lots of sharp pointy bone pieces.

    the manual is so cool
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Taking silence means you'd need to forgo celer tho - and I see celer as more important/reliable than a silenced leap.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Necrosis+Oct 15 2003, 03:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Oct 15 2003, 03:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Taking silence means you'd need to forgo celer tho - and I see celer as more important/reliable than a silenced leap. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hell ya, I agree with you.

    But more to the point, why even get upgrades if all you are going to do is die?

    Just leap/xeno at them, if you die, big deal you respawn fast with 3 hives, if you explode good you did a ton of damage.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Xeno damage is based off of your remaining Armor IIRC. Carapace means more armor. Adrenaline lets you xeno, then leap into a pack of marines; SOF lets you line up on the marines before you go into the room.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--MMZ>Torak+Oct 15 2003, 04:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Oct 15 2003, 04:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Xeno damage is based off of your remaining Armor IIRC. Carapace means more armor. Adrenaline lets you xeno, then leap into a pack of marines; SOF lets you line up on the marines before you go into the room. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What? No way! Xeno just deals 200 damage starting from an epicenter. Well, according to the changelogs and manuals...

    But do you know otherwise?

    If this is true, a carapaced skulk should be able to kill a lv. 3 armor marine in one xeno; which normally they don't because 200 damage at once isn't enough to kill a lv. 3 armor marine.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Well I dunno about any of that... I use cara because it gives me a second or more of gunfire. Celer means I can detonate early and thus spend only a second in marine sight, and SoF allows me a rough idea of marine location.


    If Xeno has boosted damage from cara, then all the better - though I've been using my method under the idea that cara just made you live longer <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Damage is not dependant on health or armor. It wouldn't make any sense for it to either. More bullets in you = more shrapnel to fling outward when you go boom.

    I think it's 250 damage at the epicenter, but definately double damage to buildings. A level 3 armor LA marine has a good chance of surviving 1 xeno blast if he has full health, but it will drop him < 30 hp and remove most of his armor if he's near the explosion.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Is it double damage to buildings? I know it was in 1.04, but I thought they changed that.

    Anyway, the point of getting upgrades is so you live long enough to xenocide at a location that is useful.
  • Acidophilus_CulturesAcidophilus_Cultures Join Date: 2003-08-10 Member: 19325Members
    Don't use xenocide when half your team is dead, it takes a little while to respawn..
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Acidophilus Cultures+Oct 16 2003, 06:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Acidophilus Cultures @ Oct 16 2003, 06:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't use xenocide when half your team is dead, it takes a little while to respawn.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You have 3! Hives. How could it possibly take time to respawn. Aliens pop out faster than rabbits.
  • AcecoolAcecool Join Date: 2002-10-20 Member: 1560Members
    Xeno leap hmmm

    A 1 button script would do nicecly, lets see if I remember correctly...
    ´

    For some reason, the logic in NS is reversed...
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->// Xeno Leap by Acecool -- Acecoolco.com
    alias w "wait"
    alias xeno "use weapon_divinewind; w; w; w; +attack; w; w; -attack; -attack"
    alias leap "use weapon_leap; w; w; w; +attack; w; w; -attack; -attack"
    alias +xenoleap "leap"
    alias -xenoleap "xeno"
    // Xeno Leap by Acecool -- Acecoolco.com
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    If that doesnt work use

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->// Xeno Leap by Acecool -- Acecoolco.com
    alias w "wait"
    alias xeno "use weapon_divinewind; w; w; w; +attack; w; w; -attack; -attack"
    alias leap "use weapon_leap; w; w; w; +attack; w; w; -attack; -attack"
    alias +xenoleap "xeno"
    alias -xenoleap "leap"
    // Xeno Leap by Acecool -- Acecoolco.com
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Who uses scripts? Urg.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Necrosis+Oct 16 2003, 09:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Oct 16 2003, 09:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Who uses scripts? Urg. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    /me raises hand


    Only one though. This is the only one that I find helpful. I use a bind that spams jump to make Bhopping easier. This would be equivilent to usuing your mousewheel to bhop.
  • ThoraXThoraX Join Date: 2003-06-19 Member: 17519Members
    i also use a bind that switches to 2nd then 1st slot. makes it easier to 'reset' my weapon order so i can use lastinv without having to actually press slot2 first, then lastinv.
  • AcecoolAcecool Join Date: 2002-10-20 Member: 1560Members
    I made one a long time ago for switching first and second slot :-)

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Welcome
    This script, by request, makes it so pressing a button bound
    to "switcher" change their weapon from lmg, hmg, or gl, to
    pistol, mines, welder etc and back.


    ## Installation ##
    Place switcher.cfg in your c:\Sierra\Counter-Strike\ns folder or
    Place switcher.cfg in your c:\Sierra\Half-Life\ns folder or
    The folder you installed Natural-Selection to.

    Next open your autoexec.cfg if it doesnt exist, create a new
    text document and rename it autoexec.cfg

    Place this line on the top, or bottom, of the autoexec.cfg file
    The comments arent needed :-)

    // Begin Switcher Load
    exec switcher.cfg
    // End Switcher Load



    In Game type this in console.

    bind x switcher

    replace X with the key you want to bind, enjoy.<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->// <!-- Begin Slot1 and Slot2 Changer -->
    // Downloaded from http://www.AcecoolCo.com
    // Written By Acecool <webmaster@acecoolco.com>
    alias  "w"  "wait"
    alias  "switcher" "switcher2"
    alias  "switcher1" "hud_fastswitch 1; slot1; w; alias switcher switcher2; w; hud_fastswitch 0"
    alias  "switcher2" "hud_fastswitch 1; slot2; w; alias switcher switcher1; w; hud_fastswitch 0"
    // <!-- End Slot1 and Slot2 Changer --><!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
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