Co Related. Xenoside Is Not Newbish.
jammno
Join Date: 2004-01-31 Member: 25832Members
<div class="IPBDescription">It's a valid strategy. Pro/Con post.</div> Too many times when I play CO I hear people complain about how xenoside takes no skill, is newbish, and isn't worth the three levels it takes to get.
Xenoside is an area of effect attack that is great for killing off wounded marines, or de-armoring marines in the area for your team to take out. Xenoside isn't too hard to pull off, but against that good aimer you're going to have to do somthing more than just run at him.
Leap and xenoside is your best friend in CO. When you play the marines, you know most marines travel in groups of at least three or more.
When using xenoside, the biggest benifit you get out of xenoside is denying the marines experience for your death. This will keep the marines weak and fragile while you rack in the kills.
A good xenosider will activate xenoside, leap, and get as many bites as he can before blowing up the rest of the group.
If you see a lone marine, don't xenoside him. Bite him as much as you can and if you realize that you aren't going to live (His buddies are coming, you're about to die, etc.) then activate xenoside and leap around like crazy to avoid fire.
Though you shouldn't stay an xenoside skulk the whole game. (Unless they jet pack and you aren't skilled enough to kill them as a lerk.) The best path to go from an xenoside skulk is either battlegorge or lerk.
Pros:
-Deny the enemies experience for your death. Keeping them low teir.
-Area of effect damage to weaken marines for comrades / kill stragglers.
-Constant harassment usually forces the team to go Heavy Armor. Keeping your hive safe while your team gets onos to counter.
-Motion tracking won't save them, making that upgrade useless.
-Your attacks do a small amount of damage to buildings. These add up and can make a difference.
-Very fast leveling to go primal lerk for support / comm chair destruction.
-A sense of fear to move out of base for the marines.
-Marines could split up and advance slower.
Cons:
-A team with resupply and welders won't die to you unless you get enough bites in.
-Servers without wavespawn will kill your leveling rate while causing others to wait.
-It's mainly for early/mid game.
-You won't be getting shared experience from ally kills (Much.)
-You actually have to "Work" to kill stuff.
-You're limited to battlegorge and lerk, or a sub-par fade.
-Client side you'll hear the xenoside shriek but serverside it never activated. Making you wonder why you haven't exploded yet.
Cloak xenoside = No.
Adrenaline celerity leap carapaced xenoside = Yes.
Xenoside is an area of effect attack that is great for killing off wounded marines, or de-armoring marines in the area for your team to take out. Xenoside isn't too hard to pull off, but against that good aimer you're going to have to do somthing more than just run at him.
Leap and xenoside is your best friend in CO. When you play the marines, you know most marines travel in groups of at least three or more.
When using xenoside, the biggest benifit you get out of xenoside is denying the marines experience for your death. This will keep the marines weak and fragile while you rack in the kills.
A good xenosider will activate xenoside, leap, and get as many bites as he can before blowing up the rest of the group.
If you see a lone marine, don't xenoside him. Bite him as much as you can and if you realize that you aren't going to live (His buddies are coming, you're about to die, etc.) then activate xenoside and leap around like crazy to avoid fire.
Though you shouldn't stay an xenoside skulk the whole game. (Unless they jet pack and you aren't skilled enough to kill them as a lerk.) The best path to go from an xenoside skulk is either battlegorge or lerk.
Pros:
-Deny the enemies experience for your death. Keeping them low teir.
-Area of effect damage to weaken marines for comrades / kill stragglers.
-Constant harassment usually forces the team to go Heavy Armor. Keeping your hive safe while your team gets onos to counter.
-Motion tracking won't save them, making that upgrade useless.
-Your attacks do a small amount of damage to buildings. These add up and can make a difference.
-Very fast leveling to go primal lerk for support / comm chair destruction.
-A sense of fear to move out of base for the marines.
-Marines could split up and advance slower.
Cons:
-A team with resupply and welders won't die to you unless you get enough bites in.
-Servers without wavespawn will kill your leveling rate while causing others to wait.
-It's mainly for early/mid game.
-You won't be getting shared experience from ally kills (Much.)
-You actually have to "Work" to kill stuff.
-You're limited to battlegorge and lerk, or a sub-par fade.
-Client side you'll hear the xenoside shriek but serverside it never activated. Making you wonder why you haven't exploded yet.
Cloak xenoside = No.
Adrenaline celerity leap carapaced xenoside = Yes.
Comments
This was back when you could get xeno at lvl3.....and I still used cloaking....
Add regen(gorg) and sof(xeno must) there and you have the perfect webber/xenoer.
With one good webber rines cant win without gl spam/welders. jp`s are also useless....
If they win, its because they're cheating or because they're doing something lame. Whatever you are using involves "skills", whatever they are doing that is beating your "skills" does not involve "skills".
Also known as:
"Now remember, any time someone kills you in Counter Strike, it MUST be cheating."
Example:
Q: Marines have JP/Shotty combos. You take focus to take advantage of their lack of armour. You 1 hit kill them over and over. Lame, or not?
A: You are lame! You should be a gorge and sit with your back to them so they can knife kill you. Focus needs no "skills", a one hit kill shotty does.
Q: Its a small CO match, you've been lucky with your kills but the marines have weapon upgrades. You go Onos to counter this and hopefully act as a stompspamming meatshield so your team can get more res.
A:You are lame! Stomp is lame because it needs no "skills". Because you're not moving, its almost like camping! You should be an SoF skulk and let the marines shoot you with their superior weaponry.
Q: Marines are clustered up, they move in teams. You need a clearance weapon, so you rush for Xenocide. Your xenospam manages to break up the rines and disorganise them so that your team can exploit their weakness.
A: Exploiting their weakness is an EXPLOIT!!11 You should be banned. Xeno needs no "skills", you just run into a room after triggering it.
I hope thats cleared things up for your gaming experience. In short, as an Alien player you are expected to lose and lose badly to any marine team, because their long range weaponry, sieges, and turret farms all require "skills", whereas ambushing marines at short range with CC only weaponry require no "skills".
(both literally and metaphorically)
People just complain it's a lame strategy when you n00bize them with it. That's all. I wouldn't worry about them. Xenocide is, as i have said before, the Kharaa's ulitmate/end-game weapon. Xenocide rushing while onos is charging, fades give tactile close support and lerks and gorges give healing&buffing support.
I like to go xenociding in small groups in a formation I like to call: "bombing runs"
I'll ask: "Hey does anyone want to go on a bombing run with me and get a lot of frags?" The serious players will be like :-O <--> :-) and come with me. I lead the formation and have several tricks. (I'm used to 2.01 so I'm not sure how it works now)
Anyways the formation is I'm leading and everyone else if flaning and trying to be on the ceiling or walls as much as possible. Depending of factors I usually run either a continous stream of xenocide (one after another) or a synchonized strike. For synchonized strikes I have my mates jump ahead of me right before I blow (they have a split delay) and when I blow you see the combined force of a blast-propelled leap. Usually allow ing the skulks to zip though the air at over 500 wcu/sec uaually landing behind the marin blockade in their spawn. It's really hard to coordinate so usualy I just have all of the skulks on a synchonized bomb run go at same time. The sudden death of all the marines from a synchonized strike allows the fades to blink in there and whack away at the IPs.
One of the funniest things was when we were planning to do a synchonized strike but a fade and onos were already decimating their base. Then "bacon!" It was ammusing because all of the skulks were waiting arround bored for the map to end and we all went BOOM. And all the marines died again. It must have really sucked to me a marine that day. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Also, a few skulks with Xeno working in coordination with a spore lerk is a devastating combo. No armor = dead with 1 blast.
That's what I'm saying. Often time I will play the wagner song when we leave the hive in formation.
much roflcopters
Nah I don't care if I don't get the frags, it's all for the team with me. <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
I get a thrill out of getting to lead the final assault and enjoy all of the laughs that come when I play the song.
I'm also notorious for leading beginning of the game rushes. Ever seen a game end in 20sec? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
*starts playing some appropiate charge music*
Only valid cry I hear is when theres 4 fades in the MS and no ones hitting the chair and they just want kills.
I know sometimes its fun, but i sures hell hate spawn campers with shotties so I do the rines a favor and eat the chair for em.
Yea I get a lil upset sometimes as a celerity lerk flying like crazy and some guys shots never miss me.
But unlike most people i know fps games existed before Cstrike and that there is that little known of thing called skill.
I wish I had a list of all the servers i got banned in cstrike because a headshot with a deagle is totally impossible.
Cstrike was fun before it went retail. odd how going retail also made the black vip become a white guy.
Because I agree, that song kicks **** when you have the feeling of a massive impending invasion.
rines are strong in groups. So strong they are near impossible to stop. Xeno is made to attack groups, which helps stopping them.
That and have a lerk. Armor-stripped marines have no chance against xeno.
definitely true.
When is xenocide not an instnat kill at close range? How much armor do you need to survive it?
Do they rine need to be completely non-armored? and does ha go down even with 100hp?
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
It`s not because of the xeno unless its been epic-hour ha-train blockage war.....
It`s because if you get 3 hive up, it Allmost always, means aliens have complete map diminance.....
<!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> GG (no res ****)
does 1 marines armor = 2hp?
does 1 marines armor = 2hp? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Think so, but that would mean fresh AU1 rines are killed by a xeno blast
100hp + 2*45ap = 190 hp < 200 dmg
and that isn't true!
Damage must be lower, I guess 150 with small-medium radius and big falloff
from my experiences.
The further away, the less damage i thinks.
Xeno really does put the shine on the game. Marines can't defend against it, and a caracelersof skulk is an armour plated guided missile. And with beta 5, you'll be able to do primal xenocide as well as have less knockback. Also, because there's NO alien knockback you can finally do seriously coordinated xenospam rushes. With two onos camping the MS exits, you only need one solid xeno rush to level a marine base, and the onos can march in and snafu the IPs/buildings while the skulks all respawn for the second wave.
Xeno is an awesome weapon as the only way to avoid it is to crouch behind a building and hope the skulk isn't above you. And even if you don't die, it'll send you hurtling around base, making it that much easier for aliens to sweep you up.
Usually this is trua. Sometimes it might be good idea to use xeno instead. And ofcourse, xeno is good if you are planning to gorge.