Xenocide Not Very Effective...

MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
at first i thought it was awsome, but i swear, i stood RIGHT next to a marine who didnt have HA or JP and he survived. that just **obscenity** me off. and i dont think i have ever destroyed a building with it. is this just me or does it really not work well?

Comments

  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    Hmm, sounds like it might be buggy. 200 damage should have been inflicted to that marine.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    He may have had a building between him and you...

    But It's far from useless. Get 3 skulks to rush a turret factory and blow, and thats 600 damage, 1200 if it doubles.... easy pickings for a fade.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    edited November 2002
    no he was all alone, i snuck up behind him, and i was TOUCHING him when i went off.

    do upgrades affect xeno at all?
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    <!--QuoteBegin--Madjai+Nov 7 2002, 03:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Madjai @ Nov 7 2002, 03:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->no he was all alone, i snuck up behind him, and i was TOUCHING him when i went off.

    do upgrades affect xeno at all?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    First of all, if you snuck up behind him, and he was un-upgraded, why not bite him and save yourself the 10 seconds it takes to respawn?

    Oh well, it always seems to work for me, is it constant or just the one time?
  • DSYStaufDSYStauf Join Date: 2002-11-02 Member: 4429Members
    <!--QuoteBegin--Legionnaired+Nov 7 2002, 03:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legionnaired @ Nov 7 2002, 03:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->He may have had a building between him and you...

    But It's far from useless. Get 3 skulks to rush a turret factory and blow, and thats 600 damage, 1200 if it doubles.... easy pickings for a fade.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree. Xenocide can be a very fun (and effective) tactic, especially if you get at least a couple others to do the same thing. You also have to take into account the fact that you don't have to waste any time at all evolving, allowing you to quickly run back to the marine base and do the same thing again.
  • LiveWireLiveWire Join Date: 2002-10-22 Member: 1568Members
    No after the patch I agree, the xenocide got nerfed, cuz I did it next to an unarmored defenseless marine twice today and he didn't flinch...I think any suicide attack should be pretty deadly...
  • Lord_FrodoLord_Frodo Join Date: 2002-09-26 Member: 1333Members
    ... what if that suicide attack costs you nothing but 15 seconds or so of your time?

    Today I saw a skulk kill four marines with one Xenocide. 'nuff said.
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    Yes, xenocide is for groups of stuff.

    But if you do see an armored marine facing the other way, activate xenocide as you touch his **obscenity**, then START BITING IT. You can get maybe 3-4 bites in on his **obscenity** (a lot of damage) and then also the xeno damage... it usualy kills a heavy in one go like that.
  • BugHuntBugHunt Join Date: 2002-11-01 Member: 3337Members
    Four?

    Dang I got three earlier (ran right through all their fancy schmancy turrets to do it to <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
  • Shifty_EyesShifty_Eyes Join Date: 2002-10-31 Member: 1784Members
    Xenocide is SCARY. When Skulks get those you just have to try and kill them before they get anywhere near anynthing, lol.
  • Rice-RocketeerRice-Rocketeer Join Date: 2002-11-01 Member: 2674Members
    Hmmm...I'd have to disagree with you there. I've seen a group of 3 skulks take out about 6 buildings (the main marine base). It was pretty damn sweet. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I was watching my friend play, and they got a group of skulks to rush the marine command centre place. One after another, they immolated the marine base in a fiery conflagration of hellish fun! Yee-hee-hee! And all the buildlings turned into dust at the same time. It was sweet!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • DlCKDlCK Join Date: 2002-11-06 Member: 7465Members
    I have not tried it post patch, but I too tried the Xenocide against marines and if they were right next to me (touching) they would survive.
  • GazaarGazaar Join Date: 2002-03-31 Member: 366Banned
    Xenocide works every time for me. You sure he was right there when it went off? The damage lowers as the blast range goes out. Maybe he heard you freaking out behind him and started running and you were too busy laughing maniacally to notice him running away.
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    Xenocide is cool but it sucks when your in the middle of the exploding process (screech) and you get killed by a turret or marine and you dont explode. Honestly I think that if Xenocide is selected it should make you blowup as soon as you die butt the marines don't know that. Like a bomb. Imagin ethe skulk being a water ballon. You shoot it and it explodes.
  • GalligGallig Join Date: 2002-11-02 Member: 4765Members
    If you want to prevent exploding to soon, Cyborgguineapig, activate xenocide behind cover and than leap into your target. Turrets won't get an aim on you and most marines are too surprised to act. Just stand in front of the door to the marine spawn, activate xenocide, run through the door, leap into those freshly respawned marines at the armory and enjoy messages like "WTF?", "I KEEL YOU!!!" or "Damn xenocide N00B!".
  • MEShootHereMEShootHere Join Date: 2002-11-05 Member: 6975Members
    To an earlier post:

    Explode on death? No way!
    It has to have a flaw, if you can't manage to explode within a radius, you suck! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
    Get carapace and run like heck! Youll get in close enough to hit SOMETHING.
    Otherwise it would be a VERY VERY cheap attack that basically is unstopable.
    Considering it costs no resources and carapace only costs 2, by the time you have 3 hives, 2 resources is peanuts.
    So I say keep it as is!
  • MbOoGiEMbOoGiE Join Date: 2002-11-01 Member: 2030Members
    it's part of the game to master. it took me one of those matches where the marines are holed up in their last room with siege turrets and a gagillion turrets and dying over and over to get the timing down, but it's easy to master when you explode... hit the button before, run up and explode.

    remember, even with 500 turrets in the room, if you peek out for less than a second before u explode, even marines with HMGs can kill you unless they know your coming. and even then... if you xenociding is an important job (say a group trying to take out the commander chair all in one rush) then maybe taking the time to carapace and celerity would be worth it.

    also, like someone said, dont forget to chomp the last second before you explode.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    the only think i don't like about xenocide is you lose a kill for doing it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
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