Xenocide : The Woes
Sarisel
.::' ( O ) ';:-. .-.:;' ( O ) '::. Join Date: 2003-07-30 Member: 18557Members, Constellation
<div class="IPBDescription">since 1.0x now to 2.0x</div> Remember exploding right in a marine's face in NS 1.0x with Xenocide, only to learn that you left a minor scratch on his elbow? The frustrations have been carried over to 2.0 and I have seen no indication that this will go away in 2.1 either. Basically, you explode next to a group of marines, and you only do .. maybe 30 damage to them at most sometimes. They may get thrown around, but that's what happens. Or, you may explode right in the middle of a pack of weak marines - and kill only one of them. Bad luck? Or bad judgement?
I have found Xenocide to be more effective when you are about one skulk-length or more above the head of marines. For some reason, Xenocide is less buggy while you're up there. So if you want to take out a group of weakling light-armor marines, you don't want to stand next to their legs waiting to explode. Try to climb to an area slightly above them.
Oh, and remember how the same bugginess used to hinder your ability to damage buildings? Well, in 2.0 Xenocide just doesn't damage buildings as well as it did in 1.0x. One xenocide will take off <b>one</b> bar from an observatory. In comparison, 2 bites will do the same thing. Bilebombs are the way to go now. So if you're Xenociding, might as well be for RFK - not for buildings. Use gorges for those.
I have found Xenocide to be more effective when you are about one skulk-length or more above the head of marines. For some reason, Xenocide is less buggy while you're up there. So if you want to take out a group of weakling light-armor marines, you don't want to stand next to their legs waiting to explode. Try to climb to an area slightly above them.
Oh, and remember how the same bugginess used to hinder your ability to damage buildings? Well, in 2.0 Xenocide just doesn't damage buildings as well as it did in 1.0x. One xenocide will take off <b>one</b> bar from an observatory. In comparison, 2 bites will do the same thing. Bilebombs are the way to go now. So if you're Xenociding, might as well be for RFK - not for buildings. Use gorges for those.
Comments
Iv seen skulks get 2-3 kills with that thing! <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
For effective xeno, you need to spend 4 res on Carapace and Scent of Fear. Cara lets you boom at their feet if need be, and SoF helps guide you.
On heavy TF bases, celerity gets you in faster, so you can trigger yourself earlier. You take less hits, but hand the same amount of damage out.
I tend to airburst if I have the choice. Basically hop when you're in the base - you'll clip a lot of marines and certainly damage them if not kill outright.
For max effect though you either need a mass bombing or the rest of the team outside ready to swoop in once they see 6 skulkbomb kills appear onscreen..
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Generally, barring level 3 armour abominations, a skulkbomb at your feet is your death sentence.
Anyway if a single xenocide could decimate a group of upgraded marines... uh what would that do to balance? As of now if the entire team is xenociding there isn't much luck for ANY marine force. I've seen HA trains just get murdered from constant xenocides. The only way to stop that is to kill them before they explode which doesn't help with leap. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Xeno is blocked by structures and map objects. You can hide from its blast. Keep this in mind when you xeno: it's actually better to xeno above the marine buildings, up in the air somewhere, so they can't just hide from you. Edit: oh, right: the push effect doesn't seem to be blocked by buildings and whatnot, just the damage.
Xeno vs HA isn't supposed to kill them, but to prevent them from welding or even pretending to be organized. It scatters them all across the room. Don't expect to get the kills yourself, but HA is worthless when you can't weld. Although you might think 3 skulks xeno-ing at the same time might get some kills, it'll probably be a waste. The first xeno will fling them out of the range of the rest. If you're going to multi-xeno, leave a second or 3 between runs.
The only real upgrade you need is SoF to know where they are. Even if they turret farm, with leap you can get close very easily without the need for celerity or caraspace. In the time you waste upgrading you would be able to do another xeno run.
heh...most ive gotten is 5 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> its EZ AS HELL TO GET XENO KILLS! you must be retarded or somethin d00d
heh...most ive gotten is 5 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> its EZ AS HELL TO GET XENO KILLS! you must be retarded or somethin d00d <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You obviously have a little attitude problem.
Xenocide is easy to use, but it is buggy. This thread is meant to suggest how xenocide should be done to those struggling, and that's all. Not for your boasting pleasure.
u run in there....click...and blow everything to hell.....is that so hard?
For maximum effect therefore, leap to about their head height, or just above , before xenociding.
Finally some support :/
These days I end up running along the roof in the really heavily congested bases.
I've also been on the other side of a tall hallway from a xeno and died, (full HP -> 0).
So I guess it is somewhat bugged.