Attenbruv's Tips&Tricks

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David Attenbruv
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Attenbruv's Tips&Tricks

Post by David Attenbruv » 26 Apr 2017, 15:28

Some Ambient Music Image I'll break it down into segments so people that cba to read certain parts can scroll down:
Marine Roles: Done
Civilian Roles: Done/Needs some Editing
Survivor Role: Done/Needs some Editing
Xeno Roles: Done
For a disclaimer on people that read this and see bits and pieces from other guides, I have incorperate some of the tactics from other Guides and I would try to post to give credit where credit's due though I can't remember every guide I picked something up off of and no I haven't just blatantly copy & pasted from other peoples work. Also if you see a blue link, like the one at the top-right of this or ones in future reference click them, they're memes. Image "God, has a hard on for Marines... Because we kill, everything we see!" Combat-Marine:
  • Usually for myself though this is completely debaitable for most players on CM and "Well, opinions are like assholes... Everybody has one." - Clint Eastwood in Dirty Harry so I'll put my version of my gear forward and if people want to try it out and like it then you'll have Attenbruv to thank, anyways; so when I start I head to the Prep' room which is standard, get boinked around by the mass of bodies all rushing to get their precious script items at the same time. Though once you finally get their you can give your self a pat on the back.

    Get the usual stuff, armour, boots, gloves, headset etc, now for the more juicier part. I usually stock four boxes of Shotgun Slugs (The red ones if you aren't aware of the difference.) Take the fourth one and empty it into the belt, the belt can't carry the boxes as fitting the box into the belt is reminiscent of a fat guy trying to squeeze down a kids slide. It just doesn't work, however taking them into groups of five will fit like a glove get the Bayonet stick it in your boot. The bayonet for me hasn't really served much purpose other than being a window smasher, wooden barricade breaker or the last defence against a Xeno when nested. Though it's better than trying to bare-knuckle fight against a Xeno otherwise you deserve the instant decap.

    Pump Shotgun, make sure this is filled. What you'll want for it is a Wooden Stock, Extended-Barrel and Foregrip. These three components will make the shotgun pretty much like a single shot rifle, if you get Buckshot (which are the green ones) rounds, this spreads and only goes a fraction of a distance further. Which is about as useful as Adam Sandlers acting career. Terrible. Moving on however, now that you got your attachments, gear and such the only other thing I possibly pick up is flares but, then again I rarely use them, it's a good thing to have when the time comes, you have to act god and shout "Let there be light!" And give the common rabble of baldies that don't know how to use their armour flash light, some alternative light.
Marine-Medic:
  • I don't particularly play this role, as I have the compulsive desire not to be screamed at by every Tom, Dick and Harry about "Plz medic I ned Peri!" So I can't offer much advice, other than from what I've observed of it, the Medics are a pretty critical role when it comes to the final push against Xenos, you'll be looking around at the copius amounts of bodies sprawled around you thinking thoughts like this or this. So generally I tend to avoid that role, though I'm sure there's others around that might give you a more descriptive break down of it.
Marine- Specialist:
  • To be fair, again I haven't dabbled too much in it, though from what I've read from the Wiki and observed from multiple rounds of people playing a Specialist, usually I tend to go Marksmen. Only because they can be incredibly useful when you hear the hordes of Xenos starting to flood across the river like council estate ilk when they hear a jobseekers open up around their area. Though anyways, what you'll want to do is pick a spot, set up your tent and keep incognito with the the Chrome for a little while as exposing your self to Xenos straight off the bat will make them more reclusive to coming across.
Patience -> Pick a target that's been recently wounded by Private Baldie -> Finish him (him=Xeno ofc) Marine-Engi':
  • This is actually my main role, I RP on the character of Johnny O'Connor. I love the Engineering stuff as it's just overall useful. Anyways, as a Engi' or Engineer, you'll want to make sure if there's one or two of you, one of you should be assigned to pick up the Sentry and Mines, the other more so pick up the building resources. Metal and Plasteel being the two only ones you particularly need. This is circumstancial as given that CO changes their opinion more than a woman picking what they want for takeaway you might have to brace it out, until such a task is delegated then you know what you're doing and how to get it done.

    My main advice when setting up a FOB of any calibre is to make sure that you remember that concentrating the Xenos forcefully is the best course of action, Xenos will just vomit their chromosomes all over every barricade you put down 9/10 times so this advice is a little null and void though if you get the stupid Xenos that tend to just assault without any tactical thought to it, making it awkward for them to get through the barricades and such overall makes it 10x easier to put them down. That, and you get to feel badass like Gandalf. By making it difficult for Xenos to get through, set up tables, barricades and racks to hold them off, if you set up racks behind tables it prevents Runners from clambering over them instantly which is a pretty neat trick.

    Do not assume your Squad is watching over you, unfortunately you have to assume your squad is like Madeline McCans parents and extremely neglectful of your well being, as much as your life depends on it. When you build in hot spots that you know will become infested with Xenos eventually at the beginning or middle-game then think about how much time it takes to construct your design then get to it, if you believe it'll be too long to do such a thing and you'll probably get assassins creed back stabbed by a Runner/Hunter then it's probably not worth going out on a limb to risk your own hide for the sake of constructing one wall girder.

    Everything you'll need to know on how to construct various pieces is on the wiki so I wont go that much into detail as that's pretty pointless and would make this guide incredibly lengthy. (Insert penis joke)
Marine-SL:
  • When I first started playing CM I went as a SL pretty much instantly, why you ask? Because Baldies got to shine some day. However I did the opposite and probably led more suicides for my squad then any sort of heoric achievement. Though through failure we learn, so my advice or tips for being a SL, carry two supply beacons and one orbital bombardment beacon. You'll know the difference between the two because one flashes blue while the other green. It's pretty self explanatory anyways though for those that are colour blind, I feel for you bro, or sis... Or whatever you identify as. Swiftly moving on! Grab your webbing and all the bits and pieces you'll need. Don't get the shoulder holster, as much as it is bad ass to tug out a Service Pistol and start popping people like you're a German Officer executing the Bolsheviks, the Service Pistol is pretty useless and overall not a great weapon with limited bullets (7) in a mag and given it doesn't store multiple clips in a shoulder holster, you only get one that's in the pistol, so its more of a suicide weapon than of actual use.
Last edited by David Attenbruv on 26 Apr 2017, 19:03, edited 6 times in total.
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Re: Attenbruv's Tips&Tricks

Post by OatzAndHoes » 26 Apr 2017, 16:08

Just a question how much experience with CM do you have? It's good you want to help out the community and all, and props for putting a lot of effort into the presentation of your guide. Its that a lot of these tips aren't very good advice, especially for newer players trying to learn the game. Buckshot is extremely useful if you know how and when to use it, new players who are just starting out probably shouldn't go marksman right away and probably shouldn't be using shotguns either as these are 2 of the most FF intensive guns which require you to constantly aware of your firing line. As a new player you are going to FF, it happens, people will get mad, but its not the end of the world. However you can minimize the damage you deal out to your teammates by taking precautions such as not using AP ammo, not using shotguns, and not using burstfire when just starting out. You shoot someone in the chest with an m41 loaded with regular rounds they will be fine. You shoot someone in the chest with a shotgun you're taking the out of the game for a minimum of 30 minutes, if not permanently.

Your engineering tips aren't bad though.

Also the service pistol doesn't load clips, it loads magazines.

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Re: Attenbruv's Tips&Tricks

Post by David Attenbruv » 26 Apr 2017, 16:23

OatzAndHoes wrote:Just a question how much experience with CM do you have? It's good you want to help out the community and all, and props for putting a lot of effort into the presentation of your guide. Its that a lot of these tips aren't very good advice, especially for newer players trying to learn the game.
It's bountiful in different bits that I do differently from other Marines. I joined about a month ago relatively from my account signing up to the forums and as I've already stated at the start of the Guide. This is about what I preference doing with each Role more so than teaching each individual piece of Macros I use or how to put X into Y and more so about how I do things and do plenty fine with it.
OatzAndHoes wrote:Buckshot is extremely useful if you know how and when to use it, new players who are just starting out probably shouldn't go marksman right away and probably shouldn't be using shotguns either as these are 2 of the most FF intensive guns which require you to constantly aware of your firing line.
Again, subject to debate and has multiple threads on the matter, though most baldies that spawn in typically go for a Pulse Rifle and turn on burst fire and aim for the head. So FF from that is a lot more deadly than that of a Buckshot round or equal to. Buckshot is good for close quarters as the spread doesn't go very far if you're unlucky. That and the fact that people when the combat occurs huddle up like meerkats when a predator is around which then Buckshot usually gets body blocked by Private Rambo that goes in for the charge while others hang back to survive.

Saying if you know how to and when to use it, doesn't really provide any grounds to explaining how or when merely the implication that "Get gud bruh." As for the Shotgun Slugs are only one bullet and to be able to miss fire that and connect to a FF is a common occurence though less likely when it's a singular bullet going one direction then requiring a pump than that of something that spread to two or so tiles and only goes to mid-range.
OatzAndHoes wrote:new players who are just starting out probably shouldn't go marksman right away
Never said that they should.
OatzAndHoes wrote:As a new player you are going to FF, it happens, people will get mad, but its not the end of the world. However you can minimize the damage you deal out to your teammates by taking precautions such as not using AP ammo, not using shotguns, and not using burstfire when just starting out. You shoot someone in the chest with an m41 loaded with regular rounds they will be fine. You shoot someone in the chest with a shotgun you're taking the out of the game for a minimum of 30 minutes, if not permanently.
All valid points, though again. The guides more so aimed at those that pick roles without real consideration to if they should or shouldn't and more so about if you do pick that role and from my perspective that and I do highlight the point of FF in a later thread that I'm working on at the moment.
OatzAndHoes wrote:Your engineering tips aren't bad though.
Thank you.
OatzAndHoes wrote:Also the service pistol doesn't load clips, it loads magazines.
Well meme'd my friend, well meme'd though that was edited earlier.
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Re: Attenbruv's Tips&Tricks

Post by David Attenbruv » 26 Apr 2017, 17:05

Ambient Music Image "Well, when the shit hits the fan some men run and some men stay." Also, going to start this off by stating that yes, I will be listing some things that have Military Ranks and such though when I refer to Civilian Roles I am more talking in the sense of Roles that don't usually get into combat. Chief Engi:
  • I've played the Chief Engi a few times. Though I haven't really don't anything to deep with the role as of yet, the Chief Engi in my eyes is more of a task master as well as a Engineer, though you shouldn't really take up this role unless you know what you're doing with construction in general whether it's from Marine-Engineer construction of FOB's and understanding SM or the new system of Fusion Reactors. I'm going to be talking past tense of Sulaco as because the new ship and Big-Red update I don't know all too much about the Engine Room with the Fusion Reactors and such other than small bits and pieces, again. You can find this information out on the CM Wiki which is incredibly handy.

    Though usually as the Chief Engi I'm more so there for the other Engineers entertainment, making different tasks for them to do such as installing Cameras on the Rasp or Drop Pod. Around the ship in general or perhaps constructing new bins around the Ship so people can dispose their waste properly not that they do but, the hope remains. Then I also instruct tasks to improve the ships, with different bits and pieces that it could benefit from like, reinforced windows and such. The Ship comes with that from the get go, though to RP wise say that it could do with new ones doesn't hurt anyone and gives you and your hoarding band of Engi' Monkeys something to do other than doss about watching Cams to see the latest blood bath at the planet FOB.
Maintenance Engi:
  • You're pretty much just a cog in the machine that is the Ship, not sure how rage against the machine fits there, moving on. The CE will give you instructions from time to time on things He/She wants done but often or not when I've played, the tasks are handed down by Command to get things done rather than the CE but. Overall as long as you know your ass from your elbow when it comes to Engineering then you should do fine. I advise reading up on the Wiki however on how to construct things that you might otherwise not know on a OOC level.

    Also the Autoloathe is your friend when it comes to making bits and pieces that are a little more difficult, it pretty much has everything you'll ever possibly need to be able to make something you want, just remember to fill it up with Metal and Glass and you'll be riper than a girl that just came of age going to her first club to get drunk. That ripe.
Corporate Liason:
  • When I've played the CL on multiple occasions, I didn't really know what to do neither how to do it and what was within the boundaries of a CL and what isn't in the boundaries of a CL. Most people do state that the CL is his/her own identity aboard the ship and you're more of a influence than a authority, so realistically it is a heavy RP orientated role, go around bribing critical players for things that W-Y would almost deffinently want. I tend to bribe the Research/Medical gang because they're the first to get their grubby mitts on a Xeno corpse as Marines don't often tend to drag a carcass to the CL Office which is only natural.

    Then you want to befriend the CO/XO, afterall who's going to stop you doing your deeds when your best friend is everyone elses boss ultimately. That's my little nugget of advise anyhow.
CMO/Chief Medical Officer:
  • I haven't really played this role at all, I've more of observed the role more so than anything, so my point of view is a little off tilt when it comes to this, though realistically I find this role played as more of a task master again like the CE listed above this segment, they more so get their Medical department in order and clean. Making sure Operation Rooms are being properly used and everyone knows what they're doing and when the time finally arrives when the red sea begins to flood your halls with Marine Bodies and such, you'll be the extra hand in the part to play when it comes to fixing everybody up.

    I tend to find this role more so as a tutor for others that are new to the Medical Role more so than something that's critically needed, it's probably more important than I give it credit for though from what I've seen it's more heavy RP orientated than that of serving the Machine.
Doctor:
  • Doctors are like the back bone of the operation, Marine-Medics serve their purpose sure though that's more so for minor scale damage and such. The people that really need to be pieced back together will eventually end up in the Medical Department one way or another, the most common occurance of this is broken bones patched up with just a splint on whatever body part. This is all relatively easily fixed if you understand the surgical pattern of how to fix broken bones and if you don't please consult the Wiki again under the Surgery link and that'll teach you every combo you have to do in order to fix the corresponding problem you're facing.

    Anasthetic does have a delay when being used, I'd suggest when you activate the Internals to keep checking up on the person on the table, it will tell you whether the person is asleep or not, if you perform surgery on a person while they're awake. You'll just kill them, so to avoid jail I'd advise making sure you got your shit together before slicing someone up.

    Stock up on the pill bottles, like Peri and other bits and pieces to solve anti-toxin, anti-burn and the list goes on. Along with a few syringes. You can't ever not have enough medical stuff on your person, it's far better to have it at hand than to not have it at all and be running around getting the pieces of the jigsaw puzzle together in order to make the picture than just well, letting the Marine die on the rather clean floor.
Researcher:
  • This is getting to be a bit of a repeat isn't it? This is again something I haven't all played too much of, though it's a heavy RP orientated Role and I'd advise that when you take such a role that you do consult your CMO and even the CL at times on things you should do and take up, I see that alot when people play Researchers is either be a underhanded mad scientist that wants fame and fortune through the CL or the loyalist hard working Researcher that sticks to the rules of the CMO. Or you can opt for neither of those and make untested drugs fill it in a body bag and try to distribute it to Marines for a nice $$ currency. I wouldn't push for you to do that though then again it is a option none the less.
Cargo/RO:
  • I'm not even going to make too much of a comment on this, because I've neither played the roles of such nor observed others try to do it so, for that you must seek answers elswhere!
Last edited by David Attenbruv on 26 Apr 2017, 18:09, edited 4 times in total.
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Re: Attenbruv's Tips&Tricks

Post by David Attenbruv » 26 Apr 2017, 17:50

Ambient Music Image "Well that's great, that's just fucking great man!" I've somewhat dedicated this role on its own in comparison to the others that I've followed a similar pattern of listing off the roles and my perspectives and what I tend to do because the Survivor Role for me at least has been the most difficult to really do. Mostly because it's very tricky to survive on your own for a length amount of time with a bunch of Xenos hunting you down like the SS to Jewish Populace so, here's my advice.

Places to go:
  • Usually I flock to Nexus, then go to the Security Department. The Security Department contains a Magnum along with a couple speed loaders to boot for it, that gets you armed and ready and all you'd need to do to acquire such lovely goodies is to break two windows, the first one to get into the main lobby of it and the Grille, then the second into the backroom with its grille also and climb a couple tables. Simple right? Exactly. When you collect your things, that's when it's time to scatter quicker than a Ethnic Minority Group when the Police start sounding sirens.

    I then tend to go to Secure Storage firstly. I wouldn't particularly advise it, because everyone and their mother flocks to there for the simple basis that it contains a shotgun and other little pieces that are pretty good to start off with once you get past the reinforced walls and such. Though because of the fact that everyone flocks there, the Xenos also too know that everyone flocks there. It's a ripple effect of knowledge which happens a awful lot when games are repeated time and time again, just like back in the day when you discovered how to do a Fatality on Mortal Kombat you use to write it down and take it to school so your friends could do it also, before Fatalities became just listed public information on the game and web.

    Anywho. Depending on if Secure Storage is China level populated with Survivors, if it is! I tend to go to Internal Affairs, if you look at the Wiki it'd show you the map of it, however I guess the locations are pretty pointless given the map change, though some of these points are relative to any map just convert it to the new map locations. Anyways, I tend to flock to IA because it has a button on the inside that slides down the bulkheads which prevent the Xenos from coming in to collect me like some sort of Tax-Man.

    Then you play the waiting game until the onslaught of Baldies arrive to come save you.
Other Tip:
  • Though ultimately the main advise is, is that keep out of sight and mind. While some people like to gather together in their Caravan of Love. I tend to not. Reason being is because when you're on your own you can't get FF'd you can stay indiscrete and out of the way, find a hiding spot when you need to and ultimately you don't stick out like the only guy in a nightclub that wears a coat.
Side Note:
  • I'll make a edit to this eventually when the time comes because of the new map. Though this was my general consensus to LV-Colony. Though I figured that the advice given here might also prove beneficial to the new map as well if you nit pick certain parts of it.
Last edited by David Attenbruv on 26 Apr 2017, 19:03, edited 1 time in total.
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Re: Attenbruv's Tips&Tricks

Post by David Attenbruv » 26 Apr 2017, 19:03

Ambient Music Image "I say we take off and nuke the entire sight from orbit, it's the only way to be sure." Drone:
  • Drones are the back bone to any Hive, they're basically your Engineers. The best thing to do as a Drone, when a Queen is already established is to construct Nests and Weed everywhere, there's no such thing as too little Weed, Snoop Dogg would confirm that statement. Though when you build your nests there's a couple things you want to keep in mind. Membrane is utterly useless, a lot of Drones including my self once upon a time used it as a form of Window, so we could see through at initial skirmishes the Marines were fronting onto the Hive. Though I soon found out the Membrane is pretty weak at sustaining damage from Marines which ultimately causes a hole in the defences and realistically it's not needed, Xenos can see on the opposite side of the wall even if there's a non-transparent wall there or not. So realistically it's just a very difficult to see through window. Walls are always best.

    Don't double stack doors, the only time you really want to do this is if you can't possibly hold back a tide of Private Baldies. Other than that, you want to make sure that your first line of defence is just that one line, then leave a singular tile free, then make another line, I'd take a screenshot though unfortunately my USSR grade Computer doesn't particularly like that so essentially you want your lines to be like this | - | So that when the first line is breached the second line is there to protect the wounded Xenos, that and it doesn't provide a cluster of doors to have to keep walking through, though with that design and two you should be fine for defence on that particular side.

    When you make nests however, you want to construct your nest in a diamon shape, one door at the top of your Resin Nest, one to the left, one to the right and one directly below it. If you're making multiple nests you want to make it chess board designed, it's best to do it that way, just trust me on that one.

    Almost make sure to pay attention to the chat, other Xenos may need certain pheremones and you'll need to provide for that.
Runner:
  • Runners are somewhat like the Xenos equivalent to monkeys, they're good for fetching furries in the initial part of the game, furries are very critical though I'll talk about that in a latter part of the guide though they're more of the collectors of the Xeno Hive more so than a combat orientated one, their also very useful to create FF instances with Marines. Because the Runner is quick on its feet, when they dart across groups of Marines they tend to just scatter into different directions because... Well, everyone wants to be Rambo though not at the expense of wanting to sit out of a potentially 2 hour long match so. They'll be brash though a little reserved at the same time. Anyways, point is they'll most likely FF the hell out of each other you manage to confuse them enough.

    They're not a combat role, fragile in most instances. They also if you weren't aware can climb over barricades without having to break it down. So if you want to make a quick dart into a FOB or somewhere that's protected you need not worry about the materialistic restraint of tables! Barricades, or metal ones I believe do hold out a Runner though make shift tables and such, not so much.
Sentinel:
  • These are more of... Camp guards, the Sentinel to begin with isn't all that particularly useful. They're the lesser form of spitters though this is mostly start game you'll evolve into this so, as this you want to perhaps go and scout for Furries and Humans at the Colony. Though not be too brash about it, you're still fragile until you upgrade or evolve. Though otherwise, you'll want to stay at the Hive and make sure the tall-hosts/humans/marines are all accounted for. Remember that when a Marine is dead, they don't produce the Alien in their chest, the Alien dies along with the host. So when the host is dead make sure to drag them out of the nests and leave them anywhere.

    My tip for this is, is that more often or not alive hosts tend to communicate to one another. Which is kind of useful for a Marine to do so because if they all get up at the same time they could kill one or two Aliens and escape though realistically when I play Xeno I usually hear the comm go off and understand that they're co-ordinating together. So if you chill near them while the Hosts are Nested they wont pull it off, remember that the blue intention is to tackle and it is based on chance that you'll get a working tackle or not though a good portion of the time it goes off without a hitch.
Hunter:
  • I like the Hunter because it has the talent of Runner to pounce on things using middle click and is durable enough to take a womping on the chin and live to tell the tale. As a Hunter you should suggest or politely press for the Queen to make Eggs, wait for the Eggs to be done then collect the children inside. Once you're armed with your Face Huggers, go seek the tall hosts/humans! Huggers are a great way to collect hosts overall and furries/monkeys. You don't usually need the face huggers with you to collect monkeys and furries though for hosts like Marines and Survivors you'll need Face Huggers otherwise your early game fragile body will most likely get its shit pushed in and that's not pleasant for anybody.
Spitter
  • Spitters are my favourite role as a Xeno. They're not the back bone of the Hive by any stretch of imagination but they are rather potent in groups. The thing with Spitters is, is that their spit can basically put a Marine on his/her ass if it connects instantly. This is kind of like what the Japs did to the Allies, set traps where bullets would go up into the toes of soldiers and the other soldiers would have to carry him to a camp or base to get patched up, though the hinderance of that action just makes everything a little more awkward and difficult to continue on their journey.

    Spitters do the kind of same thing, basically you put a Marine on his/her ass and the others will try to save him/her or drag them away, which makes a hinderance because they're either souly devoted to saving private Ryan or letting them die by Rambo'ing the Xenos that attacked the person in the first place. So either or it's a good method of attack to really peel groups apart relatively easy.
Carrier:
  • I haven't really played this role too much? Though Hugger Combat is extremely effective, basically the hugger will attack a helmet, once the helmet is broken and gone after its first attack the second attack will forcefully hug onto the Marine that closes in on it's face. They're like biological proximity mines, Marines that get close get Huggered and even if they don't get close? They have to deal with scattered around huggers before they can press forward, I'd suggest a method of attack with a carrier though really I don't know any particular methods of attack other than Hugger combat is extremely effective.
Hivelord:
  • As this role basically you're a evolved Drone. You can make tunnels to different segments of the map and also build the Hive. My advice as this type of role is to basically help build up the hive a lot, also give the Queen plasma so that she can make more eggs along the way, if you want to make tunnels then usually ask in the Hive Chat or the Hive Conciousness where your kin want tunnels to be. I'd suggest that you don't make tunnels too close to Marines as Marines tend to spread out further than a prositutes legs in search of these holes in the ground so they can feign confusion for a second, then instantly figure out what it is and C4 it. Not like rabbits or any other wildlife tend to make tunnels but, it happens. Moving on.
Ravanger:
  • The Wiki kind of explains it from the get go, you're a killing machine of death and destruction. I believe that the Ravanger isn't all that tanky when it comes to taking damage. However, in benefit to the Rav you can also kill hosts with pretty much little to no problem, you're more of the person people call in to kill off vermin in their house than someone meant to take care of all the hosts so. When you play this role the only thing I can say is, is that you're more meant to cull numbers though keep your self alive while doing so. Suicidal Xenos are the bane of the Hive in most games, You're a killer but a fragile one, at least as a youngling anyways, when you Mature or turn Elite with upgrades then perhaps take some more brash manuevers against hosts.
Crusher:
  • Basically your Hive Tanks. If you decide to play this role remember that your head is pretty much your shield, when Marines attack you, you can face the Host by clicking on the tile you're being shot from, example being I'd click on the Marine that's shooting at me specifically so that my portrait turns in the corresponding manner, the bullets will do less damage and you have a lot more chance to soak the damage entirely with your t h i c c exoskeleton. The other thing you'll want to do is with remembering that vital information, is that you can protect injured Xenos in the middle of combat with the same method whilst the other drag them back into the weeds for healing, as well as protect injured Teir 3's like the Rav, Hivelord, Carrier, Boiler and Queen etc. In the same manner.

    You'll also pretty much be the banner carrier to the assault, when the Queen wants to push you'll be the first sent in, so when you do this, make sure to keep your head in the same angle to that you're expecting the most confrontation.
Boiler:
  • This is my top top favourite class, the Spitter is my second favourite so disregard the previous remark on that segment, this is my favourite class. As a Boiler you're basically referred to as 'Artillery' by Marines and with good reason to. Make sure to make good use of your long-sight and your bombardment capabillities. Usually what I do is, is that I go to somewhere I want to bombard from, example being the exit of the cave facing table fort, for instance. Trigger the long sight so that I can see way-way further ahead of me, click bombard which will ready with blue text then click the target and bobs your uncle, fannies your aunt.

    There's two modes of the Artillery however, non-lethal and lethal. I primarily use lethal because you just want to cull numbers in the beginning mostly, though when you know there's a lot of Xenos dragging back hosts to the Hives but they're being followed by Marines, switch to non-lethal and provide a toxin barrier that the Marines can't see through, Marines wont test the waters on whether or not it's lethal or non lethal because they don't really want to risk their own well being though even if they did, the toxins basically put Marines onto their backs and are ripe for collecting.

    You'll want to becareful of snipers as well, if you get clipped by one it's no worries, half health immediately which then you can run away, I'd say that the Crusher would usually protect you in most instances though from my experience Crushers are more into being the meat shield at the front line than to protect you at the back. Most of the time, not always but often.


Praetorian:
  • Nobody likes them!

    Jokes aside Praetorians are like bodyguards to the Queen I never really played as one neither do I see many benefits from it, though it's more of a... Extra defence for the Queen that can come in handy in some instances but realistically the T3 slot would be better put to use for another caste of Xeno.
Queen:
  • There are multiple more indepth guides on the Queen than one I'm going to put across to you, though when I've played Queen which is a fair few times. I've always kept using 'The Word of the Queen' so that people pay attention to your orders and set the Orders on regular intervals to what you need. You need to use communication a lot otherwise your Hive will just do willy nilly and you'll end up losing the match quicker than you can lay an egg. Other than that you want to spend the rest of your time laying eggs. Eggs are very important, I'd also suggest spreading your eggs in a chess board motion, then in the free spaces of the chess board fill it with sticky resin, the eggs somewhat function as a zoning off mechanism as well as for Hugger Combat.

    Marines will have to clear out the eggs and Resin before they can push up so it keeps them stalled a little, not a great amount but a fairly good amount none the less. The other piece of advice I can give is to use you screech. Screeching is literally OP to no end because within a certain radius of the Queen when she uses it, will knock everything that isn't a Xeno to the ground for a good stun period to infect/kill those on the floor. Marines tend to get too brash and push too much so this instance happens a lot and tends to be the downfall of a lot of rounds for Marines is good usage of the Screech.
(Editing still being done!)
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Re: Attenbruv's Tips&Tricks

Post by Karmac » 26 Apr 2017, 21:00

Alright so I just need to put this out here as I've noticed it recently:

If racks ever did stop runners, they don't anymore. There are NO constructable defenses that stop runners walking through all your shit, outside of walling it off or placing a grille.
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Re: Attenbruv's Tips&Tricks

Post by David Attenbruv » 26 Apr 2017, 21:08

:O Well, Karmac you just broke my heart.

-edit-
Did you like the T&T anyways?
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Re: Attenbruv's Tips&Tricks

Post by Karmac » 26 Apr 2017, 21:10

Yes, it's bretty gud.

But I'll probably be crying in a corner somewhere for a while, as I try to get over the fact Runners make all my hard work pointless.
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Re: Attenbruv's Tips&Tricks

Post by David Attenbruv » 26 Apr 2017, 21:10

Runners = Powergaem -> 3hourban mandatory I say.
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Re: Attenbruv's Tips&Tricks

Post by TheMusician321 » 26 Apr 2017, 21:30

Karmac wrote:Alright so I just need to put this out here as I've noticed it recently:

If racks ever did stop runners, they don't anymore. There are NO constructable defenses that stop runners walking through all your shit, outside of walling it off or placing a grille.
Racks used to be able to stop them from pouncing through, I remember memeing an ancient one who tried to pounce at me through a rack and got a face full of flamer fire instead
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Re: Attenbruv's Tips&Tricks

Post by Karmac » 26 Apr 2017, 21:31

Pouncing still stops them, *salute.
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Re: Attenbruv's Tips&Tricks

Post by TheMusician321 » 26 Apr 2017, 21:37

Actually Ive seen racks stop runners on WO during the whole day WO event where spartan spammed the absolute shit out of racks, as for the guide, the praetorian is basically a more damaging, slower and tankier spitter with pheromones, a good praetorian is the master of burning those heretic scum, alas not many go prae because of the stigma against it.
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Re: Attenbruv's Tips&Tricks

Post by David Attenbruv » 27 Apr 2017, 03:06

TheMusician321 wrote:The praetorian is basically a more damaging, slower and tankier spitter with pheromones, a good praetorian is the master of burning those heretic scum, alas not many go prae because of the stigma against it.
Sorry about that I actually didn't notice that you had made a comment about the guide! Hah! Apologies, though I guess you're right in a way I'd suppose though then again. I still believe that while a tankier spitter is alright for some instances the other T3 Castes like Ravanger, Crusher and Boiler mostly have far more uses than that of a single spit use Prae with a bit of health. Again it is just my own opinion and I know that others differentiate from mine so, it is what it is though I usually just chalk things down to what can be used better like in the instance of...

Boiler:
  • Prevents L.O.S (Line of Sight) for Marines with the Gas Cloud.
  • Causes a lot of damage if you cop off a good gob of Gas into a crowd of Marines that can't pull back.
  • Cuts off reinforcements in tight caves if you get it behind the initial first line.
  • The acidic spit that chains along the tiles can insta-gib a Marine which is handy at times.
As oppose to the Prae which in my eyes can:
  • Absorb a lot of damage.
  • Use a single time locked spit against a Marine and knock him/her down with potential fail of collection from other Xenos assistance.
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Re: Attenbruv's Tips&Tricks

Post by TheMusician321 » 27 Apr 2017, 07:23

True, Praes aren't as useful as boilers for a T3 spot but during cave defense is where they truly shine, in tight packed quarters it's hard to dodge a prae spit sending you into pain crit, Also the praes can't actually absorb /that/ much damage, they've got pheromones to make up for that.
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