<div class="IPBDescription">skulkz</div> jus wonderin.. how much damage does xenocide do anywayS? it seems like the only thing i can do with it is kill la marines at 20 health... does it even damage buidlings?
Oh it certainly does hurt structures. If your ever a marine you will notice those nasty xenociding skulks do a lot of damage to your lovely turret farm at the end game.
PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
Don't forget that it does double damage to structures. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Both ways it kills vannilla marines, knocks around HA's and tears up JPers for breakfast but lvl 2+marines will shrug this off, so by the time u xeno them they usually have this, this is why you arent killng very many marines with it. But **** was that good in 1.0x, my record for xeno kills is 9 marines, 2 turrets and their ip <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
From my experience xeno still does plenty of damage, even to fully upgraded marines.
I average about 3 kills for every xeno I use, on an 8v8 game.
What you try to do is get them while they're humping their precious armory.. leap over their turret farm and start xeno in mid air. If you time it right you can explode in mid air right above their armory and their heads.
<!--QuoteBegin--bwa+Nov 4 2003, 10:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (bwa @ Nov 4 2003, 10:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> From my experience xeno still does plenty of damage, even to fully upgraded marines.
I average about 3 kills for every xeno I use, on an 8v8 game.
What you try to do is get them while they're humping their precious armory.. leap over their turret farm and start xeno in mid air. If you time it right you can explode in mid air right above their armory and their heads. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I start the xeno when i'm around the corner, and switch to leap fast and leap in. You will explode halfway in the air, making it near impossible to kill you.
For some reason, many people have problems with xeno and charge activating. I know I do sometimes. I'll sit there smashing my 'fire' key and the onos won't scream (Full stamina), the skulks won't blow up. I know I've killed people and then they go 'FFS DAMN XENO!!!'
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
<!--QuoteBegin--Pulse+Nov 4 2003, 08:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pulse @ Nov 4 2003, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't forget that it does double damage to structures. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Well, forget that. It was taken out during the 2.0 beta somewhere <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Regardless of how easily teched up marines can "shrug off" a xeno hit, I can reliably assure you that a xeno rush can annihilate virtually any base, the knock-around value alone can cripple an attempt at cohesive defence. And I've not met a turret yet that could prevent my celer-cara self from suiciding in the midst of a pile of rines.
And now try to imagine what it was like in NS:C when skulks have 250 health, regen, carapace, celerety, silence, cloaking, scent of fear, and focus, which made xeno do double damage or so at the time. And you didn't lose the upgrades when you die. And suicides don't give the marines experience to get upgrades. Just imagine, wave after wave of uberxeno. Yeah, that was life a couple builds ago. It's great trying the beta, cause you get to see all the terrible games you are helping other people not ever have. And of course, when people are nice enough not to use the latest exploit, it's a lot of fun.
Now that focus doesn't effect xeno, it's more reasonable, but still very effective simply because it's very hard to take off 250 health and 40 armor before that skulk gets to you. It would be very hard for them to make xeno any more deadly without making combat mode impossible for marines. It's effective enough in NS that it doesn't need a boost.
Comments
yes it can hurt structures
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
I average about 3 kills for every xeno I use, on an 8v8 game.
What you try to do is get them while they're humping their precious armory.. leap over their turret farm and start xeno in mid air. If you time it right you can explode in mid air right above their armory and their heads.
I average about 3 kills for every xeno I use, on an 8v8 game.
What you try to do is get them while they're humping their precious armory.. leap over their turret farm and start xeno in mid air. If you time it right you can explode in mid air right above their armory and their heads. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I start the xeno when i'm around the corner, and switch to leap fast and leap in. You will explode halfway in the air, making it near impossible to kill you.
Well, forget that. It was taken out during the 2.0 beta somewhere <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Now that focus doesn't effect xeno, it's more reasonable, but still very effective simply because it's very hard to take off 250 health and 40 armor before that skulk gets to you. It would be very hard for them to make xeno any more deadly without making combat mode impossible for marines. It's effective enough in NS that it doesn't need a boost.