How to counter each specialist

Hello xenoagents, today I’d like to create a discussion around how to actually fight and defeat specs.

To set some ground rules, this will be assuming an average or above average skilled player who knows how to use their kit. It’s also safe to assume they have friendlies nearby other than scout, and that they can and will be resupplied if they get kills (not guaranteed in actual play, but it’s for the sake of the arguement).

With that started, I’ll go first

sadar: either snipe with warrior before they can fire, or hard push them with gas/screech/overwhelming numbers after they fire

GL: get them to reflect a grenade and stun themself +damage friendlies with it, then capitalise

scout: uhhh metacoms with your xeno uav girlfriend, warrior lunge or scattered spit and slash them to death when alone, or otherwise lure them into overextending

sniper: you really have to either wait for them to make a mistake, or wait for the marines to rout and grab them on the retreat. Fortified steelcrest defenders can make them waste ammo

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SADAR: Have the queen screech them.
GL: Have the queen screech them.
Scout: Have the queen screech them.
Sniper: Have the queen screech them.

God I love xeno 2025.

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GL - paying the spec 10 xenocoins to spawn as SHARP

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SADAR - Have a backup Valkyre GF that will roar whenever the SADAR fires and hits.

Pyro - Have both someone to stun them, and a rav to murderize them while/after they are stunned.

Scout - Turn up gamma or contrast or something. I am completely blind to them.

GL - Just go right next to them and dare them to nade themselves. If it hits, it hits you both. And it stuns him far longer than it stuns you.

Sniper - Bodyblock his shots until he runs out of ammo. Then he is truly useless.

Edit: I forgot about SHARP. Go spitter and do the ranged acid vomit on all his mines. You can then go next to him and drink the tears of his face in real time.

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Call ths MPs on the Spec. Evil choice

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SHARP: No counter, he operates outside of your reach, doesn’t need to be able to aim to deal damage. The “counter” is tanking the mines or being a T3

This is of course balanced by the fact that SHARP does pitiful fucking damage, but when played right he really is defender of medics/cadelines and the bane of T1s.

W/ how plentiful T1s can be on highpop, SHARP is useful and I’ll maintain this till I die

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As a pyro main I can tell you that it depends on what type of pyro you are fighting. Thier are 2 types of pyro.

The first is the fragger. If you ever see a pyro using a pulse rifle then they are a fragger. The weaker of the two. Thye focus on kills and act mostly like a rifleman with a flamethrower. Just kill them hook them into fire.

The second is the firewall master- These guys often dont use a rifle as they know the power of the flamethrower. Expect layers of fire between you and them at all times. They will block queen scree runner cap combos with green flame. Take down ravs by lower their armor with green flame. Trick shot warriors with blue flame and even face down runners. A good one always cover their flank and plays it safe. Using their flamethrower mostly for defence.

My only tip is their is almsot nothing you can do. The only hope you have is if they make a mistake but if they are smart that will never happen.

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Just get out of the way bro..:nerd_face:

On all accounts though yeah just have queen screech them

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the second one is how people should play pyro

the key with the 2nd one is to try and kill them early as possible or hook marines into fire, if you dont kill them before you reach a choke theres nothing you can do

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Yeah that type of pyro can approch just uninstall the game levels of hard to kill.

I would know cause i am that pyro.

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Pyro: get a Oppressor to drag them into their own fire wall then gank them with a gaggle of ravs.

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I would disagree, the scariest pyros are the ones that know their specialist item is the extinguisher, you dont want a wall of fire at all times, thats how you make oppressors happy and allow xenos to work around it
allowing mobility in marine lines will get more kills than you can achieve alone, and dont allow xenos to capitalise off the lethality of your fire, its the ones that use the flamethrower offensively to control the front that are to be worried about

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The extingushier is great but it’s always good to have fire around. Open holes in the front line and have fire block xeno doors. Then the marines can push but xeno can’t push you.

But having wall of green flame blocking off flank paths is super useful. On the front line it’s best to have carefully craft walls of fire that hurt xenos but not people.

Plus so long as you are careful you will likely never get hooked.

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heres a example of good pyro gameplay (i was queening that round)

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My man if that were me the first spray of green flame the queen would’ve stepped out, screeched, sadar would’ve missed his shot, and I’d be dragged through the fire and gibbed or capped around the corner :sob:

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If you are dealing with a pyro like that here is my tip. Just uninstall the game your never killing him.

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Hmmm that pyro could have been a bit more aggressive at first but it does pay to play it safe when queen is around.

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You could have nuked him with screech through all of this video and he would end up dead in worst case scenario.

Also why is he using UT napalm over green fire when burning doors down :skull:

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  1. if i pushed that choke i wouldve had my armour stripped and no xenos couldve pushed with me
  2. marines were not far inside the choke at all by the time we got split up
  3. idk why he was using UT, probably because the two crushers were like XX primes but i digress
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Yes you would have not had xeno backup but… you could have gotten the pyro. yes it would have been a risk but it was doable to screech kidnap the pyro. While you would have not had back up the wall of fire and shape of choke would have meant that marines would have rather hard time rushing you.

the big risk here is if the grunts had extinguishers to put out the fire.

1 Like