huskymaru
(huskymaru)
August 31, 2025, 12:06am
13
Clockworks:
Hey there! There is alot of little tricks that can make your time as xeno significantly easier once you have them down, I would not worry too much if you are having trouble initially. do you have directional assist on? If so, I suggest the following combo for landing a paralysis slash: First, use your slowing spit to make the marine move significantly slower. Then, use your scatter spit, to stun them for a split second. Finally you ought to be able to run up and slash em with your paralysis slash. Some people like to do the scatter spit first, and then use the slowing spit before the slash- experiment with what you prefer. (or just go for a marine already stunned by something else, if it works it works haha)
Great answer.
Another alternative possibility is that the xeno caste does not have plasma at all, such as a default runner. And be sure to mention that you need to click on the construction node on help intent as well. Other than that, good answer.
Clockworks:
For mechanical reasons, defenders are considered a larger caste while fortified- this is to stop them being stunned by things like a PB. This has the side effect, that if you fortify right besides an apc, you can then slash it to the point of complete destruction like your larger brethren. Jury is out on if this is considered an exploit.
Great answer.
Clockworks:
To reward your ever loyal subjects, you want to open the hive management (the box with a blue tick in it) this will open a menu, you can also buy boons here, and exile non compliant xenos, making it your one stop shop for anything management wise in your hive. The lowest option is “award jelly“ which will open an interface, where you select the type of jelly to award, and then type in your heartfelt message of support for the help that sister offered you, explaining why they got the jelly. They do nothing, but are effectively xeno medals.
Perfect answer.
Clockworks:
There is no one “proper“ way to fight as any caste, but there are two main ways you can fight as a burrower. One is direct combat and one requires some intellect and thinking ahead, including being able to roughly predict what marines may do.
It is important to realise in both situations- you are not a front line combat caste, and trying to be one will likely not end well. These all work best in smaller groups, and you ought to be catious if anyone has a shotgun. Excess point blank lead intake is the number one cause of death for ambush castes.
Method one is direct combat, and involves burrowing, and tunneling to directly under a marine- this stuns them, and you can then emerge and slash them twice before needing to go back under for safety. You can stomp, to get another two slashes before needing to head back down, or stun anyone else near you. Then head back under. Rinse and repeat this until either they are all dead, or you feel you are at major risk. Target medics first if there are any- once those are down, the marines ability to fix your damage is limited.
Method two, involves making a set of acid traps using your trapping ability. Your plasma regen is slow, so this needs to be planned in advance. You can dig a hole fill it with acid, and dig another nearby. When a marine triggers an acid trap, you can jump them, slash them, and drag them into the next acid trap. Keep slashing. Stomp them down if they get up and the acid does not get them back on the floor. The aim is to effectively perma stun them via dragging them into another acid trap every time they get up.
Good answer.
Clockworks:
First things first pull rank on another nearby marine, and ask they CPR him. A simple middle mouse point, and “CPR” often gets the point across
this buys you time. Request aid from other medics too. Second things second, keep yourself on the level. A flapping medic saves no one. Scan them to work out their main damage types and where. Kit those locations rapidly by spamming 9 on your numpad to cycle different limbs. Once this is done, scan them again and take note of if any limbs still have massive damage. If so, pull the appropriate thread and get to work on it. The aim is to get their health percentage near enough to -100
Once you have got their biggest damage sources under control, its time to start the ancient art of defib spam. remove armour, apply epi, defib, and keep shocking till they breathe.
Acceptable answer. However, another way is that they are able to defib + brute/burn kit as well (Use numpad 7 or 9 to cycle through body parts), while another medic will graft/line. The healing from the defib + kit + graft/line helps maximise all healing of a body while the patient is undergoing revive process.
Clockworks:
The first set of numbers you will be greeted with when setting up a fire mission are simply the weapon number, and ammo consumption.
Once you have started setting up the fire mission proper by editing it, and selecting what weapons you want to fire on this fire mission.
this will then open a huge set of numbers which can be intimidating- think about it as bloated oversized battle ships. All you are doing is selecting how many tiles you want to fire from the true origin of 0. For instance selecting 2, and approaching from the north, will mean you strike two tiles east. Down the left hand side you will see numbers 1-12. that is just what step of the fire mission the weapon will try and fire on.
Once you have set what step you want each weapon to fire on and its offset, its time to launch it when you next get a call for air support.
go into your menu as usual to do a direct strike, then click the STRIKE button. This will change it from directs to fire missions. Select the Fire mission set you want to use. You will then be prompted to choose a vector, any of the normal true compass directions. This decides what direction your 0 line is heading, e.g picking north will make any offsets fire east, picking east makes any + offsets fire further south.
once this is done, you can technically just select a TARGET and fire away via the FIRE button, but I suggest offsetting to hit xenos in ways they did not think possible. use the little Gamepad like buttons to offset. this just changes the point at which you start your attack- so you can center the attack on an imaginary flare thats say four tiles NE of the actual CAS flare.
Be aware that Offset and Vector need to be manually changed every fire mission if you do not want them to be the same. You can also view where your fire mission is due to start from with your camera to make sure you are not about to make the Captain angry.
It can be a bit much to talk through but once you have done it once or twice, you will understand it much better.
Great answer.
You’ve proven to have solid base knowledge of xeno castes and that you are able to handle questions outside of your main roles as well. I have personally seen you interact well with the community and you have a good temperament and the patience to introduce new players into the game.
For these reasons, I will be giving you a +1 .
I look forward to seeing you as part of our team.
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