what was old hijack like

i read someone’s post maybe last week about how hijack used to just be holding the evac shuttles in a cadeline, no fucking around with pumps etc and “it gave time to roleplay” and it sounds like it felt a lot more hopeless

me, I like hopeless holds, I think marines have been wiping Xenos @ hijack at a rate that doesn’t feel intended (it’s every other round at this point).

WHY is that the case and WHY was it not a problem with this “old hijack” I’ve never played – it can’t be pumps and cades right??

a hopeless hold/a last minute escape is much more kino than hunting Xenos thru the Almayer like a British noble releases pheasants on his estate, I enjoy it much more and it gives me time to decompress at round end

Edit: is it that nerfing of cades on Almayer and making pumps necessary, maybe removed marine fearRP? Was fearRP literally the only thing holding marines back from constant Almayer Xeno wipes in the past??

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The Old Hijack I remember was the XO/CO saying “WE ARE HOLDING X” and then you did. You held that spot until you either died, or podded out. One time I even got to PB an XO for refusing to press the evac button.

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It was just as boring, if I were to hazard a guess at why marines are winning hijack more now (I don’t actually have any data for this) it’d just be too many people surviving FOB siege, not anything to do with hijack itself.

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I liked it

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People would hold the self destruct area (it was its own room I’m pretty sure, or maybe a backroom to engineering), was more open with no flanks than e.g. lower engineering. There would be 3+ cadelines in the opening and it was basically just hold there for 5-10 minutes for the self destruct to go off or get overrun by xenos.

I think after that, self destruct was removed so it was just kinda hold wherever (tankbay was very popular) with no option besides kill xenos, escape on escape pods, or die. Was a long time like that.

Then self destruct came back but the engineering area was turned into an unholdable indefensible ratnest. You had to spend like 9+ C4 just to make it possible to fight there.

Then I think it might’ve been removed again, or changed to the current lower engineering set off the reactors deal.

Then we had the fuel pump areas with guns, and then eventually lifeboats, and that’s basically where it’s at now.

Some of this might be a little jumbled up, there’s been a lot of changes over the years to shipside holds.


It’s mostly the Z-level change imo. The mid level lets marines travel around the ship quickly because it’s often not weeded and not patrolled by any aliens. The mid level also provides vantage points for shooting down to the lower deck, which xeno players can’t assess at a glance so they get more damage faster than they thought in positions that seemed safe. And xenos also choose to crash on the lower deck much of the time rather than upper so marines often still have comms. Furthermore the middle deck opens up a lot of flanking opportunities; there’s fewer places on the Almayer where xenos can hold a choke (e.g. stairwells) without any possibility of marines flanking and surrounding them.

And I’m just generally noticing a lack of adaptation to the Z-level changes on the Almayer by xeno players. It’s rare (gradually getting less rare) for xeno players to try and control the middle deck, meanwhile it’s routine to see small groups of 2-3 marines running around mid-level, especially over the hangar and medical and requisitions and near the stairwells.

In my opinion the best place for xenos to fight is mid deck, and to crash is upper deck. Upper and middle decks are the safest decks for Xenos to fight, with tighter and longer corridors that make flanks difficult/too risky. What I instead see are xenos rushing and fighting on the lower deck, where they have marines above them shooting from above, and wide open spaces that play into the marine numbers advantage and reduce the friendly fire disadvantage.

Xenos ought to be taking upper/mid, and marines holding lower/mid, with most of the fighting in the mid deck and flanks moving through upper/lower as needed to dislodge middle deck positions.

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it was probably better than it is now, it was a CIC hold almost every time and people would actually fight until they die rather than make a stupid hold at a pod, ert ship or dropship only to evac last second, oh yeah remove every single instance of an instant death sentry from the game please and thank you

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okay so, imagine 6 FoB sentries lined up with 3-4 tiles inbetween. Now imagine power point slideshow. Now imagine 200 marines sponged into one lifeboat. Now imagine 60 xenos attacking that lifeboat while being mauled by sentries.

Yeah thats the old hijack.

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Pre pump hijack was holding a caded position until you died or killed all Xenos. Basically fob siege 2.0

Post pump hijack was holding a pump location until 100%, then falling back to a secondary shuttle hold. Still fob siege 2.0 but arguably worse because the southeast pump meta hold was brutal to siege if the walls got taken out and it was well caded.

Modern hijack is hangar hold via the rafters and open ground. It is very effective for marines, arguably too much so, but I don’t think anyone can deny it’s at least more dynamic these days. I think the hangar rafters should get nerfed a tad in some way to make the whole area less gamey.

Overall I think they’re going in the right direction to make hijack less of an aids fob siege 2.0 experience. The idea that marines should have favorable odds on hijack is stupid for a whole host of reasons I could fit into another forum post altogether. The chance for marines to win should be groundside, hijack is meant to be a cinematic and climactic end to the round, not a metagamey Hail Mary attempt for marines to seize a hollow victory in a round they already technically blew.

You listen to Sabaton and Frag Out. The Joe Dafoe method.

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Marines win more without cades. Old hijack incentivized holding a few cade lines with poor angles and it was almost always boats and pumps. The lack of cades took that incentive away and gave rise to the roaming death ball we often get now. I do miss the autism forts you’d occasionally get. They gave us a lot of crazy last stand scenarios.

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That’s fucking based

I remember old hijack where you held at the escape boats and there was no flanking around near the maintenance rooms. You also had to wait 20 minutes for the escape shuttles to be used, otherwise they remained locked (no early evac). So, you either held the xenos back for 20 minutes or you got wiped. I actually prefer this than what it is now where you can escape earlier and make all the xenos attempts useless.

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SD was the best. Die like a man while sending those demons back to hell.

While not being old hijack, when we have the pump sentries I used to barricade the pumps with flipped tables, racks, barrels and crates because I had the time and protection to do so. Was great even when the queen rocked up with the hive because there was always that slight pause of “What the fuck am I looking at?”

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Pure cinema mostly

Also marines wiped xenos shipside just as easy before. They just had to have decent leadership. I used to call AA in hangar (it was set to CIC), then call distress, blow up the console/disable the APC for no evac and force marines to fight to the death. We won 90% of the time irregardless.

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I miss the old days of the old SD during hijack. When I was playing XO a shitton, I used to get yelled at by COs for ordering an SD hold because I wanted to explode the ship specifically.

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hijacking should be bleak and the immediate priority changes from win to evacuate. that’s it. no xeno killing bullshittery, no repairing the ship stuff, it’s already fucked and is literally collapsing.

in my opinion, larva pool should stay even after crash - if marines win, it means xenos sucked bad. if marines lose, it doesn’t mean anything. splitting up should also be more rewarding

i think if you have like, more than 10 people in a area it should show on the hivemap to dissuade you from being a pussy and forcing a boring ship siege

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Old hijack was funny with atmos. Xeno break walls to space, wait for marine to enter room and you see them go horizontal and gasping while they float slowly into space. Self destruct room used to be a thing, you could see 6 rods and each of them took 3.33minutes to go up totally 20minutes. Apc for that room used to be in the rod room making it easy to take down. Later moved in the last room in the sd room.

There used to be the standard briefing/CIC hold and hangar hold with 7 laggy turrets that turned cm into a tetris laggy game.

All honestly turned into like everyone said, FOB 2.0. And before pods couldn’t be faulty and land on planet.

Most funny hijack I seen was when queen charging was in. You could see her in maintenance corridor running down 30 marines. Or when marines made disposal pipes of fury death if you walked on the tile it was shooting. Hilarious

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shotgun juggling my beloved :saluting_face:

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