Alien Tactics

Spread out across the map

Humans are almost always limited to a single base location. Aliens are not. Eggs can be located all over the map (preferably in dark ceiling corners). This gives aliens the ability to surprise humans by attacking from multiple locations. In many games, if the humans do manage to destroy the overmind, a new OM can quickly be built elsewhere (as long as there are surviving eggs). But don't egg spam – on a 100 build point server more than four eggs leaves too little for defense.

Using the booster

Proper use of a booster gives the aliens a huge advantage. It heals nearby aliens faster, and its poison causes humans to turn tail and run (or die) after one bite. A booster should be somewhat forward, along the main attack vector toward the human base. Ideal booster placement is directly below a ceiling egg, so dretches will drop onto it and become poisonous right away.

Distracting Idiot Humans

Two of the alien classes (dretch and marauder) are extremely mobile. They can play an important role in drawing humans' focus away from more important objectives (pressing the attack or defending against more powerful aliens).

As a dretch, it's pretty fun to run zigzag all over the walls and ceiling while humans waste their ammo. You'll be amazed how crappy human marksmanship is.

A single marauder can keep several humans busy for a long time (and maybe kill one or two of them). This really helps keep the pressure off aliens, giving your teammates time to build, respawn, and position themselves for attack. An advanced marauder on a hopping spree with its lightning attack can be more effective than a dragoon.

Dretching

Good dretching is arguably all that is necessary to be an extremely effective alien player - if they can score headshots, dretches are extremely powerful against stage 1 and 2 humans and can allow aliens to reach stage 3 quickly with a healthy stockpile of evolution points to become powerful tyrants.

Basically, attacking humans with a dretch has two important components: closing (maneuvering and evading until within striking range of the human) and scoring headshots (maximizing damage once in striking range). Here we will address each component in turn.

The most obvious advantage humans have over aliens is their ranged attacks, but a good dretch can nullify this advantage by closing fast on human players. In close quarters, the seemingly weak dretch has an advantage over most better-equipped humans - so half of being deadly with a dretch is merely putting yourself in this advantageous position. Here are some tips:

Once in range, your dretch can really show off its natural talents. It is absolutely essential that you aim your attacks at the human head, which is twice as vulnerable to damage as his body. A dretch headbite on a helmetless human does 96 HP of damage, which is quite devastating to say the least. Below are some important elements to scoring headshots.

Acid Tube 101

It's very important to realize that acid tube damage doesn't come from the acid spray - damage is calculated by a human's proximity to the tube itself. Sticking tubes way up high on a ceiling to rain acid on those below looks great, but does little or no actual damage.

The best spot for acid tubes is on the walls and ceiling around a door (roughly at human head height). With a trapper on the ceiling above the door.

Killing Human Structures

Humans depend on their bases. From a new player's perspective, it appears that dragoons and tyrants are the only serious threat to bases. This is far from the case.

The "block & wait" strategy

The aliens' most secure strategy is to contain the humans' assault until S3, when tyrants and advanced dragoons show up. At this point, the momentum shifts to the aliens, who can now present serious threats to the human base. Only good defense and rapid rebuilding of structures can save the humans. Once SD occurs, the aliens have even greater advantage.

The main tactic for implementing this strategy is a single granger who stays in the base and works on beefing it up. All the other aliens focus on owning the halls and keeping the humans bottled up.

This strategy is most effective on maps that favor humans (ATCS, Tremor).

The "draw-em-out" strategy

This requires a map that favors aliens (Arachnid2, Nexus6, Niveus, Karith). This strategy is more complex, and also more fun.

This requires multiple advanced grangers (2 or 3), who roam the map placing eggs in hard-to-reach spots (on the ceiling, usually).

The idea is to be able to attack scouting humans from behind, and to easily relocate the OM if it's destroyed. Most human strategies assume a path to the default OM location, and many humans aren't flexible enough to accommodate a change in destination. The weakened human defenses are easy for dragoons, marauders, etc. to beat down.

Go up!

You'll probably see this repeated in other places, but it's worth mentioning here. Humans have a real problem moving vertically (they can't walk on walls). And human grenades are hard to toss upwards. Aliens should exploit this weakness by placing eggs, acid tubes, trappers, pretty much everything on the ceiling and walls.

Beware

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Marauders

Marauders and advanced marauders should be used instead of goons, in my opinion. This is because:

Note to Nubs!

The trapper is useless on the floor. Don't be a nub; put them on the walls/roof instead!