Aliens

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Description

Composed of a variety of monstrous lifeforms, the alien team places emphasis on high mobility and brutal short-range attacks. Unlike the human team, the aliens do not use technology, but rather their own physical capabilities. As such, they possess a strikingly organic appearance. In addition, the aliens are not bound to their base to the same extent as the human team, and can function independently of it, due to their ability to regenerate and the lack of an ammunition requirement. It is advisable for alien players to make good usage of cover and stealth, considering the lack of long-range capability.

Individual aliens evolve into more powerful species, rather than purchasing more powerful equipment as Humans do.

Diagram Aliens.png

Tips

🚧️ TODO: Deduplicate with Gameplay#Aliens tips.
  • Attack the human's heads to deal the most damage.
  • You can not devolve into lesser forms (wrong in 0.52: will be able to devolve near overmind).
  • aliens can sense their enemies from a short range.
  • aliens do not take damages when falling.
  • can't evolve when too close to an enemy (wrong in 0.52: only being seen prevent evolution)
  • aliens which can pounce (Mantis, Dragoon) can jump when landing to bounce, reusing their inertia to continue to move fast.
  • do not stay close human "dead" buildings: their explosion will hurt you

Forms

Speed is in game's units, and aliens have the same speed whatever the direction they are going to.

Name Unlock Cost Health Abilities Description Speed Regeneration speed (time for full heal)
Dretch 0 Free 30 Automatic bite, silent steps, wall walking Most basic offensive alien, with a lethal reflexive bite. 448 0.7 (42.8s)
Granger 0 Free 50 Build (cooldown ~9s), bite (weak) Builder species. Not recommended for combat. 287 0.7 (71.4s)
Mantis 0 2 75 Slash, pounce (no damage), silent steps, wall walking, cripple Fast, silent and wall-walking. 399 1.3 (57.7s)
Marauder 0 4 150 Slash, wall jump Wall jump ability allows the marauder to gain great speed in enclosed areas. To use it, either press the "jump" key when touching a wall or keep the "jump" key pressed. 383 1.5 (100s)
Dragoon 1 6 200 Bite, pounce (allows for great speeds and crushes enemies) Large alien that can deliver powerful chomps and crush enemies with its bulk. 383 2.0 (100s)
Advanced Granger 2 Free 75 Build, bite (weak), spit (extinguishes fires), wall walking Advanced variant of the Granger, can wall walk. 287 1.0 (75s)
Advanced Marauder 1 6 175 Slash, lightning (can hit multiple enemies at once), wall jump Advanced variant of the Marauder, can Zap. 383 1.75 (100s)
Advanced Dragoon 3 8 250 Bite, barbs (up to 3 ranged projectiles, regrow slowly), pounce Advanced variant of the Dragoon, can Snipe. 383 2.5 (100s)
Tyrant 4 10 350 Slash, trample (allows for great speeds and crushes enemies) Largest alien with the strongest melee attack. Can not jump very well. 353 3.0 (116.7s)

Buildings

  • Alien bases are hard to build, due to their lack of ranged defense. All buildings must be both close enough to humans to be effective, while still being hidden enough to not be destroyed from afar. Doors are usually good for protecting alien structures, because humans then MUST go close enough the structure to open the door. Be wary that some doors are really large or have shapes that allows a human to jump over a barricade put in front of it.
  • Avoid building on floor: building on the floor are vulnerable to pain saws, are at flame thrower and shotgun range and are very vulnerable to grenades.
  • Fire will spread. Don't build building tightly packed together if you don't want a human equipped with a flamer to be able to wipe everything in seconds.
  • Trapper's projectile is slow, if it is too far from enemy's passage, even a walking, non-suspecting human will "dodge" it without even noticing there's a trapper.
  • One of alien's strengths in base building is that their outposts only require a single egg. No defenses, sure, but those can be spread everywhere.
  • Every alien structures generate "creep", which have various effects, including faster healing.
Name Unlock Cost Health Regen speed Time to heal Cooldown Description
Overmind 0 Free 750 6 125 NA Allows aliens to evolve and alien buildings to function.
Egg 0 10 250 8 31.25
🚧️ TODO: -
Allows aliens to enter the battle arena. When the last egg is destroyed, extermination of the aliens is imminent.
Barricade 0 8 300 15 20 NA Obstructs corridors and doorways. Will shrink to allow aliens to pass. Does *not* actively block things.
Acid Tube 0 8 125 10 12.5
🚧️ TODO: -
Produces a cloud of corrosive gas when detects a human, can work through barricades, does not damage allies.
Leech 0 0 200 10 20 NA Absorbs nutrients from the ground (produces build points).
Spiker 1 10 150 10 15 ~5s Launches spikes when humans are at range. Can damage allies, better placed on roof or walls, almost useless on floor.
Trapper 2 8 50 6 8.3 ~6s Glues humans to the floor for ~5s.
Booster 2 12 150 8 18.75 NA Accelerates alien regeneration and provides them with poison. Poison lasts for ~20s, status is can be seen in right "mandible", and deals 5 damages per seconds, affected by armor. To get the poisonous bite, one must touch the booster.
Hive 3 12 125 10 12.5 ~3s Houses insects that will chase humans to defend their home. The insects fly about as fast as a running human and will give up eventually, so they can be dodged.

Example

The following screenshot shows all types of alien buildable constructs, with the exception of the Overmind, the Booster and the Spiker.

2021-11-Baricaded door.png

This is not an example of strategically wise building. The buildables are too close together, making them vulnerable to fire with a Grenade or the Flame Thrower. Visible are:

  1. Three Trappers. Trappers are weak, but highly useful to immobilize humans. The usefulness in matches against bots is currently low, because of a bug that allows bots to aim while trapped. This results in quick destruction of Trappers by bots.
  2. A Barricade.
  3. Five Acid Tubes. Usually, it would be better to put them on walls or ceilings, to prevent them from Grenades.
  4. Two Hives on the ground. As for Acid Tubes, it would be better to put them on walls or ceilings.
  5. A Leech. The position near the door is not optimal, as it will be rather to easy to destroy. Destruction of a leech might result in the temporary disabling of some alien constructs.