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	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Aliens&amp;diff=769</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Aliens&amp;diff=769"/>
		<updated>2012-09-22T06:47:31Z</updated>

		<summary type="html">&lt;p&gt;Rhez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Alien team is much more versatile than their [[Human]] nemeses. Aliens require slightly less organization than [[Humans]] and their strengths often reside in rapid movement and unpredictable hit and run tactics. Similar to the [[Humans]]' credits, Aliens receive frags, or &amp;quot;evolution points&amp;quot;, to evolve and advance stages. &lt;br /&gt;
&lt;br /&gt;
==Alien Stage One==&lt;br /&gt;
Aliens in their first and most basic stage.&lt;br /&gt;
&lt;br /&gt;
===Alien Stage One Classes ===&lt;br /&gt;
[[Granger]]&lt;br /&gt;
----&lt;br /&gt;
[[Dretch]]&lt;br /&gt;
----&lt;br /&gt;
[[Basilisk]]&lt;br /&gt;
----&lt;br /&gt;
[[Marauder]]&lt;br /&gt;
----&lt;br /&gt;
[[Dragoon]]&lt;br /&gt;
&lt;br /&gt;
'''Alien Stage One Structures:'''&lt;br /&gt;
  &lt;br /&gt;
[[Acid Tube]]&lt;br /&gt;
----&lt;br /&gt;
[[Barricade]]&lt;br /&gt;
----&lt;br /&gt;
[[Egg]]&lt;br /&gt;
----&lt;br /&gt;
[[Overmind]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stage One Tactics ===&lt;br /&gt;
It is widely agreed that in an early game (with both teams on stage one), Aliens hold a slight advantage over the [[Humans]] due to their vulnerability to [[head-bites]] their lack of [[helmets]]. Therefore it is often advantageous for Aliens to try to maximize their [[frags]], and capitalize on [[Human]] shortcomings. One should not, however, underestimate the lowly-staged [[Humans]]; it is always important to attack with caution and premeditation. Never [[rush]] into a cluster of [[Humans]] without observing their environment or planning an assault. If possible, attack from behind and aim for the head.&lt;br /&gt;
&lt;br /&gt;
== Alien Stage Two ==&lt;br /&gt;
Stage two escalates the complexity of both Alien building and hunting more than any other stage. Upon reaching stage two, aliens receive components key for survival in the remaining game, many of which manifest in evolved versions of previous species. &lt;br /&gt;
&lt;br /&gt;
=== Alien Stage Two Classes: ===&lt;br /&gt;
[[Advanced Granger]]&lt;br /&gt;
----&lt;br /&gt;
[[Advanced Basilisk]]&lt;br /&gt;
----&lt;br /&gt;
[[Advanced Marauder]]&lt;br /&gt;
----&lt;br /&gt;
[[Advanced Dragoon]]&lt;br /&gt;
&lt;br /&gt;
'''Alien Stage Two structures:'''&lt;br /&gt;
&lt;br /&gt;
[[Trapper]]&lt;br /&gt;
----&lt;br /&gt;
[[Booster]]&lt;br /&gt;
&lt;br /&gt;
=== Stage Two Tactics ===&lt;br /&gt;
In this stage, building is key. Other than the essentials, the [[Booster]] is considered to be the most valuable Alien structure. From experience, the [[Trapper]], though generally underrated, is actually very effective when placed in proper positions. In addition, the ability for Advanced Grangers to crawl and build on walls and ceilings can lend a huge advantage.  Stage two also introduces many advanced versions of the alien classes. Each of these advanced aliens inherit special abilities that lend themselves to specific situations, such as the mind-boggling gas exhaled from an [[Advanced Basilisk]], or the sharp and explosive barbs fired from an [[Advanced Dragoon]].&lt;br /&gt;
&lt;br /&gt;
== Alien Stage Three ==&lt;br /&gt;
The third and final stage of alien evolution introduces one of the most debatably powerful classes.&lt;br /&gt;
&lt;br /&gt;
=== Alien Stage Three Classes: ===&lt;br /&gt;
[[Tyrant]]&lt;br /&gt;
&lt;br /&gt;
'''Alien Stage Three Structures:'''&lt;br /&gt;
&lt;br /&gt;
[[Hive]]&lt;br /&gt;
----&lt;br /&gt;
[[Hovel]]&lt;br /&gt;
&lt;br /&gt;
=== [[Alien]] stage three tactics: ===&lt;br /&gt;
While gaining only a few new components, stage three is still a very impacting achievement in alien gameplay. The presence of hives, particularly mounted out of immediate [[Grenade]] range can mean that aliens can feel slightly more comfortable when rushing or engaging humans away from their base. Also [[Tyrants]] (when used properly) can induce mass carnage in the humans ranks. However, [[Tyrants]] can also be devastatingly hindering when they inadvertently block doorways or structures. When using a [[Tyrant]], a good sense of special awareness is usually required.&lt;/div&gt;</summary>
		<author><name>Rhez</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Aliens&amp;diff=768</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Aliens&amp;diff=768"/>
		<updated>2012-09-22T06:46:49Z</updated>

		<summary type="html">&lt;p&gt;Rhez: Tweaked Alien Stage Three Structures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Alien team is much more versatile than their [[Human]] nemeses. Aliens require slightly less organization than [[Humans]] and their strengths often reside in rapid movement and unpredictable hit and run tactics. Similar to the [[Humans]]' credits, Aliens receive frags, or &amp;quot;evolution points&amp;quot;, to evolve and advance stages. &lt;br /&gt;
&lt;br /&gt;
==Alien Stage One==&lt;br /&gt;
Aliens in their first and most basic stage.&lt;br /&gt;
&lt;br /&gt;
===Alien Stage One Classes ===&lt;br /&gt;
[[Granger]]&lt;br /&gt;
----&lt;br /&gt;
[[Dretch]]&lt;br /&gt;
----&lt;br /&gt;
[[Basilisk]]&lt;br /&gt;
----&lt;br /&gt;
[[Marauder]]&lt;br /&gt;
----&lt;br /&gt;
[[Dragoon]]&lt;br /&gt;
&lt;br /&gt;
'''Alien Stage One Structures:'''&lt;br /&gt;
  &lt;br /&gt;
[[Acid Tube]]&lt;br /&gt;
----&lt;br /&gt;
[[Barricade]]&lt;br /&gt;
----&lt;br /&gt;
[[Egg]]&lt;br /&gt;
----&lt;br /&gt;
[[Overmind]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stage One Tactics ===&lt;br /&gt;
It is widely agreed that in an early game (with both teams on stage one), Aliens hold a slight advantage over the [[Humans]] due to their vulnerability to [[head-bites]] their lack of [[helmets]]. Therefore it is often advantageous for Aliens to try to maximize their [[frags]], and capitalize on [[Human]] shortcomings. One should not, however, underestimate the lowly-staged [[Humans]]; it is always important to attack with caution and premeditation. Never [[rush]] into a cluster of [[Humans]] without observing their environment or planning an assault. If possible, attack from behind and aim for the head.&lt;br /&gt;
&lt;br /&gt;
== Alien Stage Two ==&lt;br /&gt;
Stage two escalates the complexity of both Alien building and hunting more than any other stage. Upon reaching stage two, aliens receive components key for survival in the remaining game, many of which manifest in evolved versions of previous species. &lt;br /&gt;
&lt;br /&gt;
=== Alien Stage Two Classes: ===&lt;br /&gt;
[[Advanced Granger]]&lt;br /&gt;
----&lt;br /&gt;
[[Advanced Basilisk]]&lt;br /&gt;
----&lt;br /&gt;
[[Advanced Marauder]]&lt;br /&gt;
----&lt;br /&gt;
[[Advanced Dragoon]]&lt;br /&gt;
&lt;br /&gt;
'''Alien Stage Two structures:'''&lt;br /&gt;
&lt;br /&gt;
[[Trapper]]&lt;br /&gt;
----&lt;br /&gt;
[[Booster]]&lt;br /&gt;
&lt;br /&gt;
=== Stage Two Tactics ===&lt;br /&gt;
In this stage, building is key. Other than the essentials, the [[Booster]] is considered to be the most valuable Alien structure. From experience, the [[Trapper]], though generally underrated, is actually very effective when placed in proper positions. In addition, the ability for Advanced Grangers to crawl and build on walls and ceilings can lend a huge advantage.  Stage two also introduces many advanced versions of the alien classes. Each of these advanced aliens inherit special abilities that lend themselves to specific situations, such as the mind-boggling gas exhaled from an [[Advanced Basilisk]], or the sharp and explosive barbs fired from an [[Advanced Dragoon]].&lt;br /&gt;
&lt;br /&gt;
== Alien Stage Three ==&lt;br /&gt;
The third and final stage of alien evolution introduces one of the most debatably powerful classes.&lt;br /&gt;
&lt;br /&gt;
=== Alien Stage Three Classes: ===&lt;br /&gt;
[[Tyrant]]&lt;br /&gt;
&lt;br /&gt;
'''Alien Stage Three Structures:'''&lt;br /&gt;
&lt;br /&gt;
[[Hive]]&lt;br /&gt;
----&lt;br /&gt;
[[Hovel]]&lt;br /&gt;
&lt;br /&gt;
=== [[Alien]] stage three tactics: ===&lt;br /&gt;
While gaining only a few new components, stage three is still a very impacting achievement in alien gameplay. The presence of hives, particularly mounted out of immediate [[Grenade]] range can mean that aliens can feel slightly more comfortable when rushing or engaging humans away from their base. Also [[Tyrants]] (when used properly) can induce mass carnage in the humans ranks. However, [[Tyrants]] can also be devastatingly hindering when they inadvertently block doorways or structures. When using a [[Tyrant]], a good sense of special awareness is nearly required.&lt;/div&gt;</summary>
		<author><name>Rhez</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Aliens&amp;diff=767</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Aliens&amp;diff=767"/>
		<updated>2012-09-22T06:44:25Z</updated>

		<summary type="html">&lt;p&gt;Rhez: Many spelling, grammar, and formatting mistakes corrected, as well as a few additions/modifications of text, but no new content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Alien team is much more versatile than their [[Human]] nemeses. Aliens require slightly less organization than [[Humans]] and their strengths often reside in rapid movement and unpredictable hit and run tactics. Similar to the [[Humans]]' credits, Aliens receive frags, or &amp;quot;evolution points&amp;quot;, to evolve and advance stages. &lt;br /&gt;
&lt;br /&gt;
==Alien Stage One==&lt;br /&gt;
Aliens in their first and most basic stage.&lt;br /&gt;
&lt;br /&gt;
===Alien Stage One Classes ===&lt;br /&gt;
[[Granger]]&lt;br /&gt;
----&lt;br /&gt;
[[Dretch]]&lt;br /&gt;
----&lt;br /&gt;
[[Basilisk]]&lt;br /&gt;
----&lt;br /&gt;
[[Marauder]]&lt;br /&gt;
----&lt;br /&gt;
[[Dragoon]]&lt;br /&gt;
&lt;br /&gt;
'''Alien Stage One Structures:'''&lt;br /&gt;
  &lt;br /&gt;
[[Acid Tube]]&lt;br /&gt;
----&lt;br /&gt;
[[Barricade]]&lt;br /&gt;
----&lt;br /&gt;
[[Egg]]&lt;br /&gt;
----&lt;br /&gt;
[[Overmind]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stage One Tactics ===&lt;br /&gt;
It is widely agreed that in an early game (with both teams on stage one), Aliens hold a slight advantage over the [[Humans]] due to their vulnerability to [[head-bites]] their lack of [[helmets]]. Therefore it is often advantageous for Aliens to try to maximize their [[frags]], and capitalize on [[Human]] shortcomings. One should not, however, underestimate the lowly-staged [[Humans]]; it is always important to attack with caution and premeditation. Never [[rush]] into a cluster of [[Humans]] without observing their environment or planning an assault. If possible, attack from behind and aim for the head.&lt;br /&gt;
&lt;br /&gt;
== Alien Stage Two ==&lt;br /&gt;
Stage two escalates the complexity of both Alien building and hunting more than any other stage. Upon reaching stage two, aliens receive components key for survival in the remaining game, many of which manifest in evolved versions of previous species. &lt;br /&gt;
&lt;br /&gt;
=== Alien Stage Two Classes: ===&lt;br /&gt;
[[Advanced Granger]]&lt;br /&gt;
----&lt;br /&gt;
[[Advanced Basilisk]]&lt;br /&gt;
----&lt;br /&gt;
[[Advanced Marauder]]&lt;br /&gt;
----&lt;br /&gt;
[[Advanced Dragoon]]&lt;br /&gt;
&lt;br /&gt;
'''Alien Stage Two structures:'''&lt;br /&gt;
&lt;br /&gt;
[[Trapper]]&lt;br /&gt;
----&lt;br /&gt;
[[Booster]]&lt;br /&gt;
&lt;br /&gt;
=== Stage Two Tactics ===&lt;br /&gt;
In this stage, building is key. Other than the essentials, the [[Booster]] is considered to be the most valuable Alien structure. From experience, the [[Trapper]], though generally underrated, is actually very effective when placed in proper positions. In addition, the ability for Advanced Grangers to crawl and build on walls and ceilings can lend a huge advantage.  Stage two also introduces many advanced versions of the alien classes. Each of these advanced aliens inherit special abilities that lend themselves to specific situations, such as the mind-boggling gas exhaled from an [[Advanced Basilisk]], or the sharp and explosive barbs fired from an [[Advanced Dragoon]].&lt;br /&gt;
&lt;br /&gt;
== Alien Stage Three ==&lt;br /&gt;
The third and final stage of alien evolution introduces one of the most debatably powerful classes.&lt;br /&gt;
&lt;br /&gt;
=== Alien Stage Three Classes: ===&lt;br /&gt;
[[Tyrant]]&lt;br /&gt;
&lt;br /&gt;
'''Stage three [[alien]] structure:'''&lt;br /&gt;
[[Hive]]&lt;br /&gt;
[[Hovel]]&lt;br /&gt;
&lt;br /&gt;
=== [[Alien]] stage three tactics: ===&lt;br /&gt;
While gaining only a few new components, stage three is still a very impacting achievement in alien gameplay. The presence of hives, particularly mounted out of immediate [[Grenade]] range can mean that aliens can feel slightly more comfortable when rushing or engaging humans away from their base. Also [[Tyrants]] (when used properly) can induce mass carnage in the humans ranks. However, [[Tyrants]] can also be devastatingly hindering when they inadvertently block doorways or structures. When using a [[Tyrant]], a good sense of special awareness is nearly required.&lt;/div&gt;</summary>
		<author><name>Rhez</name></author>
	</entry>
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