
How To Capture A Megaspawn?
#1
Posted 27 May 2005 - 04:40 PM
#2
Posted 27 May 2005 - 05:21 PM
Some aliens will NOT fall to stun damage unless already injured; in the case of one of the big green worms...
I was pelting it with stunguns and stungas, and the bugger was just... NOT KO'ing! It was the last one left, and it had taken several hits from my uberstungrapples (they did like 255 stun damage, fired really fast, etc.) and still wasn't down, so I sent in my heavy gunners to kill the git. They cornered it in the control room of the UFO and I lit the room up. A few moments later, I won the game, because it had succumbed to stun damage!

EDIT; There's a limit on how much stun damage a creature can accumulate, see below formula;
If;
TargetHP

Edited by Exo2000, 27 May 2005 - 05:25 PM.
#3
Posted 27 May 2005 - 09:53 PM
Stun grenades can go beyond the 80 stun limit with very carefully timed impact damage.
So the general rule of thumb is to just get the health of whatever alien you want to capture below 80.
- NKF
Number of members: 1
#4
Guest_Azrael_*
Posted 27 May 2005 - 10:19 PM
#5
Posted 27 May 2005 - 11:04 PM
I just filled the room where they were with stun grenades, lots of them, worked wonders I say!
You realise this won't work against things like the big worms & megaspawns, right?

It'll KO weaker aliens easily though. Just try not to spam too much gas, otherwise you waste it and you end up losing money. Wait for the gas clouds to die out a bit before "reinforcing" them.
#6
Posted 28 May 2005 - 11:01 AM
By the way i was wondering how my scientist can keep an alive megaspawn inside the contention area? (he might wanna escape), and i really doubt that a few scientist and a steel door can stop it

Edited by Chaim, 28 May 2005 - 11:03 AM.
#7
Posted 28 May 2005 - 11:12 AM

Basically, wound it a lot (but don't kill) and throw stun damage at it. If it is stunned, not dead, it will collapse without a sound. (It'll appear to die, but it isn't actually dead) However, it can still die from "collateral" damage.
#8
Guest_Azrael_*
Posted 28 May 2005 - 03:09 PM
I just filled the room where they were with stun grenades, lots of them, worked wonders I say!
You realise this won't work against things like the big worms & megaspawns, right?
It'll KO weaker aliens easily though. Just try not to spam too much gas, otherwise you waste it and you end up losing money. Wait for the gas clouds to die out a bit before "reinforcing" them.
Have you realised this topic is about megaspawns, right? I tossed lots of gas, stepped back, wasn't exactly immediate, but worked, if any wouldn't fall, I just entered the room with stun grapples.
#9
Posted 28 May 2005 - 06:12 PM
And don't just surround a Megaspawn out in the open, use strategy and find a corner or a tunnel you can run into for cover. You can do it with no losses and only a few soldiers if you wanted to.
One place I know you can do this is in the battleship or mothership crash sites. There's tunnels on both sides of the UFO door. The mothership, I think, the one that crashes into a section of sewer pipelines, is excellent because the Megaspawn cannot chase you up the stairs and there's alcoves you can duck into for more cover. Just step out, damage the megaspawn a bit and then head for cover if you're starting to take damage and recharge your shields. Occasionally toss a stun grenade, or have someone sneak up from behind (the other pipe) and hit them with stun grapples and then retreat to safety (use smoke grenades to mask your retreat if they spot you). Repeat until it is stunned.
That's just one of the many ways you can capture them with no losses - there's plenty more, but they all involve making heavy use of cover.
Alternately, anyone ever notice how a Megaspawn will run away if you run up right next to it? Not always but I've seen it happen several times now. On several occasions I ran an android up to it with stun grapples and power swords and managed to knock one out as it was retreating. I really don't know if I'd be able to duplicate this...
- NKF
Number of members: 1
#10
Posted 28 May 2005 - 06:30 PM
I just filled the room where they were with stun grenades, lots of them, worked wonders I say!
You realise this won't work against things like the big worms & megaspawns, right?
It'll KO weaker aliens easily though. Just try not to spam too much gas, otherwise you waste it and you end up losing money. Wait for the gas clouds to die out a bit before "reinforcing" them.
Have you realised this topic is about megaspawns, right? I tossed lots of gas, stepped back, wasn't exactly immediate, but worked, if any wouldn't fall, I just entered the room with stun grapples.
Still... I find it hard to believe you took out a Megaspawn without doing any physical (non-stun) damage.

I'd suggest applying the stun damage to the megaspawn immediately rather than after, that way it'll get stunned the moment you bring its health down below 80.
And don't just surround a Megaspawn out in the open, use strategy and find a corner or a tunnel you can run into for cover. You can do it with no losses and only a few soldiers if you wanted to.
One place I know you can do this is in the battleship or mothership crash sites. There's tunnels on both sides of the UFO door. The mothership, I think, the one that crashes into a section of sewer pipelines, is excellent because the Megaspawn cannot chase you up the stairs and there's alcoves you can duck into for more cover. Just step out, damage the megaspawn a bit and then head for cover if you're starting to take damage and recharge your shields. Occasionally toss a stun grenade, or have someone sneak up from behind (the other pipe) and hit them with stun grapples and then retreat to safety (use smoke grenades to mask your retreat if they spot you). Repeat until it is stunned.
That's just one of the many ways you can capture them with no losses - there's plenty more, but they all involve making heavy use of cover.
Alternately, anyone ever notice how a Megaspawn will run away if you run up right next to it? Not always but I've seen it happen several times now. On several occasions I ran an android up to it with stun grapples and power swords and managed to knock one out as it was retreating. I really don't know if I'd be able to duplicate this...
- NKF
I haven't noticed that... I'll have to try it. They obviously have self-preservation... they figure they might accidentally shoot the missile at their feet and kill themselves.

#11
Posted 31 May 2005 - 06:20 AM

Edited by Chaim, 31 May 2005 - 06:22 AM.
#12
Posted 30 June 2005 - 08:31 AM
In other words, can I stun a megaspawn or psimorph by stun grappling alone, or do I have to shoot them a few times to soften them up?
#13
Posted 30 June 2005 - 09:58 AM
Stun grapples are very limited in how much they can do, but stun grenades can do a lot more than 80 if you do it right
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
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The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

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#14
Posted 30 June 2005 - 02:15 PM
- NKF
Edited by NKF, 30 June 2005 - 02:18 PM.
Number of members: 1
#15
Posted 01 July 2005 - 03:37 PM
The trick is not getting your guys killed. . .
Take one more step, and I swear, I will kill you so hard you will die to death.
#16
Posted 07 February 2006 - 01:14 PM
Well, in the Battleships, there's an underground. . .chamber just outside the door, and that's the only place you'll find Megaspawns outside the ship. All you have to do is place a few brave agents on the sides of the doors, and then have the rest of your troops hang back and snipe any aliens that come out. When a Megaspawn appears, have your long-distance troops toss all the stun grenades they have in the same instant (pause if you're using real-time) and at the same time, have all the soldiers near the doors go autofire and aggressive with dual Stun Grapples. With any luck, sooner or later, the stun grenades and stun grapples will hit at the same time in tandem with each other, resulting in much higher stun damage.
The trick is not getting your guys killed. . .
I saw a Megaspawn go down to a single stun grenade in turn based/medium difficulty. I just use the same tactic as I do on Multiworms. Let them stew in stun gas for a turn. Then shoot them until they konk out. Only the multiworms seem resistant enough to stun gas that this doesn't always work.
#17
Posted 07 February 2006 - 05:21 PM
...make an agent fall on him from above ROFL
#18
Posted 12 March 2006 - 08:01 PM
Simple way to capture megaspawn...
...make an agent fall on him from above ROFL

Never tried that before. I always throw a few stun grenades into the room with the last magaspawn ( after I killed all the sectoids and other aliens ), wait till the air is clean and ran with two soldiers towards the megaspawn. One field before the spawn they kneel and use the stun thingies in one hand and fire with toxigun ammo a in the other hand. Get the magespawn down ( not dead ) before the shields of my soldiers go poof

Best wishes
Redbull
Edit : Make sure that the magespawn is really the last enemy, nothing bader than to hear a stunned megaspawn die ( critical wounds ) when your soldiers are searching the last fraked popper

Edited by Redbull, 15 March 2006 - 07:07 AM.
#19
Posted 16 March 2006 - 03:08 AM
#20
Posted 16 March 2006 - 06:22 AM

How probable is it? Dunno, NKF to the rescue?

One of my guys fire at him, hit, he reaction fires with Thermal Shock Launcher. The whole crew stunned. Mission over.
#21
Posted 16 March 2006 - 08:42 AM
Also, if the unit is rendered unconscious will that allow the stun damage to increase further or at least prevent a recovery, like keeping the already stunned alien in a gas cloud or maintaining psi-stun link.
#22
Posted 17 March 2006 - 12:04 AM

***PINNED***
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#23
Posted 17 March 2006 - 05:38 AM
- Normal stun damage appears to be capped at 80 - or perhaps 2x the weapon power.
- Stun impact damage (the damage dealt when a stun grenade detonates before the gas kicks in) is unlimited as long as you time the detonations right. Detonating multiple grenades at the same time will only apply the impact damage for one grenade.
- Mind stun will only stun as long as the unit is conscious, so maintaining lock will make sure that the stunned unit gets stunned again the moment it wakes up. This one needs a bit of checking.
--
For Megaspawn, the trick really boils down to applying some stun damage first then start damaging it until it drops. Once it drops, have a soldier stand on top of it and hope that you're able to beat the mission before any critical wounds (if any were dealt) kill off the Megaspawn.
The whole process is less mind numbing than the act of capturing poppers, which are also easy, but you have to know which direction they're coming from.
- NKF
Number of members: 1
#24
Posted 17 March 2006 - 07:21 AM
Or do you mean blow up one grenade for 80 or something points, then immediately blow another one for 80 more, rinse repeat until it overwhelms even a healthy Megaspawn? I think I once did something like that inside the Destroyer, but I probably wasn't patient enough and finished the job with few toxigun shots.
#25
Posted 17 March 2006 - 07:43 AM
It's really hard to perform. Personally, I find it easier to just start hitting said alien with a weaker weapon, like a plasma gun until its health goes below 80.
- NKF
Number of members: 1
#26
Posted 17 March 2006 - 08:17 AM

#27
Posted 17 March 2006 - 01:48 PM
That's why I said I prefer to just stun the subject and harm it until it falls unconscious. It's less wasteful than firing off hundreds of stun grenades at exactly the right moment. That's just too tiring.

- NKF
Number of members: 1
#28
Posted 18 March 2006 - 12:19 AM
but i used maybe 10 stun grenades, and it was very difficult. the first time i tried that, it woke up when my soldier moved off the unconscious body to react to alien fire, and he got torn to shreds. I would suggest NKFs post about using plasma guns to put it down
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#29
Posted 10 January 2007 - 04:56 PM
#30
Posted 10 January 2007 - 11:03 PM
Oh, hey, just a minor correction on my earlier comment in this thread: The normal stun damage cutoff level for the grapples is 180, not 80 like I mentioned earlier.
- NKF
Number of members: 1
#31
Posted 11 January 2007 - 08:38 PM
#32
Posted 11 January 2007 - 11:35 PM
- NKF
Number of members: 1
#33
Posted 14 January 2007 - 01:55 AM
#34
Posted 14 January 2007 - 07:12 AM
usually I have to empty either one full clip to kill them or two guns to half capacity with a 90+ accuracy agent
the best way to do it is in a battleship at the entry tunnel, first throw several stungrenades around (carpet bombing everything in the exit and directly around it, so no matter where he goes he's in the gas), then repeat this, then start shooting the big one til he drops (and once they're saturated with stun gas, they WILL drop unconscious)
another way is to shoot one full clip of T-B at them (and pray that a.) they dont kill it and b.) not too many of them miss) and then go in with dual Stun Grapples on full auto
no matter WHAT you do, two shields in the backpack are the absolute neccessity for any capture-team agent.
With laser beam and searing plasma scatter the alien to the stars!
With tooth and fist and hammer blows, with axe and shell and poison-bombs, with virus-charge and thermal mines!
Kill them! Kill them! Kill them all!
#35
Posted 14 January 2007 - 10:36 PM
Srsly. Just make a flying guy, but you Gotta be CAREFUL on this one..
Fly above him stealthfully, using the marsec vest and the cloaking device. Then, Pause the game, prime a half back pack of Ap grenades dropping them on his head! BOOM! instantly almost dead, then you can go ahead and prime as many stun grenades as needed. Ive done this method on all the higher forms of aliens xD
Oh I forgot to mention that you need to start the grenades at 5.5 and move an intreval sooner each grenade, until it gets to 1.5 seconds, then your living dangerously :X
Edited by NRN_R_Sumo1, 14 January 2007 - 10:41 PM.
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#36
Posted 25 June 2007 - 07:51 AM
#37
Posted 25 June 2007 - 09:28 AM


Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#38
Posted 25 June 2007 - 01:50 PM

- NKF
Edited by NKF, 25 June 2007 - 02:20 PM.
Number of members: 1
#39
Posted 26 June 2007 - 03:35 PM
What is a thought, compared to the mind?
--
I R A SILLY GOOSE, apparently. Go figure.
--
I'm not dead! Really!
#40
Posted 27 June 2007 - 02:20 AM
The funny part about it was how the Megaspawn would frequently turn around and try to run away and I'd have to make my androids chase after it. It was even funnier when my android got exhausted and chased after it at a walking pace. No teleporters yet at this time. This was a real stamina management campaign.
Ah, good times.
- NKF
Number of members: 1
#41
Posted 02 July 2007 - 10:29 PM

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#42
Posted 03 July 2007 - 07:38 AM
What is a thought, compared to the mind?
--
I R A SILLY GOOSE, apparently. Go figure.
--
I'm not dead! Really!
#43
Posted 07 July 2007 - 11:16 PM
Why would Nkf find the forum THEN start playing the game?!
Im sure he isnt that desperate for friends :\
You are so silly Steel

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#44
Posted 08 July 2007 - 09:29 AM
...crap.
What is a thought, compared to the mind?
--
I R A SILLY GOOSE, apparently. Go figure.
--
I'm not dead! Really!
#45
Posted 08 July 2007 - 02:13 PM

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#46
Posted 09 July 2007 - 07:45 PM
You heard nothing.
What is a thought, compared to the mind?
--
I R A SILLY GOOSE, apparently. Go figure.
--
I'm not dead! Really!
#47
Posted 11 July 2007 - 02:11 PM
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#48
Posted 11 July 2007 - 03:15 PM
What is a thought, compared to the mind?
--
I R A SILLY GOOSE, apparently. Go figure.
--
I'm not dead! Really!
#49
Posted 12 July 2007 - 12:16 PM

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#50
Posted 12 July 2007 - 04:45 PM
I wonder if sitting on the UFO lip, floating off with flying armor, and dumping a crapload of vortex mines ( 10 or so, full backpack, both hands, both legs... how many is that?) would yield satisfying explosive results...
What is a thought, compared to the mind?
--
I R A SILLY GOOSE, apparently. Go figure.
--
I'm not dead! Really!