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Alien commander

A practical guide to commanding aliens: cysts and harvesters, hive types, biomass, upgrades and support abilities.

Your job in one sentence#

Spread infestation and harvesters across the map, grow biomass so your players get their abilities, and keep the players alive with healing and drifter abilities.

Opening#

  1. Drifter first: it grows everything faster and scouts.
  2. Cyst toward the nearest free resource nodes and drop harvesters there (8 res each). Harvesters take 38 s; have the drifter grow them.
  3. Upgrade the hive to Crag, Shade or Shift (10 res) and drop the first chamber. Your skulks want their first upgrade early.
  4. Biomass 1 research (15 res) to reach biomass 2: Bile Bomb and Rupture.

Mid game#

  • Second hive. More biomass, more eggs, a second spawn point and a second hive type (so a second kind of chamber). Build it when the area is safe; an unbuilt hive is a big target.
  • Abilities. Research Leap (biomass 4) early for skulks. Lerks want Umbra/Spores (6), fades Metabolize (3) then Stab (7), onos Bone Shield (6) and Stomp (8). See Biomass.
  • Second and third chambers of your main type to push upgrades to level 3.
  • Harvesters everywhere marines are not. Re-cyst cut chains immediately.

Supporting a fight#

Lifeform eggs#

With enough biomass you can turn eggs into Gorge, Lerk, Fade or Onos eggs. A free fade or onos for a player who just died can swing a fight, but it costs a lot of team res (80 / 100).

Common mistakes#

  • Not spending res on harvesters early.
  • All chambers in one room a single GL marine can clear.
  • Forgetting to research abilities once biomass is reached.
  • No drifter: structures take twice as long to build without one.

See also#

Commander basics · Alien tech tree · Alien commander abilities · Infestation

Hover any number to see where in the game code it comes from.
Page source: content/commander/alien-commander.md · Natural Selection 2 © Unknown Worlds Entertainment. Fan wiki, not affiliated.