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(Try out a new layout for Xenomorph individual pages, fill in Runner page to showcase)
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{{JobPageHeader
{{XenoPageHeader
|headerbgcolor = black
|headerbgcolor = black
|headerfontcolor = white
|headerfontcolor = white
|stafftype = OFFENCE
|tiertype = XENOMORPH - TIER 1
|imagebgcolor = #DDAADD
|imagebgcolor = #DDAADD
|img = Alien-Runner.png
|img = Alien-Runner.png
|jobtitle = Runner
|castetitle = Runner
|difficulty = Hard
|evolves_from = [[Larva]]
|superior = Queen
|evolves_to = [[Hunter]]
|duties = Capture and harass prey.
|role = Scout for the Hive. Harass and ambush Marines, especially lone wolfs. Flank positions during sieges and stand-offs. Gather hosts.
|guides = N/A
|guides = N/A
}}
}}


==== Playing a Runner ====
==== General Information ====
You are fast, but not particularly strong. You are essentially a Hive scout. Your primary role is to scout the land around the Hive, identify any threats and possible hosts, and report back to the Hive. Communicate frequently! Only capture hosts or harass any identified enemy where the opportunity arises.


The Runner, as its name fully implies, is the fastest caste available to the Xenomorph Hive. It is small and nimble, able to effortlessly run under and above most waist-high obstructions, leaping over barricades and tables alike. Its speed however is made up for by its extremely low durability, any sustained damage will usually lead to the death of a Runner, forcing it to pick its encounters carefully and making the price for a mistake rather high.


Speed and cunning are your weapons, a fragile body and relatively weak attack are your Achilles heel. A few well-aimed shots will bring down a Runner and most Marines tend to fire '''lots''' of poorly aimed shots. Death can come swiftly if you're not cautious and careful.
The Runner has powerful legs and as such can '''Pounce''' to cover a relatively large distance in an instant. Such a pounce allows the Runner to increase his mobility even further, and if aimed properly can allow him to land on top of a human, instantly flooring him. Should this happen, the human will probably get up quickly, but this will disarm them, making it a good way to start an ambush.


Due to the Runner's small stature, it is also important to note the Runner's ability to '''Hide''' under objects, notably tables which can easily conceal it fully. This increases its ability to perform ambushes even further, making it deadly if not found rapidly. This also allows the Runner to picks its time to strike even in plain sight.


Once evolved from a Larva, you should immediately seek to explore the world on which you find yourself. Until you can evolve or upgrade, however, you are very weak. Eventually you might find you encounter hostile beings that spit metal death. This is where your <code>hide</code> verb comes in to play. With this activated, and for no drain on plasma, you can hide under tables, crates, barricades and racks allowing you to both scout and report back on enemy movements, as well as run through marine defences the majority of the time. You can also set up ambushes using your fellow sisters to help lure prey closer to you.
The Runner has a relatively weak attack, but it can easily chain up attacks, allowing it to rapidly dish out damage when an ambush is successful. A well-placed pounce and a few slashes ought to put the average host in fear of ever wandering towards the darkness alone ever again.


==== Playing as a Runner ====


The Runner starts with the <code>Pounce</code> ability. This Pounce allows a Runner to close distance with Hosts quickly. It will also knock a Host to the ground if aimed to hit them. This works perfectly in conjunction with <code>hide</code> to let you ruin a Marine's day.
It cannot be emphasized enough that the Runner makes up for its extreme nimbleness by being physically weak. Not only is it not too impressive in direct combat, but it will be put down easily by concentrated fire. Two bursts that hit are guaranteed to instantly end up with you floored, and as such you do not get the luxury of just running around prepared Marines that are ready to fire unless you know exactly what you are doing and do it well. This death can come in a few, well-aimed deadly shots, or in a hail of bullets that even the Runner eventually falls victim to.


While you might be in a hurry to try your mettle in an ambush, it's important to know that as a Runner, you have two major non-combat tasks. Recovering defenseless hosts and bringing them to the Hive, and scouting Marine positions and relaying that information to the Hive. Your speed means you are at almost no risk if someone spots you lurking around fortifications, and most will think twice before giving chase, knowing your innate strength against isolated targets and the fact you can easily outrun them if in actual danger.


Runners are good at harassing round start survivors, who are ill equipped to fend you off. Runners are also good at hunting isolated Marines. They can also participate in larger conflicts by harassing and infecting retreating Marines, especially those that may get cut off from the rest of their squad.
Harassment is another important tool in your arsenal. Not every attack or ambush has to yield serious wounds or kills, fear and panic can easily damage the humans as much. Don't hesitate to scare groups of humans that you can't engage head-on, remind them that nowhere is truly safe, perhaps have them waste munitions or even precious time trying to snuff you out.


====Runner Evolution====
Should you ever find a position behind enemy lines that is completely unguarded, your ability to flank with no danger will truly shine. Wreck havoc, leave nothing standing. The punishment for not guarding important assets is simple and severe.


Runners can evolve into a more powerful, larger variant of their caste; the [[Hunter]].
Never forget that you can '''Hide''' if needed, this may allow you to get very daring ambushes. Everyone expects an attack from the darkness, few expect a Runner to suddenly spring out from under a table in the middle of a well-lit area.


The [[Hunter]] gains increased health, and becomes a more focused '''stealth and ambush''' fighter. Gaining a cloaking ability, the Hunter becomes a more effective single fighter.
==== Runner Tactics ====


====Runner Tactics====
* As the fastest caste in the Hive, and one of the three starting castes, you will always be on monkey recovery until all are found and brought back. To move them quickly, just '''Eat''' them and '''Regurgitate''' them. Just make sure to not take too long. Once this is done, you can release your inner rage on the local colonists, or the local colony in general, until you eventually get a whole lot more foes to fight landing.


* Young Runners tend to die at an alarming rate. Mature before you do anything dangerous! Also, don't feel ashamed to fall back if you take any hits at all. Find some weeds and heal up. Avoid charging right into a conflict.  
* Runners are fragile, especially before they can upgrade. If there is any serious fighting ongoing, you might want to just stay at the Hive and wait until you become Mature. With one of the fastest evolutions in the game, this is worth your time to avoid a painful death.


* The Runner's scouting job is the riskiest job in the Hive because it keeps Runners constantly in contact with the Marines. Although the other Aliens may not agree at times, you are an extremely valuable part of the Hive. Don't take any crap about being stupid for dying. The Queen and Drones get to stay safe behind walls and the other offensive classes are much stronger than you. Death and danger are natural parts of a scout's job.
* Scouting as a Runner might sound trivial, but it can turn risky fast if you're not careful. Remember to switch in and out of Darkvision often, and be very careful about moving lights in the distance, lamps rarely move on their own, Marine armor lights do. Likewise, as you make your way around, keep a close eye on any suspicious clutter in small entrances. Humans can lay traps too, and their traps can kill you straight. Better safe than sorry.


* Communicate frequently with the Hive about what you're scouting. Tell the Hive what's dark, what's abandoned, what's protected, where fortifications are, where there are hosts, and the positions and numbers of Marines.
* Scouting for your eyes only is virtually useless. If you find out anything useful, just say it. You should have no trouble finding a safe place to communicate your information thanks to your '''Hide''' ability. Tell them any strongpoints, any obvious flanks, if the Marines are making big movements, if the metal bird is landing or taking off, the general concentration of Marines across the colony, or if you spot a target of interest.


*Hunt in a pack! You are weak alone, but as a group you can overwhelm most small groups of Marines. Any isolated hosts are easy pickings.
* You don't need to be a lone wolf. If you spot slower castes trying to flank and hunt as you do, make sure to gravitate around them. You might not be able to take a lot of punishment, but your ambushes can provide a golden opportunity for another caste to immediately mop up. You can also act as a guard for that [[Drone]] who is going in dangerous along the flank, he will reward you with melted defenses and new weed patches to recharge at.


*Your <code>Pounce</code> ability can be very formidable at capturing and quickly slashing isolated or grouped targets. Remember, only drones, carriers and the queen can carry face huggers so try to drag your prey back to a nest and ask a nearby carrier, drone or the queen to infect.
* The power of your '''Pounce''' as a disarming attack cannot be understated. Whatever they were doing before getting pounced, they will immediately be forced to drop their weapon, although it might snap back to their armor storage if they have a magnetic harness. This means that once they leap back up, they will be disoriented and disarmed, forcing them to stumble around either abandoning their weapon, pulling a new one out or trying to grab it again as you come in for raw damage.


*When you evolve from a chestburster larva, you keep your <code>Crawl Through Vent</code> ability. Use this to your advantage. There are a number of vents placed around the Nexus, use them as a quick escape if you're in danger, or use them to stalk hosts while keeping to shadowy areas.
* Due to your harassing power, you make a fantastic caste to assault a landed dropship if no armed Marines are inside, just try not to get caught by the safety shutters or the shuttle taking off. Try to enlist a Drone or Sentinel to melt the shutters, perhaps even the doors.


*If you find yourself assaulting the Almayer, try to escape the dropship as quickly as possible. Your low health prevents you from being much use during the hangar assault, so find a vent and move to a less populated area. If you're lucky, there should be unarmoured civilian personnel that you can infect quickly. You're ideal to pick them off one by one.
* Do not underestimate vent networks. They might give some warnings to nearby Marines, but you will be able to relocate insanely quickly.
 
* In an Almayer fight, you will usually want to leave the landing zone as fast as possible. Your destination will usually be the nearest vent, the Almayer is a tight, complex ship and you will need to travel in vents to flank in an useful manner. Do not try to fight stand-offs, you will have bad surprises.
 
==== Runner Evolution and Upgrades ====
 
Runner '''Upgrades''' are mostly focused on making the Runner even faster and more nimble, allowing it to pounce further and more times before resting. It will also improve both its damage a fair amount and its health a sliver. An Ancient Runner will be a dangerous opponent to a lone Marine, but do not get cocky. Two bursts that hit will still be just what it takes to end up with a big mass of bleeding chitin.
 
Runners can '''Evolve''' into the [[Hunter]]. While he is certainly a caste focused on ambushes like the Runner and shares its ability to Pounce, this caste loses mobility and nimbleness in favor of having more staying power and being devastating against single targets. The Hunter also gains a cloak, thus making it even more of an Ambush class, with a large serving of Stealth.

Revision as of 11:52, 8 July 2017

XENOMORPH - TIER 1
Alien-Runner.png
Runner
Evolves From: Larva
Evolves To: Hunter
Role: Scout for the Hive. Harass and ambush Marines, especially lone wolfs. Flank positions during sieges and stand-offs. Gather hosts.
Guides: N/A


General Information

The Runner, as its name fully implies, is the fastest caste available to the Xenomorph Hive. It is small and nimble, able to effortlessly run under and above most waist-high obstructions, leaping over barricades and tables alike. Its speed however is made up for by its extremely low durability, any sustained damage will usually lead to the death of a Runner, forcing it to pick its encounters carefully and making the price for a mistake rather high.

The Runner has powerful legs and as such can Pounce to cover a relatively large distance in an instant. Such a pounce allows the Runner to increase his mobility even further, and if aimed properly can allow him to land on top of a human, instantly flooring him. Should this happen, the human will probably get up quickly, but this will disarm them, making it a good way to start an ambush.

Due to the Runner's small stature, it is also important to note the Runner's ability to Hide under objects, notably tables which can easily conceal it fully. This increases its ability to perform ambushes even further, making it deadly if not found rapidly. This also allows the Runner to picks its time to strike even in plain sight.

The Runner has a relatively weak attack, but it can easily chain up attacks, allowing it to rapidly dish out damage when an ambush is successful. A well-placed pounce and a few slashes ought to put the average host in fear of ever wandering towards the darkness alone ever again.

Playing as a Runner

It cannot be emphasized enough that the Runner makes up for its extreme nimbleness by being physically weak. Not only is it not too impressive in direct combat, but it will be put down easily by concentrated fire. Two bursts that hit are guaranteed to instantly end up with you floored, and as such you do not get the luxury of just running around prepared Marines that are ready to fire unless you know exactly what you are doing and do it well. This death can come in a few, well-aimed deadly shots, or in a hail of bullets that even the Runner eventually falls victim to.

While you might be in a hurry to try your mettle in an ambush, it's important to know that as a Runner, you have two major non-combat tasks. Recovering defenseless hosts and bringing them to the Hive, and scouting Marine positions and relaying that information to the Hive. Your speed means you are at almost no risk if someone spots you lurking around fortifications, and most will think twice before giving chase, knowing your innate strength against isolated targets and the fact you can easily outrun them if in actual danger.

Harassment is another important tool in your arsenal. Not every attack or ambush has to yield serious wounds or kills, fear and panic can easily damage the humans as much. Don't hesitate to scare groups of humans that you can't engage head-on, remind them that nowhere is truly safe, perhaps have them waste munitions or even precious time trying to snuff you out.

Should you ever find a position behind enemy lines that is completely unguarded, your ability to flank with no danger will truly shine. Wreck havoc, leave nothing standing. The punishment for not guarding important assets is simple and severe.

Never forget that you can Hide if needed, this may allow you to get very daring ambushes. Everyone expects an attack from the darkness, few expect a Runner to suddenly spring out from under a table in the middle of a well-lit area.

Runner Tactics

  • As the fastest caste in the Hive, and one of the three starting castes, you will always be on monkey recovery until all are found and brought back. To move them quickly, just Eat them and Regurgitate them. Just make sure to not take too long. Once this is done, you can release your inner rage on the local colonists, or the local colony in general, until you eventually get a whole lot more foes to fight landing.
  • Runners are fragile, especially before they can upgrade. If there is any serious fighting ongoing, you might want to just stay at the Hive and wait until you become Mature. With one of the fastest evolutions in the game, this is worth your time to avoid a painful death.
  • Scouting as a Runner might sound trivial, but it can turn risky fast if you're not careful. Remember to switch in and out of Darkvision often, and be very careful about moving lights in the distance, lamps rarely move on their own, Marine armor lights do. Likewise, as you make your way around, keep a close eye on any suspicious clutter in small entrances. Humans can lay traps too, and their traps can kill you straight. Better safe than sorry.
  • Scouting for your eyes only is virtually useless. If you find out anything useful, just say it. You should have no trouble finding a safe place to communicate your information thanks to your Hide ability. Tell them any strongpoints, any obvious flanks, if the Marines are making big movements, if the metal bird is landing or taking off, the general concentration of Marines across the colony, or if you spot a target of interest.
  • You don't need to be a lone wolf. If you spot slower castes trying to flank and hunt as you do, make sure to gravitate around them. You might not be able to take a lot of punishment, but your ambushes can provide a golden opportunity for another caste to immediately mop up. You can also act as a guard for that Drone who is going in dangerous along the flank, he will reward you with melted defenses and new weed patches to recharge at.
  • The power of your Pounce as a disarming attack cannot be understated. Whatever they were doing before getting pounced, they will immediately be forced to drop their weapon, although it might snap back to their armor storage if they have a magnetic harness. This means that once they leap back up, they will be disoriented and disarmed, forcing them to stumble around either abandoning their weapon, pulling a new one out or trying to grab it again as you come in for raw damage.
  • Due to your harassing power, you make a fantastic caste to assault a landed dropship if no armed Marines are inside, just try not to get caught by the safety shutters or the shuttle taking off. Try to enlist a Drone or Sentinel to melt the shutters, perhaps even the doors.
  • Do not underestimate vent networks. They might give some warnings to nearby Marines, but you will be able to relocate insanely quickly.
  • In an Almayer fight, you will usually want to leave the landing zone as fast as possible. Your destination will usually be the nearest vent, the Almayer is a tight, complex ship and you will need to travel in vents to flank in an useful manner. Do not try to fight stand-offs, you will have bad surprises.

Runner Evolution and Upgrades

Runner Upgrades are mostly focused on making the Runner even faster and more nimble, allowing it to pounce further and more times before resting. It will also improve both its damage a fair amount and its health a sliver. An Ancient Runner will be a dangerous opponent to a lone Marine, but do not get cocky. Two bursts that hit will still be just what it takes to end up with a big mass of bleeding chitin.

Runners can Evolve into the Hunter. While he is certainly a caste focused on ambushes like the Runner and shares its ability to Pounce, this caste loses mobility and nimbleness in favor of having more staying power and being devastating against single targets. The Hunter also gains a cloak, thus making it even more of an Ambush class, with a large serving of Stealth.