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|guides = [http://www.colonial-marines.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
|guides = [http://www.colonial-marines.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
}}
}}
====Playing a Spitter====
 
----
==== General Information ====
As a Spitter you are basically an upgraded [[Sentinel]]. However, you also gain a new <code>Corrosive-Spit</code> ability that will deal burn damage to any target it hits. In addition, your <code>Corrosive-Acid</code> ability is now more powerful, allowing you to more quickly melt down walls and objects. A Spitter has an increased Plasma storage pool and retains the same movement speed and melee damage of the Sentinel.
 
<br><br>
The Spitter is the next evolution of the humble [[Sentinel]]. Where it was mostly stuck on a defensive role, guarding nests and giving occasional support to other castes during combat, the Spitter can afford to go on the offensive, where its slower speed is counteracted by better health and a larger plasma pool, along with a stronger Corrosive Acid that will make short work of most fortifications.
You have increased offensive capabilities, but this is still a defensive caste. Unless ordered by the [[Queen]], you should generally stay around the Hive at all times. Your primary duty is still to guard hosts and defend the Hive. You still move slowly. On open terrain, you can easily be overwhelmed by active Marines. If you do support a push, you should position yourself to retreat if the battle turns against you.
 
<br><br>
The Spitter is defined by its new powerful '''Corrosive Spit'''. This ability to deal consistent damage at range defines the caste and leads it to becoming a foe to even the most careful Marines. At any time, the Spitter can also opt back to the Neurotoxin Spit it used to have as a Sentinel, allowing it to adapt to any situation.
Even a Young or Mature Spitter can cause havoc offensively. You can use stunning neurotoxin or deadly spit, but stunning allows the Hive to infect them. If the Marines are pushing you to your limits, don't be afraid to be using deadly toxin! As you upgrade, you can spam more easily. Keep on spamming. Use your range!
 
<br><br>
==== Playing as a Spitter ====
 
While the Sentinel was limited to harassment at best, with the rare option of ambushing and killing a lone Marine, the Spitter can skirmish as well as the average [[Hunter]]. Its corrosive spit is a regular, reliable damage output that will generally cool down any Marine trying to engage in a gunfight. While you will still be in a bad position if under sustained fire, you have more of a reason to be at the front lines, as damaging the Marines will usually allow fights to go in the Hive's favor.
 
Hit and run tactics that the Sentinel employed shine for you. Since you are able to damage Marines from afar, you can easily weaken a Marine chasing you to the point where they are forced to disengage, least they simply die. In case this fails, you might still be able to make it out where a Sentinel would not have had due to your bigger health pool. However, do mind you are slower, so it's usually a smart idea to stick near fellow sisters in case you bite more than you can chew while flanking.
 
Your corrosive acid is another critical part of your presence in the Hive. While other castes may have acid like yours, and the [[Boiler]]'s acid tops it all off, you will often be the caste best suited to apply some in dangerous situations. While you will approach a bit slower, you are less likely to go down to stray fire, lessening the risk of you dying while melting gear or defenses. Of course, if you have spare time, your acid can generally help shape buildings to fit the Hive.


====Abilities====
====Abilities====
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
! style="background-color:#A9A9A9;" width=150|Abilities:
! style="background-color:#A9A9A9;" width=150|Abilities:
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|Use middle mouse button to spit globs of neuro or acid.
|Use middle mouse button to spit globs of neuro or acid.
|}
|}
====Spitter Evolution====
 
----
====Spitter Tactics====
You can evolve into one of two unique alien roles:
 
<br><br>
* Spitters are less fit for ambushing and hit and run due to their slower speed. However, they can still do wonders if paired with another caste that can help distract or take the pressure off them while they run from an engagement with multiple Marines they can't hope to win.
The [[Praetorian]] further builds upon your advantages and strengths. You become far tougher, have greater Plasma regeneration, gain a faster spit fire rate, as well as the ability to secrete pheromones to boost the performance of other Aliens.  
* Remember to switch spits often even in combat situations. Neurotoxin is best to secure hosts for nesting and help a [[Runner]] or [[Hunter]] secure a kill on an exposed Marine. It can also occasionally serve to put the Marines a gun down while another caste moves in to do something. Acid is better if none of the above applies however, and should be used most of the time as it deals lasting damage.
<br><br>
* It is highly recommended that you don't chase after your own neurotoxin spits unless you are supported and there are no other Marines around to ruin your day. This is not your role anymore, you will do more good keeping that Marine down while another caste goes in to secure the kill.
Alternatively, the [[Boiler]] moves away from a Spitter's primary role. A Boiler becomes bigger, slower, and physically weaker, but gains access to the most powerful ranged attack, the <code>bombard</code> ability, as well as the most powerful form of corrosive-acid, allowing you to very quickly break down fortifications.  
* Acid spit can slowly damage barricades, turrets and even walls. As such, it can be used to slowly solve defensive deadlocks where an extremely entrenched perimeter proves too hard to even approach physically to melt with corrosive acid.
<br><br>
* While you are not as mobile as a [[Hunter]], you stand a reasonable chance in a melee, especially if the Marines cannot focus fire on you. Just watch out for explosives, as they can easily be used to stop your frenzy.
==== Ancient Spitter ====
 
----
==== Spitter Evolution and Upgrades ====
(''"You are a master of ranged stuns and damage. Go forth and generate salt."'')
 
<br><br>
Spitter '''Upgrades''' are mostly focused on making them a terror for Marines during ranged skirmishes and stand-offs. Their health increases a bit, but their spit gains the greatest upgrade with a longer range for neurotoxin spit and greater damage for corrosive spit. This is coupled with an increased fire rate for both and an increased plasma pool and regeneration. An Ancient Spitter will be able to comfortably skirmish with two or even three Marines given even the slightest amount of cover, turning you into a dangerous foe.
There's nothing wrong with an upgraded Spitter. The great things include the increased plasma storage/regeneration and spitting speed. Once you reach ancient Spitter, you become an alien Gatling Gun, capable of pinning down multiple hosts at once, spraying targets with acid globs, or keeping one host stunned for as long as you have Plasma. You also gain more health, which allows you to get closer to marines without getting completely annihilated, but it's important to keep in mind you're still not a ranged [[Hunter]] and you'll need a reliable escape if things get nasty.
 
<br><br>
Hunters can Evolve into two possible castes:
It's also important to not get hit. Even though you have 900 Plasma capacity and can regenerate quickly, Spitters burn Plasma like a train's coal and getting hit takes all Plasma regeneration, causing you to run out very quickly. Ask around for Plasma if you get stuck not being able to regenerate.
 
<br><br>
* The [[Boiler]] is perhaps the greatest ranged caste the Hive can muster, shedding its ability to fight on the front lines with spit in exchange of bombarding the battlefield with large acid and neurotoxin globs, turning it into the Xenomorph's artillery. If a Marine defensive position ever gives you trouble, a Boiler is sure to help, although it will be less useful if both sides are moving forwards or back rapidly. In a pinch, it is still capable of defending itself with its acid spray, although it usually will require good support as they are physically weak and slow for a large caste.
====Sources and Reading====
 
----
* The [[Ravager]] is a more all-rounder evolution of the Spitter, foregoing ranged mastery for a large array of useful combat skills that makes it the master of the battlefield. It has more health and a greater stature and melee attack coupled with surprising nimbleness, and its spit is as powerful as ever and it gains elusive [[Pheromones]] that would otherwise be reserved to [[Drone]] castes and the [[Queen]]. It also gets to use a special sticky spit, covering the battlefield in thick, sticky resin that will limit Marine movement.
[http://www.colonial-marines.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]

Revision as of 08:32, 5 October 2017

XENOMORPH - TIER 2
Alien-Spitter.png
Spitter
Evolves From: Sentinel
Evolves To: Boiler, Praetorian
Role: Protect your fellow Xenomorphs with a corrosive acid spit, allowing you to damage hosts from a distance and deny areas or lanes of fire to them. Use your strong acid to quickly melt into places.
Guides: The Guardian Caste Guide


General Information

The Spitter is the next evolution of the humble Sentinel. Where it was mostly stuck on a defensive role, guarding nests and giving occasional support to other castes during combat, the Spitter can afford to go on the offensive, where its slower speed is counteracted by better health and a larger plasma pool, along with a stronger Corrosive Acid that will make short work of most fortifications.

The Spitter is defined by its new powerful Corrosive Spit. This ability to deal consistent damage at range defines the caste and leads it to becoming a foe to even the most careful Marines. At any time, the Spitter can also opt back to the Neurotoxin Spit it used to have as a Sentinel, allowing it to adapt to any situation.

Playing as a Spitter

While the Sentinel was limited to harassment at best, with the rare option of ambushing and killing a lone Marine, the Spitter can skirmish as well as the average Hunter. Its corrosive spit is a regular, reliable damage output that will generally cool down any Marine trying to engage in a gunfight. While you will still be in a bad position if under sustained fire, you have more of a reason to be at the front lines, as damaging the Marines will usually allow fights to go in the Hive's favor.

Hit and run tactics that the Sentinel employed shine for you. Since you are able to damage Marines from afar, you can easily weaken a Marine chasing you to the point where they are forced to disengage, least they simply die. In case this fails, you might still be able to make it out where a Sentinel would not have had due to your bigger health pool. However, do mind you are slower, so it's usually a smart idea to stick near fellow sisters in case you bite more than you can chew while flanking.

Your corrosive acid is another critical part of your presence in the Hive. While other castes may have acid like yours, and the Boiler's acid tops it all off, you will often be the caste best suited to apply some in dangerous situations. While you will approach a bit slower, you are less likely to go down to stray fire, lessening the risk of you dying while melting gear or defenses. Of course, if you have spare time, your acid can generally help shape buildings to fit the Hive.

Abilities

Abilities: Description:
Regurgitate.png
Regurgitate
To devour, drag target with one hand then click yourself.


Beware the devoured will be dissolved in 5 minutes and regurgitating them doesn't reset the timer. If the devoured is armed with a knife, they can cut their way out from the inside, leading to you being gibbed.

Tail attack.png
Tail Attack
Ready your tail, middle click to impale your enemy (or to trip if targeting the foot).


Costs 20 plasma, drains plasma while active.

Corrosive acid.png
Corrosive Acid
Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to other castes due to how the spitter has stronger corrosive acid.


Costs 100 plasma.

Toggle Spit Type.png
Toggle Spit Type
Allows you to switch between neurotoxic spit costing 50 plasma to fire or spitting acid which costs 100 plasma to fire.
Xeno Spit.png
Xeno Spit
Use middle mouse button to spit globs of neuro or acid.

Spitter Tactics

  • Spitters are less fit for ambushing and hit and run due to their slower speed. However, they can still do wonders if paired with another caste that can help distract or take the pressure off them while they run from an engagement with multiple Marines they can't hope to win.
  • Remember to switch spits often even in combat situations. Neurotoxin is best to secure hosts for nesting and help a Runner or Hunter secure a kill on an exposed Marine. It can also occasionally serve to put the Marines a gun down while another caste moves in to do something. Acid is better if none of the above applies however, and should be used most of the time as it deals lasting damage.
  • It is highly recommended that you don't chase after your own neurotoxin spits unless you are supported and there are no other Marines around to ruin your day. This is not your role anymore, you will do more good keeping that Marine down while another caste goes in to secure the kill.
  • Acid spit can slowly damage barricades, turrets and even walls. As such, it can be used to slowly solve defensive deadlocks where an extremely entrenched perimeter proves too hard to even approach physically to melt with corrosive acid.
  • While you are not as mobile as a Hunter, you stand a reasonable chance in a melee, especially if the Marines cannot focus fire on you. Just watch out for explosives, as they can easily be used to stop your frenzy.

Spitter Evolution and Upgrades

Spitter Upgrades are mostly focused on making them a terror for Marines during ranged skirmishes and stand-offs. Their health increases a bit, but their spit gains the greatest upgrade with a longer range for neurotoxin spit and greater damage for corrosive spit. This is coupled with an increased fire rate for both and an increased plasma pool and regeneration. An Ancient Spitter will be able to comfortably skirmish with two or even three Marines given even the slightest amount of cover, turning you into a dangerous foe.

Hunters can Evolve into two possible castes:

  • The Boiler is perhaps the greatest ranged caste the Hive can muster, shedding its ability to fight on the front lines with spit in exchange of bombarding the battlefield with large acid and neurotoxin globs, turning it into the Xenomorph's artillery. If a Marine defensive position ever gives you trouble, a Boiler is sure to help, although it will be less useful if both sides are moving forwards or back rapidly. In a pinch, it is still capable of defending itself with its acid spray, although it usually will require good support as they are physically weak and slow for a large caste.
  • The Ravager is a more all-rounder evolution of the Spitter, foregoing ranged mastery for a large array of useful combat skills that makes it the master of the battlefield. It has more health and a greater stature and melee attack coupled with surprising nimbleness, and its spit is as powerful as ever and it gains elusive Pheromones that would otherwise be reserved to Drone castes and the Queen. It also gets to use a special sticky spit, covering the battlefield in thick, sticky resin that will limit Marine movement.