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|headerbgcolor = black
|headerbgcolor = black
|headerfontcolor = white
|headerfontcolor = white
|tiertype = XENOMORPH - TIER 2
|tiertype = ALIEN - TIER 2
|imagebgcolor = #DDAADD
|imagebgcolor =  
|img = Alien-Spitter.png
|img = Alien-Spitter.png
|castetitle = Spitter
|castetitle = Spitter
|evolves_from = [[Sentinel]]
|evolves_from = [[Sentinel]]
|evolves_to = [[Boiler]], [[Praetorian]]
|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.
|role = Protect your fellow Aliens 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 = [http://www.colonial-marines.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
|guides = [http://cm-ss13.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
}}
}}
====Playing a Spitter====
----
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>
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>
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>


====Abilities====
 
== General Information ==
 
 
The '''Spitter''' is the next evolution of the humble [[Sentinel]]. Where it was mostly stuck on a supportive role, harassing hosts and stalling them 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 '''acid based abilities'''. The 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 use its corrosive acid spray for slowing down oncoming foes, and allowing you to combo your other abilities for an even deadlier result.{{Autowiki/Content/XenoStats/Spitter}}
== 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 [[Lurker]]. 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 ==
 
 
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
! style="background-color:#A9A9A9;" width=150|Abilities:
! style="background-color:#423042;" width=150|<span style="color:white;">Abilities:</span>
! style="background-color:#A9A9A9;" |Description:
! style="background-color:#423042;" |<span style="color:white;">Description:</span>
|-
![[File:Xeno_Rest.png]]<br>Rest
|Used to rest and get up. Aliens heal faster when resting on weeds.
|-
|-
![[File:Regurgitate.png]]<br>Regurgitate
![[File:Regurgitate.png]]<br>Regurgitate
|To devour, drag target with one hand then click yourself.
|{{Devour}}
|-
![[File:Corrosive acid.png]]<br>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.
<br>
Costs 100 plasma.
|-
![[File:Xeno_Spit.png]]<br>Acid Spit
|Use middle mouse button to spit globs of acid. Your acid spit has an accurate range of 6 tiles, but can hit out to 7 with a lower probability, dealing 20 damage to any marines hit.




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.
Costs 50 Plasma, cooldown: 2.5 seconds.
|-
|-
![[File:Tail attack.png]]<br>Tail Attack
![[File:Charged_Spit.png]]<br>Charged Spit
|Ready your tail, middle click to impale your enemy (or to trip if targeting the foot).
|When activated, Charged Spit increases your movement speed by 80% and your armor by 5. Upon spitting, it will do 10 extra damage - 30 in total - but has a reduced range of only 5 tiles. Additionally, it will spatter the target with acid, requiring them to roll it off of themselves and doing 25 additional damage over two seconds.




Costs 20 plasma, drains plasma while active.
Costs 50 Plasma, cooldown: 12 seconds.
|-
|-
![[File:Corrosive acid.png]]<br>Corrosive Acid
![[File:Spray_Acid.png]]<br>Spray 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.  
|Sprays acid along the ground in a line, covering tiles with it and spattering barricades. This ability deals 20 damage solely to the legs and feet - halved for each instance of spray they are hit with. It is additionally capable of extinguishing your fellow sisters if they are on fire, or fire that is lingering on the ground.
 
 
'''If this ability hits a marine affected by the Charged Spit spatter, it will do an additional 25 damage, and cause them to take 50 additional damage over a period of 4 seconds - in addition, the spatter will take two rolls to remove rather than just one.'''




Costs 100 plasma.
Costs 50 plasma, cooldown: 8 seconds.
|-
|-
![[File:Toggle_Spit_Type.png]]<br>Toggle Spit Type
![[File:Tail_Stab64x64.png]]<br>Tail Stab
|Allows you to switch between neurotoxic spit costing 50 plasma to fire or spitting acid which costs 100 plasma to fire.
|Activating tail stab will begin a windup of one second, and upon conclusion, will enable you to launch a two tile attack that deals 1.2 times your maximum melee damage. It requires a direct click on the targets sprite, however, if it is missed, it only incurs a standard slash delay. Additionally, it will always hit the targeted limb. ''A Spitters tail stab will also inject 2 units of monomolecular acid, dealing consistent toxin damage and large amounts of pain to the target.''
 
 
'''Unless otherwise stated, this is shared by all strains.'''
 
 
Cooldown: 10 seconds.
|-
|-
![[File:Xeno_Spit.png]]<br>Xeno Spit
|Use middle mouse button to spit globs of neuro or acid.
|}
|}
====Spitter Evolution====
 
----
== Ability Rotation ==
You can evolve into one of two unique alien roles:
Your ability rotation is fairly simple:  
<br><br>
 
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.  
#Use your acid spit as a general harassing ability to poke at marines and attempt to destroy their splints, or generally cause them pain to slow them down.
<br><br>
#Activate your charged spit and, using the additional armor and movement speed buff, move in towards then - firing it at them to pressure them to disengage or take a large amount of damage.
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.  
#Use spray acid to finish them off after you land your charged spit - dealing a large amount of burst damage and forcing them to leave the area or potentially die due to having to resist it with two rolls rather than only one. Additionally, you can use your spray acid to save burning sisters or clear patches of land for you to push across.
<br><br>
 
==== Ancient Spitter ====
 
----
== Spitter Tactics ==
(''"You are a master of ranged stuns and damage.  Go forth and generate salt."'')
 
<br><br>
 
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.
* 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 - forcing them to back off or take severe burn damage.
<br><br>
 
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.
* 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>
 
====Sources and Reading====
* While you are not as mobile as a [[Lurker]], 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 you from using your Charged Spits abilities.
----
 
[http://www.colonial-marines.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
== Spitter Evolution ==
 
Spitters can Evolve into the following caste:
 
* 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 Alien'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 reserves, although it usually will require good support as they are physically weak and slow for a large caste.
 
* The [[Praetorian]] is a more all-rounder evolution, It has extreme versatility with its role, It can either become similar to a Spitter, With a ranged playstyle or become a frontline caste, All depending on the strain. It has more health and a greater stature and melee attack coupled with surprising nimbleness. '''Once you have evolved into a praetorian, you can de-evolve into a warrior if the hive requires one.'''
 
== Spitter Stats ==
{{XenoSkills
|meleelow=1
|meleehigh=3
|health=7
|plasma=6
|plasmaregen=7
|explosiveresist=2
|speed=5
}}
You can learn more about alien stats [[Xenomorph Stats|here]].
 
[[Category:Alien Castes]]

Latest revision as of 16:18, 25 August 2024

ALIEN - TIER 2
Alien-Spitter.png
Spitter
Evolves From: Sentinel
Evolves To: Boiler, Praetorian
Role: Protect your fellow Aliens 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 supportive role, harassing hosts and stalling them 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 acid based abilities. The 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 use its corrosive acid spray for slowing down oncoming foes, and allowing you to combo your other abilities for an even deadlier result.

Spitter Stats
Maximum Health 550
Maximum Plasma 600
Plasma Regeneration 4
Armor 15
Evasion 0
Speed 1.4
Slash Damage 20–30
Claw Strength 1
Explosion Resistance 20

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 Lurker. 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:
Xeno Rest.png
Rest
Used to rest and get up. Aliens heal faster when resting on weeds.
Regurgitate.png
Regurgitate
To devour, grab a host with Ctrl + Click or

Grab intent (3 in hotkey mode) then click yourself, standstill. To stop the host from getting up and running away, you can switch to an empty hand (X in hotkey mode) and keep tackling them using Disarm intent (2 in hotkey mode) when you are devouring them. Xenos with devoured humans inside them can not vent crawl but Xenos with devoured monkeys can. Hosts with boot knives can injure the Xenomorph they are inside if they are conscious. Using this ability with a host devoured will regurgitate them back up, giving a moderate stun. (Edit this template)

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.

Xeno Spit.png
Acid Spit
Use middle mouse button to spit globs of acid. Your acid spit has an accurate range of 6 tiles, but can hit out to 7 with a lower probability, dealing 20 damage to any marines hit.


Costs 50 Plasma, cooldown: 2.5 seconds.

Charged Spit.png
Charged Spit
When activated, Charged Spit increases your movement speed by 80% and your armor by 5. Upon spitting, it will do 10 extra damage - 30 in total - but has a reduced range of only 5 tiles. Additionally, it will spatter the target with acid, requiring them to roll it off of themselves and doing 25 additional damage over two seconds.


Costs 50 Plasma, cooldown: 12 seconds.

Spray Acid.png
Spray Acid
Sprays acid along the ground in a line, covering tiles with it and spattering barricades. This ability deals 20 damage solely to the legs and feet - halved for each instance of spray they are hit with. It is additionally capable of extinguishing your fellow sisters if they are on fire, or fire that is lingering on the ground.


If this ability hits a marine affected by the Charged Spit spatter, it will do an additional 25 damage, and cause them to take 50 additional damage over a period of 4 seconds - in addition, the spatter will take two rolls to remove rather than just one.


Costs 50 plasma, cooldown: 8 seconds.

Tail Stab64x64.png
Tail Stab
Activating tail stab will begin a windup of one second, and upon conclusion, will enable you to launch a two tile attack that deals 1.2 times your maximum melee damage. It requires a direct click on the targets sprite, however, if it is missed, it only incurs a standard slash delay. Additionally, it will always hit the targeted limb. A Spitters tail stab will also inject 2 units of monomolecular acid, dealing consistent toxin damage and large amounts of pain to the target.


Unless otherwise stated, this is shared by all strains.


Cooldown: 10 seconds.

Ability Rotation

Your ability rotation is fairly simple:

  1. Use your acid spit as a general harassing ability to poke at marines and attempt to destroy their splints, or generally cause them pain to slow them down.
  2. Activate your charged spit and, using the additional armor and movement speed buff, move in towards then - firing it at them to pressure them to disengage or take a large amount of damage.
  3. Use spray acid to finish them off after you land your charged spit - dealing a large amount of burst damage and forcing them to leave the area or potentially die due to having to resist it with two rolls rather than only one. Additionally, you can use your spray acid to save burning sisters or clear patches of land for you to push across.


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 - forcing them to back off or take severe burn damage.
  • 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 Lurker, 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 you from using your Charged Spits abilities.

Spitter Evolution

Spitters can Evolve into the following caste:

  • 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 Alien'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 reserves, although it usually will require good support as they are physically weak and slow for a large caste.
  • The Praetorian is a more all-rounder evolution, It has extreme versatility with its role, It can either become similar to a Spitter, With a ranged playstyle or become a frontline caste, All depending on the strain. It has more health and a greater stature and melee attack coupled with surprising nimbleness. Once you have evolved into a praetorian, you can de-evolve into a warrior if the hive requires one.

Spitter Stats

Tier 16
Tier 15
Tier 14
Tier 13
Tier 12
Tier 11
Tier 10
Tier 9
Tier 8
Tier 7
Tier 6
Tier 5
Tier 4
Tier 3
Tier 2
Tier 1
Health Lower Melee Upper Melee Plasma Plasma Regeneration Armor Explosive Resistance Speed Evasion


You can learn more about alien stats here.