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* Your new <code>corrosive-spit</code> ability can allow you to damage Marines at range. Doing this can help slow down a advance as injured Marines must retreat to get medical attention. | * Your new <code>corrosive-spit</code> ability can allow you to damage Marines at range. Doing this can help slow down a advance as injured Marines must retreat to get medical attention. | ||
* Your <code>corrosive-acid</code> ability allows you to more quickly break through fortifications than the Sentinel. | * Your <code>corrosive-acid</code> ability allows you to more quickly break through fortifications than the Sentinel. | ||
==== Ancient Spitter ==== | |||
"You are a master of ranged stuns and damage. Go fourth and generate salt." | |||
If you feel like you don't need to fill a T3 slot, there's nothing wrong with an upgraded Spitter. There's actually a lot of great things about it, mostly 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, bombarding 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, however it's important to keep in mind you still aren't a ranged Hunter and need a reliable escape if things get nasty. | |||
It's also important to not get hit since while you have 900 plasma capacity and regenerate it at 50 plasma per tick, you also burn plasma like a train's coal and getting hit will take away all of your plasma regeneration, causing you to run out very quickly. Ask around for plasma if you get stuck not being able to regenerate. |
Revision as of 23:34, 4 September 2016
Playing a Spitter
As a Spitter you are basically an upgraded Sentinel. However, you also gain a new Corrosive-Spit
ability that will deal burn damage to any target it hits. In addition, your Corrosive-Acid
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.
This is a defensive caste. Unless ordered by the Queen, you should generally stay around the Hive at all times. You still move slow. 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.
Spitter Evolution
You can evolve into one of two unique alien roles.
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.
Alternatively, the Boiler moves radically away from a Spitter's role. You become bigger, slower and physically weaker, but you gain access to the most powerful ranged attack, the bombard
ability, as well as the most powerful form of corrosive-acid, allowing you to very quickly break down fortifications.
Spitter Tactics
Similar tactics used by the Sentinel also work for the Spitter.
- Your new
corrosive-spit
ability can allow you to damage Marines at range. Doing this can help slow down a advance as injured Marines must retreat to get medical attention. - Your
corrosive-acid
ability allows you to more quickly break through fortifications than the Sentinel.
Ancient Spitter
"You are a master of ranged stuns and damage. Go fourth and generate salt."
If you feel like you don't need to fill a T3 slot, there's nothing wrong with an upgraded Spitter. There's actually a lot of great things about it, mostly 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, bombarding 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, however it's important to keep in mind you still aren't a ranged Hunter and need a reliable escape if things get nasty.
It's also important to not get hit since while you have 900 plasma capacity and regenerate it at 50 plasma per tick, you also burn plasma like a train's coal and getting hit will take away all of your plasma regeneration, causing you to run out very quickly. Ask around for plasma if you get stuck not being able to regenerate.