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==Crusher Tactics==
==Crusher Tactics==
* Crushers are invulnerable to mines, but the overlay from minesweeping (the white one) prevents any sort of moonwalking using a simple click, leaving crushers vulnerable after blowing it up for a good 3 seconds. Shrapnel damage can still happen.
* Crushers aren't stunned by mines. Use this to your advantage!
* Sentries still pose a significant threat to you, and should not be taken on alone. Even if they're meant for enemy surpression, their bullets easily pierce your armor. Unupgraded, one burst from one will nearly put you in the grave!
* Sentries still pose a significant threat to you, and should not be taken on alone. Even if they're meant for enemy surpression, their bullets easily pierce your armor.
* Flamethrowers are dangerous to you because of your slow movement speed when not charging.
* Flamethrowers are dangerous to you because of your slow movement speed when not charging.
* A direct hit from an armor piercing rocket will put a serious dent in your health!
* A direct hit from an armor piercing rocket will put a serious dent in your health!
* Don't die for the wrong reasons. While it is noble and normally doable to shield a critical hive member while they get dragged to safety, it would be a waste for you to die say, shielding a young runner, especially if you both die!
* Don't die for the wrong reasons. While it is noble and normally doable to shield a critical hive member while they get dragged to safety, it would be a waste for you to die say, shielding a young runner, especially if you both die!
* Knives and machetes pierce your armor. When not charging, marines can get into melee range quickly. Running away is your best option.
* Start slashing once they've been knocked down. Your slashes deal a good chunk of damage against marines and are applied in an AoE.
* Start slashing once they've been knocked down. Your slashes deal a good chunk of damage against marines.
* If you know you're going to be charging into somewhere with a sentry or a large group, don't do it on anything other than full health. Remember you will have to get back to safety with potentially multiple angry marines firing at you!
* If you know you're going to be charging into somewhere with a sentry or a large group, don't do it on anything other than full health. Remember you will have to get back to safety with potentially multiple angry marines firing at you!
* As a Crusher, you need to have a team of sisters behind you that can utilise the gap you're going to smash in the enemy defences. A Crusher can often survive without a single injury even after bulldozing from one end of a building, back out the other side, and through an entire squad of Marines. The chaos and devastation you wreak is unmatched by any other caste. What was once an impregnable FOB suddenly becomes an Alien overrun death zone. New hosts can easily be easily captured if [[Lurker]]s, [[Carrier]]s and [[Runner]]s follow you in.
* Team up with other Crushers, pick an approach line, and charge! This wall of solid muscle and rage is enough to send most Marines scattering for cover.
* Team up with other Crushers, pick an approach line, and charge! This wall of solid muscle and rage is enough to send most Marines scattering for cover.



Revision as of 17:41, 8 August 2020

XENOMORPH - TIER 3
Alien-Crusher.png
Crusher
Evolves From: Warrior
Evolves To: N/A
Role: Make use of your armored front crest and your massive body to shield and tank bullets. Eat up explosions without flinching thanks to your thick hide. Charge your foes down and stomp on them to dislodge every single bone in their body.
Guides: No External Guides.

Overview


Little larvae, do you like to:

  • Get shot a lot?
  • Use your head to break things?
  • Fly into people or knock them down?
  • Run into explosions or large groups of people?
  • Be a literal bodyguard for squishier aliens?

Then maybe being a Crusher is for you! Read on, little larvae:

The Pros:

  • With your sturdy armor, you can take a lot more punishment than other castes, giving you both a support and offensive role.
  • Your charge can break barricades, walls, and most barriers. (Although it takes some time)
  • You're highly resistant to explosions; this makes you a great minesweeper.
  • You have a shield ability that is great for escaping!
  • Your slashes are special. If you slash someone, everyone next to that person also receives a slash from you.
  • You can defend choke-points and the like very effectively.
  • You work great in a team, you go getter you!
  • You can knock marines over if you charge into them, stunning them and normally badly hurting them!
  • Stomping your target deals good damage if someone is prone, under you, and stuns in a AoE, that applies a slow down. The stun itself lasts only for a second.

The Cons:

  • Armor piercing ammo and attacks do more damage to you, and defeat your armor with ease (obviously!)
  • You're a big, fat target, like most T3s
  • You aren't super fast
  • Your slashes aren't the greatest damage on a single target
  • You do poorly in wide open spaces
  • Stomp doesn't stun for very long at all. (Only a second)



Playing a Crusher


You are the Crusher. Your task is simple - crush the enemy! You're a classic tank caste, with the ability to soak up lots of damage thanks to your hardened carapace armor which deflects a good percentage of shots fired at you.

You also have the ability to toggle charge, which uses Plasma, and effectively lets you move much quicker. With your charge activated, you build up momentum when you move. The more tiles you move uninterrupted, the more momentum you build up until you hit your maximum speed, at which point you will flatten pretty much anything in your path apart from solid walls and some objects. It takes practice to understand the limitations of the ability and how best to use it.

You also have the ability to stomp. Stomping ability allows you to crush any enemy you are standing on with your large feet. This causes an insane amount of damage, and is good for quickly disabling vital targets.

One downside to being a Crusher is that you move slowly when you're not charging. Also, you're a big, juicy target. Don't let your Plasma run out or you may struggle to escape as the Marines simply storm after you, blazing away. You also have very weak melee attacks and may struggle to cause any real damage.

It's a bad idea to go off hunting solo or without support, especially in somewhere without weeds. If you want to run away but marines are chasing you, you'll either have to try and charge away, letting them shoot you in your vulnerable back and sides, or moonwalk (more on this later) and hope you can get to safety. Marines run faster than you when not charging, so it's entirely possible for them to chase you down and end you once you're hurt.

Abilities

Abilities: Description:
Xeno Rest.png
Rest
Used to rest and get up. Xenos 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)

Brutalizer PASSIVE: Your slashes slow their targets. Your slashes deal 60% of their damage to enemies adjacent to the target and reduce ability cooldowns by 1 second plus 0.5 seconds for every cleave.
Toggle Charging.png
Charge
Click on a tile you want to charge at, after a brief non cancel-able windup time. Charge at the tile you targeted bashing and damaging anyone and anything in the way. Hitting an enemy with the charge reduces its cooldown.


Costs 20 Plasma, cooldown: 15 seconds.

Line Stomp.png
Stomp
Slam the ground with a 5x5 AOE slow down that affects all hostiles in range. If there is someone underneath you, they take heavy damage.


Costs 20 Plasma, cooldown: 20 seconds.

Empower.png
Master of Defense
Gain a temporary shield that blocks the next 200 damage. Any damage that impacts the shield is reduced by 12.5 before processing.


Costs 20 Plasma, cooldown: 28 seconds.

Attainable Mutators

Mutation

None

Crusher Techniques


  • Hit and Run - Run in, use your stomp, run out again. Useful for when the enemy is behind barricades you cannot break with one charge (plasteel barricades and the like)
  • Run em down! - If you hit a marine with your charge, you will knock them flying and cause serious damage. You can use this to take out dangerous individuals, such as smartgunners or M5 RPG users. Just be careful they don't dodge your charge and you overextend yourself! You will get chased down (video).
  • Fuck you sentry! - If you charge into a sentry at high momentum, it will be automatically knocked over, but you will also be stunned. If you've taken a burst from the sentry while charging, you may be at low health, so always do this with backup in case marines guarding the sentry take advantage of your prone state!



Crusher Tactics

  • Crushers aren't stunned by mines. Use this to your advantage!
  • Sentries still pose a significant threat to you, and should not be taken on alone. Even if they're meant for enemy surpression, their bullets easily pierce your armor.
  • Flamethrowers are dangerous to you because of your slow movement speed when not charging.
  • A direct hit from an armor piercing rocket will put a serious dent in your health!
  • Don't die for the wrong reasons. While it is noble and normally doable to shield a critical hive member while they get dragged to safety, it would be a waste for you to die say, shielding a young runner, especially if you both die!
  • Start slashing once they've been knocked down. Your slashes deal a good chunk of damage against marines and are applied in an AoE.
  • If you know you're going to be charging into somewhere with a sentry or a large group, don't do it on anything other than full health. Remember you will have to get back to safety with potentially multiple angry marines firing at you!
  • Team up with other Crushers, pick an approach line, and charge! This wall of solid muscle and rage is enough to send most Marines scattering for cover.

Crusher Maturity

Crushers can not Evolve any further, as they are a Tier 3 Caste.

Reading and Sources


Let's Crush! - Where this wiki page is based upon.