Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Carrier: Difference between revisions

From CM-SS13 - Wiki
Line 36: Line 36:
|-
|-
![[File:Frenzy_Pheromone.png|64px]]<br>Frenzy
![[File:Frenzy_Pheromone.png|64px]]<br>Frenzy
|Increases movement speed, damage, and tackle chance.
|Increases movement speed and tackle chance.
|}
|}
<br><br>
<br><br>

Revision as of 21:51, 1 July 2017

SUPPORT
Alien-Carrier.png
Carrier
Difficulty: Hard
Supervisors: Queen
Rank: Not defined
Duties: Deploy facehuggers, Infect prey
Guides: N/A
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


Playing a Carrier

As a Carrier, your job is to assist the more offense-oriented Aliens in capturing hosts. In order to help you do this, the Carrier is given the unique ability to store and throw facehuggers with great accuracy and increased range. In return, Carriers lose their previously held ability to secrete resin. Carriers have a slow Plasma regeneration rate (with a cap of 300). They deal moderate slash damage and have the same movement speed as most Aliens.

Carriers keep the ability to plant weeds and should do so at every opportunity. The best places to plant weeds are in areas in which Aliens can take cover before renewing an attack on the hosts.

With middle clicking enabled, and at least one facehugger stored (click on a facehugger with an empty hand to store it), the Carrier will throw the facehugger in a manner similar to the Sentinel caste's spit.

Tip: If you use the Throw-Facehugger verb, you can manually select a creature to throw a facehugger at. This allows you to throw accurately even if your middle-clicking skills are awful. Simply select a creature you want to aim for, click back onto the screen to re-enable movement, and click OK whenever you decide to throw.


Pheromones

Pheromones scale based on what caste and upgrade tier is emitting them, aka a tier 2 xenomorph emitting pheromones will have a stronger pheromone effect then a tier 1 emitting them and as such the strongest will be used instead. If a Xeno is injured, use recovery. Also use recovery to keep the pressure up if there's a skirmish. If there's a big push or fighting on grass, use Warding. Frenzy may be most useful during an attack, trying to contain escaped hosts, or moving around the map with high plasma. Note that pheromones do not stack.

Pheromone: Description:
Recovery Pheromone.png
Recovery
Increases heath regeneration, plasma regeneration on weeds, reduces stun times of affected Xenos.
Warding Pheromone.png
Warding
Grants armour and damage reduction, can also slow and even prevent crit bleedout for Xenos.
Frenzy Pheromone.png
Frenzy
Increases movement speed and tackle chance.



Carrier Tactics

  • The Carrier thrives as a guerrilla/ambush fighter. The ideal target for a Carrier is one which is isolated and without headgear. (Remember to pay close attention to a Marine's helmet, if it is covered in cracks, it provides no protection against facehuggers).
  • The Carrier should always try to hunt with other Aliens. Having a Runner nearby to drag away hosts once you infect them is a huge help.
  • Facehuggers have a life span of around 30 seconds and are stunned for a few seconds when thrown at enemies, so be careful not to waste any facehuggers out in the field. Your best bet is to act like a mobile egg, take huggers from the main hive and infect isolated or already captured marines.
  • Generally, you want to almost always hit directly at your target else the face hugger will be stunned for a few seconds allowing it to die. Your speed and range of your throw will aid in this, but do not risk your life trying to infect multiple targets in the open as the face hugger will stun will counter this.