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Carrier: Difference between revisions

From CM-SS13 - Wiki
(Attempting to standardise the xeno caste wikis.)
(Added Carrier description and brief summary of tactics)
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Evolving from the Drone, the role of the Carrier is the rapid infection of multiple hosts at a distance. Though it loses the ability to secrete resin, the Carrier instead is able to carry up to 6 facehuggers upon its back, and launch them over a distance with great accuracy.
====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.


== Spreading the Infection ==
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 towards an object you middle click on.
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The Carrier's ability to throw facehuggers gives it a similar role in combat to the Sentinel caste. Using facehuggers to disable your foes opens them up for assaults by other members of the Hive. Alternatively, your foes may instead lose valuable time and ground attempting to remove the facehuggers before it is too late, with you pelting them with additional huggers all the while.
'''Tip''': If you use the <code>Throw-Facehugger</code> 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.


Enemies with damage or no head protection are easy targets for the Carrier, able to be take these targets out nearly instantly with a single, well-aimed strike.
 
====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 can be used to limited effect as '''Area Denial'''. Placing a facehugger in an area in which it cannot be shot or avoided essentially blocks off that area for cautious marines. Though not an extremely effective tactic, try placing facehuggers in hidden areas or around corners.
 
* The speed and range of a Carrier's throw can cause chaos among Marines if you begin infecting them whilst they're already engaged by other Aliens. Use this to your advantage by striking against your '''ideal targets''' within the group. The group of Marines must decide to either let the Marine become infected (and lose one Marine), or attempt to remove the Facehugger (stopping Two marines from fighting). Either result takes Marines out of the fight temporarily,

Revision as of 14:41, 1 February 2016

SUPPORT
Alien-Carrier.png
Carrier
Difficulty: Hard
Supervisors: Queen
Rank: Not defined
Duties: Deploy facehuggers, Infect prey, Area denial
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 towards an object you middle click on.

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.


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 can be used to limited effect as Area Denial. Placing a facehugger in an area in which it cannot be shot or avoided essentially blocks off that area for cautious marines. Though not an extremely effective tactic, try placing facehuggers in hidden areas or around corners.
  • The speed and range of a Carrier's throw can cause chaos among Marines if you begin infecting them whilst they're already engaged by other Aliens. Use this to your advantage by striking against your ideal targets within the group. The group of Marines must decide to either let the Marine become infected (and lose one Marine), or attempt to remove the Facehugger (stopping Two marines from fighting). Either result takes Marines out of the fight temporarily,