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Boiler: Difference between revisions

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= Playing a Boiler =
A Boiler has the Aliens' most powerful ranged attacks. Your primary duty is to use your ranged bombardment ability to bombard fortified Marine positions. It functions like mortar or artillery fire. You can either use non-lethal neurotoxin to stun marines for a short period or a more lethal corrosive acid blob that deals massive damage to any Marine that stays in the gas for too long. (''WiP: Does the bombardment acid affect walls, sentry guns, and other objects? How long is the stun from neurotoxin?'') Like smoke, the gas clouds will also block line of sight and prevent Marines from seeing any Xeno approach.


== General Information ==


As a Boiler, you have the ability to dislodge even some of the most fortified Marine positions. The Boiler can bombard a group of Marines and then let your other sisters push up to take advantage of the Marines' loss of cohesion.


The Boiler is one of the evolved form of the [[Spitter]] and perhaps the ultimate ranged warrior of the Hive. It is a slow and weak large Xenomorph with a somewhat weak attack, trading the [[Spitter]]'s old role on the battlefield with a special, almost Support-like role. It is otherwise relatively average, with a decently large plasma pool that should not pose any issues, as the Boiler will be always set up in weeded backlines. It does however get the strongest Corrosive Acid in the game, making short work of anything the Boiler can physically get up close to.


As a fall back, you have the ability to spray acid. This deals a lot of pain to any Marine hit directly by the spray. Your acid is very powerful and can quickly destroy walls and obstacles. In addition, there's the incredibly useful ability to enhance your vision like binoculars to see an extra five tiles.


With an unique ability to Bombard the battlefield with massive Boiler globs, the Boiler is akin to artillery, capable of standing back and whittling down anything it is aiming at. The Boiler globs come in two forms, acid globs that will emit corrosive gas capable of slowly melting anything inside it, and neurotoxin globs that will blind and confuse anything organic, putting them out of the fight for a bit. The only limit to this is that it needs to dig into the ground and immobilize itself to fire, making it vulnerable to counter-attacks.


These advantages are offset by constantly projecting a small glowing light around you at all times. This makes you (and any sister around you) a significant target. A Boiler is weak and will die very quickly under any form of attack.
 
The Boiler is also blessed with Enhanced Vision, allowing it to zoom outwards in the direction it is facing once dug in. It is obviously critical for its role as a Support caste, and allows it to keep a safe distance from whatever it is bombarding. If it is ever caught at close range, it still has one last desperation attack in the form of an Acid Spray, that will cover mobs in its path in bubbling acid, flooring them and causing them serious damage.
 
 
Worth noting is that the Boiler's acid reserves causes him to be uniquely bioluminescent, which might compromise its own stealth in most situations. This acid will also be released when killed, although it is probably not a desirable use of a Boiler and T3 slot.
 
 
== Playing as a Boiler ==
 
 
With all of its abilities, it is patently obvious that the Boiler is meant to stand back and bombard its targets, often accompanying the majority of the Hive in their pushes or defensive holds. It is fairly common for them to set up as far away from their target as possible, usually ten tiles or more. Beware that you will need an unobstructed line of fire between you and your target. Resin structures, non-Xenomorph targets and any dense object in the way, will intercept your globs, making them worthless.
 
 
Acid globs are probably the most versatile Boiler glob available. Anything from walls, to barricades, to Marine equipment and to Marines themselves will take massive damage from an impact, and then further corrosive damage from the gas it spawns on landing. Usually, these are preferred when attacking fortifications, to slowly melt through the defenses while also damaging people holding up at the cades. While a single glob might not do extreme damage to metal barricades, repeated glob strikes will quickly damage defenders and fortifications alike. Coupled with other castes like [[Crusher]]s assaulting them using the smoke as cover, it will slowly but surely do short work of anything in the Hive's way.
 
 
Neurotoxin globs on the other hand are specifically tuned as crowd control and disabling Boiler globs. Any lifeform hit with it will be instantly blinded and will have their vision degraded for a fair period of time after impact. This alone will completely disable them from fighting on the spot and will make them an easy capture. If a large group is affected by it, it will allow fighting classes to push in and do tremendous damage on helpless, blinded tallhosts. Or of course, capture them and infect them with minimal risk, which is often the goal of this non-lethal shot.
 
 
Getting cornered at close range is a nightmare scenario for Boilers, but you still have a few desperation tactics to leave. First of all, always be aware of approaching Marines, and always get out of bombardment mode if you are getting shot or damaged. If that is not enough and you find yourself in close proximity to raging tallhosts, use your Acid Spray tactically to cover your retreat. It ought to dissuade them and allow you to run. Don't attempt to kill them yourself, your slash is weak and your health pool is fairly minuscule for a Tier 3 Xenomorph.
 
 
== Abilities ==




=Abilities=
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= Bombardment Technique =
Coordinate your <code> Toggle Darkvision </code> command and the <code> Toggle Long Range Sight </code> command to stay far enough away from the Marines that you can see them, but they can't see you or shoot you. Set up on weeds if possible. If necessary, switch whether you're using neurotoxin or acid using the <code> Toggle Bombard Type </code> command. Then use the <code> Bombard </code> command and click on a spot to attack. The spit will fly over/through some obstacles and Xenos, but not walls or bigger obstacles. Most of these commands require a Boiler to be stationary, so pick a protected spot to attack from and try to stay put. This ability will take a short time to recharge.


== Boiler Tactics ==
* Aiming a Boiler glob is an art in and out of itself. Boiler globs are not totally accurate and will often deviate significantly from your aim point, so you will need to account for this to avoid missing your targets. As such, while small corridors and cramped rooms make for an appealing target, they might block a lot of shots. One-tile wide entrances like doors or wall holes might likewise cause a large amount of shots to miss, especially at a bad angle. Perpendicular is always the best angle to shoot for regarding to holes.
* Never forget your strong acid. If you ever happen upon unprotected Marine positions, notably during a Marine retreat, your acid will melt straight through everything you can get your mouth on. Sometimes, you might be asked to open up flanks through reinforced walls too.
* Always stick with your Hive, and make sure to be the first to fallback if your sisters are getting pushed back. You are not suited for frontline combat at all and any competent tallhost will make short work of you if they manage to get into range of you. Your Acid Spray is a desperation weapon, not an alternate fighting strategy.
* Using a strong Tier 3 caste as a shield, preferably a [[Crusher]] in most cases or a [[Ravager]] or [[Queen]] if incendiary munitions are being used, will allow you to fire despite ongoing suppression. As long range weaponry, including scoped rifles, marksman rifles and sniper rifles, are your natural counter, you will find a shield useful in large fights, as you are a priority target for people using these weapons.
* Expect to relocate often as the fight moves forwards and backwards. Your sweet spot will always be around 8 to 14 tiles, which is your aiming range when using Enhanced Vision. Of course, if you get shot at, you need to relocate much faster, especially if you are set on fire or don't have a shield.
* As you are stationary, you are especially vulnerable to specific weapons with a long windup, notably orbital bombardments and CAS strikes. If you hear or suspect any of those, especially if you are surrounded by sisters, immediately relocate. You cannot survive such a strike if it lands straight on you.


= Boiler Tactics =
* Boiler globs usually make good points for the Xenomorphs to push, especially if aimed at non-fortified targets. Communicating your shots might help, especially if you coordinate with another strong pushing caste like a [[Crusher]], or even a [[Queen]].
* Don't try to guard infected tallhosts. You're not suited for this job.


* Stick close to your fellow Aliens, but not too far forward or behind. You're utterly ineffective in a frontal attack and you stand out badly because of your glowing aura.


* Communicate and coordinate when bombarding.
== Boiler Evolution and Upgrades ==


* Your bombard blobs can pass through friendly Aliens when fired. It's fine to stand directly behind friends.


* Using lethal bombardments is generally more effective than non-lethal. (''WiP When might be a good time to use non-lethal bombardment?'')
Boiler '''Upgrades''' are almost exclusively focused on improving their Bombard ability, with their general combat statistics mostly unimportant to their role anyways outside of perhaps a health increase to sustain more punishment from their counters and plasma reserves for unweeded flanks. As they become more mature, they will be able to bombard faster, laying a destructive, suppressive barrage of corrosive acid on anything it is aiming at.


* When aiming your bombardment, aim for sentry turrets or solid structures. Try to ensure your attack will hit the maximum amount of Marines.


* A Crusher standing in front of a Boiler makes an excellent shield. Once the bombardment happens, the Crusher can push forward to attack and then return to shield the Boiler.
Boilers can not '''Evolve''' any further, as they are a Tier 3 Caste.

Revision as of 22:00, 4 February 2018

XENOMORPH - TIER 3
Alien-Boiler.png
Boiler
Evolves From: Spitter
Evolves To: N/A
Role: Bring the Hive's ranged combat castes to their maximum potential with long range acid glob shots, allowing you to bombard and heavily damage areas after a bit of setup. Use your enhanced vision to locate targets without being seen and shot. Use your acid spray for close range defense. Use your incredibly strong acid to make short work of everything in your way.
Guides: The Guardian Caste Guide


General Information

The Boiler is one of the evolved form of the Spitter and perhaps the ultimate ranged warrior of the Hive. It is a slow and weak large Xenomorph with a somewhat weak attack, trading the Spitter's old role on the battlefield with a special, almost Support-like role. It is otherwise relatively average, with a decently large plasma pool that should not pose any issues, as the Boiler will be always set up in weeded backlines. It does however get the strongest Corrosive Acid in the game, making short work of anything the Boiler can physically get up close to.


With an unique ability to Bombard the battlefield with massive Boiler globs, the Boiler is akin to artillery, capable of standing back and whittling down anything it is aiming at. The Boiler globs come in two forms, acid globs that will emit corrosive gas capable of slowly melting anything inside it, and neurotoxin globs that will blind and confuse anything organic, putting them out of the fight for a bit. The only limit to this is that it needs to dig into the ground and immobilize itself to fire, making it vulnerable to counter-attacks.


The Boiler is also blessed with Enhanced Vision, allowing it to zoom outwards in the direction it is facing once dug in. It is obviously critical for its role as a Support caste, and allows it to keep a safe distance from whatever it is bombarding. If it is ever caught at close range, it still has one last desperation attack in the form of an Acid Spray, that will cover mobs in its path in bubbling acid, flooring them and causing them serious damage.


Worth noting is that the Boiler's acid reserves causes him to be uniquely bioluminescent, which might compromise its own stealth in most situations. This acid will also be released when killed, although it is probably not a desirable use of a Boiler and T3 slot.


Playing as a Boiler

With all of its abilities, it is patently obvious that the Boiler is meant to stand back and bombard its targets, often accompanying the majority of the Hive in their pushes or defensive holds. It is fairly common for them to set up as far away from their target as possible, usually ten tiles or more. Beware that you will need an unobstructed line of fire between you and your target. Resin structures, non-Xenomorph targets and any dense object in the way, will intercept your globs, making them worthless.


Acid globs are probably the most versatile Boiler glob available. Anything from walls, to barricades, to Marine equipment and to Marines themselves will take massive damage from an impact, and then further corrosive damage from the gas it spawns on landing. Usually, these are preferred when attacking fortifications, to slowly melt through the defenses while also damaging people holding up at the cades. While a single glob might not do extreme damage to metal barricades, repeated glob strikes will quickly damage defenders and fortifications alike. Coupled with other castes like Crushers assaulting them using the smoke as cover, it will slowly but surely do short work of anything in the Hive's way.


Neurotoxin globs on the other hand are specifically tuned as crowd control and disabling Boiler globs. Any lifeform hit with it will be instantly blinded and will have their vision degraded for a fair period of time after impact. This alone will completely disable them from fighting on the spot and will make them an easy capture. If a large group is affected by it, it will allow fighting classes to push in and do tremendous damage on helpless, blinded tallhosts. Or of course, capture them and infect them with minimal risk, which is often the goal of this non-lethal shot.


Getting cornered at close range is a nightmare scenario for Boilers, but you still have a few desperation tactics to leave. First of all, always be aware of approaching Marines, and always get out of bombardment mode if you are getting shot or damaged. If that is not enough and you find yourself in close proximity to raging tallhosts, use your Acid Spray tactically to cover your retreat. It ought to dissuade them and allow you to run. Don't attempt to kill them yourself, your slash is weak and your health pool is fairly minuscule for a Tier 3 Xenomorph.


Abilities

Abilities: Description:
Xeno Rest.png
Rest
Used to rest and unrest. Xenos heal faster when resting on weeds.
Regurgitate.png
Regurgitate
To devour, drag target with one hand then click yourself.


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.

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 boiler has stronger corrosive acid.


Costs 200 plasma.

Bombard.png
Bombard
You dig in and prepare to fire, to fire use the middle mouse button.
Toggle Long Range Sight.png
Toggle Long Range Sight
Toggles long range sight in the direction you're facing.


Costs 20 plasma.

Toggles Bombard Type.png
Toggles Bombard Type
On use switches between neuro and acid bombard types.

Neuro Bombard: Once launched at your enemies it will temporarily blind them upon impact.
Acid Bombard: Upon impact causes extreme damage to enemies in a medium length radius.

Spray Acid.png
Spray Acid
Sprays acid along the ground when you use the middle mouse button.


Costs 20 plasma for one tile then an additional 10 per tile.


Boiler Tactics

  • Aiming a Boiler glob is an art in and out of itself. Boiler globs are not totally accurate and will often deviate significantly from your aim point, so you will need to account for this to avoid missing your targets. As such, while small corridors and cramped rooms make for an appealing target, they might block a lot of shots. One-tile wide entrances like doors or wall holes might likewise cause a large amount of shots to miss, especially at a bad angle. Perpendicular is always the best angle to shoot for regarding to holes.
  • Never forget your strong acid. If you ever happen upon unprotected Marine positions, notably during a Marine retreat, your acid will melt straight through everything you can get your mouth on. Sometimes, you might be asked to open up flanks through reinforced walls too.
  • Always stick with your Hive, and make sure to be the first to fallback if your sisters are getting pushed back. You are not suited for frontline combat at all and any competent tallhost will make short work of you if they manage to get into range of you. Your Acid Spray is a desperation weapon, not an alternate fighting strategy.
  • Using a strong Tier 3 caste as a shield, preferably a Crusher in most cases or a Ravager or Queen if incendiary munitions are being used, will allow you to fire despite ongoing suppression. As long range weaponry, including scoped rifles, marksman rifles and sniper rifles, are your natural counter, you will find a shield useful in large fights, as you are a priority target for people using these weapons.
  • Expect to relocate often as the fight moves forwards and backwards. Your sweet spot will always be around 8 to 14 tiles, which is your aiming range when using Enhanced Vision. Of course, if you get shot at, you need to relocate much faster, especially if you are set on fire or don't have a shield.
  • As you are stationary, you are especially vulnerable to specific weapons with a long windup, notably orbital bombardments and CAS strikes. If you hear or suspect any of those, especially if you are surrounded by sisters, immediately relocate. You cannot survive such a strike if it lands straight on you.
  • Boiler globs usually make good points for the Xenomorphs to push, especially if aimed at non-fortified targets. Communicating your shots might help, especially if you coordinate with another strong pushing caste like a Crusher, or even a Queen.


Boiler Evolution and Upgrades

Boiler Upgrades are almost exclusively focused on improving their Bombard ability, with their general combat statistics mostly unimportant to their role anyways outside of perhaps a health increase to sustain more punishment from their counters and plasma reserves for unweeded flanks. As they become more mature, they will be able to bombard faster, laying a destructive, suppressive barrage of corrosive acid on anything it is aiming at.


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