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|headerbgcolor = black
|headerbgcolor = black
|headerfontcolor = white
|headerfontcolor = white
|tiertype = XENOMORPH - TIER 3
|tiertype = ALIEN - TIER 3
|imagebgcolor = #DDAADD
|imagebgcolor =  
|img = Alien-Boiler.png
|img = Alien-Boiler.png
|castetitle = Boiler
|castetitle = Boiler
|evolves_from = [[Spitter]]
|evolves_from = [[Spitter]]
|evolves_to = N/A
|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.
|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 lance for close range defense. Use your incredibly strong acid to make short work of everything in your way.
|guides = [http://cm-ss13.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
|guides = [http://cm-ss13.com/viewtopic.php?f=94&t=8616 The Guardian Caste Guide]
}}
}}
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The '''Boiler''' is the evolved formof 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.
The '''Boiler''' is the evolved form of the [[Spitter]] and perhaps the ultimate ranged warrior of the Hive. It is a slow and weak large Alien 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 typically be in the backline or midline of the xenomorph forces. 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 <code>Bombard</code> 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 rapidly killing anything inside it, and neurotoxin globs that will blind, deafen, stun and choke anyone without a gas mask inside, 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.
With the unique ability to <code>Bombard</code> the battlefield with massive globs of acid and neurotoxin, the Boiler is akin to a mobile cannon, capable of standing back from the frontline and dealing immense damage to whatever is caught in its globs, or crippling and rendering vulnerable any host caught in its neurotoxin. Its acidic globs are capable of spreading four tiles from its impact source, and its neurotoxin is capable of spreading five tiles from its impact source; slowly consuming the battlefield with chemical destruction, and ending whatever is hit directly.


The Boiler is also blessed with enhanced vision, allowing it to zoom outwards in the direction it is facing. It is obviously critical for its role as a Support caste, and allows it to keep a small amount of distance from whatever it is bombarding. If it is ever caught at close range, it still has three last resort options; its acid spray, allowing it to instantly create a line of acid and deal large damage to anything hit, its acid shroud enabling it to create a defensive 'screen' of acidic gas, and its tail stab, injecting any target hit with acid and poisoning them from within.


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.
Due to its high acid reserves, the Boiler also glows in the dark; allowing it to be easily seen by any marine.
 
 
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 ==
== 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 at a distance from its targets, Beware that you will need an unobstructed line of fire between you and your target. Any solid structure will block your globs from impacting, although it is capable of travelling through other xenomorphs.


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.
Once fired, you will fire a large glob of either neurotoxin or acid, that will hit any structure in its path. It has a high chance to be blocked by barricades when spreading, and will near-instantly kill anybody hit directly by the glob. It will then begin to slowly expand, reaching out four tiles for the acid and five tiles in total for the neurotoxin, counting the central tile.


Getting cornered at close range is a nightmare scenario - however, you still have tools to escape. Using your vision, speed, and weeds, you can attempt to escape before they get close, or use your acid spray to force the most aggressive to back off. If they continue pushing, your acid cloud can create a convenient smokescreen and prevent them from firing at you. Do not attempt to engage in melee combat if possible, due to your weak slashes and relatively low health. In the event you do die, however, you will explode into an acid cloud - as a final attempt to take the lives of your attackers.


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.


 
'''Keep in mind you will take an additional 1.5x more damage against fire, however, despite your armor.'''
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, deafened and will have their vision and movement speed degraded for a fair period of time after impact. All of this combined 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 and deafened 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 work towards an escape. 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. If you do die, you'll explode in an acid cloud as a last resort.


== Abilities ==
== Abilities ==
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
! style="background-color:#CCB6D6;" width=150|Abilities:
! style="background-color:#423042;" width=150|<span style="color:white;">Abilities:</span>
! style="background-color:#CCB6D6;" |Description:
! style="background-color:#423042;" |<span style="color:white;">Description:</span>
|-
|-
![[File:Xeno_Rest.png]]<br>Rest
![[File:Xeno_Rest.png]]<br>Rest
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Costs 200 plasma.
Costs 200 plasma.
|-
|-
![[File:Bombard.png]]<br>Bombard
! Brute Armour
|You dig in and prepare to fire, to fire use the middle mouse button.
| '''PASSIVE:''' Has a limited amount of armour to protect itself but takes 1.5 times the damage against fire.
|-
|-
![[File:Toggle_Long_Range_Sight.png]]<br>Toggle Long Range Sight
![[File:Toggle_Long_Range_Sight.png]]<br>Toggle Long Range Sight
|[[File:Stretch_to_fit.png|thumb|Use "Stretch to fit" to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you're facing.
|[[File:Stretch_to_fit.png|thumb|Use "Stretch to fit" to minimize the hassle of changing icon size when zooming in/out.]]Gives you a 4 tile view range boost in the direction you are facing, trading situational awareness for visibility.
<br>
<br>
Costs 20 plasma.
Costs 20 plasma.
|-
|-
![[File:Toggles_Bombard_Type.png]][[File:Neurotoxic_gas.png]]<br>Toggles Bombard Type
![[File:Bombard.png]]<br>Bombard
|On use switches between neuro and acid bombard types.
|You dig in for 5 seconds and prepare to fire, firing either an acidic glob or neurotoxic glob. Your acidic globs will deal continual damage to anything caught in its radius, while neurotoxin will cause targets to suffocate, be slowed down and blinded, alongside eventually knocking them unconscious to be kidnapped.
 
 
Costs 200 Plasma, cooldown: 30 seconds.
|-
![[File:Toggles_Bombard_Type.gif]]<br>Toggle Gas Type
|Toggle between Acid or Neurotoxic gas types.


'''Neuro Bombard:''' Once launched at your enemies it will temporarily blind, deafen, stun, and cause oxygen damage. A gas mask will negate the stun and damage, but not the blindness or deafness.
 
<br>
'''Acid Gas''': Burns targets and barricades that linger in the gas cloud and knocks down targets directly hit with it while also dealing significant burn damage to them. The gas cloud has a 3 tile range.
'''Acid Bombard:''' Upon impact causes extreme damage to enemies in a medium length radius.
 
 
'''Neurotoxic Gas''': Suffocates targets that walk through the gas cloud and knocks down targets directly hit with it while also dealing significant oxygen damage to them. Has a chance to deal toxin damage. The gas cloud has a 4 tile range.
 
 
Costs 0 Plasma, cooldown: 0 seconds.
|-
![[File:Spray_Acid.png]]<br>Acid Spray
|Instantly spray a line of acid out, extending 6 tiles and dealing high burn damage.
 
 
Costs 40 Plasma, cooldown: 8 seconds.
|-
![[File:Acid_Shroud.png]]<br>Acid Shroud
|Create a small cloud of acid around you to cloak yourself. This will disable your other abilities for a short time to allow you to escape. Will also damage you as well.
 
 
Costs 0 Plasma, cooldown: 30 seconds on all abilities.
|-
![[File:Tail_Stab64x64.png]]<br>Tail Stab
|Activating tail stab will begin a windup of one second, and upon conclusion, will enable you to launch a two tile attack that deals 1.2 times your maximum melee damage. It requires a direct click on the targets sprite, however, if it is missed, it only incurs a standard slash delay. Additionally, it will always hit the targeted limb. ''A Boilers tail stab will also inject 6 units of monomolecular acid, dealing consistent toxin damage and large amounts of pain to the target.''
 
 
'''Unless otherwise stated, this is shared by all strains.'''
 
 
Cooldown: 10 seconds.
|-
|-
![[File:Spray_Acid.png]]<br>Spray Acid
 
|Sprays acid along the ground when you use the middle mouse button.
<br>
Costs 20 plasma for one tile then an additional 10 per tile.
|}
|}


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{| style="border: 2px solid black;
{| style="border: 2px solid black;
! style="background-color:#DDA0DD; text-align:center;"|'''Strains:'''
!style="background-color:#423042; text-align:center;"|'''Strain:'''
! style="background-color:#DDA0DD; text-align:center;"|'''''
|-
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;" |
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;" |
[[Strains#Strains|'''Railgun''']]
[[Strains#Strains|'''Trapper''']]
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;" |
<!-- |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;" |
[[Strains#Strains|'''Shatter Blob''']]
[[Strains#Strains|'''Globber''']]
-->
|}
=====Strain Abilities=====
 
====== Trapper======
{| class="wikitable mw-collapsible"
! style="background-color:#423042;" width=150|<span style="color:white;">Abilities:</span>
! style="background-color:#423042;" |<span style="color:white;">Description:</span>
|-
!Empower
|'''PASSIVE:'''
 
 
*'''Deploy Traps''' is empowered by gaining 10 stacks of Insight. These stacks are acquired by hitting Acid Shotgun pellets, at a rate of 1 for 1. Hitting a target pointblank with the acid shotgun ability will give 10 stacks of insight, as well a hitting a rooted target with Acid Shotgun immediately gives 10 stacks. These stacks cannot go beyond 10, and are consumed upon casting Empowered Deploy Traps(will have a red arrow to show that it is empowered).
 
*'''Acid Mine''' is empowered by casting empowered Deploy Traps.
|-
![[File:Deploy_Trap.png]]<br>Deploy Traps
|Deploys a line of temporary resin traps that, when an enemy walks over, stuns them momentarily.
 
 
'''Stun Time'''
*'''Default Deploy Traps:''' 1.75 seconds
*'''Empowered Deploy Traps:''' 3 seconds
 
'''Casting Empowered Deploy Traps will empower the next Acid Mine ability.'''
 
Costs 60 Plasma, cooldown: 20 seconds.
|-
![[File:Acid_Mine.png]]<br>Acid Mine
|'''PASSIVE:'''  Hitting an Acid Mine shaves 4 seconds off the remaining Boiler Trap cooldown per hostile living mob hit.
 
 
Designate a tile in which a 3x3 acid mine will erupt. If anyone is in the 3x3 ranged acid mine, they'll be hit with acid.
 
<big>'''Against Hostile Mobs:'''</big>
 
*'''Default Damage:''' 45 Burn
*'''Empowered Damage If resisted:''' 30 Burn
*'''Empowered Damage If not resisted:''' 51 Burn
 
 
<big>'''Against Barricades:'''</big>
 
*'''Default Damage:''' 76.95
*'''Empowered damage:''' 114.075
 
Costs 40 Plasma, cooldown: 6 seconds.
 
 
|-
![[File:Acid_Shotgun.png]]<br>Acid Shotgun
|Launch a scatter shot of small acid blobs that fire damage enemies akin to spitter/praetorian spit.
'''PASSIVE:''' Targets restrained by traps take 75% increased damage.
 
'''Default Damage(Pointblank):''' 91.6 Burn
 
 
Costs 60 Plasma, cooldown: 15 seconds.
|-
![[File:Toggle_Long_Range_Sight.png]]<br>Toggle Long Range Sight
|[[File:Stretch_to_fit.png|thumb|Use "Stretch to fit" to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you're facing.
<br>
Costs 20 plasma.
|}
|}


== Boiler Tactics ==
== 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.
* 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.
* 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 Lance 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. Defenders make excellent shields as well, and it is generally easier to get ahold of one to guard you than a T3.
* 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. Defenders make excellent shields as well, and it is generally easier to get a hold of one to guard you than a T3.


* 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.
* 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.
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* 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.
* 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 gas usually makes good points for the Aliens 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]].
 
* Hitting a target directly with the glob will cause a powerful additional effect, acid globs will do a large amount of direct burn damage while neuro globs will stun them for a long period of time.
 
== Boiler Evolution and Upgrades ==
 
 
Boiler '''Upgrades''' are mostly focused on improving their unique abilities, with general combat statistics mostly unimportant to their role getting increases, with the only notable ones being a health increase to sustain more punishment from their counters and plasma reserves for unweeded flanks. The more interesting part however is that, as a Boiler matures, both his Bombard and Acid Spray will recharge faster, the Acid Spray will do more damage, and last but not least, its Bombard will become more powerful, cover a wider area, with neurotoxin effects lasting longer and acid doing more damage.


== Boiler Stats ==
{{XenoSkills
|meleelow=1
|meleehigh=2
|health=9
|armor=2
|plasmaregen=7
|plasma=4
|explosiveresist=2
|speed=1
}}
You can learn more about alien stats [[Xenomorph Stats|here]].


Boilers can not '''Evolve''' any further, as they are a Tier 3 Caste.
[[Category:Alien Castes]]

Latest revision as of 10:06, 9 September 2023

ALIEN - 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 lance 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 the evolved form of the Spitter and perhaps the ultimate ranged warrior of the Hive. It is a slow and weak large Alien 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 typically be in the backline or midline of the xenomorph forces. 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 the unique ability to Bombard the battlefield with massive globs of acid and neurotoxin, the Boiler is akin to a mobile cannon, capable of standing back from the frontline and dealing immense damage to whatever is caught in its globs, or crippling and rendering vulnerable any host caught in its neurotoxin. Its acidic globs are capable of spreading four tiles from its impact source, and its neurotoxin is capable of spreading five tiles from its impact source; slowly consuming the battlefield with chemical destruction, and ending whatever is hit directly.

The Boiler is also blessed with enhanced vision, allowing it to zoom outwards in the direction it is facing. It is obviously critical for its role as a Support caste, and allows it to keep a small amount of distance from whatever it is bombarding. If it is ever caught at close range, it still has three last resort options; its acid spray, allowing it to instantly create a line of acid and deal large damage to anything hit, its acid shroud enabling it to create a defensive 'screen' of acidic gas, and its tail stab, injecting any target hit with acid and poisoning them from within.

Due to its high acid reserves, the Boiler also glows in the dark; allowing it to be easily seen by any marine.

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 at a distance from its targets, Beware that you will need an unobstructed line of fire between you and your target. Any solid structure will block your globs from impacting, although it is capable of travelling through other xenomorphs.

Once fired, you will fire a large glob of either neurotoxin or acid, that will hit any structure in its path. It has a high chance to be blocked by barricades when spreading, and will near-instantly kill anybody hit directly by the glob. It will then begin to slowly expand, reaching out four tiles for the acid and five tiles in total for the neurotoxin, counting the central tile.

Getting cornered at close range is a nightmare scenario - however, you still have tools to escape. Using your vision, speed, and weeds, you can attempt to escape before they get close, or use your acid spray to force the most aggressive to back off. If they continue pushing, your acid cloud can create a convenient smokescreen and prevent them from firing at you. Do not attempt to engage in melee combat if possible, due to your weak slashes and relatively low health. In the event you do die, however, you will explode into an acid cloud - as a final attempt to take the lives of your attackers.


Keep in mind you will take an additional 1.5x more damage against fire, however, despite your armor.

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. (Edit this template)

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.

Brute Armour PASSIVE: Has a limited amount of armour to protect itself but takes 1.5 times the damage against fire.
Toggle Long Range Sight.png
Toggle Long Range Sight
Use "Stretch to fit" to minimize the hassle of changing icon size when zooming in/out.
Gives you a 4 tile view range boost in the direction you are facing, trading situational awareness for visibility.


Costs 20 plasma.

Bombard.png
Bombard
You dig in for 5 seconds and prepare to fire, firing either an acidic glob or neurotoxic glob. Your acidic globs will deal continual damage to anything caught in its radius, while neurotoxin will cause targets to suffocate, be slowed down and blinded, alongside eventually knocking them unconscious to be kidnapped.


Costs 200 Plasma, cooldown: 30 seconds.

Toggles Bombard Type.gif
Toggle Gas Type
Toggle between Acid or Neurotoxic gas types.


Acid Gas: Burns targets and barricades that linger in the gas cloud and knocks down targets directly hit with it while also dealing significant burn damage to them. The gas cloud has a 3 tile range.


Neurotoxic Gas: Suffocates targets that walk through the gas cloud and knocks down targets directly hit with it while also dealing significant oxygen damage to them. Has a chance to deal toxin damage. The gas cloud has a 4 tile range.


Costs 0 Plasma, cooldown: 0 seconds.

Spray Acid.png
Acid Spray
Instantly spray a line of acid out, extending 6 tiles and dealing high burn damage.


Costs 40 Plasma, cooldown: 8 seconds.

Acid Shroud.png
Acid Shroud
Create a small cloud of acid around you to cloak yourself. This will disable your other abilities for a short time to allow you to escape. Will also damage you as well.


Costs 0 Plasma, cooldown: 30 seconds on all abilities.

Tail Stab64x64.png
Tail Stab
Activating tail stab will begin a windup of one second, and upon conclusion, will enable you to launch a two tile attack that deals 1.2 times your maximum melee damage. It requires a direct click on the targets sprite, however, if it is missed, it only incurs a standard slash delay. Additionally, it will always hit the targeted limb. A Boilers tail stab will also inject 6 units of monomolecular acid, dealing consistent toxin damage and large amounts of pain to the target.


Unless otherwise stated, this is shared by all strains.


Cooldown: 10 seconds.

Attainable Strains

Strain:

Trapper

Strain Abilities
Trapper
Abilities: Description:
Empower PASSIVE:


  • Deploy Traps is empowered by gaining 10 stacks of Insight. These stacks are acquired by hitting Acid Shotgun pellets, at a rate of 1 for 1. Hitting a target pointblank with the acid shotgun ability will give 10 stacks of insight, as well a hitting a rooted target with Acid Shotgun immediately gives 10 stacks. These stacks cannot go beyond 10, and are consumed upon casting Empowered Deploy Traps(will have a red arrow to show that it is empowered).
  • Acid Mine is empowered by casting empowered Deploy Traps.
Deploy Trap.png
Deploy Traps
Deploys a line of temporary resin traps that, when an enemy walks over, stuns them momentarily.


Stun Time

  • Default Deploy Traps: 1.75 seconds
  • Empowered Deploy Traps: 3 seconds

Casting Empowered Deploy Traps will empower the next Acid Mine ability.

Costs 60 Plasma, cooldown: 20 seconds.

Acid Mine.png
Acid Mine
PASSIVE: Hitting an Acid Mine shaves 4 seconds off the remaining Boiler Trap cooldown per hostile living mob hit.


Designate a tile in which a 3x3 acid mine will erupt. If anyone is in the 3x3 ranged acid mine, they'll be hit with acid.

Against Hostile Mobs:

  • Default Damage: 45 Burn
  • Empowered Damage If resisted: 30 Burn
  • Empowered Damage If not resisted: 51 Burn


Against Barricades:

  • Default Damage: 76.95
  • Empowered damage: 114.075

Costs 40 Plasma, cooldown: 6 seconds.


Acid Shotgun.png
Acid Shotgun
Launch a scatter shot of small acid blobs that fire damage enemies akin to spitter/praetorian spit.

PASSIVE: Targets restrained by traps take 75% increased damage.

Default Damage(Pointblank): 91.6 Burn


Costs 60 Plasma, cooldown: 15 seconds.

Toggle Long Range Sight.png
Toggle Long Range Sight
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Toggles long range sight in the direction you're facing.


Costs 20 plasma.

Boiler Tactics

  • 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 Lance 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. Defenders make excellent shields as well, and it is generally easier to get a hold of one to guard you than a T3.
  • 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 gas usually makes good points for the Aliens 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 Stats

Tier 16
Tier 15
Tier 14
Tier 13
Tier 12
Tier 11
Tier 10
Tier 9
Tier 8
Tier 7
Tier 6
Tier 5
Tier 4
Tier 3
Tier 2
Tier 1
Health Lower Melee Upper Melee Plasma Plasma Regeneration Armor Explosive Resistance Speed Evasion


You can learn more about alien stats here.