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{{JobPageHeader
{{XenoPageHeader
|headerbgcolor = black
|headerbgcolor = black
|headerfontcolor = white
|headerfontcolor = white
|stafftype = Offense
|tiertype = ALIEN- TIER 3
|imagebgcolor = #DDAADD
|imagebgcolor =  
|img = Alien-Ravager.png
|img = Alien-Ravager.png
|jobtitle = Ravager
|castetitle = Ravager
|difficulty = Hard
|evolves_from = [[Lurker]]
|superior = Queen
|evolves_to = N/A
|duties = Kill any humans in your way.
|role = Bring death to all that face you. Use charge to close the gap between you and a marine, and finish them off with powerful blows capable of chopping limbs clean off. Hit and run and frontal assaults are your bread and butter, get used to tanking damage and dealing it. You don't need to hide any more.
|guides = [http://www.colonial-marines.com/viewtopic.php?f=94&t=5270 Art of the Ravager]
|guides = This one.
}}
}}
====Playing a Ravager====
====Playing a Ravager====
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Do you wanna be big and tough? Do you wanna make people salty? Do you wanna be RAVISHING? Do you wanna ravage innocents harder than the Japanese in Nanking? Then be an aptly named Ravager. The huge red unfriendly Barney with the power to decap or cut off limbs with a few strikes. At first thought, the notion of a decently fast, slightly tough tier 3 with a quick-recharging knock back ability and the ability to knock into crit in 2-3 hits seems pretty OP, right?
The huge red unfriendly Barney with the power '''slash the sh*t out of anyone alive'''. The Ravager's current incarnation is designed around being a tough, front-line combatant that will either spearhead a push or be a strong flanking force.
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I won't say you're wrong, but that sort of mentality also leads to bad Ravager plays. Truth is, the Ravager isnt actually that great of a bullet sponge. The Ravager is, in the words of Toroic, "a powerful hit-and-run warrior. Not Godzilla." Believe it or not, Ravs have more in common with Che Guevara than Godzilla. That's right. The Xenos are Cuban Communists and you're Che-fucking-Guevara. Put on your beret and prepare to be commercialized by the same Capitalist system you died fighting against, because your round is either gonna turn out like the Cuban Revolution or the Bolivian Revolution.
I won't say you're wrong, but that sort of mentality also leads to bad Ravager plays. Though you are very tanky, don't rely on it as much. Your frontline prowess of dealing and taking damage is as good as your competency. Keep an eye on your health and armor when tearing up marines into swiss cheese. The Ravager also has access to temporary shields with most of the existing strains, which further enhance your ability to tank damage.
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=====Overview=====
=====Overview=====
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The Ravager is a tier three Xeno of the warrior caste and shares this spot with their sibling and trustworthy compadre, the [[Crusher]]. This means you'll have to evolve four times to become one. From larva, to runner, to hunter, to finally Ravager. Your best chances of becoming Ravager lie with being a round-start Xeno. Until you can evolve fully, do the standard early-round cycle of looking for monkeys and survivors. '''Do not evolve to tier three until the marines deploy.''' Your speed as a Hunter is needed to get those fucking furries and stop them from yiffing on your precious planet, and survivors can't arm themselves well enough to deal with more than a couple xenos attacking at once.
The '''Ravager''' is a tier three Alien of the ambush caste. It means you'll have to evolve three times to become one. From larva, to [[Runner]], to [[Lurker]], to finally Ravager. Your best chances of becoming Ravager lie with being a round-start Alien. Until you can evolve fully, do the standard early-round cycle of looking for monkeys and survivors.  
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Runners are more likely to evolve if they fear their mortality, and I can't stress that enough. Don't take unnecessary risks, don't get cornered, and you'll be fine. Stick your neck out too far and some bumbling Marine is bound to come around and cut it.
Runners are more likely to evolve if they fear their mortality, and I can't stress that enough. Don't take unnecessary risks, don't get cornered, and you'll be fine. Stick your neck out too far, and some bumbling Marine is bound to come around and blow it off with a point blank buckshot blast.
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The Ravager runs the fastest of the tier threes, perhaps only slightly slower than a 100% healthy Marine. The Ravager is a very offensive Xenomorph that excels at dealing damage to enemies. Her claws are extremely sharp. She's fire-proof and armored. Ravagers can charge at targets, knock them down and back, and deal brute damage. Ravagers can charge through tables and slice them into metal. As the ultimate killing machine, she's designed to eliminate tough foes. But always be aware that Ravagers can't sustain a massive quantity of damage.
The Ravager is, the slowest of the tier threes, perhaps only slower than a 100% healthy and fed Marine with heavy armor or a walking Crusher. The Ravager is a very offensive Alien that excels at dealing damage to enemies. Her claws are extremely sharp. '''She's fire-proof, explosion-resistant, and armored.''' Ravagers can tank a lot of damage, and deal a lot of damage. Ravagers can shred through tables and slice them into metal. As the ultimate killing machine, she's designed to eliminate tough foes. But always be aware that while Ravagers have quite large health pools, their armor is only slightly above average in most instances, and AP ammo is particularly deadly against them. Direct hits from rockets and Close Air Support will still deal significant damage as well.
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=====Understanding Your Limits (AKA "stupid fucking Ravager")=====
 
=====Understanding Your Limits=====
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A lot of people tend to think of Ravagers as pretty much behaving in the same way as a Runner. Here's how most runners live and die:
A lot of people tend to think of Ravagers as pretty much behaving in the same way as a Runner. Here's how most runners live and die:
# evolve from larva
# Evolve from a Larva
# grab huggers
# Find a [[Squad Marine|Marine]]
# find marine
# <code>Attack</code>
# pounce
# Find out that the marine wasn't alone
# find out marine wasn't alone
# Get surrounded
# get surrounded
# Scream at the queen for "HEALS MOM"
# dead.jpg
# Escape with 10% of your health around the corner and rest up while the marines complain about you being too tanky
# your fellow Xenos call you shit


I won't say they're wrong. A lot of Ravagers end up going it alone and dying in some far-flung southern end of the map. A lot of them rightly earn the vitriol of their comrades. Ravagers need to know when it's high time to back the hell off and charge away to safety. Basically, the yellowIish-green meter on the side of your HUD is your health indicator. Trust it and don't trust it. It's a little finicky and doesn't give an accurate representation of your actual health, but it's still a good indicator.
They are not necessarily wrong, in this regard. A lot of Ravagers end up going into combat alone and wind up dying in some far-flung southern end of the map. Such behavior earns the vitriol they receive from their comrades. As a Ravager, it is '''vital''' to know when it's high time to back the hell off and charge away to safety. The yellowish-green meter on the side of your HUD is your health indicator. Trust it and don't trust it. It's a little finicky and doesn't give an accurate representation of your actual health, but it's still a good indicator.  Use the 'Stats' tab to get an exact value for your health and armor, as well as your damage and shields.
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Perhaps tend to retreat when at half health or below. Technically, the hit-and-run capabilities of a Rav means you'll always be retreating, but truly stop fighting at half health or below. Leg it back to the Hive for health or find a safe spot. A little warning: Marines are metagaming bastards who will chase you to the ends of hell. You have to cross that river and charge away in order to lose them, or they will keep chasing you until either you're dead, they're dead or you just manage to lose them. Obviously, this falls under the metagaming rule regarding chasing Xenos if it's early game so feel free to <code>ahelp</code> it if they kill you.
Perhaps tend to retreat when at half health or below. Technically, the tanking capabilities of a Ravager mean you'll always be frontlining, but truly stop fighting at half health or below. Leg it back to the Hive for health or find a safe spot with a recovery node, a drone, or a Warden Praetorian to top your health pool off. The Ravager works best when assisted by faster aliens such as Runners, Spitters, or in flanking maneuvers where the marines will be unable to fight back effectively.
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=====Ravager Tactics=====
Much like all tier 3 aliens, you must be VERY careful to avoid getting surrounded by marines on all sides, as they will box you in and point blank you with shotguns until you are dead. Your large sprite only makes it easier to pull off point blank shots, as the Ravager's sprite is on par with the Queen, Carrier, and Praetorian in terms of sheer size.
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Finally, we're getting to the good stuff. A word of warning if you manage to pull off being a good Ravager: Marines will be salty. If you die, all the Marines you mercilessly slaughtered will spam dchat with messages such as 'rekt' or 'stupid Ravager'. Even staff do it, from what I've seen. They will call you out on 'cowardice', while failing to realize Ravagers are the ultimate in running away to do more damage later. It's called playing smart, and they obviously lack what it takes. Marines, saltlords, your fellow Xenos, staff, doesn't matter. Tell them to fuck off and GIT GUD if they try harassing you. We got that out of the way? Good.
=Abilities=
<br><br>
{| class="wikitable mw-collapsible"
Right. A lot of Ravager gameplay consists of charge with harm intent while targeting feet, hands, or other limbs, duck back behind cover and wait for charge regen. Then repeat until the enemy squad is either footless, handless, or retreating. Then do emotes of taunting at them so they know what fucked them over. Rinse and repeat.
! style="background-color:#423042;" width=150|<span style="color:white;">Abilities:</span>
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! style="background-color:#423042;" |<span style="color:white;">Description:</span>
=====The Charge (AKA your best frenemy)=====
{{Ability
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| name = {{Ability_Rest_Image}}
The Ravager's charge can either save her life or end up sending her to her doom, so it's good to use judgment. Charging into a wall near a group of Marines or over a mined entrance is practically a death sentence. It will stun you momentarily and leave you vulnerable for any trigger happy jerks to pop a cap in your ass. If you're at full health, bonking into a wall should be fine so long as there isn't a SADAR or two full squads of Marines cornering your stunned body. When you hit a wall, your stun lasts for around 4-6 seconds. Until then, your charge will regenerate and your exoskeleton should block most bullets long enough for you to murder the shit out of anyone who dared tickle you or run away to safety. By the way, you can slash and disarm while stunned on the ground so if any Marine pulls out a knife and approaches you, just show him how sharp Granny's claws are and take out his foot.
| description = {{Ability_Rest_Description}}}}
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{{Ability
Alternatively, the charge can pull you out of a tight situation. Estimating speed, you're approximately as fast as a Runner, or even faster when you charge, so outrunning Marines if you charge diagonally out of their bullet paths. If they chase you to the river coast, charge across the river and it's almost a guaranteed escape. Water makes both Marines and Xenos move slower.
| name = {{Ability_Regurgitate_Image}}
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| description = {{Ability_Regurgitate_Description}}}}
If you have harm intent on, every time you charge into a Marine you will slash the targeted area, making Ravagers excellent defence as well as offense. Each harm intent charge counts as a single, regular slash with the benefit of disarming and knocking them down. The other three intents will just knockdown with no damage dealt.
!Cruelty
|'''PASSIVE''': Your slash damage is increased by up to 10 based on the amount of targets you are currently empowering from.
|-
!Cutting Claws
|'''PASSIVE''': Your slashes cut deep and swiftly through metal, Dealing double damage to armored tall-host vehicles (All strains).
|-
![[File:Empower.png]]<br>Empower
|On first activation, grants you 75 shield points. On second activation for every enemy in your line of sight (up to 5) and within a range of 3 tiles gain an extra 80 shield. If you empowered from 3 or more enemies you become '''super empowered''' for 5 seconds, gaining vastly strengthened effects for your other two abilities. Shield gained lasts 15 seconds.
 
 
Cost 50 Plasma, cooldown: 22 seconds.
|-
![[File:Pounce.png]] <br> Charge
|Lunge 5 tiles in the direction you selected. If you are '''super empowered''' and charged into an enemy they will be knocked down for 2 seconds, slashed and flung 3 tiles away. Slashing a target will reduce this ability's cooldown by 4 seconds.
 
 
Costs 25 Plasma, cooldown: 14 seconds.
|-
! [[File:Scissor-Cut.png]] <br> Scissor Cut
|Slash a 1x4 line on the tile you click on damaging anyone from you to the end of the line for 45 damage. If you are '''super empowered'''  whoever hit will be super slowed for 3 seconds as well.
 
 
Costs 25 plasma, cooldown: 10 seconds.
{{Tail Stab}}
|}
 
= Attainable Strains=
{| style="border: 2px solid black;
! style="background-color:#423042; text-align:center;" colspan="2"|'''Strains:'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;" |
[[Strains#Strains|'''Berserker''']]
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;" |
[[Strains#Strains|'''Hedgehog''']]
|}
 
=====Strain Abilities=====
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====== Berserker======
* '''Health:''' 590
* '''Armor''': 30
{| 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>
|-
 
!Bloodrage
|{{Blood_Ability_Description}}
|-
!Life Steal
| '''PASSIVE:''' You will now heal for (50 + 5 x rage)% from your slash damage whenever you slash tall hosts. Effectively healing you every time you attack a tall host.
|-
![[File:Apprehend.png]]<br>Apprehend
|Activating apprehend gives you a speed buff, with a duration of 8 seconds. During this speed buff, your next slash on a target will super-slow them for a few seconds.
 
Cooldown: 9 seconds.
|-
![[File:Clothesline.png]]<br>Clothesline
|Using this ability on a target will heal you for 100 health. It also flings, and deals 20 damage. Using this ability with an active rage stack expends two rage stack but heals you for 175 health, compared to 100 without a rage stack. It also applies a debuffing daze to the target for 2 seconds, and increases the distance your target will be flung.
 
 
Uses 2 Rage Level, can be used without a Rage Level, cooldown: 14 seconds.
|-
![[File:Eviscerate.png]]<br>Eviscerate
|{{Eviscerate_Ability_Description}}
 
|}
 
====== Hedgehog======
 
 
* '''Health:''' 650
* '''Resistance to minor explosions.'''
{| 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>
|-
!Bone Shards
|{{Bone_Shards_Ability_Description}}
|-
![[File:Spike_Shield.png]] <br>Spike Shield
|Expend shards to gain a temporary shield that lasts for a short amount of time. Whenever the shield is damaged, spray bone shards around you in a 3x3 AoE centered on yourself. Shield lasts for 2 seconds.
 
 
Costs 150 Shards, cooldown: 11 seconds.
|-
![[File:Spike_spray.png]]<br>Fire Spikes
|Launch 8 small shards of spikes in the direction you click embedding shrapnel into tall hosts slowing them down for 8 seconds. Though the spikes themselves don't do much damage, it causes brute damage to the host when they move.
 
 
Costs 75 Shards, cooldown: 10 seconds.
|-
![[File:Spike_Shed.png]]<br>Spike Shed
|Shred all of your shards to launch them all in all directions around yourself. Lose the bonus armor in the process while also gaining a speed boost. This will disable you from gaining any shards for 30 seconds.
 
 
All shards, minimum of 50 to activate, cooldown: 30 seconds.
|}
 
==Ravager Maturity==
Ravagers can not '''Evolve''' any further, as they are a Tier 3 Caste.
 
== Ravager Stats ==
{{XenoSkills
|meleelow=6
|meleehigh=6
|health=9
|plasmaregen=9
|plasma=3
|explosiveresist=8
|armor=2
|speed=3
}}
You can learn more about alien stats [[Xenomorph Stats|here]].


A new feature to the ravager is the new charge slashing mechanic, in short, the closer you are the more damage you can do, so a point-blank charge will turn a marine into swiss cheese (5 slashes in one go), this can be devastating if you mature +, you can potentially instantly decapitate unlucky marines, or remove any selected limb, but it's very risky and you will almost always need to cower behind the nearest wall and/or crusher.
=Tips=
* If you empower from less than three enemies your abilities will be significantly weaker, So it is usually better to retreat when that happens.
* Whenever you slash an enemy your charge cooldown will be reduced by 4 seconds and the empowered charge counts as a slash if it hits an enemy, So if you charge into an enemy and slash it two times you can either charge out or kill another one.
* Your main threats are the demolitionist specialist and the grenade launcher specialist, If they're around it might be better to try a different angle or just be extra careful.


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[[Category:Alien Castes]]
=====Fighting the SADAR (AKA I Fought the Law and the Law Won)=====
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The SADAR will fuck you up. It's a god-damn RPG. Stay away from anyone carrying that thing unless you've got a Crusher or spitting caste or a good environment to back you up.
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First things first: forget the guy carrying the gun. He's just another worthless Marine if he doesn't have his precious boomstick. Get close to him, cut his hand off and drag him away from the only reason he queued up with Spec on "high" for five rounds straight. Then watch as he cries because he'll have to queue another five rounds to get Spec again. Learn the SADAR guy's name, pick him out in a crowd and wait for when he lapses. That'll be your chance to render him useless. Alternatively, you could always get him to SADAR himself by standing in front of a Marine near him or just waiting for the inevitable fuck-up. Be sure to inform your fellow Xenos to target them as well and to GIT DAT FUKKEN GUN. That is top priority. Doing this will ensure your Hive lives while you and your fellow tier threes will stay healthy. Most SADAR Specs are pants-on-head fucking stupid. You could just play attrition and wait for the Darwinism to eventually take effect by means of shooting themselves, but I can't guarantee you won't lose a few fellow aliens while waiting.
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=====It's Getting Hot in Here (AKA Environmental Hazards)=====
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Ravagers are immune to fire. Sometimes, stupid flamethrower Marines will think fire will force you to flee from your cover. Do not give in. Ravagers have a tendency to run from fire because Xenos always get hurt from fire. The worst it'll do to a Ravager is remove the weeds they're standing on, but fire itself is a benefit as it poses just as much of a danger to Marines -- and it also gives you a minor speed boost, indicated by a red text of "The fire courses through your veins! MAIM, KILL, DESTROY!". A wall of flame will stop Marines from getting too close and can isolate buddies for you to charge in and plant a few huggers before they run in to save them. Alternatively, you can stun Marines and drag or push them into the fire so they'll go into crit with you having to do the work. If you're a Ravager squaring off against a squad of Marines and one has a flamethrower, leave the flamethrower for last. Encountering them is even juicier if you step on a downed Marine and lure them into flaming the tile you and the Marine are on.
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Boiler acid clouds are even better at the aforementioned, as they last longer, are much larger and do more damage. Isolating a group of Marines with an acid cloud is a death sentence if you knock them into the cloud with your charge.
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====A Family That Slays Together Stays Together====
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If you're not confident enough in your skills or just cautious or have a nagging Queen, it might be wise to buddy up with one or more fellow Xenos. Ravagers can develop interesting tactics if they have competent partners. If you distinguish yourself, you'll find yourself right hand of the Queen based on merit and intelligence, so getting hunting parties together should be no problem. For this section, assume both Ravager and its partners are playing to the best of their abilities regarding their role. Obviously, it's a stretch to assume Xenos will be 100% competent 100% of the time.
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=====Crusher (AKA your best friend)=====
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Crusher-Rav partnerships may be the most effective and most likely to produce a body count. The Crusher brings to the table its ability to be used as a meat shield and Area of Effect stun, while the Ravager boasts the highest melee damage in the game. If a Crusher stuns a squad of Marines, a Ravager can move in and break or cut off the foot of at least half that group, forcing what's left to retreat and pull back their wounded. If the Crusher can regen his stomp in time, it's over for that squad.
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=====Carrier (AKA The Salt Factory)=====
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Think, if you will, of a Rav-Carrier partnership as a buddy cop film. The Rav is the bad cop who's better at killing than infecting and the Carrier good cop who wants to infect Marines and propagate the hive. As a Ravager, you're somewhat exempt from the whole "infect don't kill" thing unless the Queen herself orders it. Carrier is a tier 2; Ravager is tier 3.
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Nagging of the Carriers aside, they can do a lot of damage paired with a Rav. Have it infect someone, then go around the corner and drag it to safety while tanking bullets to either decapitate it or or take back to the hive. Carry some face huggers in your hands to restock the Carrier.
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=====Queen (AKA "Hey there baby, wanna kill all humans?")=====
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The Queen shouldn't be alone with a Ravager. (Imagine the scandal!) Having to babysit her will probably result in your death, but if she's robust, she's sort of like an upgraded, albeit slower, Crusher. Her scream has enough range and enough stun to keep that entire metaphorical squad from earlier down long enough to cut all their feet off. Still, her lack of speed and her huge importance means you should tell her to go back to the Hive ASAP unless she has an army at her back.
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=====Hunter (AKA The Cat in the Hat and Thing 1 and Thing 2)=====
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A few days ago, I had a round where me and two Hunters managed to flank an assault force of Marines that were attacking our Hive. Using superior tactics, backing up each other's pounces/charges and hit-and-run warfare, we managed to almost single-handedly force them to retreat. When we rounded up the Marine corpses they left behind, we counted at least TWENTY-FIVE dead and dying Marines. It used to be that when Hunters refused to evolve to Crusher or Ravager, I thought they were complete mongoloids, but if they actually know their shit, they can be an effective fighting force. Basically, just watch for their pounce so you can move in to assist, communicate well and back each other up.
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=====Spitter (AKA "hurry the fuck up")=====
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Spitters are pretty slow, but they can be the ranged backbone your hunting party needs. Neurotoxing a Marine knocks it down long enough to get infected or to be dragged screaming into the darkness and butchered. Bonus points if you communicate with Spitters and Runners to target SADAR Marines so you can drag their precious gun away. Give yourself even more bonus points if the Marine starts crying about meta-aliens. However, their speed means if Marines actually man up for once and rush you, they will probably die, unless you have a Runner or Hunter pull them around. Don't really bother to save the Spitter yourself unless you can do so safely. You're a tier 3, so you're not expected to risk your balls to save a lower tier. Their upgraded acid also means they can melt certain structures for you to gain an entry and fuck shit up.
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=====Sentinel (AKA "why the fuck aren't you guarding hosts")=====
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Sentinels should be in the Hive guarding the hosts unless the Queen orders it, but their acid is at least good to lure Marines to a certain spot or melt SADARs. Likewise, they have that neurotoxin and are faster than Spitters, but Spitters are still a direct upgrade. If you see one outside the Hive, tell the Queen.
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=====Runner (AKA "don't fucking pounce them in a group you idiot")=====
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Runners are seen as some of the least intelligent of the Xenos and you wouldn't be blamed for thinking the same. Unless you've seen otherwise, don't really trust these sketchy bastards to follow your orders. If they are competent, however, you'll find them being as useful as a good Hunter albeit faster, weaker and without stealth. Don't worry a scale on your head-crest for them. If they can run away, they'll be safe. If they were bad enough to get cornered in the first place, then they weren't worth the host they burst from.
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=====Ravager (AKA You take the high road, and I'll take the low road.)=====
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Imagine five coordinated Ravagers charging down a narrow hallway to bear down on unfortunate Marines. Two of them harm intent charging will be the bane of any squad. Have one Ravager aim for right/left feet and you aim for the other foot and Marines will never escape. Occasionally, losing one foot doesn't make them fall over so they'll be able to escape, but a Marine without either feet will be unable to defend himself other than crawl away. Stop for a moment and watch the screaming Marine crawl away before you eventually decap it with your tails. Sisters forever.
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=====Boiler (AKA Babysitting simulator 2016)=====
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Boilers have the strongest acid, and their artillery capabilities makes for devastating assaults, but they are ass useless in a CQB fight. However, if a Boiler launches a glob of acid and makes a group of Marines scatter, you can at least get one killed or into crit if you charge one of them INTO the acid cloud. However, you'll find yourself having to go save it's ass as it tries to waddle away from any threats it sees.
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=====Praetorian (AKA "aren't you supposed to be guarding the Queen?")=====
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Praetorians are pretty slow, but not Boiler-slow. This is balanced by their weaker acid, but they have that nice spit ability. Think of them as an upgraded Spitter, if you will, albeit tougher and with an exoskeleton kind of like you.
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=====Drone (AKA Your weed dealer)=====
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Combat wise? Not so good, but if you're mid-round and the colony is STILL NOT WEEDED TO SHIT, then grab a drone and babysit it while it goes around planting weeds. Have it retreat at the first sign of trouble, and you shouldn't have too much of a problem. In combat, they can produce much-wanted pheremones and can build forward defences and nests for quick nest-combat.
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=====Hivelord (AKA "oh fuck the Queen's lesbian lover just died")=====
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Hivelords can do the same thing drones can, with the added benefit of digging tunnels. It's a good idea early on to escort the Hivelord through the colony as it goes tunnel digging before it's too late and Marines begin going on the offensive. In a fight, you'll have to buy it time to escape because in a fight it's almost as useless as tits on a man.
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=====Predator (AKA Your Unlikely Ally)=====
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Sometimes, you'll find a Predator who is more focused on hunting Marines than they are on hunting Xenos. Even more rarely you'll find a Predator actively helping the Xenos fight off the humans. Contrary to belief, Xenos don't need to instantly go and fight the Predator when they see it. There are a number of reasons you can use in character to rationalize not attacking a Predator. This includes the fact that they're too dangerous to bother with when there are easier and more numerous targets a little ways away. If they're not actively fighting Xenos, you can rationalize that they're not worth the resources and manpower to try and take down. Xenomorphs are smart enough to understand that if something is working in their favor, such as a Predator killing chiefly humans, then they shouldn't do anything to fuck with what they got going for them. If the Predator proves to be a good ally, then inform the hive and ask the Queen to mention not to attack it in her orders (viewable in the Status pane). Chances are, there will be a Runner or two that will attack it. Not much you can do, but hopefully the Pred won't see that as an act of hostility.
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In character, you don't know jack about the Predators, their Code of Honor, their gear unless they use it or what they're even called. All you know is that they're not like the Marines. Predators can understand Xenos but you can't understand them, but that shouldn't be a problem as Predators are chosen based on role play capabilities, so if they have to communicate something to you and the other Xenos they can do so by emotes such as head gestures, pointing, hand gestures and such. Preds don't like unwanted help so be reluctant to charge in directly alongside your fellow ally unless they request it. Unfortunately, at one point your buddy will run out of magical Predator healing juice and will most likely begin to succumb to their wounds. It's rare for an alien-allied Predator to survive direct combat long enough to get to the Sulaco with the rest of the Xenos. So, be prepared for a tearful goodbye with your hunting buddy. If you distinguished yourself, they may even leave you a gift of sorts. Watch them walk off and wait for the inevitable explosion. Until then, warn them to stay away from huggers and eggs unless their alliance runs so deep they'd give up their own body.
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====Lone Wolfing It====
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I wouldn't personally recommend going alone unless you're extremely lucky or have good escape routes. Being alone means you'll have no one to hinder you but also no one to help you should you fuck up. Before leaving the safety of the hive, stop and calculate the risk-reward relative to your skill. If you're just going out to infect, you'd be better off taking a hunting party out with you. If you plan to kill a few people, or at least severely injure them, then go ahead and venture out alone. A word of advice, though: STICK TO THE NORTH. Ravagers are vulnerable without a path to escape, and if Marines trap you in the south you're almost guaranteed to die. And watch out for SADAR Specs. They will fuck you up if they can get a hit on you.
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====Sources and Reading====
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[http://www.colonial-marines.com/viewtopic.php?f=94&t=5270 Art of the Ravager]

Latest revision as of 10:17, 9 September 2023

ALIEN- TIER 3
Alien-Ravager.png
Ravager
Evolves From: Lurker
Evolves To: N/A
Role: Bring death to all that face you. Use charge to close the gap between you and a marine, and finish them off with powerful blows capable of chopping limbs clean off. Hit and run and frontal assaults are your bread and butter, get used to tanking damage and dealing it. You don't need to hide any more.
Guides: This one.

Playing a Ravager


The huge red unfriendly Barney with the power slash the sh*t out of anyone alive. The Ravager's current incarnation is designed around being a tough, front-line combatant that will either spearhead a push or be a strong flanking force.

I won't say you're wrong, but that sort of mentality also leads to bad Ravager plays. Though you are very tanky, don't rely on it as much. Your frontline prowess of dealing and taking damage is as good as your competency. Keep an eye on your health and armor when tearing up marines into swiss cheese. The Ravager also has access to temporary shields with most of the existing strains, which further enhance your ability to tank damage.

Overview

The Ravager is a tier three Alien of the ambush caste. It means you'll have to evolve three times to become one. From larva, to Runner, to Lurker, to finally Ravager. Your best chances of becoming Ravager lie with being a round-start Alien. Until you can evolve fully, do the standard early-round cycle of looking for monkeys and survivors.

Runners are more likely to evolve if they fear their mortality, and I can't stress that enough. Don't take unnecessary risks, don't get cornered, and you'll be fine. Stick your neck out too far, and some bumbling Marine is bound to come around and blow it off with a point blank buckshot blast.

The Ravager is, the slowest of the tier threes, perhaps only slower than a 100% healthy and fed Marine with heavy armor or a walking Crusher. The Ravager is a very offensive Alien that excels at dealing damage to enemies. Her claws are extremely sharp. She's fire-proof, explosion-resistant, and armored. Ravagers can tank a lot of damage, and deal a lot of damage. Ravagers can shred through tables and slice them into metal. As the ultimate killing machine, she's designed to eliminate tough foes. But always be aware that while Ravagers have quite large health pools, their armor is only slightly above average in most instances, and AP ammo is particularly deadly against them. Direct hits from rockets and Close Air Support will still deal significant damage as well.

Understanding Your Limits

A lot of people tend to think of Ravagers as pretty much behaving in the same way as a Runner. Here's how most runners live and die:

  1. Evolve from a Larva
  2. Find a Marine
  3. Attack
  4. Find out that the marine wasn't alone
  5. Get surrounded
  6. Scream at the queen for "HEALS MOM"
  7. Escape with 10% of your health around the corner and rest up while the marines complain about you being too tanky

They are not necessarily wrong, in this regard. A lot of Ravagers end up going into combat alone and wind up dying in some far-flung southern end of the map. Such behavior earns the vitriol they receive from their comrades. As a Ravager, it is vital to know when it's high time to back the hell off and charge away to safety. The yellowish-green meter on the side of your HUD is your health indicator. Trust it and don't trust it. It's a little finicky and doesn't give an accurate representation of your actual health, but it's still a good indicator. Use the 'Stats' tab to get an exact value for your health and armor, as well as your damage and shields.

Perhaps tend to retreat when at half health or below. Technically, the tanking capabilities of a Ravager mean you'll always be frontlining, but truly stop fighting at half health or below. Leg it back to the Hive for health or find a safe spot with a recovery node, a drone, or a Warden Praetorian to top your health pool off. The Ravager works best when assisted by faster aliens such as Runners, Spitters, or in flanking maneuvers where the marines will be unable to fight back effectively.

Much like all tier 3 aliens, you must be VERY careful to avoid getting surrounded by marines on all sides, as they will box you in and point blank you with shotguns until you are dead. Your large sprite only makes it easier to pull off point blank shots, as the Ravager's sprite is on par with the Queen, Carrier, and Praetorian in terms of sheer size.

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)

Cruelty PASSIVE: Your slash damage is increased by up to 10 based on the amount of targets you are currently empowering from.
Cutting Claws PASSIVE: Your slashes cut deep and swiftly through metal, Dealing double damage to armored tall-host vehicles (All strains).
Empower.png
Empower
On first activation, grants you 75 shield points. On second activation for every enemy in your line of sight (up to 5) and within a range of 3 tiles gain an extra 80 shield. If you empowered from 3 or more enemies you become super empowered for 5 seconds, gaining vastly strengthened effects for your other two abilities. Shield gained lasts 15 seconds.


Cost 50 Plasma, cooldown: 22 seconds.

Pounce.png
Charge
Lunge 5 tiles in the direction you selected. If you are super empowered and charged into an enemy they will be knocked down for 2 seconds, slashed and flung 3 tiles away. Slashing a target will reduce this ability's cooldown by 4 seconds.


Costs 25 Plasma, cooldown: 14 seconds.

Scissor-Cut.png
Scissor Cut
Slash a 1x4 line on the tile you click on damaging anyone from you to the end of the line for 45 damage. If you are super empowered whoever hit will be super slowed for 3 seconds as well.


Costs 25 plasma, cooldown: 10 seconds.

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.


Unless otherwise stated, this is shared by all strains.


Cooldown: 10 seconds.

Attainable Strains

Strains:

Berserker

Hedgehog

Strain Abilities


Berserker
  • Health: 590
  • Armor: 30
Abilities: Description:
Bloodrage PASSIVE: You gain a level of rage whenever you slash a target. Each stack of rage increases your armor, movement speed, and attack speed. Rage decays while out of combat. When you reach max rage, you are 'locked' at max rage for 6 seconds. Your rage also stacks with your Apprehend speed buff.
Life Steal PASSIVE: You will now heal for (50 + 5 x rage)% from your slash damage whenever you slash tall hosts. Effectively healing you every time you attack a tall host.
Apprehend.png
Apprehend
Activating apprehend gives you a speed buff, with a duration of 8 seconds. During this speed buff, your next slash on a target will super-slow them for a few seconds.

Cooldown: 9 seconds.

Clothesline.png
Clothesline
Using this ability on a target will heal you for 100 health. It also flings, and deals 20 damage. Using this ability with an active rage stack expends two rage stack but heals you for 175 health, compared to 100 without a rage stack. It also applies a debuffing daze to the target for 2 seconds, and increases the distance your target will be flung.


Uses 2 Rage Level, can be used without a Rage Level, cooldown: 14 seconds.

Eviscerate.png
Eviscerate
Root yourself in place, immobilising yourself and start a wind up. Depending on your rage level, unleash a devastating strike against foes all around you. You will also heal yourself, for every marine within 1 tile of the eviscerate. The heal is 50 for a single marine, growing to a maximum of 250 for more marines within the tiles around you.
Rage Levels: Damage Activation Delay Range
Rage Levels:
Level 1 5 Brute Damage 2.0 seconds 1 tile range
Level 2 10 Brute Damage 1.8 seconds 1 tile range
Level 3 25 Brute Damage 1.6 seconds 1 tile range
Level 4 45 Brute Damage 1.4 seconds 2 tile range
Level 5 70 Brute Damage 1.0 seconds 2 tile range

Expends all of your rage level(s), minimum 1 rage, cooldown: 23 seconds.

Hedgehog
  • Health: 650
  • Resistance to minor explosions.
Abilities: Description:
Bone Shards PASSIVE: Your abilities now cost shards instead of plasma to use. For each 50 shards you have stored, gain 2.5 additional armor. You gain shards upon taking damage and they will grow over time. You may only store a maximum of 300 shards.
Spike Shield.png
Spike Shield
Expend shards to gain a temporary shield that lasts for a short amount of time. Whenever the shield is damaged, spray bone shards around you in a 3x3 AoE centered on yourself. Shield lasts for 2 seconds.


Costs 150 Shards, cooldown: 11 seconds.

Spike spray.png
Fire Spikes
Launch 8 small shards of spikes in the direction you click embedding shrapnel into tall hosts slowing them down for 8 seconds. Though the spikes themselves don't do much damage, it causes brute damage to the host when they move.


Costs 75 Shards, cooldown: 10 seconds.

Spike Shed.png
Spike Shed
Shred all of your shards to launch them all in all directions around yourself. Lose the bonus armor in the process while also gaining a speed boost. This will disable you from gaining any shards for 30 seconds.


All shards, minimum of 50 to activate, cooldown: 30 seconds.

Ravager Maturity

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

Ravager 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.

Tips

  • If you empower from less than three enemies your abilities will be significantly weaker, So it is usually better to retreat when that happens.
  • Whenever you slash an enemy your charge cooldown will be reduced by 4 seconds and the empowered charge counts as a slash if it hits an enemy, So if you charge into an enemy and slash it two times you can either charge out or kill another one.
  • Your main threats are the demolitionist specialist and the grenade launcher specialist, If they're around it might be better to try a different angle or just be extra careful.