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* Consider slashing feet to slow hosts down and inflict pain if you are having a difficult time capturing them, particularly survivors. Two broken feet will rarely be lethal unless you are very unlucky.
* Consider slashing feet to slow hosts down and inflict pain if you are having a difficult time capturing them, particularly survivors. Two broken feet will rarely be lethal unless you are very unlucky.


== Runner Evolution and Upgrades ==
== Runner Evolution and Maturity ==




Runner '''Upgrades''' are mostly focused on making the Runner even faster and more nimble, allowing it to pounce more times before resting. It will also improve both its damage a fair amount and its health. An Ancient Runner will be a dangerous opponent to a lone Marine, but do not get cocky. Two bursts that hit will still be just what it takes to end up with a big mass of bleeding chitin.
Runner '''Maturity''' are mostly focused on making the Runner even faster and more nimble, allowing it to pounce more times before resting. It will also improve both its damage a fair amount and its health. An Ancient Runner will be a dangerous opponent to a lone Marine, but do not get cocky. Two bursts that hit will still be just what it takes to end up with a big mass of bleeding chitin.




Runners can '''Evolve''' into the [[Lurker]]. While it's certainly a caste focused on ambushes like the Runner and shares its ability to Pounce, this caste loses mobility and nimbleness in favor of having more staying power and being devastating against single targets. The Lurker also gains a cloak, thus making it even more of an Ambush class, with a large serving of Stealth.
Runners can '''Evolve''' into the [[Lurker]]. While it's certainly a caste focused on ambushes like the Runner and shares its ability to Pounce, this caste loses mobility and nimbleness in favor of having more staying power and being devastating against single targets. The Lurker also gains a cloak, thus making it even more of an Ambush class, with a large serving of Stealth.

Revision as of 17:23, 1 February 2020

XENOMORPH - TIER 1
Alien-Runner.png
Runner
Evolves From: Larva
Evolves To: Lurker
Role: Scout for the Hive. Harass and ambush Marines, especially lone wolfs. Flank positions during sieges and stand-offs. Gather hosts.
Guides: No External Guides.


General Information

The Runner, as its name entirely implies, is the fastest caste available to the Xenomorph Hive. It is small and nimble, able to effortlessly run under and above most waist-high obstructions, leaping over barricades and tables alike, and dragging off hosts faster then most. Its speed, however, is made up for by its extremely low durability, any sustained damage will usually lead to the death of a Runner, forcing it to pick its encounters carefully and making the price for a mistake rather high.


The Runner has sturdy legs and as such can Pounce to cover a relatively large distance in an instant. Such a pounce allows the Runner to increase his mobility even further, and if appropriately aimed will enable him to land on top of a human, instantly flooring them. Should this happen, the human will probably get up quickly, but this will disarm them, making it an excellent way to start an ambush.


Due to the Runner's small stature, it is also important to note the Runner's ability to Hide under objects, notably tables which can easily conceal it fully. It increases its ability to perform ambushes even further, making it deadly if not found rapidly. This also allows the Runner to pick its time to strike even in plain sight. Beware that a Runner using his Hide ability will not regenerate Plasma when off weeds.


The Runner has a relatively weak attack, but it can easily chain up attacks, allowing it to rapidly dish out damage when an ambush is successful. A well-placed pounce and a few slashes ought to put the average host in fear of ever wandering towards the darkness alone ever again.


Playing as a Runner

It cannot be emphasized enough that the Runner makes up for its extreme nimbleness by being physically weak. Not only is it not too impressive in direct combat, but it will be put down easily by concentrated fire. One burst that hit can instantly end up with you floored, one shotgun blast that solidly connects and you are done, and as such you do not get the luxury of just running around prepared Marines that are ready to fire unless you know exactly what you are doing and do it well. This death can come in a few, well-aimed fatal shots, or in a hail of bullets that even the Runner eventually falls victim to.


While you might be in a hurry to try your mettle in an ambush, it's important to know that as a Runner, you have two primary non-combat tasks. Recovering defenseless hosts and bringing them to the Hive, and scouting Marine positions and relaying that information to the Hive. Your speed means you are at almost no risk if someone spots you lurking around fortifications, and most will think twice before giving chase, knowing your innate strength against isolated targets and the fact you can easily outrun them if in actual danger.


Harassment is another essential tool in your arsenal. Not every attack or ambush has to yield severe wounds or kills, fear and panic can easily damage the humans as much. Don't hesitate to scare groups of humans that you can't engage head-on, remind them that nowhere is truly safe, perhaps have them waste munitions or even precious time trying to snuff you out.


Should you ever find a position behind enemy lines that are entirely unguarded, your ability to flank with no danger will truly shine. Wreck havoc, leave nothing standing. The punishment for not guarding vital assets is pure and severe.


Never forget that you can Hide if needed, this may allow you to get very daring ambushes. Everyone expects an attack from the darkness, and few expect a Runner to suddenly spring out from under a table in the middle of a well-lit area.

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)

Hide.png
Hide
Hide under objects. Pouncing will cancel your Hiding.
Pounce.png
Pounce
Pounce at target, forcing the victim on the ground and drop their weapons. Though one can quickly get up from a Runner's pounce so some Runners tend to tackle the victim as follow up.
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.
Toggles long range sight in the direction you're facing.


Costs 20 plasma.

Attainable Mutators

Strains:

None

Runner Tactics

  • As the fastest caste in the Hive, and one of the four starting castes, you will always be on monkey recovery until all are found and brought back. To move them quickly, Eat them by grabbing them and clicking yourself and Regurgitate them later. Just make sure not to take too long, they will automatically Regurgitate out of your stomach after five minutes. Once this it is done, you can release your inner rage on the local colonists, or the local colony in general, until you eventually get a whole lot more foes to fight who come down from above.
  • You, along with Sentinels, can drag hosts away the fastest without needing to swallow them, meaning you are well suited to dragging smallhosts, and infected tallhosts, back to the nest.
  • Runners are fragile, especially before they can upgrade. If there is any serious fighting ongoing, you might want to just stay at the Hive and wait until you become Mature. With one of the fastest evolutions in the game, this is worth your time to avoid a painful death.
  • Scouting as a Runner might sound trivial, but it can turn risky fast if you're not careful. Remember to switch in and out of Darkvision often, and be very careful about moving lights in the distance, lamps rarely move on their own, Marine armor lights do. Likewise, as you make your way around, keep a close eye on any suspicious clutter in small entrances. Humans can lay traps too, and their traps can kill you straight. Better safe than sorry.
  • Scouting for your eyes only is virtually useless. If you find out anything useful, say it. You should have no trouble finding a safe place to communicate your information thanks to your Hide ability. Tell them any strongpoints, any apparent flanks, if the Marines are making significant movements, if the metal bird is landing or taking off, the general concentration of Marines across the colony, or if you spot a target of interest.
  • You don't need to be a lone wolf. If you spot slower castes trying to flank and hunt as you do, make sure to gravitate around them. You might not be able to take a lot of punishment, but your ambushes can provide a golden opportunity for another caste to mop up immediately. You can also act as a guard for that Drone who is going in dangerous along the flank, and she will reward you with melted defenses and new weed patches to recharge at.
  • The power of your Pounce as a disarming attack cannot be understated. Whatever your target was doing before getting pounced, they will immediately be forced to drop their weapon, although it might snap back to their armor storage if they have a magnetic harness. It means that once they leap back up, they will be disoriented and disarmed, forcing them to stumble around either abandoning their weapon, pulling a new one out or trying to grab it again as you come in for raw damage. Be warned: with the addition of the default e to equip macro, a marine with a mag harnessed shotgun can instantly pull it out and one shot you by alternately spamming e and clicking you.
  • Be aware that, once you are Mature, your speed dragging a downed marine will match a marines run speed in armour and at Elder and Ancient, exceed it. You can use this to kidnap marines right out from under a medic if they aren't paying attention.
  • Do not underestimate vent networks. They might give some warnings to nearby Marines, but you will be able to relocate insanely quickly.
  • In an Almayer fight, you will usually want to leave the landing zone as fast as possible. Your destination will often be the nearest vent, the Almayer is a tight, elaborate ship and you will need to travel in the vents to flank in a useful manner. Do not try to fight stand-offs, you will have bad surprises.
  • Claymore mines can ruin your day, but you can slash them from behind or to the side to detonate them without getting caught by the shrapnel if they are unattended.
  • Consider slashing feet to slow hosts down and inflict pain if you are having a difficult time capturing them, particularly survivors. Two broken feet will rarely be lethal unless you are very unlucky.

Runner Evolution and Maturity

Runner Maturity are mostly focused on making the Runner even faster and more nimble, allowing it to pounce more times before resting. It will also improve both its damage a fair amount and its health. An Ancient Runner will be a dangerous opponent to a lone Marine, but do not get cocky. Two bursts that hit will still be just what it takes to end up with a big mass of bleeding chitin.


Runners can Evolve into the Lurker. While it's certainly a caste focused on ambushes like the Runner and shares its ability to Pounce, this caste loses mobility and nimbleness in favor of having more staying power and being devastating against single targets. The Lurker also gains a cloak, thus making it even more of an Ambush class, with a large serving of Stealth.