Warrior Caste Guide: T1's-T3's

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Symbiosis
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Warrior Caste Guide: T1's-T3's

Post by Symbiosis » 02 Feb 2018, 10:58

This'll be rather blunt and to the point.

I'm going to categorize the four Xenos and go over ideal times to participate in combat with each caste as well as "danger" areas/times.

Runner: Young (don't even think of fighting), Mature (Try for Hunter, stay safe), Elite (Skirmish), Ancient (Pick off Medics and go to town)

Strengths:

High Speed at Elite+
Long Tackle duration at Elite+
High Damage to unarmored/low armor body parts (feet/groin)... at Elite+
Able to cause FF with quick Pounce and retreats
Move over tables and through window sills without delay or needing to pounce.
Vent travel

Weaknesses:

Low Durability
Weakness to Buckshot
Generally only good in light skirmishing

Final Note: Only fight at Elite+.

Hunter: Young (weak), Mature (Cautious), Elite (Time to Hunt), Ancient (one Sister army)

Strengths:

Unrivaled 1v1 (for warrior castes) with Pounce.
Able to hide unseen... experiment for what works best.
High Damage at Elite* - able to kill a target in a single tackle duration if targeting the GROIN.
Able to 3v1 with the strategic use of tackles and line of fire.
High Speed, respectable armor.

Weaknesses:

You're very weak to Buckshot, AP, and Fire.
Engineers unwrenching every pipe is becoming common, weakening vent travel.
Low effective health. You can only slice through a couple barricades before being at 10% or so health... at Elite+
Rocket Man will be end you.
Mines and Sentries.

Final Note: Be Patient, target supply lines, get Elite+ and you'll have a good old time.

Ravager: Young (5 AP bullets puts you in crit), Mature (Hit and Run), Elite (Now we're talking), Ancient (Meme level, two slashes kills a Marine)

Strengths:

High Damage at Mature+ and RNG decap.
Can whittle down Marines with charge and retreats.
Immune to Flames, a common Marine weapon used by robust marines.
High Tackle chance at Mature+
Charge is a stun that allows the Rav to stay mobile... if it lands.
Nearly immune to explosive stuns.

Weaknesses:
Squishy until Elite+.
AP will end you. Marine equipped with AP and a rifle with a Gyro will chase you down.
Anti Armor rockets hurt. A LOT.

Final Note: You're great at stopping a push. Marines tend to help their wounded rather than pushing after you charge. You can generally single handedly hold off a Marine push in tight quarters.

Crusher: (Young - A single flamethrower burst can end you), Mature (AP is still scary), Elite (Don't overextend and you win the round), Ancient (Immune to Pew Pew)

Strengths:

Armored Crest. Does what it says - frontal based.
High tackle chance and long duration.
Dragging back and tackle spamming works well with crest.
Immune to explosives. Trigger all the mines.
Full Speed Crusher charges can remove 3-5 body parts... and heads.
Stomp does tremendous damage to targets, ignores armor.
Siege weapon. Damages barricades.

Weaknesses:

Fire.
Body blocking.
Overextending.
Melee.
AP

Final thoughts: Easiest T3 Warrior caste to get started with. Wait until Mature+ and be the foundation the Hive needs!
Cliff "Chubs" Campbell

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JennerH
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Re: Warrior Caste Guide: T1's-T3's

Post by JennerH » 02 Feb 2018, 11:29

No, don't help them! I like getting kills
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Butlerblock
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Re: Warrior Caste Guide: T1's-T3's

Post by Butlerblock » 02 Feb 2018, 11:59

Symbiosis wrote:
02 Feb 2018, 10:58
Hunter: Young (weak), Mature (Cautious), Elite (Time to Hunt), Ancient (Hope xenos are losing)
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Re: Warrior Caste Guide: T1's-T3's

Post by Dumblike » 05 Feb 2018, 08:05

Symbiosis wrote:
02 Feb 2018, 10:58
Crusher: (Young - A single flamethrower burst can end you), Mature (AP is still scary), Elite (Don't overextend and you win the round), Ancient (Not even an OB will kill you now, lad)
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