The salty spitter thread

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Warnipple
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The salty spitter thread

Post by Warnipple » 20 Aug 2016, 20:55

So with the recent nerf to spitters, how does everyone play this class? The same?

I've found them to be severely underpowered now or maybe just normal seeing as everyone said it was severely overpowered before. Now that spit has only a range of 4 tiles. Its very punishing when spit misses, especially if you're not an ancient spitter.

I'm not sure if spit range increases as you upgrade, I haven't tested it out but I've found the spitter caste to be not as fun as before but thats normal because its not overpowered.
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InterroLouis
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Re: The salty spitter thread

Post by InterroLouis » 20 Aug 2016, 21:00

Warnipple, from what I've seen, being on the receiving end of spitters, is a major shift from neurotoxin to acid spit. Acid spit was not subject to the range reduction of neurotoxic spit, and so they've been using it a lot more. The real effect of this is that spitters are no longer stun machines, and a single spitter can no longer juggle-stun 3 marines, or as apparently happened once, stunlock 3 death squad members long enough to slash them all to death.

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Renomaki
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Re: The salty spitter thread

Post by Renomaki » 20 Aug 2016, 22:39

I myself never really liked Neurotox much anywho, it was worthless for skirmishing with large numbers of marines. When I play, I always prefer to use acid to weaken marines and force them out of the fight to make things easier on my hive.

When I'm stuck playing sentinel, however, I learned to appreciate CQC, tight spaces and corners a lot more. The 4 tile range forces you to play it smart and stick to confined spaces instead of being in the open, which if done right can result in a good handful of hugged marines. I remember one battle as a young sentinel I managed to hug 3 marines with mere Neurotox, simply because I used the caves to my advantage.. Well, that and the darkness, since darkness is a big helper in ambushes.
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Jroinc1
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Re: The salty spitter thread

Post by Jroinc1 » 22 Aug 2016, 12:36

I always go acid. Neuro is only good if you have a single target, and that's dicey, or if you have other ayys backing you up. What spitter really shines at is skirmishing and landing non-stop acid hits from the darkness to mess with marines, and the regular acid. Regular acid is the best thing ever. As an ancient spitter last night, I melted the ENTIRE south-east quadrant of nexus. ALL of it.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: The salty spitter thread

Post by Godzillan » 27 Aug 2016, 16:48

It took me a while to realize why my spit was not registering past medium ranges, but now that I've gotten used to it it's almost like nothing happened to spit at all. That's actually a lie, I wish the spit's range was a little longer. I've also gained an appreciation for tight spaces, such as the area below engineering which you can use for ambushes, easy neurotoxin hits, and (mostly) safe escapes. Works best if the hive is in the northeast so you can have a safe path back to a nest, does require you're in control of the path between the landing zone and engineering however.
As an alien, I am an advocate for ancient spitters.
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Jroinc1
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Re: The salty spitter thread

Post by Jroinc1 » 16 Sep 2016, 21:36

Oh. Something I just noticed many spitter players don't notice or use, but... you acid spit does damage. TO STRUCTURES. If you have reasonable patience as any upgrade, or like 15 seconds as ancient, you can knock down a wall faster than your spit can, break tables from range, and destroy rwalls even though you can't acid them.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Supermichael777
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Re: The salty spitter thread

Post by Supermichael777 » 05 Oct 2016, 11:07

Thats probably gonna get nerfed it it gets abused

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Jroinc1
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Re: The salty spitter thread

Post by Jroinc1 » 06 Oct 2016, 10:48

Supermichael777 wrote:Thats probably gonna get nerfed it it gets abused
Nah. It's noisy, takes time and a LOT of plasma, and can be repaired by a marine with a welder if they interrupt you.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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