New xeno caste - Boilers!

Generic, on-topic discussion about Colonial Marines.
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Abbysynth
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New xeno caste - Boilers!

Post by Abbysynth » 29 Aug 2015, 13:34

So some of you have probably seen us testing the new xeno caste, Boilers. Here's how they work.

Boilers are a xeno evolution of a type of giant spitting frog native to LV-624. They are heavily focused on acids and toxins of various kinds, much more so than normal xenos. Contained in glands throughout their bodies are intensely strong corrosive liquids, and much of their internal structure is built around manipulating these acids in various ways.

Boilers have only four main abilities:

* Corrosive acid. This is as per usual, such as other castes have, to melt through various things. Praetorians lost the ability to melt through reinforced walls, but Boilers have acquired it. Boilers have much better acid than any other caste and can melt things much faster, but at a higher plasma cost.

* Acid spray. This allows them to launch a flamethrower-like "beam" of corrosive acids at a nearby target, hosing down the intervening terrain with piles of goop. Like flamethrowers, if you directly hit someone with it it does considerable burn damage, and standing anyone in the acid takes smaller damage. Wearing shoes will protect you from it quite a bit. Victims in the acid who are lying down in it take overall damage, while those standing in it take damage to their feet regardless of shoes. Walking through it also has a chance of making you fall over. If someone falls in the acid, drag them out! Spray has a medium-high cooldown and average cost, making it their primary ability to use at close quarters. It can be avoided easier than a flamethrower because the spray takes longer to reach its full range when sprayed.

This is linked to middle and shift mouse clicks.

* Gas bombardment. Boilers can build up a pressurized glob of acid that explodes on impact, spraying an area with thick, noxious gasses that linger for a short duration. Originally it was not able to be fired indoors or when standing indoors, but it was decided that it made it nearly useless. So it now CAN be fired indoors, but the splatter will hit dense objects, barricades, tables, or what-have-you that's in the way, and the gas will strike there. It is functionally just like a grenade launcher, though marine grenades can go over tables and barricades and these cannot. It has a very high cooldown and an extremely high plasma cost. In addition, firing it requires the Boiler to hunker down and dig into the ground, and then select an area to fire at, both of which means they have to stay still for extended periods and have line of sight to the target area.

There are certain things marines can do to help protect themselves from the gas. Find out for yourselves!

* Long range sight. Another adapation from their spitting frog evolution, Boilers are capable of seeing very long distances. This allows them to "zoom out" and see things much further away than usual, but moving or clicking things breaks the extended sight. There's also a short delay in between zooming in and out, requiring them to stand still; it also costs plasma. Gas bombardment can be used with this, and it's also very handy for scouting out ahead of a group of xenos.


Boilers are intended as a long-range harassment xenomorph. They are capable of strongly supporting a team, but are extremely weak on their own. They have very low health for a Tier 3, no armor to speak of, and very very slow movement speed. One slight bonus though is that they actually move faster in the river, rather than slower like every other creature, a testament to their amphibious origins. An unfortunate downside to them is that Boilers glow slightly in the dark, making them easy prey for marines with binoculars or long range scopes, which actually out-range their own binocular vision.

Due to Boilers requiring a good setup and positioning, they are heavily dependent on team coordination. They can be very easily outflanked and wiped out; even a single marine can take one down with generally no problem if they have no backup. The acid spray can still make a Boiler extremely dangerous at closer range however, allowing them to cut off an avenue of retreat for a short time. Multiple Boilers can hose down a pretty big area, but still require other xenos around to distract any marines from shooting at them for long enough for them to get away.

So, in short: Xenos-- protect your Boilers, take advantages of the openings and chaos they can create. Don't let marines chase them down.
Marines-- Don't just sit back and let them spam at you all day long. Boilers die extremely quickly. Chase them down and mess them up!

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Jack McIntyre
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Re: New xeno caste - Boilers!

Post by Jack McIntyre » 29 Aug 2015, 13:41

Well looks like I am carrying or wearing a gas mask from now on lol. Cool having a artillery class, but sucks about it being shot inside now. Like the balance at least where they have to dig in and can't go over tables. Cool creature though, interesting to fight as well as watch in action.

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Re: New xeno caste - Boilers!

Post by FreddeX91 » 29 Aug 2015, 13:58

Nice to see a new addition to the xeno family! :D I look forward to seeing it in action!

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Re: New xeno caste - Boilers!

Post by Abbysynth » 29 Aug 2015, 14:27

Oh, one more thing I forgot to mention -- Boilers can swap between two different gasses for their bombard ability; one does a burn-damage corrosive acid, the other does no damage but knocks people down for a significant time.

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Re: New xeno caste - Boilers!

Post by MikeBluer » 29 Aug 2015, 14:59

Wow Abby, you coded this?

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Re: New xeno caste - Boilers!

Post by Nero3217 » 29 Aug 2015, 15:05

Let's see how long it takes for people to cry out for nerfs/buffs

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MikeBluer
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Re: New xeno caste - Boilers!

Post by MikeBluer » 29 Aug 2015, 15:31

Nero3217 wrote:Let's see how long it takes for people to cry out for nerfs/buffs
This

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Re: New xeno caste - Boilers!

Post by Complete Garbage » 29 Aug 2015, 16:53

Haven't got a chance to play it yet, but I've seen it in action and it looks amazing! Love the new addition, hope to play as it soon.
Cohen 'Double-F' Blyant Confirmed Combat Stats:
Intentional marine kills: 0
Friendly-fire kills: 2
Friendly-fire injuries: 9
Total aliens killed: 10
T3s killed: 2
Queens killed: 1
Times infected: Too many to count.
Deaths: See above.
Deaths by friendly-fire: 1

In case you couldn't tell, I'm pretty bad at this.

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Re: New xeno caste - Boilers!

Post by GingerCultLeader » 29 Aug 2015, 17:43

And one thing I found out. If you stab them to death they explode in a cloud of deadly gases.

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Re: New xeno caste - Boilers!

Post by Abbysynth » 29 Aug 2015, 21:34

MikeBluer wrote:Wow Abby, you coded this?
I code pretty much all the new content. Joshuu sprited it though, I am the worst spriter.

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Re: New xeno caste - Boilers!

Post by Adjective » 29 Aug 2015, 21:40

Tried boilers. They are really fun. I'm yet to test how OP it is do to immediate death, but it was fun. Thanks for the new addition Abby!

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Re: New xeno caste - Boilers!

Post by dragonflamesrest » 30 Aug 2015, 12:27

how do you hunker down i can't do it
dangerous fart clouds and acid goop
#bring back corroder salt

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Re: New xeno caste - Boilers!

Post by TopHatPenguin » 30 Aug 2015, 13:33

Apparently nobody knows how to hunker down to do the gas attacks... so eh.. you may need to tell them.
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Re: New xeno caste - Boilers!

Post by UnknownMurder » 30 Aug 2015, 13:40

Mr. Penguin wrote:Apparently nobody knows how to hunker down to do the gas attacks... so eh.. you may need to tell them.
Or they can learn it.

ALSO, Abby.

What is Praetorian's purpose now after they lost their ability to spit heavy acid.
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Re: New xeno caste - Boilers!

Post by TopHatPenguin » 30 Aug 2015, 15:08

It's not the bombardment thing it's more it asks for you to be in a stance but nobody knows how even when Sas fiddled with it in the thunderdome to try and figure it out.

Click bombardment button thing.
It requests a stance.
Be clueless and have no idea how to get into the stance.
Profit.
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Re: New xeno caste - Boilers!

Post by Unseenbeastman » 30 Aug 2015, 16:57

Damn it abby! why explain a caste if you ain't gonna tell us all its functions and how to do em :/
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Re: New xeno caste - Boilers!

Post by Abbysynth » 30 Aug 2015, 18:20

It's buggy atm I did some tweaks, it'll be fixed shortly.

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Re: New xeno caste - Boilers!

Post by TopHatPenguin » 30 Aug 2015, 19:16

On another note some recent updates have made the server lag alot more then usual..
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