Crusher Tip Thread

Generic, on-topic discussion about Colonial Marines.
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Toroic
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Crusher Tip Thread

Post by Toroic » 11 Dec 2015, 03:51

Hey, I saw that the guides were fairly old/outdated and had both some questions and wanted to collect tips to play crusher at the most robust level.

A few to get started:

-Crushers can damage reinforced walls with enough momentum

-If you turn charging off, you won't trample nested hosts when you walk over them

-Crushers are resistant to rockets... But not the armor piercing variety.

-Nor are they resistant to fire or sniper rounds

Questions I have:

1) Does charging increase bullet deflection from the front?

2) What is the best moonwalk technique?
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Re: Crusher Tip Thread

Post by Wickedtemp » 11 Dec 2015, 04:21

And blast doors. I've broken blast doors before.

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Re: Crusher Tip Thread

Post by TopHatPenguin » 11 Dec 2015, 07:11

Best moon walking technique is probably just spam clicking the direction at which you are being shot at so you're deflecting bullets.

Just remember that shotguns will pierce the the crusher head shield and di a bit of damage.

When going to hunt for some marine make sure there is another caste with you, for instance a spitter and crusher as a duo works pretty well if the spitter uses the crusher as a bulletshield.It works especially well at Fob entrances.
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Re: Crusher Tip Thread

Post by Abbysynth » 11 Dec 2015, 10:39

There's actually a lot of undocumented little tricks and bonuses with Crushers that make them a lot of fun to figure out.

I'll help you guys out by letting you know if anyone's tips are just plain false.

- Protip: Crushers can crush virtually anything that's not immune to acid, and are the only thing in all of SS13 that can forcibly move an exosuit.

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Re: Crusher Tip Thread

Post by Toroic » 11 Dec 2015, 13:26

Based on some testing, it seems like you can't repeatedly trample the same target. It seems to have a similar cooldown to tackling, as I was able to consistently trample by tackle spamming and then trampling.
Abbysynth wrote:There's actually a lot of undocumented little tricks and bonuses with Crushers that make them a lot of fun to figure out.

I'll help you guys out by letting you know if anyone's tips are just plain false.

- Protip: Crushers can crush virtually anything that's not immune to acid, and are the only thing in all of SS13 that can forcibly move an exosuit.
I appreciate the help, Abby!
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Re: Crusher Tip Thread

Post by ForcefulCJS » 11 Dec 2015, 15:27

Protip: You don't lose charge momentum unless you stop moving for a full two seconds. This allows you to maintain a high power charge by slowly walking toward your target, its pretty funny seeing a crusher walk up to an R_wall one step at a time and then suddenly blow it up. Its great against smaller groups of marines since they see a charger slowly walking up and don't think its that dangerous, then you wait for them to group up and suddenly you're a freight train that pierces through two tables and breaks the ribs of the first guy you hit.

You also can't change directions without losing all momentum, even moving one tile up will completely remove all momentum from a rightward charge. Charge will also plow through multiple lesser defenses (grilles, tables) but the OP piece of shit plasteel barricade takes several full momentum charges to break.

A full momentum charge will (pain)crit a marine. A lesser charge will still knock them down at the very least.

Always stomp after any charge that leaves marines with a path to chase you. Nothin worse than a perfect charge and suddenly a marine decides to be rambo and chase you out and since you're painfully slow outside of a charge and can't retreat quickly without exposing your soft side, you're basically a free kill to marines if you don't have a straight path to charge directly out.

Cancelling a charge that is roughly halfway to max momentum will cause you to stun yourself when you enter a full stop, fail to break an obstacle, or change directions, leaving you completely vulnerable for a couple seconds. Sometimes its better just to commit and ram an obstacle and then run out then change your mind at the last second, skid, and become a free kill for marines.

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Re: Crusher Tip Thread

Post by Toroic » 12 Dec 2015, 21:43

I found another one today. I was told that crushers can just run through flipped tables, which they can. Crusher can also flip tables to make it easier to run through them.
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Re: Crusher Tip Thread

Post by Toroic » 13 Dec 2015, 04:04

While I hate to double post, I've been experimenting with momentum and I've discovered a few things.

The critical points with momentum are 20 and 30. 20 momentum will crush a normal door or acidable object without causing self stun. 30 momentum will self stun against anything, but allows a crusher to damage reinforced walls. Plasteel requires 3 hits of 20+ momentum to break, but causes self stun.
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Re: Crusher Tip Thread

Post by Moonloon » 21 Dec 2015, 11:17

Crushers can build up momentum in tight spaces by going back and forth while moonwalking on a few tiles. I'm not entirely sure how it works, but you can get a good charge out of it if you do it correctly.

Crushers can also charge into electric grilles without being shocked.

Put together, this makes hangar fortresses easier to manage if you have a decent crusher in the xeno team.

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Re: Crusher Tip Thread

Post by Hycinth » 27 Dec 2015, 11:58

Moonloon wrote:Crushers can build up momentum in tight spaces by going back and forth while moonwalking on a few tiles. I'm not entirely sure how it works, but you can get a good charge out of it if you do it correctly.

Crushers can also charge into electric grilles without being shocked.

Put together, this makes hangar fortresses easier to manage if you have a decent crusher in the xeno team.
And other xenos avoid running in front of you/behind you while you're building momentum.

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Re: Crusher Tip Thread

Post by Yottawhat » 14 Jan 2016, 18:19

Does Crusher moonwalking still works? I tried before but my momentum kept resetting to 0.
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Re: Crusher Tip Thread

Post by Halinder » 14 Jan 2016, 18:43

Moonwalk works best in a row of 3 tiles. You can also take out marines by trampling them simply by moonwalking on them and the two tiles adjacent to them. So: - x - where x is the marine and - are the tiles you use to gain momentum. Not only does it do a lot of damage, it'll sometimes smash them when they get up and ensure a death.

Crushers can tackle people next to them even while downed after a particularly vicious charge.
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Re: Crusher Tip Thread

Post by Toroic » 14 Jan 2016, 19:34

Halinder wrote:Moonwalk works best in a row of 3 tiles. You can also take out marines by trampling them simply by moonwalking on them and the two tiles adjacent to them. So: - x - where x is the marine and - are the tiles you use to gain momentum. Not only does it do a lot of damage, it'll sometimes smash them when they get up and ensure a death.

Crushers can tackle people next to them even while downed after a particularly vicious charge.
Thanks for the tip hal. Does trample damage scale with momentum?
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Re: Crusher Tip Thread

Post by Halinder » 14 Jan 2016, 19:47

I don't actually know about that. If it does, it's rather minor, as most of the bone-cracking happens early on around the third or fourth trample for me.

EDIT: That said, the smashing that occurs when you ram someone head-on DOES depend on momentum. A 15-momentum smash will do a lot less damage than a 25-momentum smash, for example.
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Re: Crusher Tip Thread

Post by Toroic » 15 Jan 2016, 02:00

Halinder wrote:I don't actually know about that. If it does, it's rather minor, as most of the bone-cracking happens early on around the third or fourth trample for me.

EDIT: That said, the smashing that occurs when you ram someone head-on DOES depend on momentum. A 15-momentum smash will do a lot less damage than a 25-momentum smash, for example.
Yes, and I believe that it also affects whether there is a self-stun. A low momentum charge won't self stun but will do less damage. A high momentum charge will put a marine in crit but self-stun, making it decent 1v1 but an awful idea against multiple marines.
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Re: Crusher Tip Thread

Post by Toroic » 20 Jan 2016, 05:00

Note that anything related to charging as a crusher is signifiantly less useful now that there are very limited areas where you can crush something worthwhile.

Unless you're landing great stomps, expect that you will contribute more to the team as a ravager.

Or realistically, as a carrier.
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Re: Crusher Tip Thread

Post by Ninjah! » 20 Jan 2016, 06:16

Toroic wrote:Note that anything related to charging as a crusher is signifiantly less useful now that there are very limited areas where you can crush something worthwhile.

Unless you're landing great stomps, expect that you will contribute more to the team as a ravager.

Or realistically, as a carrier.
Or you don't contribute at all cause it will get your caste nerfed (saltsaltsaltsaltsalt)

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Re: Crusher Tip Thread

Post by ParadoxSpace » 20 Jan 2016, 14:30

Crusher tip
Don't evolve to Crusher anymore.
Use Ravager.

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