TGMC:Runner
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TGMC is a project based on the CM-SS13 codebase. |
COMBAT XENO | |
Runner |
Difficulty: Medium Duties: Pick off lone marines, harass pushes, dance around marines. Guides: This is the guide. Quote: THAT IS A ROUNY. |
The runner is a very fast caste that excels at hit and run tactics and close quarters combat (especially in one on ones), but suffers in terms of durability and recovery with its low health, armor and plasma regeneration. It has the tools to support a glass cannon-esque type of gameplay, and in the right hands, it can be one of the deadliest xenos in the hive, enough to instill fear and make marines retreat just from seeing their visage.
The Red Menace
Before you start running around, take a very close look at your age, then at your armor values. You'll notice that you're quite literally tissue paper (there's a table with the armor values further down if you're lazy or if you don't know how to access this information).
With this in mind, take the liberty of sitting down until you become Mature -- then you can finally begin the process of human obliteration.
Note that, as a Runner, you're nowhere near useful in a FOB siege (or against barricades of any sort, for that matter). Your best bet is staying back and letting other castes take care of the FOB, and only apply pressure when you think you can get away with it or slashing unguarded barricades.
Dancing with Finesse
As a xenomorph, you'll realize you have two ways of attacking: by clicking the target, or by bumping into them with your movement keys (commonly referred to as bump attack). For all intents and purposes, dancing around a marine (or WASD dancing) refers to moving around them, while using bump attacks to cause damage on the move -- this is what makes a Runner deadly; you never stop moving, you never stop slashing, and marines will sometimes refrain from shooting in fear of attacking their fellow man, which translates to free damage.
But this is easier said than done. There'll be times where you'll get shot anyway while dancing, there'll be times where you'll lose most of your health just trying to get to a marine. Luckily, Runners have a set of abilities that allows them to ease the process. Let's take a look at them.
TL;DR: Use Evasion, run into enemy marine, dance and savage pounce, run away when Evasion runs out (use pounce as an escape tool if needed) and wait for the cooldown. Rinse and repeat.
Abilities
Tips & Tricks
- As a Runner, your armor and health are quite low (see the table further below with the stats). If you drop below half health, consider retreating and recovering your resources. If your plasma is too low, consider normal pouncing instead of savage poucing, to conserve plasma.
- Runners can vent crawl (alt+click on a vent or a scrubber). Useful for scouting and surprise attacks.
- As a hit and run tactic: you can use Evasion, run into the enemy, dip when Evasion's out and wait until it's off cooldown to come back and do the same. This is a very safe way of playing, albeit a tad bit less engaging.
- Don't be afraid to walk into fire if you have access to Evasion. Just watch your health and dip when it drops low enough.
- If you're hit by a mine or a grenade, don't risk it and fall back to recover.
- If a marine is resting and you want to attack them with Evasion, you can constantly move up and down while using your mouse to slash them. It's easier said than done, though!
Evolutions & Upgrades
A Runner can evolve into a Hunter or a Bull.
Age Upgrades increase stats as follows. Note that these are soft armor values, not hard armor, which means that they reduce damage by a percentage rather than a flat value.
Age | Health | Plasma | Melee | Bullet | Laser | Energy | Bomb | Bio | Rad | Fire | Acid |
Young | 175 | 100 | 5 | 5 | 5 | 0 | 0 | 0 | 0 | 5 | 0 |
Mature | 200 | 150 | 10 | 10 | 10 | 10 | 0 | 3 | 3 | 10 | 3 |
Elder | 225 | 200 | 15 | 15 | 15 | 15 | 0 | 5 | 5 | 15 | 5 |
Ancient | 240 | 200 | 19 | 19 | 19 | 19 | 0 | 7 | 7 | 19 | 7 |
How to fight a Runner
- Flamethrowers (or flame tiles in general) will limit the space in which they can maneuver, and maybe even cause them to walk into it if they're reckless enough. This will scare off some, though not all, and make them retreat sooner.
- Mines and grenades can stop a Runner dead on their tracks, and cause them to fall back -- possibly with a wasted use of Evasion.
- Point blank shotguns, namely those with buckshot shells, are a Runner's worst nightmare. To put it into perspective, a T-35 Pump Shotgun with buckshot shells will instantly crit even an Ancient Runner if you're lucky, or leave them heavily injured at worst.
- Shooting the runner is not necessarily a wasted effort. Successful shots, especially in a group of marines, will quickly deplete their Evasion and cause them to fall back (or die if they get too reckless).
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Officer, Researcher | |
Marines | Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon-Based | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Baneling, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |