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TGMC:Xeno Quickstart Guide
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=Step 4: Combat= '''''Main article:''''' '''''[[TGMC:Guide to xenomorph cqc|Guide to xenomorph cqc]]''.''' ==Play Your Role!== Through play experience and reading this wiki, you'll learn the different hive castes and roles. Each role is a critical part of a victorious hive and it's important you understand your role, try and play it to the best of your ability, and cooperate. Teamwork is always the backbone of any victory! Here are some basics to get you started: ===Melee=== [[file:Xeno_Charge.png]] '''Specialists:''' [[TGMC:Runner|Runner]], [[TGMC:Hunter|Hunter]], [[TGMC:Warrior|Warrior]], [[TGMC:Ravager|Ravager]]<br> [[file:Crest_defense.png]] '''Secondary''' [[TGMC:Defender|Defender]], [[TGMC:Crusher|Crusher]], [[TGMC:Praetorian|Praetorian]]<br> <br> All Xenomorphs can melee, but some have special strengths in this area. All Xenomorphs have the ability to bumpslash, that is, the ability to slash a target by simply bumping into them '''while on any intent other than help'''. This means you can simply run around and into a marine and you will damage them, provided they are standing. Some abilites are also useful in helping with melee, such as the [[TGMC:Hunter|Hunter]] and [[TGMC:Runner|Runner's]] pounce and the [[TGMC:Warrior|Warrior]]'s punch, among others. For a more in depth guide to melee combat, see ''[[TGMC:Guide to xenomorph cqc]]''. Note - melee means more damage you receive, and risk of dying. ===Ranged=== [[file:Xeno_spit.gif]] '''Specialists:''' [[TGMC:Sentinel|Sentinel]], [[TGMC:Spitter|Spitter]], [[TGMC:Boiler|Boiler]], [[TGMC:Praetorian|Praetorian]], [[TGMC:Queen|Queen]]<br> [[file:Throw_hugger.png]] '''Secondary''' [[TGMC:Carrier|Carrier]]<br> <br> Ranged attacks for the Xenomorphs include '''neurotoxic spit''', '''acid spit''', and '''acid spray.''' These attacks are somewhat simpler than melee in you simply right/middle-click on your target unit or tile to fire your ranged ability. Neurotoxin produces stun-like effects which can build up over time to cause an overdose and down a marine, while acid causes immediate burns and is more dangerous with a potential to kill. As a ranged Xenomorph, you are very important to support and assist your melee classes, act as constant harassment and damage, and in the case of the boiler, controlling key areas and breaking sieges. If you do not see ranged castes in hive, it is wise to pick one. Note - The Carrier is technically a ranged class since its main ability is throwing facehuggers (and it should be played with similar care) but its position and engagement are often different. The Carrier has a unique playstyle of its own that takes time to learn and master.<br> ===Support=== [[file:Plant_weeds.gif]] '''Specialists:''' [[TGMC:Drone|Drone]], [[TGMC:Hivelord|Hivelord]], [[TGMC:Shrike|Shrike]]<br> [[file:Emit_pheromones.png]] '''Secondary''' [[TGMC:Sentinel|Sentinel]], [[TGMC:Carrier|Carrier]], [[TGMC:Crusher|Crusher]], [[TGMC:Defiler|Defiler]]<br> <br> The Drone and Hivelord are the primary support roles, meaning they construct and maintain the hive, eggs, hosts, and fortifications, tunnels, or other defenses at forward positions, as well as healing wounded sisters. Secondary supports can assist with these roles or provide special abilities to the Xenomorph team, such as the Crusher's ram and Defiler's smokescreen. These roles may not always provide the constant stimulation of combat, but they are absolutely vital, offering unique gameplay and rewarding creativity. Don't be afraid to try them out, but be sure to read more about the abilities of each. They are both easier to play, and useful to the team. Build walls, place weeds, and heal your sisters. They will be grateful! ==Hive Mechanics== ===Xenomorphs' Number=== To ensure that xenomorphs can overwhelm marines, they need a good number of xenomorphs. '''Spawning pools''' ensure that xenomorphs gain numbers the longer the round lasts. You also gain larva from '''Draining''' the marine's soul. [[File:TGMC_corrupted_generators.png|thumb|Queen standing alongside with corrupted generators]] ===Resin Structures and Psy points=== Apart from silo, there are Maturity towers which increase growth speed, Evolution towers which increase evolution point generation, towers to protect your hive, and King pod to spawn the [[TGMC:King|King.]] Other uses are purchase of Smart Minions (ability to take over minions as if they were SSD), and Primordial abilities (on each xeno's page). ===Hivemind and You=== The Queen and Shrike are your '''hive rulers''', and you follow their lead so that the hive can destroy the marines. If both of them die, then there the hive becomes orphaned, and there will be a timer before a marine major victory. However, one of the drones can save the hive and prolong the fight by evolving into the Shrike. '''You must do everything to ensure the survival of the hive rulers to protect the hive'''. ==Important Combat Mechanics== ===Weeds=== [[file:TGMC_Weed_node.gif|50px|right]] Weeds are the Xenomorph infestation that spreads along the ground and walls from '''weed sacs''' (planted weed nodes) and they are a critically important aspect of the Xenomorph team. Without weeds, a Xenomorph will not heal, and if wounded to critical, will bleed out and die, unless dragged onto weeds. Plasma will regenerate off weeds, but at a very slow rate compared to on weeds. This makes weeds in a forward area absolutely vital to the success of any Xenomorph team. The [[TGMC:Queen|Queen]], [[TGMC:Hivemind|Hivemind]], [[TGMC:Drone|Drone]], [[TGMC:Shrike|Shrike]], [[TGMC:Hivelord|Hivelord]], [[TGMC:Carrier|Carrier]] and [[TGMC:Defiler|Defiler]] are the only classes that can plant weeds, adding further importance to these support roles.<br> ===Fire{{Anchor|Fire}}=== [[file:TGMC_Flame_death.png|200px|right]]Fire hurts, especially young Xenos and certain castes. There are three types of fire: normal, blue flame (X-type fuel) and green flame (B-type fuel.) Blue flame burns hotter, doing more damage, and green flame does less damage. If you catch fire, '''RUN''' to safety and try to run towards an acid well, teammates and/or weeds if you can. Press '''resist''' to roll on the ground and put yourself out. You can put out others on fire by switching to help state (help/1) and clicking on their sprite. Moving over an acid well instantly extinguishes you at the cost of one charge, so be sure to run towards these when on fire.<br> ===Darkness=== [[file:TGMC_Darkness.png|200px|right]] Darkness is your friend! Xenomorphs have perfect night vision that can be '''toggled''' on and off to see what's visible to marines. Use this darkness to your advantage—smash lights, melt flares, destroy power generators, and skulk just out of visual range until you strike. This is especially important for ranged classes which often have a maximum range that's outside of a marine's visual light radius. Keep in mind that marines have their own ability to see in the dark. [[TGMC:Squad_Smartgunner|Smartgunners]], <s>[[TGMC:Squad_Specialist|Specialists]],</s> and marines with certain [[TGMC:Marine Equipment|weapons]] and [[TGMC:Guide to fire support#Tactical Binoculars|equipment]] have nightvision that's just as powerful as yours, so always remain cautious even if you think you're safe in the dark. One last important note about darkness—every map in TGMC is technically pitch black without a source of light. This means that if the power is out on the planet, everything will be black and the marines must bring their own light sources and/or repair the power. This is important information for new players to have so they can avoid winding up stuck in total darkness! ===Vents=== [[File:TGMC_Vents.png|100px|right]] Under the Alien tab, there's an option that says ''''crawl through vent.'''' Clicking this within one space of a vent tile will allow you to enter the vent after a short delay (4 seconds). Alternatively, alt-clicking the vent works too. While in a vent, you can see the network of underground atmosphere pipes that run throughout the map. These pipes have their own unique layout in each map, and you'll have to learn them by exploration. You can't be seen or hurt while in a vent, but you do make noises and can be picked up by scanners.<br> Use vents to scout the map in safety, gain access to restricted areas, and ambush unsuspecting targets. Note that vents can also be welded shut by a marine with a welder, making them impassable. Xenomorphs can break these welds by using harm intent on the welded vent while outside the vent. ==Conclusion== This ends the Xeno Quickstart guide. Armed with this knowledge, you should be well on your way to terrorizing and consuming all life in the known universe. Be sure to read each Xenomorphs' individual wiki page for a detailed explanation of their abilities and tactics, and be sure to '''have fun''' while you play and learn. TGMC can be a daunting, difficult, and sometimes frustrating game, but stick with it and you'll be rewarded with one of the most unique game experiences out there.
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