TGMC:Baneling: различия между версиями

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imported>ClosetedSkeleton
(Adds baneling pod)
imported>ZeWaka
(respawn charge)
 
(не показана 1 промежуточная версия 1 участника)
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*Slash is the melee damage when the xenomorph is in harm intent and slashing marine. In the code, it's melee_damage.
*Slash is the melee damage when the xenomorph is in harm intent and slashing marine. In the code, it's melee_damage.
*Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values, not hard armor, which means that they reduce damage by a percentage rather than a flat value.
*Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values, not hard armor, which means that they reduce damage by a percentage rather than a flat value.
* Speed is calculated inversely, meaning the lower speed value you have, the faster you are.
* Speed is calculated inversely, meaning the lower speed value you have, the faster you are. Xenomorphs are always running, meaning they have a -1.0 boost added to their base speed. (Chart displays running speed)
* '''Baneling has an attack delay of 6, the equivalent of a runner, meaning they can attack every 0.6 seconds, 0.2 seconds faster than the average xeno.'''  
* '''Baneling has an attack delay of 6, the equivalent of a runner, meaning they can attack every 0.6 seconds, 0.2 seconds faster than the average xeno.'''  
* As baneling your explosion radius is based on your amount of plasma/60
* As baneling your explosion radius is based on your amount of plasma/60
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|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Health</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Plasma</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Slash [[File:Intent_Harm.png]] </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Speed </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Melee</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bullet</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Laser</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Energy</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bomb</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bio</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" |<b>Fire</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Acid</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Max Explode Radius</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Max Death Gas Radius</b>
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Health</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Plasma</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Slash [[File:Intent_Harm.png]] </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Speed </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Melee</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bullet</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Laser</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Energy</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bomb</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bio</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" |<b>Fire</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Acid</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Max Explode Radius</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Max Death Gas Radius</b>
|- style="border:2px solid #cc6600;"
|- style="border:2px solid #cc6600;"
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Baneling</b> || 240 || 275 || 16 || -1.6 || 25 || 20 || 20 || 20 || 20 || 20 || 15 || 100 || 6 || 3
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Baneling</b> || 240 || 275 || 16 || -2.6 || 25 || 20 || 20 || 20 || 20 || 20 || 15 || 100 || 6 || 3
|- style="border:2px solid #cc6600;"
|- style="border:2px solid #cc6600;"
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Baneling Pod</b> || 100 ||  ||  ||  || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 ||  ||   
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Baneling Pod</b> || 100 ||  ||  ||  || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 ||  ||   
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Instead of attempting to explode the moment you get within range of a target, remember that you can slash them several times first. Many marines won't shoot at banelings at first, thinking they're just going to explode anyways, so you can often get in many free slashes this way!
Instead of attempting to explode the moment you get within range of a target, remember that you can slash them several times first. Many marines won't shoot at banelings at first, thinking they're just going to explode anyways, so you can often get in many free slashes this way!


Staying alive for long enough will grant you a respawn charge, up to two. Dying with a respawn charge will consume it and shorten your respawn cooldown to just thirty seconds instead of the normal 120.
'''Staying alive for long enough will grant you a respawn charge,''' up to two. Dying with a respawn charge will consume it and <u>shorten your respawn cooldown to just thirty seconds</u> instead of the normal 120.


Banelings can only slash or interact with most things while walking and not rolling - click the button in the bottom right to switch between the two.
Banelings can only slash or interact with most things while walking and not rolling - click the button in the bottom right to switch between the two.

Текущая версия от 08:53, 1 ноября 2023

Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


Harassment XENO

Baneling
Difficulty: Easy
Duties: Suicide bomb marines to your heart's content
Guides: no separate guides
Quote: "My main goal is to blow up, and then act like I don't know nobody 🦈🦈🦈"


Statistics and Evolution Paths[править | править код]

The baneling can evolve into a Spitter or Bull.

  • Slash is the melee damage when the xenomorph is in harm intent and slashing marine. In the code, it's melee_damage.
  • Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values, not hard armor, which means that they reduce damage by a percentage rather than a flat value.
  • Speed is calculated inversely, meaning the lower speed value you have, the faster you are. Xenomorphs are always running, meaning they have a -1.0 boost added to their base speed. (Chart displays running speed)
  • Baneling has an attack delay of 6, the equivalent of a runner, meaning they can attack every 0.6 seconds, 0.2 seconds faster than the average xeno.
  • As baneling your explosion radius is based on your amount of plasma/60
Health Plasma Slash Файл:Intent Harm.png Speed Melee Bullet Laser Energy Bomb Bio Fire Acid Max Explode Radius Max Death Gas Radius
Baneling 240 275 16 -2.6 25 20 20 20 20 20 15 100 6 3
Baneling Pod 100 0 0 0 0 0 0 0 0

The Baneling[править | править код]

A natural response to an ever-growing need for toxic gas that can get to areas too dangerous for a Defiler and without a straight firing line for a boiler, the baneling is the hive's most suicidal caste. By placing down its baneling pod, death is no longer something to be feared, but to be embraced, to enact devastating effects on the marine force.

How to bomb marines[править | править код]

As a baneling, you are fast, can ventcrawl, and unlike any other caste in the game, don't need to worry about death as long as you've placed down your pod. Keep your pod in a very safe place - if you die and don't have an active pod, you die for real! Note that if your pod gets destroyed and you were still respawning, you'll instead immediately be ejected with the health you had when you died - clever banelings sometimes intentionally put their pods in risky spots and explode at high health, counting on marines to destroy it and let them respawn earlier. This is incredibly dangerous, though.

Instead of attempting to explode the moment you get within range of a target, remember that you can slash them several times first. Many marines won't shoot at banelings at first, thinking they're just going to explode anyways, so you can often get in many free slashes this way!

Staying alive for long enough will grant you a respawn charge, up to two. Dying with a respawn charge will consume it and shorten your respawn cooldown to just thirty seconds instead of the normal 120.

Banelings can only slash or interact with most things while walking and not rolling - click the button in the bottom right to switch between the two.

By alt-clicking on a vent, you can surprise marines from unexpected angles in places too dangerous for other xenomorphs (such as behind a fortified position). Use this to your advantage.

The baneling has a choice between four different reagents to use when it explodes. Keep in mind that if you are killed rather than manually exploding, the resulting cloud is MUCH smaller, so always try to manually explode!

Name Description Metabolism Rate

Neurotoxin
A debilitating nerve toxin. Can cause jittering and vision problems if left to sit.
Causes progressively increasing pain and stamina loss. Effects incrementing at the 20th and 45th cycle (40 second and minute and a half mark).
Doesn't overdose.
0.4 units per tick

Hemodile
Impedes motor functions and muscle response, causing slower movement.
Causes heavy slowdown that gets doubled in the presence of other toxins. Intensity of slowdown greatly increasing with each unique toxin.
0.4 units per tick

Transvitox
Converts burn damage to toxin damage over time, and causes brute damage received to inflict extra toxin damage, effectively increasing the damage of slash attacks.
Every tick, converts burn damage to toxin damage equal to 1/4th the current cycle, doubling the rate for each xeno-based toxin in the bloodstream.
Whenever damage is taken, additional toxin damage is taken equal to 1/10th the current brute loss or damage taken (after armor), whichever is lesser. This is multiplied by xeno-based toxins in the same way the burn conversion is.

The toxin damage has a max of 180 total.

0.4 units per tick

Ozelomelyn
Purges chemicals at a rate of 5u per tick and deals 0.75 toxin damage per tick.

The toxin damage has a max of 40 total.

1.5 units per tick

Sulphuric Acid
Deals moderate burn damage on contact with the acid cloud, and an additional 0.5 burn per tick while it's in your system. 0.2 units per tick

Baneling Abilities[править | править код]

Ability Description Plasma
cost
Recharge

Toggle Bump Attacks
This ability allows you to toggle bump attacks on and off. If for some reason you want to avoid them, toggle this off. The red arrow means it's on, you attack; the green arrow means it's off, you push. N/A N/A

Rest
This ability is used to rest and get up, you will heal faster when resting on weeds. N/A N/A

Psy Drain
This ability is executed on dead marines. Every dead marines psyhic drained will give 60 psychic points (scaled from 30 to 90 on number of marines) and 1/8 of a larva. 100 N/A

Explode
Detonate yourself, causing you to die and creating a large cloud of your currently selected reagent. The more plasma you have stored, the larger the resulting cloud. N/A N/A

Spawn Pod
Creates a baneling pod at your current position. When you die with a pod placed, you'll be brought to your pod and respawn after 120 seconds (or earlier if the pod is destroyed). Every 240 seconds you are alive, you gain a charge up to a maximum of two that causes your next respawn to take only 30 seconds. 150 N/A

Primordial Evolution[править | править код]

Once the hive has enough psychic points, your queen has the option to unlock powerful primordial evolutions for each strain. Primordial evolutions grant additional abilities for the relevant class.
For the Spitter, this primordial ability is Dash Explosion.

Ability Description Plasma Cost Cooldown

Dash Explosion
Aim in a direction, charge up and dash, knocking down any humans hit before detonating yourself. N/A N/A

Tips & Tricks[править | править код]

  • Exploding with Ozelomelyn where medics are treating people is a great way to piss them off and create a large backlog of work for them.
  • With multiple banelings, try to coordinate to each explode with different chems. Transvitox and hemodile both become more powerful with other xeno chemicals in your system.
  • Alternatively, just have everyone use neurotoxin. In high doses, neurotoxin is incredibly deadly, and is a massive headache for medics to treat.
  • Try to get a few slashes in before you explode to maximize your value.
  • Dying as baneling instead of exploding cuts your gas radius by 25%


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, Survivor