TGMC:Gorger: различия между версиями

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imported>Novaepee
imported>ClosetedSkeleton
(redoes some syntax)
 
(не показано 50 промежуточных версий 3 участников)
Строка 3: Строка 3:
|headerbgcolor = black
|headerbgcolor = black
|headerfontcolor = white
|headerfontcolor = white
|xenotype = SUPPORT
|xenotype = SUPPORT/TANK
|imagebgcolor = lightgrey
|imagebgcolor = lightgrey
|img = TGMC_Gorger.png
|img = TGMC_Gorger.png
Строка 9: Строка 9:
|difficulty = Medium
|difficulty = Medium
|superior = [[TGMC:Queen|The Queen]] and [[TGMC:Shrike|Shrike]]
|superior = [[TGMC:Queen|The Queen]] and [[TGMC:Shrike|Shrike]]
|duties = Gather as much blood as possible from marines, and use the blood to support wounded xenomorphs; in the mean time, take as much bullets from marines
|duties = Gather as much blood as possible from marines, use the blood to support wounded xenomorphs, and provide overheal for the hive INCLUDING YOURSELF! In the mean time, take as much bullets from marines
|guides = This is the guide.
|guides = This is the guide.
|quote = "What is a marine? A miserable little pile of unga. But enough talk... Have at you!"
|quote = "Thanks for the protein, sir!"
}}
}}
<br>
<br>
=Statistics and Evolution Paths=
Gorger is the final stage in its evolution tree.
* 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)
* Gorgers carnage ability grants them a -0.5 boost to their speed
* While [[TGMC:Hunter|almost]] every other caste has a movement speed bonus of -0.4 while on weeds, Gorger only has a bonus of -0.2
{| class="wikitable" || style="text-align: center; border:2px solid #cc6600;"
|-
|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>Overheal </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Blood</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>Carnage 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="border:2px solid #cc6600;"
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Base</b> || 600 || +275 || 400 || 20 || -1.4 || -1.9 || 20 || 20 || 20 || 20 || 10 || 20 || 20 || 20
|}
=The Menacing and Beefy Vampire=
=The Menacing and Beefy Vampire=
Humans are an abundant food supply that the xenomorphs use to no end. Their faces ripe for facehugging, their psychic energy ready to be drained, and their blood untapped for unlimited potential. New experimentation from the hivemind sought to utilize human blood in light of this biological philosophy and due to the fact that the TerraGov Marine Corps' weaponry can overwhelm xenomorphs. With the power of human blood, the xenomorphs create a living tank that runs on human blood.
Humans are an abundant food supply that the xenomorphs use to no end. Their faces ripe for facehugging, their psychic energy ready to be drained, and their blood untapped for unlimited potential. New experimentation from the hivemind sought to utilize human blood in light of this biological philosophy and due to the fact that the TerraGov Marine Corps' weaponry can overwhelm xenomorphs. With the power of human blood, the xenomorphs create a living tank that runs on human blood.
<br>
<br>
==Playing the Gorger==
==Playing the Gorger==
[[File:TGMC_Giving_Transfusion.gif|thumb|664px|Protect other xenomorphs by giving them overheal. The Green glow indicates the strength of the overheal]]
[[File:TGMC_Heart.gif|thumb|664px|Some dead marines will have enough blood for you to drain.]]


You are a tank, not a ravager, meaning you can take in damage but not deck out damage.
You are a tank, not a ravager, meaning you can take in damage but not deck out damage.
Строка 26: Строка 46:
* Ensuring that you have overheal to truly tank marines' shots
* Ensuring that you have overheal to truly tank marines' shots
* Stealing marine's precious blood to advance your goals
* Stealing marine's precious blood to advance your goals
* Draining and rooting marine so that other xenomorphs can wombo combo
* Healing wounded xenomorphs with marine's blood
* Healing wounded xenomorphs with marine's blood
* Providing overheal to xenomorphs


=Maturity Statistics and Evolution Paths=
What makes gorger completely different from other xenomorphs is that the caste can take a lot of damage from marines. That said, this is not to say you can reliably rambo alone against marines without your fellow xenomorphs helping you out. In fact, many xenomorph players think that a gorger can outchase marines due to the fact it is tanky, but due to this presumption, many gorgers die. Marines are capable of killing you, so you must have a way to escape safely so that you can recover from being swiss cheese.


Maturity increases stats as follows.
To enable you to withstand marines' punishment, '''Overheal''' protects you from marines before your health and sunder start to get hit. You gain overheal from '''Drain''', which roots marines for 4 seconds. You can give xenomorphs overheal with '''Transfusion''' if they are in full health.
* 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.


{| class="wikitable" || style="text-align: center; border:2px solid #cc6600;"
You gain blood from '''Drain''', whether alive OR dead marines! If there are more than one gorger, they can wombo combo a marine to get their blood. Note that this does not take actual blood for marines, so marines can rest assure that they don't die from hypoxia, or oxygen damage due to low blood.
|-
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Age</b> || 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 </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>Rad</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="border:2px solid #cc6600;"
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Young</b> || 400 || 200 || 15 || 5 || 5 || 5 || 5 || 5 || 5 || 5 || 5 || 5
|- style="border:2px solid #cc6600;"
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Mature</b> || 450 || 250 || 15 || 10 || 10 || 10 || 10 || 10 || 10 || 10 || 10 || 10
|- style="border:2px solid #cc6600;"
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Elder</b> || 500 || 300 || 20 || 15 || 15 || 15 || 15 || 15 || 15 || 15 || 15 || 15
|- style="border:2px solid #cc6600;"
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Ancient</b> || 600 || 400 || 20 || 20 || 20 || 20 || 20 || 20 || 20 || 20 || 20 || 20
|}
 
{| class="wikitable" || style="text-align: center;"
|-
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Age</b> || 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>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>Rad</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>Pheromone Strength</b>
|-
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Young</b>
| <!--HP-->400 || <!--Plasma-->200 || <!--Slash-->15
| <!--Melee--> 10 || <!--Bullet--> 10 || <!--Laser--> 10 || <!--Energy--> 10
| <!--Bomb--> 0 || <!--Bio--> 0 || <!--Rad--> 0 || <!--Fire--> 10 || <!--Acid--> 0
| <!--Phero Strength--> 1x
|-
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <div style="vertical-align:middle; text-align:left">[[File:Maturity1_scaled.png]]<b>Mature</b></div>
| <!--HP-->450 || <!--Plasma-->250 || <!--Slash-->15
| <!--Melee--> 17 || <!--Bullet--> 17 || <!--Laser--> 17 || <!--Energy--> 17
| <!--Bomb--> 0 || <!--Bio--> 5 || <!--Rad--> 5 || <!--Fire--> 17 || <!--Acid--> 5
| <!--Phero Strength--> 1.5x
|-
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <div style="vertical-align:middle; text-align:left">[[File:Maturity2_scaled.png]]<b>Elder</b></div>
| <!--HP-->500 || <!--Plasma-->300 || <!--Slash-->20
| <!--Melee--> 24 || <!--Bullet--> 24 || <!--Laser--> 24 || <!--Energy--> 24
| <!--Bomb--> 0 || <!--Bio--> 10 || <!--Rad--> 10 || <!--Fire--> 24 || <!--Acid--> 10
| <!--Phero Strength--> 1.8x
|-
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <div style="vertical-align:middle; text-align:left">[[File:Maturity3_scaled.png]]<b>Ancient</b></div>
| <!--HP-->600 || <!--Plasma-->400 || <!--Slash-->20
| <!--Melee--> 31 || <!--Bullet--> 31 || <!--Laser--> 31 || <!--Energy--> 31
| <!--Bomb--> 0 || <!--Bio--> 15 || <!--Rad--> 15 || <!--Fire--> 31 || <!--Acid--> 15
| <!--Phero Strength--> 2x
|}


=Gorger Abilities=
=Gorger Abilities=


{| class="wikitable"
{{XenomorphAbilityTable
|-
|List =  
! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Ability !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Plasma Cost !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Cooldown
{{ToggleBumpAttacks}}
{{Rest}}
{{PsyDrain}}
{{Devour}}
{{PsychicLink}}
{{Drain}}
{{Transfusion}}
{{Carnage}}
{{Feast}}
}}


|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:bumpattacktoggle.gif|64px]]<br>Toggle Bump Attacks
|style="background:#312d43; color: white; border:3px solid #ff7e00"|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; the green arrow means it's off. || style="background:#312d43; color: white; border:3px solid #ff7e00"|N/A ||style="background:#312d43; color: white; border:3px solid #cc6600"| N/A


|-
=Primordial Evolution=
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Resting.png|64px]]<br>Rest
|style="background:#312d43; color: white; border:3px solid #ff7e00"|This ability is used to rest and get up, you will heal faster when resting on weeds. ||style="background:#312d43; color: white; border:3px solid #ff7e00"|Easy ||style="background:#312d43; color: white; border:3px solid #ff7e00"|N/A


<br>
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.
<br>
For the Gorger, this primordial ability is '''Rejuvenate'''.
{| class="wikitable"
|-
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:TGMC_Headbite.png|64px]]<br>Psychic Drain
! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Ability !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Plasma Cost !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Cooldown
|style="background:#312d43; color: white; border:3px solid #ff7e00"|This ability is executed on dead marines. Every dead marines psyhic drained will give 60 psychic points and 1/8 of a larva. ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 100 ||style="background:#312d43; color: white; border:3px solid #ff7e00"| Easy


|-
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Plant weeds.png|64px]]<br>Devour
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:TGMC_Rejuvenate.png|64px]]<br>Rejuvenate
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Vore a marine for transportation, can't eat revivable corpses|| style="background:#312d43; color: white; border:3px solid #ff7e00" | Easy ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 75
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Drains blood continuosly, slows you down and reduces damage taken, while restoring health over time.
 
| style="background:#312d43; color: white; border:3px solid #ff7e00" | 0 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 4 seconds
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Emit neurogas.png|64px]]<br>Drain
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Hold a marine in place and deal small damage over 4 seconds, gaining blood and overheal. The marine can still shoot/do stuff during the duration and after the ability is broken it staggers them slightly. You also can't slash while performing this.
 
 
If cast on a non-revivable human, restores health at a faster rate than resting and sunder at normal rate, without granting blood. This uses the corpse's blood and you can only drain corpses which have sufficient blood.
| style="background:#312d43; color: white; border:3px solid #ff7e00" | Medium ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 200
 
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Defiler sting.png|64px]]<br>Rejuvenate/Transfusion
|style="background:#312d43; color: white; border:3px solid #ff7e00"| If cast on another xeno - 2s CD - costs blood and restores 30% health, overheal at 50% efficiency when on full health
If cast on itself - 20s CD - costs moderate amount of blood and restores health over time
| style="background:#312d43; color: white; border:3px solid #ff7e00" | Easy ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 100
 
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Reagent_Slash.png|64px]]<br>Carnage
|style="background:#312d43; color: white; border:3px solid #ff7e00"|you gain movement speed and heal on your next attack, scaling with missing blood. If your blood is below a certain %, you also knockdown your victim and drain some blood, during which you can't move.|| style="background:#312d43; color: white; border:3px solid #ff7e00" | Easy ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 30*
 
|-
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Inject_Neurogas.png|64px]]<br>Feast
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Drains blood each tick, while restoring health, overheal at 50% efficiency when on full health, until no blood is left or cancelled early. Carnage also heals nearby xenos|| style="background:#312d43; color: white; border:3px solid #ff7e00" | Easy ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 30*
 
|}
|}
<br>


=Gorger tips & tricks=
=Gorger tips & tricks=
capu
* Gorger's carnage ability is both a great opener move and great exiting move. It grants you 10 seconds of boosted speed until you hit a marine with a total cooldown of 15 seconds once the 10 seconds has ran out or the ability has been used, meaning if you play your cards right, you can use it two to three times in a single fight.
* Carnage stuns opponents, but opponents using vali weapons can still hit you while knocked down and stunned, so be aware of the extra damage you'll take
* Using carnage to move around the map faster when rotating is a great idea since its cooldown is only 15 seconds
* You can bullet sponge plenty as with your lower armor values, sunder effects you less, but charging into a group of 8 marines ready to shoot at you still isn't a good idea; you have to catch them by surprise!
* Remember to always move colonist/perma'd marine bodies around to set yourself up plenty of safe points close to the front line
* Marines can still see perma'd marines as red crosses on the minimap, however they cannot see them moving once theyre inside of you, only once you spit them out does the minimap update
 
<br>
<br>
{{TGMC-Jobs}}
{{TGMC-Jobs}}

Текущая версия от 18:53, 24 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.


SUPPORT/TANK XENO

Gorger
Difficulty: Medium
Duties: Gather as much blood as possible from marines, use the blood to support wounded xenomorphs, and provide overheal for the hive INCLUDING YOURSELF! In the mean time, take as much bullets from marines
Guides: This is the guide.
Quote: "Thanks for the protein, sir!"


Statistics and Evolution Paths[править | править код]

Gorger is the final stage in its evolution tree.

  • 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)
  • Gorgers carnage ability grants them a -0.5 boost to their speed
  • While almost every other caste has a movement speed bonus of -0.4 while on weeds, Gorger only has a bonus of -0.2
Health Overheal Blood Slash Файл:Intent Harm.png Speed Carnage Speed Melee Bullet Laser Energy Bomb Bio Fire Acid
Base 600 +275 400 20 -1.4 -1.9 20 20 20 20 10 20 20 20

The Menacing and Beefy Vampire[править | править код]

Humans are an abundant food supply that the xenomorphs use to no end. Their faces ripe for facehugging, their psychic energy ready to be drained, and their blood untapped for unlimited potential. New experimentation from the hivemind sought to utilize human blood in light of this biological philosophy and due to the fact that the TerraGov Marine Corps' weaponry can overwhelm xenomorphs. With the power of human blood, the xenomorphs create a living tank that runs on human blood.

Playing the Gorger[править | править код]

Protect other xenomorphs by giving them overheal. The Green glow indicates the strength of the overheal
Some dead marines will have enough blood for you to drain.

You are a tank, not a ravager, meaning you can take in damage but not deck out damage.

Your responsibilities are:

  • Directing marine's firepower to you instead of your squishy xenomorphs
  • Ensuring that you have overheal to truly tank marines' shots
  • Stealing marine's precious blood to advance your goals
  • Draining and rooting marine so that other xenomorphs can wombo combo
  • Healing wounded xenomorphs with marine's blood
  • Providing overheal to xenomorphs

What makes gorger completely different from other xenomorphs is that the caste can take a lot of damage from marines. That said, this is not to say you can reliably rambo alone against marines without your fellow xenomorphs helping you out. In fact, many xenomorph players think that a gorger can outchase marines due to the fact it is tanky, but due to this presumption, many gorgers die. Marines are capable of killing you, so you must have a way to escape safely so that you can recover from being swiss cheese.

To enable you to withstand marines' punishment, Overheal protects you from marines before your health and sunder start to get hit. You gain overheal from Drain, which roots marines for 4 seconds. You can give xenomorphs overheal with Transfusion if they are in full health.

You gain blood from Drain, whether alive OR dead marines! If there are more than one gorger, they can wombo combo a marine to get their blood. Note that this does not take actual blood for marines, so marines can rest assure that they don't die from hypoxia, or oxygen damage due to low blood.

Gorger 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

Devour
Vore a marine for transportation, can't eat revivable corpses 0 N/A

Psychic Link
Channel and link to another xenomorph. When linked, you rest and take 50% of their damage. The link persists until you unrest, get too hurt or your partner moves too far away. 0 50 seconds

Drain
Hold a marine in place and deal small damage over 2 seconds, gaining 80 blood and overheal over time, not instant! The marine can still shoot/do stuff during the duration and after the ability is broken it staggers them slightly. You also can't slash while performing this.

If cast on a non-revivable human, restores health at a faster rate than resting and sunder at normal rate, without granting blood. This uses the corpse's blood and you can only drain corpses which have sufficient blood.


Details:
Deals 2x4 damage to head.
If target is corpse, heals HP at 2.2 normal rate. Also heals sunder by 2.5 per tick.
If target is alive, regens 2xP blood. P=20 if young/mature, 30 if elder and 40 if ancient.
0 15 seconds

Transfusion
Costs blood and restores 30% of max health or grants overheal for full health 20 blood 2 seconds

Carnage
You gain movement speed and heal on your next attack, scaling with missing blood. If your blood is below 60%, you also knockdown your victim for 1 sec, and drain (25/30/35/40) blood, during which you can't move. 0 15 seconds

Feast
Drains blood each tick (around 20) and restores 8% health, overheal at 50% efficiency when on full health, until no blood is left or cancelled early. Carnage also heals nearby xenos 200 blood 180 sec


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 Gorger, this primordial ability is Rejuvenate.

Ability Description Plasma Cost Cooldown

Rejuvenate
Drains blood continuosly, slows you down and reduces damage taken, while restoring health over time. 0 4 seconds

Gorger tips & tricks[править | править код]

  • Gorger's carnage ability is both a great opener move and great exiting move. It grants you 10 seconds of boosted speed until you hit a marine with a total cooldown of 15 seconds once the 10 seconds has ran out or the ability has been used, meaning if you play your cards right, you can use it two to three times in a single fight.
  • Carnage stuns opponents, but opponents using vali weapons can still hit you while knocked down and stunned, so be aware of the extra damage you'll take
  • Using carnage to move around the map faster when rotating is a great idea since its cooldown is only 15 seconds
  • You can bullet sponge plenty as with your lower armor values, sunder effects you less, but charging into a group of 8 marines ready to shoot at you still isn't a good idea; you have to catch them by surprise!
  • Remember to always move colonist/perma'd marine bodies around to set yourself up plenty of safe points close to the front line
  • Marines can still see perma'd marines as red crosses on the minimap, however they cannot see them moving once theyre inside of you, only once you spit them out does the minimap update


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