TGMC:Gorger: различия между версиями
imported>Novaepee |
imported>ClosetedSkeleton (redoes some syntax) |
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(не показано 56 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 = | |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 = | |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. | * 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. 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;" | {| class="wikitable" || style="text-align: center; border:2px solid #cc6600;" | ||
|- | |- | ||
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <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>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="border:2px solid #cc6600;" | ||
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b> | |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 | ||
|- | |||
|- | |||
|} | |} | ||
=Gorger | =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. | |||
<br> | |||
==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. | |||
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= | |||
| | {{XenomorphAbilityTable | ||
|List = | |||
{{ToggleBumpAttacks}} | |||
{{Rest}} | |||
{{PsyDrain}} | |||
{{Devour}} | |||
{{PsychicLink}} | |||
{{Drain}} | |||
{{Transfusion}} | |||
{{Carnage}} | |||
{{Feast}} | |||
}} | |||
=Primordial Evolution= | |||
<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=" | ! 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 | ||
|- | |- | ||
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File: | ! 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"| | |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 | |||
|} | |} | ||
=Gorger tips & tricks= | =Gorger tips & tricks= | ||
* 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. |
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]
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]
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, |