TGMC:Hivelord: различия между версиями
imported>Novaepee |
imported>ClosetedSkeleton (removes old info) |
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(не показано 16 промежуточных версий 5 участников) | |||
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|img = HivelordTGMC.png | |img = HivelordTGMC.png | ||
|xenotitle = Hivelord | |xenotitle = Hivelord | ||
|difficulty = | |difficulty = Easy | ||
|superior = [[TGMC:Queen|The Queen]] and [[TGMC:Shrike|Shrike]] | |superior = [[TGMC:Queen|The Queen]] and [[TGMC:Shrike|Shrike]] | ||
|duties = Weed the colony, build the hive, construct tunnels, and assemble resin hell maze. | |duties = Weed the colony, build the hive, construct tunnels, and assemble resin hell maze. | ||
|guides = no separate guides | |guides = no separate guides | ||
|quote = " | |quote = "I spent 500 points of quickbuild drawing a bunch of sticky resin amogi on the map... what do you mean why? Isn't it obvious?" | ||
}} | }} | ||
<br> | <br> | ||
=Statistics and Evolution Paths= | |||
You can evolve into [[TGMC:Defiler|defiler]] at this point, which can be a strong boon to the hive for pushes with its powerful slashes and strange gasses. You can also evolve into the [[TGMC:Gorger|Gorger]], if you want to become a walking bullet sponge. | |||
* 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) | |||
* Pheromone Strength determines how powerful some activities will be, such as pheromones themselves, as well as using abilities that heal. | |||
{| 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>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>Resin Walker 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>Pheromone Strength</b> | |||
|- style="border:2px solid #cc6600;" | |||
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Base</b> || 350 || 2400 || 20 || -0.9 || -2.4 || 30 || 30 || 30 || 30 || 0 || 20 || 30 || 20 || 3.0x | |||
|} | |||
=The Hivelord= | =The Hivelord= | ||
You are the Supreme Builder of the hive. Compare to the virgin combat drone, you are a chad, master of the robust resin. You construct in your infinite autism (or stupidity) to ensure that xenomorphs have map control over the marines. | You are the Supreme Builder of the hive. Compare to the virgin combat drone, you are a chad, master of the robust resin. You construct in your infinite autism (or stupidity) to ensure that xenomorphs have map control over the marines. | ||
Строка 33: | Строка 48: | ||
However, compared to a drone, your new profounded abilites to wrap the map to your design bring new expectations from you: | However, compared to a drone, your new profounded abilites to wrap the map to your design bring new expectations from you: | ||
*Using your healing beam to heal both health and sunder of hurt xenomorphs | |||
*Avoiding being a bigger and faster combat drone | *Avoiding being a bigger and faster combat drone | ||
*Placing jelly pods to soft-counter flamers | *Placing jelly pods to soft-counter flamers | ||
*Extinguishing fire with acid wells | *Extinguishing fire with acid wells | ||
*Digging tunnels to flank marines and increasing QoL for xenomorphs | *Digging tunnels to flank marines and increasing QoL for xenomorphs | ||
*Decreasing firing lanes with resin walls that you can build IN FRONT OF YOU | *Decreasing firing lanes with resin walls that you can build IN FRONT OF YOU | ||
*Spitting weaker sticky resin to slow and anger marines that are chasing you | *Spitting weaker sticky resin to slow and anger marines that are chasing you | ||
*Protecting the | *Protecting the silos | ||
*Specifically making resin patterns that counter flamers (it's resin wall, resin door, resin wall) | *Specifically making resin patterns that counter flamers (it's resin wall, resin door, resin wall) | ||
'''You are the weed master. You and the hive rely on weed.''' If you're somewhere without weeds, you should plant them as efficiently as possible since due to your extreme movement speed slowdown off of weeds. Weeds spread from a resin sac to form a 7x7 square minus the 4 corner tiles. If you see any hint of a marine, and you aren't already on a substantial amount of weeds, run away while spitting sticky resin if you have to. You're too slow to do anything other than die when you're off them. | '''You are the weed master. You and the hive rely on weed.''' If you're somewhere without weeds, you should plant them as efficiently as possible since due to your extreme movement speed slowdown off of weeds. Weeds spread from a resin sac to form a 7x7 square minus the 4 corner tiles. If you see any hint of a marine, and you aren't already on a substantial amount of weeds, run away while spitting sticky resin if you have to. You're too slow to do anything other than die when you're off them. | ||
Строка 51: | Строка 64: | ||
'''You are THE hive's healer.''' The Shrike and Hivemind have very fast heals on a very long cooldown, the Drone and Queen have weak heals with short cooldowns, and the Gorger can burn their blood resource to occasionally heal, but your psychic healing beam is the only ability that can heal sunder off of other xenos, and the increase to regeneration it gives is like having a Drone follow someone around to repeatedly use their acid salve. You can keep it active on two xenos at once. | '''You are THE hive's healer.''' The Shrike and Hivemind have very fast heals on a very long cooldown, the Drone and Queen have weak heals with short cooldowns, and the Gorger can burn their blood resource to occasionally heal, but your psychic healing beam is the only ability that can heal sunder off of other xenos, and the increase to regeneration it gives is like having a Drone follow someone around to repeatedly use their acid salve. You can keep it active on two xenos at once. | ||
Your thick resin walls are much stronger than the walls the queen or drone can build, and you are able to build in a 1 tile radius around you unlike the drone. Your Resin Walker ability lets you move quickly on weeds, allowing you to quickly move in and out of fire lines to build walls, pushing up on marine firing lines, or to slow down marine pushes. | |||
'''Tunnels connect xenomorphs to endangered silos.''' All silos have tunnels, and when they are endangered, it is expected to reach the silos ASAP. | Using your dig tunnel ability, you can create links to virtually any tile on the map that operate as fast travel points. '''Tunnels connect xenomorphs to endangered silos.''' All silos have tunnels, and when they are endangered, it is expected to reach the silos ASAP. | ||
<br> | <br> | ||
When marines are pushing into the hive, make sure to toggle your Hivelord Speed, and flank them to discourage rushing. You are integral in your ability to rebuild recently destroyed defenses, and sticky resin fields. The more you build, the more you destroy the marines morale. | When marines are pushing into the hive, make sure to toggle your Hivelord Speed, and flank them to discourage rushing. You are integral in your ability to rebuild recently destroyed defenses, and sticky resin fields. The more you build, the more you destroy the marines morale. | ||
<br> | <br> | ||
=Hivelord Abilities= | =Hivelord Abilities= | ||
Строка 113: | Строка 81: | ||
{{Cocoon}} | {{Cocoon}} | ||
{{CorrosiveAcid}} | {{CorrosiveAcid}} | ||
{{AcidWell}} | |||
{{PlantWeeds}} | {{PlantWeeds}} | ||
{{SecreteResin}} | {{SecreteResin}} | ||
{{EmitPheromones}} | {{EmitPheromones}} | ||
{{TransferPlasma}} | |||
{{CreateResinJelly}} | {{CreateResinJelly}} | ||
{{HealingInfusion}} | |||
{{DigTunnel}} | |||
{{ResinSpit}} | |||
{{PlaceResinJellyPod}} | |||
{{Resin Walker}} | |||
{{Recycle}} | |||
{{BuildMenu}} | |||
}} | }} | ||
=Primordial Evolution= | |||
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 Hivelord, this primordial ability is '''being a botanist'''. | |||
The Hivelord is also granted strong acid. | |||
| | {| 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 # | ! scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[File:Resin trap.png|64px]]<br>Sow | ||
| style="background:#312d43; color: white; border:3px solid #cc6600" |Upon reaching primordial, hivelords will be able to sow support plants for their team. | |||
|style="background:#312d43; color: white; border:3px solid # | |||
{| class="mw-collapsible mw-collapsed wikitable;background-color:#312d43;" | |||
! Fruits: | |||
|- | |- | ||
|[[File:TGMC_drone_life_fruit.png|64px]] Life Fruit: Restores the xeno's health, scales with max health so it's much more efficient on bigger xenos | |||
|- | |- | ||
|[[File:TGMC_drone_hard_fruit.png|64px]] Hard Fruit: Restores the xeno's armor, again better on bigger xenos due to armor being more efficient the more max HP you have | |||
|- | |- | ||
|[[File:TGMC_drone_power_fruit.png|64px|]] Plasma Fruit: Restores 100% of the xeno's plasma and increases their plasma regeneration for the next 1 minutes | |||
|- | |- | ||
|[[File:TGMC_drone_Night_shade.png|64px|]]Night Shade : This is the only plant that isn't consumed upon interacting, when it reaches maturity it hides all nearby xeno-structure. On top of that xenos can interact with it to use its active effect Veil, which stealths all nearby xenos for 20 seconds,. Using veil puts it on a cooldown. | |||
|- | |- | ||
|} | |} | ||
|style="background:#312d43; color: white; border:3px solid #cc6600"| 500 || style="background:#312d43; color: white; border:3px solid #cc6600"|60 seconds | |||
|} | |} | ||
Текущая версия от 08:44, 4 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]
You can evolve into defiler at this point, which can be a strong boon to the hive for pushes with its powerful slashes and strange gasses. You can also evolve into the Gorger, if you want to become a walking bullet sponge.
- 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)
- Pheromone Strength determines how powerful some activities will be, such as pheromones themselves, as well as using abilities that heal.
Health | Plasma | Slash Файл:Intent Harm.png | Speed | Resin Walker Speed | Melee | Bullet | Laser | Energy | Bomb | Bio | Fire | Acid | Pheromone Strength | |
Base | 350 | 2400 | 20 | -0.9 | -2.4 | 30 | 30 | 30 | 30 | 0 | 20 | 30 | 20 | 3.0x |
The Hivelord[править | править код]
You are the Supreme Builder of the hive. Compare to the virgin combat drone, you are a chad, master of the robust resin. You construct in your infinite autism (or stupidity) to ensure that xenomorphs have map control over the marines.
Playing the Hivelord[править | править код]
As the Hivelord, your duties remain similar to those of a Drone:
- Weeding areas like no tomorrow
- Planting weed behind xenomorphs' push so that they can retreat faster
- Healing wounded xenomorphs
- Annoying marines by stinging them with larval accelerator
- Cocooning marines for psychic points
- Making resin walls far FOB to make marines cry when they can't gun-ho
- Building resin walls near FOB to let xenomorphs rest
- Emitting Pheromones for your sisters
- Farting out sticky resin to slow marines down
However, compared to a drone, your new profounded abilites to wrap the map to your design bring new expectations from you:
- Using your healing beam to heal both health and sunder of hurt xenomorphs
- Avoiding being a bigger and faster combat drone
- Placing jelly pods to soft-counter flamers
- Extinguishing fire with acid wells
- Digging tunnels to flank marines and increasing QoL for xenomorphs
- Decreasing firing lanes with resin walls that you can build IN FRONT OF YOU
- Spitting weaker sticky resin to slow and anger marines that are chasing you
- Protecting the silos
- Specifically making resin patterns that counter flamers (it's resin wall, resin door, resin wall)
You are the weed master. You and the hive rely on weed. If you're somewhere without weeds, you should plant them as efficiently as possible since due to your extreme movement speed slowdown off of weeds. Weeds spread from a resin sac to form a 7x7 square minus the 4 corner tiles. If you see any hint of a marine, and you aren't already on a substantial amount of weeds, run away while spitting sticky resin if you have to. You're too slow to do anything other than die when you're off them.
Resin walls are your friends. Use singular pillars of resin to provide the faster CQC caste,(Runner, Hunter, Ravager, Warrior, Defender) a place to not only protect themselves from Marine fire but also provide them with a place to draw them into melee. Remember to place jelly pods when able, they are a major asset to the hive in the form of fire protection, allowing runners and other melee classes to take it to the flame-thrower wielding specialist. Just keep in mind, if you do a "Killer Pillar" type of defense, your lowering the effectiveness of the Boiler, Crusher, And Bull, so keep that in mind while your building.
You are THE hive's healer. The Shrike and Hivemind have very fast heals on a very long cooldown, the Drone and Queen have weak heals with short cooldowns, and the Gorger can burn their blood resource to occasionally heal, but your psychic healing beam is the only ability that can heal sunder off of other xenos, and the increase to regeneration it gives is like having a Drone follow someone around to repeatedly use their acid salve. You can keep it active on two xenos at once.
Your thick resin walls are much stronger than the walls the queen or drone can build, and you are able to build in a 1 tile radius around you unlike the drone. Your Resin Walker ability lets you move quickly on weeds, allowing you to quickly move in and out of fire lines to build walls, pushing up on marine firing lines, or to slow down marine pushes.
Using your dig tunnel ability, you can create links to virtually any tile on the map that operate as fast travel points. Tunnels connect xenomorphs to endangered silos. All silos have tunnels, and when they are endangered, it is expected to reach the silos ASAP.
When marines are pushing into the hive, make sure to toggle your Hivelord Speed, and flank them to discourage rushing. You are integral in your ability to rebuild recently destroyed defenses, and sticky resin fields. The more you build, the more you destroy the marines morale.
Hivelord 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 | ||||||
Toggle Cocoon |
Devour your victim to cocoon it in your belly, then expels the contents of your stomach onto the current tile. With the marine inside, they still have life force and able to be revived, but it will give psychic points for 5 minutes. Yields a minimum of 1 psychic point every 5 seconds, but increases to a maximum of 5 points with lower server population. | N/A | N/A | ||||||
Corrosive Acid |
Expells acid onto an object or wall, destroying it after a while. If used on wall, after some time a hole will appear. Small xeno can climb through, large xeno can break the wall with hole.
|
75 | N/A | ||||||
Place acid well |
Place an acid well that can put out fires when a xenomorph steps on the acid well. You can refill it by clicking on the well. Careful, because they emit light, and even more as it's filled. | 500 | 20 seconds | ||||||
Plant Weeds |
Plants a resin weed node, which will start growing resin in a 3-tile radius that allows xenomorphs to heal and restore plasma while on top of the tile. Plasma cost is also halved before the shutters have been opened.
Right-Clicking the ability icon will allow you to select different types of weeds to plant. Can only be placed on a tile that does not already have a resin sac, and cannot be placed on rock, grass, catwalks, or snow. |
75-225 | N/A | ||||||
Secrete Resin |
Builds structures, which can be chosen by clicking on the ability while it's active. More in Guide to resin construction | 50-150 | N/A | ||||||
Emit Pheromones |
Toggles to see your pheromones, allowing you to select recovery, warding, or frenzy. You may only emit one at a time, and you can see which pheromones you are effected by in the game tab. Each pheromone uses 5 plasma every regeneration tick. Strength of pheromones is tied to caste and maturity, and increases effect. More in Xenomorph Mechanics.
|
30 | N/A | ||||||
Transfer Plasma |
Transfers your plasma to a fellow xenomorph, giving them up to 200 plasma. | 0-200 | N/A | ||||||
Create Resin Jelly |
Places Resin Jelly in your active hand, which can be used on yourself or other xeno castes for a 15-second protection from fire. | 100 | 45 sec | ||||||
Healing Infusion |
Quickly regenerates health and reduces sunder on a single target, even off of weeds. No upfront healing, but casts instantly, applying the buff for a fixed duration. | 200 | 12.5 seconds | ||||||
Dig Tunnel |
This allows you to create a quick method of travel between two points on the map. This allows the hivelord to create a secondary hive escape point, or even quick routes to the front lines. | 200 | 120 seconds | ||||||
Resin Spit |
Allows you to spit a sticky resin at range that places a thin sticky resin at the target | 50 | N/A | ||||||
Place Resin Jelly pod |
Place down a dispenser that allows xenos to retrieve fireproof jelly. | 500 | 1 minute | ||||||
Resin Walker |
This allows you to move faster when on resin, allowing you to defend the hive more effectively. | 50 per tile | N/A | ||||||
Recycle |
Deconstruct the body of a fellow fallen xenomorph to avoid marines from harvesting our sisters in arms. | 750 | N/A | ||||||
Open Blessings Menu |
Opens the Queen Mothers Blessings menu, where hive buildings and upgrades are bought. | N/A | 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 Hivelord, this primordial ability is being a botanist.
The Hivelord is also granted strong acid.
Hive Structures[править | править код]
Through the Queen Mother's Blessings menu , advanced construction castes have the ability to make powerful static structures which provide either defense, passive support, or offensive power to the hive. These require Psionic Points to construct, which can be gathered from dead marines.
Structure | Description | Psy Point Cost |
---|---|---|
Acid Turret |
An independently targeting turret that fires highly caustic acid globs. Cannot be placed within 6 tiles of another turret, near shutters or fog. | 100 |
Resin Turret |
An independently targeting turret that fires sticky resin globs. Deals stamina damage to targets, as well as leaving sticky resin beneath their feet. Cannot be placed within 6 tiles of another turret, near shutters or fog. | 50 |
Silo |
A writhing spawning pod that slowly generates larva over time. Silos serve as anchor points for the xenomorph hivemind; without them, the network begins to collapse under strain. The hive will require a silo 15 minutes after the shutters drop, and will suffer an orphan hivemind failure if there is no silo for 5 minutes after this point. | 800 |
Evolution Tower |
A complex nerve tower that preemptively simulates evolution paths, preparing xenomorphs for their next evolution stage at an accelerated rate. Each tower increases the rate of evolution point gain by 1.25 times per tower, and can be repeated with multiple towers. | 300 |
Maturity Tower |
A complex biological tower that serves as a global growth enhancer, preparing xenomorphs for their next maturity stage at an accelerated rate. Each tower increases the rate of evolution point gain by 1.20 times per tower, and can be repeated with multiple towers. | 300 |
Spawner |
A spawning pod for the weak but numerous minion strains. The spawners will generate minions up to a point of half the total number of detected minds in local space. Each produces one minion every between 45 seconds and 3 minutes until this capacity is met. | 600 |
Primo Tier X |
Buy primordial abilities for a tier. Any xeno of selected tier now or in the future now can grow past ancient to primordial, gaining access to powerful abilities. Available for each tier 1-4. | 600 |
Hivelord tips & tricks[править | править код]
- You are the supreme hive builder. Ensure that you build appropriate defenses for the queen, then create tunnels to the front line, and a backup base.
- Xenos operate best in narrow, enclosed spaces. Consequently, marines operate worst in narrow, enclosed spaces. Build accordingly.
- Here's an example of a Xeno Hive on LV-624
- You may be able to 1v1 a marine in a pinch, but it's best to leave the combat to the combat castes, you can help by flanking marines and distracting them before a charge from the ravagers, crushers, and other combat xenos.
- A controversial tactic as hivelord/drone is to wall off certain areas of the map, or lanes of retreat with extremely thick resin wall fields, to force marines to give up on their attempts to break through. This maneuver is countered easily by plasma cutters and flamethrowers, but most often marines would rather find another way around..
- If you hit a marine directly with your sticky spit. You will slow them down immediately. Use this to help you escape pursuit.
- Multiple non fully-charged acid wells can help both slow down marine pushes, and provide fire suppression for your sisters.
- Jelly pods can make or break sieges and pushes, make sure your fellow xenos know that jelly pods are available and where they are built.
- Give plasma to castes that often run low, like Spitters and Carriers. Similarly, make sure you're always healing someone with your beam. The less combat castes have to fall back, the better.
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, |