TGMC:Warlock: различия между версиями
imported>Novaepee |
imported>Ju45he (→Tips & Tricks: some tips and tricks) |
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(не показано 9 промежуточных версий 2 участников) | |||
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{{TGMC}} | {{TGMC}} | ||
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|duties = Displace marines, block bullets, and crush simpletons with your MIND | |duties = Displace marines, block bullets, and crush simpletons with your MIND | ||
|guides = this is the guide | |guides = this is the guide | ||
|quote = " | |quote = "I AM YOUNG WARLOCK (MIGRAININATOR), I AM A CREATURE OF PURE HEADACHE. PLEASE FEED ME PARACETEMOL" | ||
}} | }} | ||
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=Statistics and Evolution Paths= | |||
The Warlock is a Tier 3 and does not evolve further. | |||
* 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) | |||
{| 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>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>Shield Health</b> | |||
|- style="border:2px solid #cc6600;" | |||
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Base</b> || 375 || 1700 || 18 || -1.5 || 40 || 40 || 40 || 40 || 10 || 35 || 35 || 35 || 650 | |||
|} | |||
=Introduction= | =Introduction= | ||
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Even if you are a T3, you can still get stunned by buckshot and other weapons that can stun a T1 and T2. | Even if you are a T3, you can still get stunned by buckshot and other weapons that can stun a T1 and T2. | ||
=Warlock Abilities= | =Warlock Abilities= | ||
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=Tips & Tricks= | =Tips & Tricks= | ||
*don't | *Reflect rockets back at marines in order to encourage them to FF the person who shot a rocket at a warlock | ||
*Use the shield often, but make sure to keep it on stand-by in case you're rushing. | |||
*Use the shield to fling marines into walls to stun them, fling them normally to make them have a breif knockdown and then combo with another move to keep them away from you. Bonus points if you can steal their gun. | |||
*If a marine is coming close and is about to throw a grenade, try to get them within distance to fling both them and the grenade using your shield so you can explode them and potentially steal their gun. | |||
*Psychich blast, lance, shield, and crush will all light up, so do note that you're NOT a stealthy xeno. | |||
*If a shotgunner is coming at you, be ready to take a 50/50 chance of killing them quickly, or dying to them quickly. If you shield a shotgunner's bullets they can be reflected for some pretty good damage back on them, but do note, you don't have a very large healthpool and you should probably not risk it seeing as marines can be revived and are more expendable than you. | |||
*Do remember, not everyone will fall for your shield, so be ready to fling ANYONE who gets into melee distance. | |||
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{{TGMC-Jobs}} | {{TGMC-Jobs}} |
Текущая версия от 19:19, 8 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]
The Warlock is a Tier 3 and does not evolve further.
- 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)
Health | Plasma | Slash Файл:Intent Harm.png | Speed | Melee | Bullet | Laser | Energy | Bomb | Bio | Fire | Acid | Shield Health | |
Base | 375 | 1700 | 18 | -1.5 | 40 | 40 | 40 | 40 | 10 | 35 | 35 | 35 | 650 |
Introduction[править | править код]
THE PSYKER, and how to MINDBEND marines[править | править код]
You don't actually bend the minds of marines, but you can use your mind to support your sisters from range or shield them from enemy dakka.
Your responsibilities are:
- Redirecting marine's bullets away from xenomorphs with psychic shield and back to ONCE THEY CAME FROM
- Flinging marines around with psychic blast
- Blasting marines from a distance with psychic blast, crush, and possibly lance
- Giving xenomorphs plasma
- Avoiding getting shot by marines
- Using psychic lance to deal huge damage to marines and mechs
Play warlock like a spitter but farther away.
All of your abilities, which are psychic blast, crush, and shield, immobilize you when channeling, making marines want to push hard as you attempt to blast them off the field. This means you want to project your MIND against the marines from cover, whether it be a reinforced wall, a resin wall, or even your sisters as obstacles from marines' bullets.
Even if you are a T3, you can still get stunned by buckshot and other weapons that can stun a T1 and T2.
Warlock 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 Warlock, this primordial ability is Psychic Lance.
Tips & Tricks[править | править код]
- Reflect rockets back at marines in order to encourage them to FF the person who shot a rocket at a warlock
- Use the shield often, but make sure to keep it on stand-by in case you're rushing.
- Use the shield to fling marines into walls to stun them, fling them normally to make them have a breif knockdown and then combo with another move to keep them away from you. Bonus points if you can steal their gun.
- If a marine is coming close and is about to throw a grenade, try to get them within distance to fling both them and the grenade using your shield so you can explode them and potentially steal their gun.
- Psychich blast, lance, shield, and crush will all light up, so do note that you're NOT a stealthy xeno.
- If a shotgunner is coming at you, be ready to take a 50/50 chance of killing them quickly, or dying to them quickly. If you shield a shotgunner's bullets they can be reflected for some pretty good damage back on them, but do note, you don't have a very large healthpool and you should probably not risk it seeing as marines can be revived and are more expendable than you.
- Do remember, not everyone will fall for your shield, so be ready to fling ANYONE who gets into melee distance.
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, |