TGMC:Gorger: различия между версиями

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=Primordial Evolution=
=Primordial Evolution=
'''NOT CURRENTLY AVAILABLE INGAME.'''
 
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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.
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.

Версия от 04:44, 4 октября 2022

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

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


SUPPORT 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: "What is a marine? A miserable little pile of unga. But enough talk... Have at you!"


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.

Playing the Gorger

Green overlay on any xenomorph is overheal.

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. 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.

Protect other xenomorphs by giving them overheal.
Some dead marines will have enough blood for you to drain.

Maturity Statistics and Evolution Paths

Maturity increases stats as follows.

  • 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.
Age Health Blood Overheal Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid
Young 400 200 200 15 5 5 5 5 5 5 5 5 5
Mature
450 250 225 15 17 10 10 10 10 10 10 10 10
Elder
500 300 250 20 15 15 15 15 15 15 15 15 15
Ancient
600 400 275 20 20 20 20 20 20 20 20 20 20

Gorger Abilities

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


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

capu

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