TGMC:Shrike: различия между версиями

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Through the Mother Queen'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.
Through the Mother Queen'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.


{| class="wikitable"
{{Tgmc_qm_blessing}}
|-
! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Structure !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Psy Point Cost
 
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_acidturret.png|64px]]<br>'''Acid Turret'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"|An independently targeting turret that fires highly caustic acid globs. Cannot be placed within 6 tiles of another turret, near shutters or fog. ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 100
 
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_resinturret.png|64px]]<br>'''Resin Turret'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"|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. ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 50
 
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_silo.png|64px]]<br>'''Silo'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"|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.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 800
 
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_evotower.png|64px]]<br>'''Evolution Tower'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"|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.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 300
 
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_maturitytower.png|64px]]<br>'''Maturity Tower'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"|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.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 300
 
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_spawner.png|64px]]<br>'''Spawner'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"|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.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 600
 
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_kingpod.png|64px]]<br>'''King Pod'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"|A spawning pod and psionic beacon for the King xenomorph. When constructed, takes a short period of psychic gathering before the king spawns. A random xenomorph is selected to take the mind of the king.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 1800
|-
|}


=Tips & Tricks=
=Tips & Tricks=

Версия от 10:39, 20 ноября 2021

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

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


This page is currently under construction!

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Support XENO

Shrike
Difficulty: Hard
Duties: Be the psychic support of the hive, become queen when the previous one runs headfirst into a missile.
Guides: N/A
Quote: "Oh boy, here I go flinging nades back to marines again."


The Shrike

THE BETA. The shrike is one of the few xenomorphs that have harnessed telekinesis to defeat the marines, but with this great power comes with great responsibility. With such psychic abilties, you are also tasked to lead the hive with and without a queen. Since you are not queen, you are not as heavy as the queen, so you cannot withstand much damage from marines; in fact, you can get stunned by shotguns and mateba. You are a support caste and should not be spearheading the xeno charge. However, your fling does provide a good stun against one marine, making you an excellent duelist.

If the Queen and Shrike die, then the hive will be orphaned and collapse within 2 minutes. If there is no Queen or Shrike in that time period, there will be a marine major.

Using the Force for Offense

So, seems that you have become the shrike, but what do you do now?

First steps:

  • Turn on your pheromones to either recovery, a typically non-combat pheromone, or the warding and frenzy pheromones which increase combat performance of you and your fellow xenos
  • Use your Call Burrowed ability regularily, as it allows dead players to respawn at your feet as burrowed larva. Use only while you are safe as larva can easily die

Now that thats done, what should I be doing? Go help support your fellow xenos at the front line with healing and through the use of your abilities "Fling" and "Devastating Force". As you are more of a support caste marines will be especially eager to kill you. Do note you should not try to take on marines on your own, as you do not do much damage and your abilities are perfect for opening opportunities for your allies.

Maturity Statistics and Evolution Paths

The Shrike is a Tier 3 and can evolve into a queen if there are more than 8 xenos in the hive.


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 Plasma Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid
Young 325 750 20 30 30 30 30 60 10 10 30 10
Mature 350 850 20 35 35 35 35 60 15 15 35 15
Elder 375 900 23 40 40 40 40 60 18 18 40 18
Ancient 400 925 23 45 45 45 45 60 23 23 45 23

Shrike Abilities

Ability Description Plasma Cost Cooldown

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; the green arrow means it's off. N/A N/A

Rest
This ability is used to rest and get up. You will heal only when resting on weeds and will also regenerate plasma faster. Easy N/A

Psychic Drain
This ability is executed on dead marines. Every dead marines psyhic drained will give 60 psychic points and 1/8 of a larva. 100 Easy

Corrosive Acid
Lets you expel acid from your body onto any structure/object you are able to. Shrike acid is medium strength, stronger than a Sentinel's but still weaker than a Boiler's or Queen's acid. Easy 75

Place acid well
Place an acid well that can put out fires when a xenomorph steps on the acid well. Easy 75
Файл:Plant weeds.png
Plant Weeds
Clicking on ability icon will let you select the types of weed.


The base weed does nothing extraordinary.

The resting weed gives a 20% boost of healing in plasma and health whereby other weeds heal normally. It's the only weeds to help restore sunder and cost twice as much plasma.

The sticky weeds slows marines down. It costs five times more plasma.


Can only be placed on a tile that does not already have a resin sac, and cannot be placed on rock, grass, or catwalks.

Easy 75

Lay Egg
Makes you lay a hugger egg. Easy 400

Call of the Burrowed
Sends a ping to all ghosts allowing them to join the xeno team as burrowed larva that will spawn on you. Do not use near combat or the new larva can easily die Easy N/A

Choose Resin Structure
Click to choose which resin structure you wish to build with Secrete Resin. It will always default to Resin Wall upon evolution. Easy N/A
Файл:Secrete resin.png
Secrete Resin
Builds whatever resin structure you have chosen in Choose Resin Structure on your hotbar, on your current tile. Easy 75

Psychic cure
Allows you to heal xenomorphs from up to three tiles away on a one minute recharge. Easy 200

Psychic Whisper
Allows you to bully captured hosts telepathically Easy N/A

Larval Growth sting
Begins a 3-part channel that injects larval serum into a target, speeding up a larvas growth. (Overdosing causes oxygen damage) Easy N/A

Psychic Fling
Use on a human or item on the floor to use psychic powers to launch it 5 tiles away from you Hard 100

Unrelenting Force
Launches all humans and items in a 3x3 square in front of you away from you (Works only in the cardinal directions, not diagonally). Hard 0

Emit Pheromones
Emit one of the three Pheromones. The Shrike has some of the most powerful Pheromones available to the hive. Your pheromones will grow stronger as you mature. Easy 30*

Rally Hive
allies the hive to a congregate at a target location, along with an arrow pointer. Gives the Hive your current health status. 60 second cooldown. Easy N/A


Primordial Evolution

NOT CURRENTLY AVAILABLE INGAME.
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 Shrike, this primordial ability is Gravity Grenade.

Ability Description Plasma Cost Cooldown

Gravity Grenade
Throw a gravity grenades thats sucks everyone and everything in a radius inward. 500 60

Hive Structures

Through the Mother Queen'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.

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

Tips & Tricks

  • Don't tank shots, you are meant as a support caste.
  • Open up duels with a fling instead of screech. If you fling first, you can further stun them with a screech, and when screech is used, your fling is ready to go to further stunlock the marine.
  • Aim for arms in duels. You can easily decrease the marine's capability to duel you when they have a fractured arm. Marines can't use shotgun if not wielded. If they have a pistol or submachine gun, then you will have to break both arms to prevent them from using the weapons.
  • Use your screech to fling marines' nades back at them; you are the only xenomorph that can do this.
  • Use help intent to help shuffle behind marines, turn around to face marines' back, and screech. Watch as they get pushed to a group of xenomorphs.
  • Sometimes it's better to save psychic cure to save sisters that get into trouble than waste it for a quick heal


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