TGMC:Shrike: различия между версиями
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=Shrike Abilities= | =Shrike Abilities= | ||
{{XenomorphAbilityTable | |||
|List = | |||
{{ToggleBumpAttacks}} | |||
{{Rest}} | |||
{{PsyDrain}} | |||
{{Cocoon}} | |||
{{CorrosiveAcid}} | |||
{{PlantWeeds}} | |||
{{SecreteResin}} | |||
{{EmitPheromones}} | |||
}} | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! 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="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 | ||
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! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Resin_trap.png|64px]]<br>Place acid well | ! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Resin_trap.png|64px]]<br>Place acid well | ||
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Place an acid well that can put out fires when a xenomorph steps on the acid well.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 500 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 2 minutes | |style="background:#312d43; color: white; border:3px solid #ff7e00"|Place an acid well that can put out fires when a xenomorph steps on the acid well.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 500 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 2 minutes | ||
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Версия от 09:04, 10 февраля 2022
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
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 abilities, you are also tasked to lead the hive with and without a queen. Since you are not the Queen, you are not as heavy as the Queen, so you cannot withstand much damage from marines; in fact, you can get stunned outright by shotguns and similar weapons. 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, and like the Queen you can build everything the hive needs and have high-power pheromones, though you can't melt reinforced walls. If there are less than 8 active xenomorphs, you are the sole possible leader for the hive.
If the Queen and Shrike die, then the hive will be orphaned and collapse within 5 minutes, with evolution point gain being disabled while this timer is active (except for Larva). If there is no Queen or Shrike in that time period, the marines will win by default.
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 regularly, as it prompts dead players to respawn at your feet as burrowed larva. Use only while you are safe as larva can easily die - if there's an active silo they can just spawn there anyway.
Now that that's 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 fairly fragile, valuable (or critical, without the Queen) for your team alive, and valuable for the marines dead, you're going to be a high-priority target. 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 4, a unique tier that does not take up any slots other than its own, and can evolve into a Queen if there are more than 8 active xenomorphs in the hive.
Maturity increases stats as follows.
- Slash is the melee damage when the xenomorph is in harm intent and slashing the 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.
- Bomb armor is actually a scale from 0 to 3 that affects how long the slowdown effects last and how much damage each explosion type does, but it's shown in-game as a normal armor value. The Shrike has tier 2 bomb resistance.
- Pheromone Strength determines how powerful some activities will be, such as pheromones themselves, as well as using abilities that heal.
Age | Health | Plasma | Slash | Melee | Bullet | Laser | Energy | Bomb | Bio | Rad | Fire | Acid | Pheromone Strength |
Young | 325 | 750 | 20 | 30 | 30 | 30 | 30 | 60 | 10 | 10 | 30 | 10 | 2x |
350 | 850 | 20 | 35 | 35 | 35 | 35 | 60 | 15 | 15 | 35 | 15 | 2.5x | |
375 | 900 | 23 | 40 | 40 | 40 | 40 | 60 | 18 | 18 | 40 | 18 | 2.8x | |
400 | 925 | 23 | 45 | 45 | 45 | 45 | 60 | 23 | 23 | 45 | 20 | 3x |
Shrike 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 | ||||||
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 | ||||||
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 |
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 Shrike, this primordial ability is Gravity Grenade.
Ability | Description | Plasma Cost | Cooldown |
---|---|---|---|
Gravity Grenade |
Throw a gravity grenade that sucks everyone and everything in a radius inward. | 500 | 60 |
Queen Mother's Blessing
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.
Tips & Tricks
- Don't tank shots, you are meant as a support caste and you're more fragile than most Tier 3s.
- 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.
- Combo screech and fling with warrior to truly send a marine to Brazil.
- 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 or psychic fling to fling marines' grenades back at them; you are the only xenomorph that can do this and the results can be devastating. You can also simply fling marines currently holding an active grenade, but someone else might pick it up and throw it at you before it goes off.
- You're the only xenomorph that can move items on the ground in general, too. Fling expensive weapons further from enemy hands before applying acid to them, or fling random materials around into chokepoints to help a Carrier hide traps.
- Your psychic screech can work through walls; this is mostly useful on Crash, where you can interrupt marines running the disk program in some spots, or just give the CMO a really bad day whenever they try to do surgery.
- Fling marines into fire and lava! It's significant damage if they don't have a fire extinguisher, and potentially death if they also don't have friends or snow nearby.
- 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. Don't try to do this against multiple people with shotguns or you'll probably die.
- Superior to changing face to use unrelenting force is Select unrelenting force in keybinds. Use this for cheese!
- Psychic heal is very powerful for saving downed xenomorphs in the line of fire, but the amount it heals is based off of a xeno's current heal rate, so it's significantly stronger out of combat. This also means recovery pheromones make the heal stronger. It doesn't recover any sundering, so if someone has no armor left, don't waste it on them, they'll be resting for a long time regardless.
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, |