TGMC:Warlock: различия между версиями

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{{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 = "THE MARINES SHALL FALL TO MY '''MIND!!!!''' WITNESS MY PSYCHIC '''POWERS!!!!'''"
|quote = "Clearly you don't read (TGMC game) theory."
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Версия от 21:50, 24 октября 2023

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

Warlock
Difficulty: Hard
Duties: Displace marines, block bullets, and crush simpletons with your MIND
Guides: this is the guide
Quote: "Clearly you don't read (TGMC game) theory."


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.
Health Plasma Slash Файл:Intent Harm.png Speed Melee Bullet Laser Energy Bomb Bio Fire Acid Shield Health
Base 375 1700 18 -0.5 40 40 40 40 10 35 35 35 650

Introduction

THE PSYKER, and how to MINDBEND marines

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

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

Psychic Crush
Activate to start channeling your power at a target turf. The longer you channel, the wider the AOE.

Hit the action button while channeling to activate it early, otherwise it will trigger when it reaches max size.

While channeling, you have a fairly strong slowdown applied, and you can't break LOS/view range of your target turf.

Once the crush is triggered, mobs eat some damage plus stagger/slow, and mechs take higher damage. Damage scales with maturity.

There is a plasma cost while channeling, and the crush itself has a plasma cost proportional to the duration channeled.

40 12 SECONDS

Psychic Shield
Instant cast. Creates a 3x1 shield in front of you that freezes any incoming projectiles (this behaves directionally, like a barricade).

When the shield expires, all projectiles are released, and the warlock is briefly stunned. This is probably a bad time for the warlock.

The shield can end due to running out of time, the warlock getting stunned/moving, or the shield taking enough damage. So if you spam enough bullets/rockets/whatever, you WILL break through the shield and likely instakill the warlock. Shield HP scales with maturity.

While the shield is active, the Warlock can activate the ability again at the same plasma cost to forcefully detonate the shield, knocking back any mobs in a 3x2 area. This also reflects ALL frozen projectiles based on their initial angle, potentially devasting any incoming marines.

The shield is NOT dense, so any explosion will go through it and stun the warlock cancelling the shield (you can also just lob a grenade past the shield entirely), so the Warlock is still quite vulnerable.

200 10 SECONDS

Psychic Blast
A short channel before releasing an explosive beam, dealing light damage in an AOE and knocking things away from the point of impact. Not hugely powerful, but with some smart usage will let you juggle marines around to protect your team mates or fling marines to their deaths.

AOE damage scales with maturity.

230 6 SECONDS

Transfer Plasma
Transfers your plasma to a fellow xenomorph, giving them up to 200 plasma. 0-200 N/A

Psychic Whisper
Allows you to demoralize marines telepathically; truly the peak of psyops N/A 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 Warlock, this primordial ability is Psychic Lance.

Ability Description Plasma Cost Cooldown

Psychic Lance
Fires a piercing beam that deals solid damage with high AP, dealing stagger/slow on mobs, and additional damage on objects, in particular mechs. 300 N/A

Tips & Tricks

  • don't die


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