TGMC:Baneling: различия между версиями
imported>ClosetedSkeleton (modernizes baneling page) |
imported>ClosetedSkeleton (🦈🦈🦈) |
||
Строка 11: | Строка 11: | ||
|duties = Suicide bomb marines to your heart's content | |duties = Suicide bomb marines to your heart's content | ||
|guides = no separate guides | |guides = no separate guides | ||
|quote = "My main goal is to blow up, and then act like I don't know nobody | |quote = "My main goal is to blow up, and then act like I don't know nobody 🦈🦈🦈" | ||
}} | }} | ||
<br> | <br> |
Версия от 14:33, 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. |
Harassment XENO | |
Baneling |
Difficulty: Easy Duties: Suicide bomb marines to your heart's content Guides: no separate guides Quote: "My main goal is to blow up, and then act like I don't know nobody 🦈🦈🦈" |
Statistics and Evolution Paths
The baneling can evolve into a Spitter or Bull.
- 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.
- The Tier 1 Primordial upgrade does not change drones stats in anyways, instead it grants them new abilities.
- For some reason, baneling has an attack delay of 6, the equivalent of a runner, meaning they can attack every 0.6 seconds, 0.2 seconds faster than the average xeno. This makes them much stronger than they appear in CQC, being stronger than a defender.
- As baneling your explosion radius is based on your amount of plasma/60
Health | Plasma | Slash Файл:Intent Harm.png | Speed | Melee | Bullet | Laser | Energy | Bomb | Bio | Fire | Acid | Max Explode Radius | Max Death Gas Radius | |
Base | 240 | 275 | 16 | -1.6 | 25 | 20 | 20 | 20 | 20 | 20 | 15 | 100 | 6 | 3 |
The Baneling
A natural response to an ever-growing need for toxic gas that can get to areas too dangerous for a Defiler and without a straight firing line for a boiler, the baneling is the hive's most suicidal caste. By placing down its baneling pod, death is no longer something to be feared, but to be embraced, to enact devastating effects on the marine force.
How to bomb marines
As a baneling, you are fast, can ventcrawl, and unlike any other caste in the game, don't need to worry about death as long as you've placed down your pod. Keep your pod in a very safe place - if you die and don't have an active pod, you die for real! Note that if your pod gets destroyed and you were still respawning, you'll instead immediately be ejected with the health you had when you died - clever banelings sometimes intentionally put their pods in risky spots and explode at high health, counting on marines to destroy it and let them respawn earlier. This is incredibly dangerous, though.
Instead of attempting to explode the moment you get within range of a target, remember that you can slash them several times first. Many marines won't shoot at banelings at first, thinking they're just going to explode anyways, so you can often get in many free slashes this way!
Staying alive for long enough will grant you a respawn charge, up to two. Dying with a respawn charge will consume it and shorten your respawn cooldown to just thirty seconds instead of the normal 120.
Banelings can only slash or interact with most things while walking and not rolling - click the button in the bottom right to switch between the two.
By alt-clicking on a vent, you can surprise marines from unexpected angles in places too dangerous for other xenomorphs (such as behind a fortified position). Use this to your advantage.
The baneling has a choice between four different reagents to use when it explodes. Keep in mind that if you are killed rather than manually exploding, the resulting cloud is MUCH smaller, so always try to manually explode!
Baneling Abilities
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 Spitter, this primordial ability is Dash Explosion.
Ability | Description | Plasma Cost | Cooldown |
---|---|---|---|
Dash Explosion |
Aim in a direction, charge up and dash, knocking down any humans hit before detonating yourself. | N/A | N/A |
Tips & Tricks
- Exploding with Ozelomelyn where medics are treating people is a great way to piss them off and create a large backlog of work for them.
- With multiple banelings, try to coordinate to each explode with different chems. Transvitox and hemodile both become more powerful with other xeno chemicals in your system.
- Alternatively, just have everyone use neurotoxin. In high doses, neurotoxin is incredibly deadly, and is a massive headache for medics to treat.
- Try to get a few slashes in before you explode to maximize your value.
- Dying as baneling instead of exploding cuts your gas radius by 25%
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, |