TGMC:Defiler: 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.
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! 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 #cc6600" |[[File:bumpattacktoggle.gif|64px]]<br>Tentacle|| style="background:#312d43; color: white; border:3px solid #cc6600" |Allows the defiler to grab a tallhost or item from range and bring it towards the defiler.|| style="background:#312d43; color: white; border:3px solid #cc6600" |200|| style="background:#312d43; color: white; border:3px solid #cc6600" |20
! scope="row" style="background:#312d43; color: white; border:3px solid #cc6600" |[[File:Tail_sweep.png|64px]]<br>Tentacle|| style="background:#312d43; color: white; border:3px solid #cc6600" |Allows the defiler to grab a tallhost or item from range and bring it towards the defiler.|| style="background:#312d43; color: white; border:3px solid #cc6600" |200|| style="background:#312d43; color: white; border:3px solid #cc6600" |20
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Версия от 23:06, 8 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.


SUPPORT XENO
Файл:TGMC Defiler.png
Defiler
Difficulty: Medium
Duties: Use Neurogas smokescreens to support pushes, and Defile sting to infect marines with quick bursting larvae.
Guides: This is the guide.
Quote: "It's baby time! Baby, you're the best, you're not like all the rest. It will be so much fun when you're the one that burst. No matter what you do I will be proud of you even if you receive a liberal arts degree!"


The Defiler

One of the more unique and recent castes to evolved from the machinations of xenomorphs, the Defiler provides the hive further refinement of xenomorphs' priority in chemical warfare by washing marines' eyes with chem trails, shashing terrified marines with its venomous claws, and stinging drugged-up marines to instantly delete their liver.

Playing the Defiler

Considered as a high-risk high-reward caste due to its armor and health stats and demand of CQC, the responsibilities of the Defiler are:

  • Obscuring marines' line of sight with gas by being very, very close to marines
  • Going into vents and jump scaring marines by jumping out of unwelded vents and gassing them
  • Slashing marines with reagents
  • Attempting to OD marines with said reagents (unlikely, though)
  • Bobbing and weaving to not die instantly
  • Weeding areas to provide space to WASD marines
  • Planting eggs for tactical farts that deny area
  • Defiling marines with many chemicals in them for extreme toxin damage

The Defiler is one of the most difficult support caste xenos to play, due to its forced front line fighting, requirement of knowing reagent uses, and low armor and health compared to other T3 xenos. Your defile sting is a powerful followup to neurotoxin spits, and the main counter to drugged-up marines. You can place weeds, and your Emit Noxious Gas ability can lay down a smokescreen to allow xenos to push on fortifications that include turrets. If you master the defiler, you will be the thing marines have nightmares about when they sleep.

As a Defiler, it's very important to maintain in your mind that you cannot take as much damage as any other T3. Losing a Tier 3 Xenomorph is always a big setback for the hive due to Tier limitations and the time it takes to reach Tier 3 for any xeno. Your Emit Noxious Gas ability is integral for xeno pushes, especially in the absence of a boiler, start your channel out of marine sight, then run in as soon as your gas begins to vent. Reagent claws can be extremely useful, if you know how to use it. Keep in mind Reagent Slash can be channeled even while moving, so if you stay close to the target, you can get your full 3 slashes. Your defile sting is a brief channel that purges all chemicals in the victim while dealing toxin damage scaling to both the amount purged and the amount and variety of toxins that were in them. This gets exponentially stronger if you pump them full of reagents, as each reagent in their system multiplies the overall toxin damage. A good strategy is to run in with the queen and Reagent Slash marines as she is screeching, you can ensure they stay down much longer than the short amount of time they are normally incapacitated.

Reagents

The Defiler has the ability to use four different reagents: Neurotoxin, Hemodile, Transvitox, and Sanguinal. Both Emit Noxious Gas and Reagent Slash abilities will select Neurotoxin, Hemodile, Transvitox as their reagent whereby Defile exclusively produce Sanguinal gas.

Name Description Metabolism Rate Overdose Threshold Critical OD Threshold

Neurotoxin
A debilitating nerve toxin. Impedes motor control in high doses. Causes progressive loss of mobility over time.
Causes progressively increasing pain and stamina loss, increasing after ticks 20 and 45. Additionally, purges medicines at a rate of 1u per tick.
Doesn't overdose.
0.4 units per tick N/A N/A

Hemodile
Impedes motor functions and muscle response, causing slower movement.
Causes heavy slowdown that gets doubled in the presence of transvitox or neuro. Having both causes even greater slowdown.
0.4 units per tick N/A N/A

Transvitox
Converts burn damage to toxin damage over time, and causes brute damage received to inflict extra toxin damage, effectively increasing the damage of slash attacks.
Every tick, converts burn damage to toxin damage equal to 1/4th the current cycle, doubling the rate for each xeno-based toxin in the bloodstream (excluding larval, for some reason).
Whenever damage is taken, additional toxin damage is taken equal to 1/10th the current brute loss or damage taken, whichever is lower. This is multiplied by xeno-based toxins in the same way the burn conversion is.

The toxin damage has a max of 180 total.

0.4 units per tick N/A N/A

Ozelomelyn
Purges chemicals at a rate of 5u per tick and deals 0.75 toxin damage per tick.

The toxin damage has a max of 40 total.

1.5 units per tick N/A N/A

Sanguinal
Causes brute damage and bleeding, with the damage dealt multiplied by other xenomorph reagents inside the target (Stamina for Hemodile, Toxin for Neurotoxin and Burn for Transvitox). 0.4 units per tick N/A N/A

The target will have a HUD indicator next to their health bar in the form of a colored dot which shows if the target has a reagent in them or not. You can then examine them(with shift-click)to see what reagents are in them exactly.


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.
  • 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 300 400 23 30 30 30 30 0 30 30 25 30 1.7x
Mature
325 500 23 35 35 35 30 0 35 35 30 35 2x
Elder
350 550 26 40 40 40 35 0 38 38 35 38 2.1x
Ancient
375 575 26 45 45 45 40 0 40 40 40 40 2.6x

Defiler 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 faster when resting on weeds. N/A 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 N/A

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. 100 N/A
Файл:Plant weeds.png
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.

Weed Types:
Default, does nothing extraordinary. Costs 75 plasma.
Boosts health and plasma regeneration by 20%, and doubles sunder recovery. Costs 150 plasma.
Slows humans and vehicles a small amount, can stack with sticky resin. Costs 225 plasma.

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.

N/A 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 '''stats''' tab. Each pheromone uses 5 plasma every regeneration tick, which doesn't do much.
Pheromones:
Accelerates healing for health and plasma.
Increases armor and accelerates sunder recovery.
Increases movement speed.
5 per tick N/A

Emit Noxious Gas
Emit Noxious Gas begins a channel that after a short amount of time begins to vent the selected reagent as a gas from your dorsal ports, you can move once the gas begins to vent. 200 40 seconds

Defile
Purges all chemicals in the victim and deals toxin damage equal to half the total unit of chemical purged from the victim's system multiplied by 2 for each unique xenomorph toxin in its system.

The victim also exudes a cloud of blood red Sanguinal smoke that scales in size with the amount of toxin damage dealt in this way.

100 20 seconds

Reagent Slash
Deals damage 4 times over 3.6s and injects 3u of selected reagent per slash. Can move while slashing. 100 6 seconds

Inject Neurogas
Inject an egg with neurogas, killing the facehugger, but filling it full with neurogas ready to explode. 100 5 seconds

Lay Egg
Makes you lay a hugger egg. 200 12 seconds


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 Defiler, this primordial ability is Tentacle.

Ability Description Plasma Cost Cooldown

Tentacle
Allows the defiler to grab a tallhost or item from range and bring it towards the defiler. 200 20

Defiler tips & tricks

  • Your Defile ability is incredibly lethal to marines wearing the B18 body armor, as the armor's autodoc will constantly keep them on over 100u of various medicines. Any toxin plus a Defile will instantly put them out of the fight.
  • You should always change your selected chemical between venting gas and using your reagent slash, as all toxins strengthen each other more than just adding more of one.
  • Always start the channeling of your Noxious Gas Vent ability out of sight of marines, as if you move during the channel before you start to vent, you will have to wait the full cooldown period, consume plasma, and won't vent anything.
  • You can operate as an assassin of sorts, against a marine with just about any weapon but a shotgun, due to your speed and Reagent Claws ability.


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