TGMC:Hivelord: различия между версиями
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! scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[File:Healbeam.png| | ! scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[File:Healbeam.png|55px]]<br>Healing Infusion | ||
|style="background:#312d43; color: white; border:3px solid #cc6600"|Quickly regenerates health and reduces sunder on a single target, even off of weeds. No upfront healing, but casts instantly, applying the buff for a fixed duration.|| style="background:#312d43; color: white; border:3px solid #cc6600"| 200 | |style="background:#312d43; color: white; border:3px solid #cc6600"|Quickly regenerates health and reduces sunder on a single target, even off of weeds. No upfront healing, but casts instantly, applying the buff for a fixed duration.|| style="background:#312d43; color: white; border:3px solid #cc6600"| 200 | ||
| style="background:#312d43; color: white; border:3px solid #cc6600" | 12.5 seconds | | style="background:#312d43; color: white; border:3px solid #cc6600" | 12.5 seconds |
Версия от 08:51, 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 Hivelord
You are the Supreme Builder of the hive. Compare to the virgin combat drone, you are a chad, master of the robust resin. You construct in your infinite autism (or stupidity) to ensure that xenomorphs have map control over the marines.
Playing the Hivelord
As the Hivelord, your duties remain similar to those of a Drone:
- Weeding areas like no tomorrow
- Planting weed behind xenomorphs' push so that they can retreat faster
- Healing wounded xenomorphs
- Annoying marines by stinging them with larval accelerator
- Cocooning marines for psychic points
- Making resin walls far FOB to make marines cry when they can't gun-ho
- Building resin walls near FOB to let xenomorphs rest
- Emitting Pheromones for your sisters
- Farting out sticky resin to slow marines down
However, compared to a drone, your new profounded abilites to wrap the map to your design bring new expectations from you:
- Avoiding being a bigger and faster combat drone
- Placing jelly pods to soft-counter flamers
- Extinguishing fire with acid wells
- Putting acid turrets to deny areas for marines
- Digging tunnels to flank marines and increasing QoL for xenomorphs
- Decreasing firing lanes with resin walls that you can build IN FRONT OF YOU
- Spitting weaker sticky resin to slow and anger marines that are chasing you
- Protecting the spawning silos
- Specifically making resin patterns that counter flamers (it's resin wall, resin door, resin wall)
You make the defense for the hive. To protect spawning pools and xenomorphs in the front line, you construct resin structures that limit marines' mobility and firing lanes.
You are the weed master. You and the hive rely on weed. If you're somewhere without weeds, you should plant them as efficiently as possible since due to your extreme movement speed slowdown off of weeds. Weeds spread from a resin sac to form a 7x7 square minus the 4 corner tiles. If you see any hint of a marine, and you aren't already on a substantial amount of weeds, run away while spitting sticky resin if you have to. You're too slow to do anything other than die when you're off them.
Resin walls are your friends. Use singular pillars of resin to provide the faster CQC caste,(Runner, Hunter, Ravager, Warrior, Defender) a place to not only protect themselves from Marine fire but also provide them with a place to draw them into melee. Remember to place jelly pods when able, they are a major asset to the hive in the form of fire protection, allowing runners and other melee classes to take it to the flame-thrower wielding specialist. Just keep in mind, if you do a "Killer Pillar" type of defense, your lowering the effectiveness of the Boiler, Crusher, And Bull, so keep that in mind while your building.
You are THE hive's healer. The Shrike and Hivemind have very fast heals on a very long cooldown, the Drone and Queen have weak heals with short cooldowns, and the Gorger can burn their blood resource to occasionally heal, but your psychic healing beam is the only ability that can heal sunder off of other xenos, and the increase to regeneration it gives is like having a Drone follow someone around to repeatedly use their acid salve. You can keep it active on two xenos at once.
Using your dig tunnel ability, you can create links to virtually any tile on the map that operate as fast travel points. Unlike vents, xenos can crawl through these with humans in their stomach. Your thick resin walls are much stronger than the walls the queen or drone can build, and you are able to build in a 1 tile radius around you unlike the drone. Your Hivelord Speed ability lets you move quickly on weeds, allowing you to quickly move in and out of fire lines to build walls, pushing up on marine firing lines, or to slow down marine pushes.
Tunnels connect xenomorphs to endangered silos. All silos have tunnels, and when they are endangered, it is expected to reach the silos ASAP.
When marines are pushing into the hive, make sure to toggle your Hivelord Speed, and flank them to discourage rushing. You are integral in your ability to rebuild recently destroyed defenses, and sticky resin fields. The more you build, the more you destroy the marines morale.
Maturity Statistics and Evolution Paths
You can only evolve into defiler at this point, which can be a strong boon to the hive for pushes. However, if there are already 1 or two Defilers, the hive would be much better served by you staying Hivelord, and creating tunnels, and Thick Resin defenses. You can also evolve into the Gorger, if you suddenly want to fight after going Hivelord.
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 | 1600 | 17 | 15 | 15 | 15 | 15 | 0 | 10 | 10 | 15 | 10 | 2x |
325 | 1800 | 17 | 20 | 20 | 20 | 20 | 0 | 15 | 15 | 20 | 15 | 2.5x | |
340 | 2000 | 20 | 25 | 25 | 25 | 25 | 0 | 18 | 18 | 25 | 18 | 2.8x | |
350 | 2400 | 20 | 30 | 30 | 30 | 30 | 0 | 20 | 20 | 30 | 20 | 3x |
Hivelord 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 | ||||||
Create Resin Jelly |
Places Resin Jelly in your active hand, which can be used on yourself or other xeno castes for a 15-second protection from fire. | 100 | 45 sec |
Ability | Description | Plasma Cost | Cooldown |
---|---|---|---|
Healing Infusion |
Quickly regenerates health and reduces sunder on a single target, even off of weeds. No upfront healing, but casts instantly, applying the buff for a fixed duration. | 200 | 12.5 seconds |
Place acid well |
Place an acid well that can put out fires when a xenomorph steps on the acid well. | 500 | 2 minutes |
Transfer Plasma |
Lets you transfer a set amount of plasma to any target within a 2 tile range. You must not move while transferring, and if the target moves further than 2 tiles away from you, the channeling is cancelled. | ??? | |
Corrosive Acid |
Lets you expel weak acid from your body on to any structure/object you are able to. Drone acid is very weak, and a Spitter, Drone, or Queen's acid should be used instead if available. | 75 | N/A |
Dig Tunnel |
This allows you to create a quick method of travel between two points on the map. (currently broken on Ice Colony) This allows the hivelord to create a secondary hive escape point, or even quick routes to the front lines. | 200 | 120 seconds |
Resin Spit |
Allows you to spit a sticky resin at range that places a thin sticky resin at the target | ??? | N/A |
Create Resin Jelly |
Create a fireproof jelly. | 100 | 20 seconds |
Place Resin Jelly pod |
Place down a dispenser that allows xenos to retrieve fireproof jelly. | 500 | 1 minute |
Resin Walker |
This allows you to move faster when on resin, allowing you to defend the hive more effectively. | 50 per tile | N/A |
Open Blessings Menu |
Opens the Queen Mothers Blessings menu, where hive upgrades are bought | N/A | 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 Hivelord, this primordial ability is Trapper.
The Hivelord is also granted strong acid.
Ability | Description | Plasma Cost | Cooldown |
---|---|---|---|
Place Trap |
Place a hole on weeds that can be filled with a hugger or acid. Activates when a marine steps on it. | 400 | N/A |
Hive Structures
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.
Hivelord tips & tricks
- You are the supreme hive builder. Ensure that you build appropriate defenses for the queen, then create tunnels to the front line, and a backup base.
- Xenos operate best in narrow, enclosed spaces. Consequently, marines operate worst in narrow, enclosed spaces. Build accordingly.
- Here's an example of a Xeno Hive on LV-624
- You may be able to 1v1 a marine in a pinch, but it's best to leave the combat to the combat castes, you can help by flanking marines and distracting them before a charge from the ravagers, crushers, and other combat xenos.
- A controversial tactic as hivelord/drone is to wall off certain areas of the map, or lanes of retreat with extremely thick resin wall fields, to force marines to give up on their attempts to break through. This maneuver is countered easily by plasma cutters and flamethrowers, but most often marines would rather find another way around..
- If you hit a marine directly with your sticky spit. You will slow them down immediately. Use this to help you escape pursuit.
- Multiple non fully-charged acid wells can help both slow down marine pushes, and provide fire suppression for your sisters.
- Jelly pods can make or break sieges and pushes, make sure your fellow xenos know that jelly pods are available and where they are built.
- Give plasma to castes that often run low, like Spitters and Carriers. Similarly, make sure you're always healing someone with your beam. The less combat castes have to fall back, the better.
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, |