TGMC:Hivelord: различия между версиями

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! scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[File:Healbeam.png|64px]]<br>Healing Infusion
! 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.


SUPPORT XENO

Hivelord
Difficulty: Intermediate
Duties: Weed the colony, build the hive, construct tunnels, and assemble resin hell maze.
Guides: no separate guides
Quote: "We not the enemy. You the enemy! My previous queen is dead. And my older brother drone, who be ancient, he dead. Shot by TGMC. My rouny, dead. My boiler, dead. Why? Because we're not human to them. We're only little xenos. But marines stupid enough to spare my drone life."


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.

Ошибка создания миниатюры: /bin/bash: line 1: /usr/bin/convert: No such file or directory Error code: 127
To counter flamers destroying resin structure, the checker board resin structure ensures that flamers have to eliminate one layer at a time rather than several

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
Mature
325 1800 17 20 20 20 20 0 15 15 20 15 2.5x
Elder
340 2000 20 25 25 25 25 0 18 18 25 18 2.8x
Ancient
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.
Depending on caste:
Drone Drone and Sentinel Sentinel have weakest acid. Takes 8 minutes for a regular wall. Cannot be used on reinforced walls.
Hivelord Hivelord, Shrike Shrike, Spitter Spitter, and Praetorian have common acid. 3 minutes for a regular wall. Cannot be used on reinforced walls.
Boiler Boiler, Queen Queen, and King King have strongest acid. Any wall is taken down in about one and a half minute.
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.

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.

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
Resin Buildings:
Resin Walls regenerate their own health. Starting at 150 HP, they restore 3 HP every 5 seconds, with a maximum of 300. Also reduces incoming bullet damage by 60%. 75 Plasma
Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds. 50 Plasma
Resin Doors block movement for non-xenomorph mobs. Has 100 HP. 150 Plasma
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.
Pheromones:
Accelerates healing for health and sunder.
Increases armor and accelerates sunder recovery.
Increases movement speed.
Castes Ranking from lowest to highest:
Drone Drone - 2.0, Carrier Carrier - 2.5, Defiler Defiler - 2.6, Hivelord Hivelord - 3.0, Shrike Shrike - 3.0, Hivemind - 4.0, Praetorian Praetorian - 4.5, Queen Queen and Pheromone Towers - 5.0, and finally King King - 6.0
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.

Structure Description Psy Point Cost

Acid Turret
An independently targeting turret that fires highly caustic acid globs. Cannot be placed within 6 tiles of another turret, near shutters or fog. 100

Resin Turret
An independently targeting turret that fires sticky resin globs. Deals stamina damage to targets, as well as leaving sticky resin beneath their feet. Cannot be placed within 6 tiles of another turret, near shutters or fog. 50

Silo
A writhing spawning pod that slowly generates larva over time. Silos serve as anchor points for the xenomorph hivemind; without them, the network begins to collapse under strain. The hive will require a silo 15 minutes after the shutters drop, and will suffer an orphan hivemind failure if there is no silo for 5 minutes after this point. 800

Evolution Tower
A complex nerve tower that preemptively simulates evolution paths, preparing xenomorphs for their next evolution stage at an accelerated rate. Each tower increases the rate of evolution point gain by 1.25 times per tower, and can be repeated with multiple towers. 300

Maturity Tower
A complex biological tower that serves as a global growth enhancer, preparing xenomorphs for their next maturity stage at an accelerated rate. Each tower increases the rate of evolution point gain by 1.20 times per tower, and can be repeated with multiple towers. 300

Spawner
A spawning pod for the weak but numerous minion strains. The spawners will generate minions up to a point of half the total number of detected minds in local space. Each produces one minion every between 45 seconds and 3 minutes until this capacity is met. 600

Primo Tier X
Buy primordial abilities for a tier. Any xeno of selected tier now or in the future now can grow past ancient to primordial, gaining access to powerful abilities. Available for each tier 1-4. 600

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.
  • 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, Survivor