TGMC:Queen: различия между версиями

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! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Resin_trap.png|64px]]<br>Place acid well  
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Resin_trap.png|64px]]<br>Place acid well  
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Place an acid well that can put out fires when a xenomorph steps on the acid well.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 500 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 2 minutes
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Place an acid well that can put out fires when a xenomorph steps on the acid well.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 500 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 2 minutes
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.
| style="background:#312d43; color: white; border:3px solid #ff7e00" | N/A || style="background:#312d43; color: white; border:3px solid #ff7e00"|N/A


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Версия от 09:06, 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.


Command XENO

Queen
Difficulty: Very Hard
Duties: Guide the hive and obtain hosts to grow your ever expanding hive.
Guides: N/A
Quote: "Queen! The marines have outnumbered us! 4 marines to 1 xeno!" "Then it is an even fight."


The Queen

THE ALPHA. The Queen is the single most important member of any hive, and the rest of your children's lives depend on you to stay alive. If you die, the xenomorphs you command will lose all direction and hope, as well as being unable to heal until a drone or Shrike steps up to become a Queen. The decisions you make can make or break a hive as early as round start, so it's important you strive to achieve.

Chances are, you didn't want to be a Queen, and you're afraid of failure. Know that as long as you have practical knowledge of how xenomorphs play in the first place, then this guide will be able to get you out of the tight spot you're in. Even if you don't want the job, the less you delay, the greater the chance you get live longer, because as long as you're putting out larva, there will always be drones to replace you.

If the Queen and Shrike die, then the hive will be orphaned and collapse within 2 minutes. If there is no Queen or Shrike in that time period, there will be a marine major.

Big Mommy Slaps Marines' Cheeks

The job you've been handed is no easy feat. You play as a tactical role that xenomorphs look to when making decisions on engaging against marines. Fundamentally, you support xenomorphs by:

  • Opening opportunities to push with Screech
  • Purchasing from Queen Mother's Blessing to facilitate hive defense, larval spawns & rates, and minions spawns & rates
  • Rallying the hive for a push
  • Making corrosion of reinforced walls to allow for xenomorph maneuverability
  • Promoting a select few xenomorphs to hive leadership
  • Emitting Pheromones for your sisters
  • Melting CAS flares and OB beacons
  • Healing nearby xenomorphs
  • Building resin walls to reduce marines' firing lanes and increase CQC chance
  • Looking for flanks to hurt marines
  • Spitting at marines with acid
  • Choosing whether to capture or hijack the Alamo after defeating the marines in planetside
  • Ensuring marines' defeat whatever means possible

Your Queen Zoom allows you to see further than xenos normally can so that you can scout out openings in marines' defense.

If a xeno is not following orders, or evolved against your set specifics, you can De-evolve A Xeno. If they continue to disobey orders, you may want to take it up with the Admins.

Your Call Burrowed ability can be used to call upon ghosts to become a burrowed larva that will spawn at your feet.

You can assign hive leaders to carry pheromones, give xenomorphs plasma, heal xenomorphs, and be able to watch through their eyes as well as send them private orders. Early into the round, it is best to make a drone a leader and emit recovery pheromones for optimal hive building, and then change it to any of your more combative classes and emit warding or recovery. Frenzy may seem tempting, but its effects more often than not lead to xenos being killed instead of killing. Hive leaders also gain the ability to direct minions.

It is of utmost importance that you survive, no matter what. A rule of thumb is to always flee at half health, and stop fighting entirely when lower. The longer you live, the longer the hive lives on. Make sure to order your xenos to do the same, as a dead xeno is never an ancient xeno.

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.
  • "Leaders" determine the maximum amount of leadership positions the Queen can grant
  • 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 Leaders Pheromone Strength
Young 425 900 20 50 50 50 50 80 45 45 100 45 2 3.5x
Mature
450 1000 20 55 55 55 55 80 50 50 100 50 3 4x
Elder
475 1100 23 60 60 60 60 80 55 55 100 55 3 4.5x
Ancient
500 1200 23 65 65 65 65 80 60 60 100 60 4 5x

Queen's 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

Ozelomelyn Sting
Injects a host with Ozelomelyn, which purges chemicals at a rate of 5u per tick and deals 0.75 toxin damage per tick up to a cap of 40 points. 100 25 sec
Ability Description Plasma Cost Cooldown

Screech
A large area knockdown that causes pain and screen-shake. Forces marines to go horizontal for a second, disarming all marines in the screen. 250 100 seconds

Place acid well
Place an acid well that can put out fires when a xenomorph steps on the acid well. 500 2 minutes

Call of the Burrowed
Sends a ping to all ghosts allowing them to join the xeno team as burrowed larva that will spawn on you. Do not use near combat or the new larva can easily die 400 2 minutes

Queen Heal
Allows you to heal xenomorphs that you can see on a 16 second recharge. ??? ???

Give Plasma
Allows you to refill the plasma stores of a single targeted xeno. ??? ???

Set leader
Allows you to designate a xeno of your hive as a leader, which act as a beacon for your pheromones. N/A N/A

Toggle Queen Zoom
Zoom out for a larger view around wherever you are looking. N/A N/A

Watch Xeno
See from the target Xenomorph's vision. You can still use your Queen Zoom, Queen Plasma and Queen Heal abilities while overwatching. N/A N/A

Resin Spit
Allows you to spit a sticky resin at range that places a thin sticky resin at the target ??? ???

Open Blessings Menu
Opens the Queen Mothers Blessings menu, where hive upgrades are bought 100 N/A

Rally Hive
allies the hive to a congregate at a target location, along with an arrow pointer. Gives the Hive your current health status. 60 second cooldown. 0 60 seconds

Rally Minions
Command minions, ordering them to converge on this location. You must be next to minions in order for them to follow you. When you activate rally minion, you will *roar, which will in turn make the minions *roar as well. If you hear minions *roar, it means they are following you. 0 10 seconds

Command Minions
Order the minions escorting you to be either aggressive or passive. 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 Queen, this primordial ability is Queen Charging.

Ability Description Plasma Cost Cooldown

Queen Charging
Grants the queen a charge ability, similar to that of the crusher. N/A N/A

Queen Mother's Blessings

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

Tips and Tricks

  • Your Corrosive Acid can help quickly melt flares, walls, and guns. In addition, you can tear open walls that have had a hole put into them from acid with your claws (Ctrl-click on a hole to tear the wall open).
  • Xenos directly benefit from your orders. Your voice is the one that turns a group of rag tag fighters into an organized group, so don't hesitate to give out orders.
  • Don't rush to fight. You are much more useful supporting your allies while alive than not, so much so you might find yourself never having to screech once.
  • LOCK THE SHUTTLE. If you don't lock the shuttle, you might as well kiss your ass goodbye. To lock the shuttle, approach the pilot's room, and click on the middle computer/controls. You don't have to launch it, just interacting with it is enough.
  • LOCK THE SHUTTLE
  • FUCKING LOCK IT
  • Remember that you are fighting a war alongside your children, make sure to always make note of what xenos you have at your disposal and coordinate them accordingly, every xeno has a niche that they fill, and when using these specialist in the right way can turn the tide of battle in your favor.
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