TGMC:Crusher

Материал из MassMeta
Версия от 19:22, 5 апреля 2021; imported>Tupinambis (Updated the maturity statistics spreadsheet)
Перейти к навигации Перейти к поиску
Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "No reason provided"




Frontline Combat + Support XENO

Crusher
Difficulty: Intermediate
Duties: Destroy marine defenses, t-bone marines, stomp on horizontal marine, yeet marines out of cadehugging, repeat
Guides: no separate guides
Quote: "Today, the FOB will die."


The Crusher

One of the strongest Xenomorph castes and a valuable siege-breaker, the Crusher is a unique Xenomorph that leads front-line assaults, smashing through marines, obstacles, and anything else in its path.

Playing the Crusher

You play a vital role when pushing with xenomorphs and sieging against marines. You can

  • Destroy barricades, walls, sandbags, and sentries with charge
  • Avoid razorsharp obstacles
  • Smash through marines with epic charing lanes
  • Stomp horizontal marines
  • Yeet cadehugging marines out of barricades with Crest Toss; while on Harm intent, Crest Fling will throw the target in front of the Crusher, otherwise, it will throw the target behind the Crusher.

When your charge is active, you will build up speed as you move forward in a straight line. This starts at 7 tiles of travel distance (one screen length) and increases until you reach your full speed, and you will hear a stomp sound as you begin to charge. You will do heavy damage to anything you smash into, and can run through many weaker objects like tables, lockers, etc.. You can also do damage at shorter distances (especially to soft human targets,) but not as much.

Charging will constantly drain your plasma, so keep an eye on it as you will return to normal speed if you run out of plasma. It can also be deactivated to save plasma while moving. You also need to be aware of your position while you charge, as if you crash into a squad of marines hoping to kill some, you can be surrounded and body-blocked which might prevent you from escaping and let the marines gun you down. Your other abilities can help prevent this.

Stomp and crest toss are your other important abilities most useful for crowd-control and securing captures for your team. It goes without saying that they're also very powerful in a one-on-one fight and you will be able to defeat almost any single marine when you're familiar with the Crusher's abilities.

Crest Toss will throw a target that's directly in front of you up and over your head, sending them flying a few tiles behind you. This ability can even be used across barricades, plucking the marine out of cover and tossing them into dangerous territory, making it a very versatile and powerful tool.

Maturity Statistics and Evolution Paths

The Crusher is a Tier 3 and does not evolve further.

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.
Age Health Plasma Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid
Young 325 200 21 70 60 60 60 80 80 80 60 80
Mature 345 300 21 75 65 65 65 80 90 90 65 90
Elder 370 400 24 80 70 70 70 80 95 95 70 95
Ancient 400 400 24 90 75 75 75 80 100 100 75 100

Crusher 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 only when resting on weeds and will also regenerate plasma faster. Easy 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 Easy

Stomp
Knocks all adjacent targets down and away 1 tile, and cause stamina damage out to 2 tiles. Can do heavy damage to targets you are standing on. Easy N/A

Toggle Charging
Toggle your charge on or off. Toggling off allows you to save plasma but you will move at normal speed and do no damage to objects you collide with. Intermediate N/A

Crest Toss
Throw an adjacent target to your front over and behind you, sending them flying up to 5 tiles and doing damage. Also works across barricades. While on Harm intent, Crest Fling will throw the target in front of the Crusher, otherwise, it will throw the target behind the Crusher. Intermediate N/A

Tips & Tricks

  • Your charge is just as good at destroying marine squads as it is breaking down barricades, but be careful how you use it. Don't be afraid to pull back before you charge through a group of marines if there are too many and it looks like you could be trapped. Play carefully and remember to use stomp and crest toss to get yourself out of a bad position.
  • Your crest provides more armor than your sides and back, so when you can, point it in the direction you're being fired on from for better protection.
  • Young Crushers often die from being overconfident. Xenomorphs grow stronger as they age, so be careful and stay alive—you are a very valuable asset to your hive and become very tanky as you mature.
  • Crushers are very strong fighters overall, so don't be afraid to fight alongside other melee castes. You don't always have to be ramming things.


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