TGMC:Crusher

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


Siege-Breaker + Bruiser XENO

Crusher
Difficulty: Intermediate
Duties: Tear down marine defenses, provide crowd control, stomp on horizontal marines, play minesweeper, and chuck marines out from cover and into the loving arms of your fellow xenomorphs.
Guides: no separate guides
Quote: "New breach, 3 turrets and a mortar crushed to dust."


The Crusher

The Crusher is a well armored bruiser and a valuable siege-breaker capable of destroying fortifications. The Crusher leads front-line assaults, smashing through almost anything in its path.

Playing the Crusher

You are a caste vital for tearing down heavy fortifications and serving as a highly effective frontline troop capable of making openings for other xenomorphs to take advantage of. Your main objectives are:

  • Charge into barricades, walls, sandbags, and sentries to damage and destroy them.
  • Charge through lines of marines, knocking them over and making them vulnerable to your allies.
  • Stomp horizontal marines, inflicting serious injury.
  • Toss cadehugging marines out from behind barricades using Crest Toss. Ideally into the clutches of a waiting Shrike.
  • Use Crest Toss to throw marines out of position or away from your injured allies.
  • Act as a highly potent bruiser, capable of taking heavy damage and dealing it right back at your foes.
  • Deliberately set off mines. You have the most explosive resistance of any caste and will take very little damage from them.
  • Keep in mind that while you are very strong and durable, you are less strong and durable than you think and focused fire will quickly kill you.


While your Charge ability is active, you will begin to build up speed after traveling 7 tiles (one screen length) in a straight line. As soon as your Charge triggers you will make a stomping sound that both you and marines can hear. While in this state you are immune to staggering effects. As long as you continue to move in straight line you will steadily gain more momentum and speed until you reach your maximum speed at 14 tiles. The more momentum you build up, the more damage you will do to anything you collide with. Using charge you are able to run through weaker objects like tables, lockers, window frames, etc. but these objects are capable of slowing you or even stopping you if you have not built up enough speed. In general you want to take advantage of long straight corridors in which to charge through so you can maximize your effectiveness, but even without that you can still knock down marines and steadily tear up marines even with a weaker charge.
There are a few important things to keep in mind while charging.

  • Charging will constantly drain your plasma, so manage it carefully as you will stop charging as soon as you run out of plasma. You can deactivate your Charge ability in order to conserve your plasma when you aren't charging.
  • Remember the help intent shuffle. You will often be charging into groups of marines that will try to body block you to prevent your retreat. You can't be body blocked as long as you are on help intent, as it forces the marine to switch tiles with you. Switch to help intent as you try to move away from the marines and you will be able to freely move.
  • Be mindful of what you are charging into, the help intent shuffle will not save you from particularly dense crowds of marines or serious hazards.
  • Razor wire will ensnare you for five entire seconds if you run into it. If there's even a single marine around when this happens, you're probably dead.
  • Plasteel barricades are one of your greatest threats. Marines may open the barricade as you charge into it in order to let you inside their fortifications, before closing the barricade behind you. At this point you are trapped and will is most situations quickly get gunned down unless there is another opening to escape through. If it all possible focus down metal barricades or sandbags instead.
  • Charging into a turret instantly destroys it. Smart marines will put turrets behind plasteel barricates, but most will not. Take advantage if you can, but it's more important to avoid getting trapped than it is to kill a single sentry.



Stomp and Crest Toss are your other abilities used for crowd-control and securing kills for your allies. They are moderately lethal in a one-on-one fight and you may be able to defeat marines lacking a shotgun when you're familiar with the Crusher's abilities, but it is always better to have backup.
Stomp is an ability intended for use when standing on top of a horizontal marine, or multiple, even if they manage to stand up while you share the tile. On activation you will crush the marine beneath your feet inflicting a ton of damage. Other castes such as Praetorian are also good at knocking marines over and making them vulnerable to Stomp. Work well with your fellow xenomorphs and you will be incredibly effective.
Crest Toss throws a target that's directly in front of you over your head, sending them flying a few tiles behind you while on any other intent other than harm intent. This ability can even be used across barricades, tossing the marine out of cover and making them vulnerable to your allies. On harm intent the ability will instead throw the target a few tiles away from you, which can be incredibly useful for getting a marine away from a heavily injured ally. You can also use Crest Toss on xenomorphs. Think about it.

Uniquely, the Crusher can also pick up smaller xenomorphs and carry them around, protecting them while giving them incredible mobility. This can be done by grabbing them and clicking on yourself, or them doing the same to you. This is best done with a Spitter, but they can't use their scatter spit while on your back, and they still have to stand still to use their acid spray.

Maturity Statistics and Evolution Paths

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

Maturity increases stats as follows.

  • Slash the damage dealt when slashing marines. In the code, it is referred to as melee_damage.
  • Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values representing the percent reduction in damage received of that type. Most relevant in most cases are the "melee, bullet, laser, bomb, and fire" values.
  • Stomp Damage determines how powerful your stomps are.
  • Toss Distance is how far you'll be able to fling something with Crest Toss.
Age Health Plasma Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Stomp Damage Toss Distance
Young 325 200 21 70 60 60 60 80 80 80 60 80 45 3
Mature
345 300 21 75 65 65 65 80 90 90 65 90 50 4
Elder
370 400 24 80 70 70 70 80 95 95 70 95 55 5
Ancient
400 400 24 90 75 75 75 80 100 100 75 100 60 6

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 or get up from rest. You will only heal while resting on weeds and will additionally regenerate plasma faster. N/A N/A

Psychic Drain
This ability is used on dead marines. Every dead marine your hive uses psychic drain on will give some psychic points and contribute towards new larva. 100 N/A

Stomp
Inlicts a lot of damage and stuns all targets on the same tile. Knocks down all adjacent targets briefly and tosses them a tile away, hurting them a bit. 100 20 Seconds

Toggle Charging
Toggle your charge on or off. Toggling off allows you to conserve plasma or avoid making the stomping noises you make when charging. Avg. 3 per tile N/A

Crest Toss
Throws an adjacent target behind you, sending them flying up to 6 tiles away (starts at 3 when young) and doing damage. Works across barricades. If on harm intent, Crest Toss will instead throw the target away from you. 100 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 Crusher, this primordial ability is Rapid Advance.

Ability Description Plasma Cost Cooldown
Файл:TGMC xeno ability advance.png
Rapid Advance
Charges up the crushers charge, then unleashes the full bulk of the crusher into a direction. N/A 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 help intent and crest toss to get yourself out of a bad position.
  • 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 durable 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.
  • Bodyblock for downed xenos when you can, but remember that you're actually less resilient than a fortifying Defender, and far more valuable at tier 3 than they are at tier 1. Don't get carried away.


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