TGMC:King
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
The King
THE OMEGA. Resting upon your resin throne, you look up in the nightly sky contemplating on the next star you will visit. Breaking your concentration, you have been summoned by a distant hive from planets and stars apart. Amused by the gift they have bestowed upon you, you began the psychic transfer from body to resin, then from resin to mind, then mind to the new planet. Such is the power of resin that xenomorphs have mastered over their environment of evolutionary adaptedness. Going through the psychic webbing of the Hivemind traveling faster than light speed, you can see all the collective memories of xenomorphs, from the early primitive centuries to the expansive space-faring Hive. All your senses are flooded by such sacred psychic information, motivating you to do what is needed: provide victory for the Hive.
Before you can be a king, the hive needs to get 1.8k psychic points. King is chosen among xenomorphs.
HAIL TO THE KING
If there is one job that king cannot handle, it's combative engagement with marines. You play as a tactical role that xenomorphs look to when making decisions on engaging against marines. Fundamentally, you synergize xenomorphs' engagement by:
- breaking barricades with Gravity Crush
- opening opportunities with Screech to push with Nightfall
- rallying the hive for a push
- using mass teleport to get xenomorphs together with Psychic Summon
- making corrosion of reinforced walls to allow for xenomorph maneuverability
- melting CAS flares and OB beacons
- Emitting Pheromones for your sisters
When you see barricades, you crush them. You do not go ravager and engage with marines directly. The priority is marines' defense, not marines. While King is not explicitly a range xenomorph, treat him as such with your Gravity Crush. None of his abilities let him start engagement with marines in CQC. Instead, he heavily relies on other xenomorphs' abilities so that he can engage. Let xenomorphs push or Queen screeches, then you can use Nightfall.
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.
- 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 | 450 | 900 | 20 | 50 | 50 | 50 | 50 | 80 | 45 | 45 | 100 | 45 | 4x |
500 | 1000 | 20 | 55 | 55 | 55 | 55 | 80 | 50 | 50 | 100 | 50 | 4x | |
600 | 1100 | 25 | 60 | 60 | 60 | 60 | 80 | 55 | 55 | 100 | 55 | 5x | |
700 | 1200 | 30 | 65 | 65 | 65 | 65 | 100 | 60 | 60 | 100 | 60 | 6x |
King's 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. | N/A | 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 | N/A | ||||
Corrosive Acid |
Lets you expel acid from your body onto any structure/object you are able to. King acid is maximum strength, stronger than all other acids such as Sentinel's but similar to a Boiler's acid. | 200 | N/A | ||||
Gravity Crush |
Wind up for at least a second that increase the localized gravity in an area and crush structures by a 3x3 area. Also crushes marines for substantial, but not crippling, damage. | 200 | 30 seconds | ||||
Nightfall |
Shut down all electrical lights nearby for 10 seconds. Does nothing to flares. | 100 | 45 seconds | ||||
Psychic Summon |
Summons all xenomorphs and minions in a hive to the caller's location. | 900 | 10 minutes | ||||
Файл:Plant weeds.png 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. |
N/A | 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 '''stats''' tab. Each pheromone uses 5 plasma every regeneration tick, which doesn't do much.
|
5 per tick | N/A | ||||
Rally Hive |
Rallies 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 |
Tips and Tricks
- You can Gravity crush behind walls!
- Do not fight marines, that's not your job. Fight what they rely on and allow the rest of the hive to do the rest.
- Your Gravity Crush instantly destroys most metal barricades. Concussive armor will allow them to survive, but only barely. This is what it's designed for; abuse it. Give them nowhere to hide, then turn the lights off as the hive moves in.
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, |