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. |
Command XENO | |
King |
Difficulty: Very Hard Duties: Be a menace against marines and ensure their destruction with your Queen! Guides: N/A Quote: "HELLO, CHILDREN! I'M BACKKKKKKKKKKKKKKKKKKKKKKKKKKK!" |
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 15 xenomorphs (burrowed larva included).
HAIL TO THE KING
If there is one job that king can handle, it's combative engagement with marines. You play as an opener that xenomorphs can capitalize on so that they can follow up with their own abilities. Fundamentally, you synergize xenomorphs' engagement by:
- opening opportunities with Screech to push with Nightfall
- disarming many marines through Shattering Roar
- snaring marines with your terrifying looks via Petrify
- confusing that pesty marine with Offguard
- using mass teleport to get xenomorphs together with Psychic Summon
- rallying and coordinating the hive for a push
- making corrosion of reinforced walls to allow for xenomorph maneuverability
- melting CAS flares and OB beacons
- Emitting the strong Pheromones in the Hive
Compared to many, if not all, xenomorphs, you have many AOE abilities that permit xenomorphs to wreck havoc upon marines. In fact, when queen screeches, you should be using your abilities right after queen so that the xenomorph can run marines through. Read other xenomorphs' abilities that are AOE, and coordinate with xenomorph castes to fully utilize your and the Hive abilities.
Since you are tanky compared to other xenomorphs, your Petrify can make short work of marines, freezing them in place and allowing xenomorphs to follow up.
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 Файл:Intent Harm.png | Melee | Bullet | Laser | Energy | Bomb | Bio | Fire | Acid | Pheromone Strength |
Young | 450 | 900 | 20 | 50 | 50 | 50 | 50 | 80 | 45 | 100 | 45 | 4x |
500 | 1000 | 20 | 55 | 55 | 55 | 55 | 80 | 50 | 100 | 50 | 4x | |
600 | 1100 | 25 | 60 | 60 | 60 | 60 | 80 | 55 | 100 | 55 | 5x | |
700 | 1200 | 30 | 65 | 65 | 65 | 65 | 100 | 60 | 100 | 60 | 6x |
King'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 | ||||||
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.
|
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. 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 | ||||||
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.
|
30 | N/A | ||||||
Pertify |
"After a windup, petrifies all humans looking at you for 6 seconds. While petrified humans are immune to damage, but also can't attack. | 100 | 30 SECONDS | ||||||
Off Guard |
Gives an indivudal marine a debuff that drastically increases their scatter and inflict confusion for a duration. Effect decreases over time. | 100 | 20 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 | ||||||
Rally Hive |
Rallies the player xeno to you, along with an arrow pointer for other xeno. 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. Note that minions are stupid and WILL get stuck |
100 | 60 seconds | ||||||
Command Minions |
Order the minions escorting you to be either aggressive or passive. | N/A | N/A |
Tips and Tricks
- You have 100 soft bomb armor, making you immune to grenades!
- With 100 soft fire armor, you are immune to fire!
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, |