TGMC:Shrike

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



Support XENO

Shrike
Difficulty: Hard
Duties: Be the psychic support of the hive, become queen when the previous one runs headfirst into a missile.
Guides: N/A
Quote: "Oh boy, here I go flinging nades back to marines again."


The Shrike

THE BETA. The Shrike is one of the few xenomorphs that have harnessed telekinesis to defeat the marines, but with this great power comes with great responsibility. With such psychic abilities, you are also tasked to lead the hive with and without a queen. Since you are not the Queen, you are not as heavy as the Queen, so you cannot withstand much damage from marines; in fact, you can get stunned outright by shotguns and similar weapons. You are a support caste and should not be spearheading the xeno charge. However, your fling does provide a good stun against one marine, making you an excellent duelist, and like the Queen you can build everything the hive needs and have high-power pheromones, though you can't melt reinforced walls. If there are less than 8 active xenomorphs, you are the sole possible leader for the hive.

If the Queen and Shrike die, then the hive will be orphaned and collapse within 5 minutes, with evolution point gain being disabled while this timer is active (except for Larva). If there is no Queen or Shrike in that time period, the marines will win by default.

Using the Force for Offense

So, seems that you have become the shrike, but what do you do now?

First steps:

  • Turn on your pheromones to either recovery, a typically non-combat pheromone, or the warding and frenzy pheromones which increase combat performance of you and your fellow xenos.
  • Use your Call Burrowed ability regularly, as it prompts dead players to respawn at your feet as burrowed larva. Use only while you are safe as larva can easily die - if there's an active silo they can just spawn there anyway.

Now that that's done, what should I be doing? Go help support your fellow xenos at the front line with healing and through the use of your abilities "Fling" and "Devastating Force". As you are fairly fragile, valuable (or critical, without the Queen) for your team alive, and valuable for the marines dead, you're going to be a high-priority target. Do note you should not try to take on marines on your own, as you do not do much damage and your abilities are perfect for opening opportunities for your allies.

Maturity Statistics and Evolution Paths

The Shrike is a Tier 4, a unique tier that does not take up any slots other than its own, and can evolve into a Queen if there are more than 8 active xenomorphs in the hive.


Maturity increases stats as follows.

  • Slash is the melee damage when the xenomorph is in harm intent and slashing the 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.
  • Bomb armor is actually a scale from 0 to 3 that affects how long the slowdown effects last and how much damage each explosion type does, but it's shown in-game as a normal armor value. The Shrike has tier 2 bomb resistance.
  • 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 325 750 20 30 30 30 30 60 10 10 30 10 2x
Mature
350 850 20 35 35 35 35 60 15 15 35 15 2.5x
Elder
375 900 23 40 40 40 40 60 18 18 40 18 2.8x
Ancient
400 925 23 45 45 45 45 60 23 23 45 20 3x

Shrike 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

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. 100 N/A

Corrosive Acid
Lets you expel acid from your body onto any structure/object you are able to. Shrike acid is medium strength, stronger than a Sentinel's but still weaker than a Boiler's or Queen's acid. 75 N/A

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

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.

N/A N/A

Secrete Resin
Builds structures, which can be chosen by clicking on the ability while it's active.
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%.
Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds.
Resin Doors block movement for non-xenomorph mobs. Has 100 HP.
75 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.
Pheromones:
Accelerates healing for health and plasma.
Increases armor and accelerates sunder recovery.
Increases movement speed.
5 per tick N/A

Lay Egg
Makes you lay a hugger egg. 200 12 seconds

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

Psychic cure
Allows you to instantly heal xenomorphs from up to three tiles away. 200 1 minute

Psychic Whisper
Allows you to bully captured hosts telepathically N/A 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 seconds

Psychic Fling
Use on a human or item on the floor to use psychic powers to launch it 5 tiles away from you 100 12 seconds

Unrelenting Force
Launches all humans and items in a 3x3 square in front of you away from you (Works only in the cardinal directions, not diagonally). 300 50 seconds

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

NOT CURRENTLY AVAILABLE INGAME.
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 Shrike, this primordial ability is Gravity Grenade.

Ability Description Plasma Cost Cooldown

Gravity Grenade
Throw a gravity grenades thats sucks everyone and everything in a radius inward. 500 60

Queen Mother's Blessing

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 & Tricks

  • Don't tank shots, you are meant as a support caste and you're more fragile than most Tier 3s.
  • Open up duels with a fling instead of screech. If you fling first, you can further stun them with a screech, and when screech is used, your fling is ready to go to further stunlock the marine.
  • Combo screech and fling with warrior to truly send a marine to Brazil.
  • Aim for arms in duels. You can easily decrease the marine's capability to duel you when they have a fractured arm. Marines can't use shotgun if not wielded. If they have a pistol or submachine gun, then you will have to break both arms to prevent them from using the weapons.
  • Use your screech or psychic fling to fling marines' grenades back at them; you are the only xenomorph that can do this and the results can be devastating. You can also simply fling marines currently holding an active grenade, but someone else might pick it up and throw it at you before it goes off.
  • You're the only xenomorph that can move items on the ground in general, too. Fling expensive weapons further from enemy hands before applying acid to them, or fling random materials around into chokepoints to help a Carrier hide traps.
  • Your psychic screech can work through walls; this is mostly useful on Crash, where you can interrupt marines running the disk program in some spots, or just give the CMO a really bad day whenever they try to do surgery.
  • Fling marines into fire and lava! It's significant damage if they don't have a fire extinguisher, and potentially death if they also don't have friends or snow nearby.
  • Use help intent to help shuffle behind marines, turn around to face marines' back, and screech. Watch as they get pushed to a group of xenomorphs. Don't try to do this against multiple people with shotguns or you'll probably die.
  • Superior to changing face to use unrelenting force is Select unrelenting force in keybinds. Use this for cheese!
  • Psychic heal is very powerful for saving downed xenomorphs in the line of fire, but the amount it heals is based off of a xeno's current heal rate, so it's significantly stronger out of combat. This also means recovery pheromones make the heal stronger. It doesn't recover any sundering, so if someone has no armor left, don't waste it on them, they'll be resting for a long time regardless.


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