TGMC:Defiler
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
SUPPORT XENO | |
Файл:TGMC Defiler.png Defiler |
Difficulty: Medium Duties: Use Neurogas smokescreens to support pushes, and Defile sting to infect marines with quick bursting larvae. Guides: This is the guide. Quote: "It's baby time! Baby, you're the best, you're not like all the rest. It will be so much fun when you're the one that burst. No matter what you do I will be proud of you even if you receive a liberal arts degree!" |
The Defiler
One of the more unique and recent castes to evolved from the machinations of xenomorphs, the Defiler provides the hive further refinement of xenomorphs' priority in chemical warfare by washing marines' eyes with chem trails, shashing terrified marines with its venomous claws, and stinging drugged-up marines to instantly delete their liver.
Playing the Defiler
Considered as a high-risk high-reward caste due to its armor and health stats and demand of CQC, the responsibilities of the Defiler are:
- Obscuring marines' line of sight with gas by being very, very close to marines
- Going into vents and jump scaring marines by jumping out of unwelded vents and gassing them
- Slashing marines with reagents
- Attempting to OD marines with said reagents (unlikely, though)
- Bobbing and weaving to not die instantly
- Weeding areas to provide space to WASD marines
- Planting eggs for tactical farts that deny area
- Defiling marines with many chemicals in them for extreme toxin damage
The Defiler is one of the most difficult support caste xenos to play, due to its forced front line fighting, requirement of knowing reagent uses, and low armor and health compared to other T3 xenos. Your defile sting is a powerful followup to neurotoxin spits, and the main counter to drugged-up marines. You can place weeds, and your Emit Noxious Gas ability can lay down a smokescreen to allow xenos to push on fortifications that include turrets. If you master the defiler, you will be the thing marines have nightmares about when they sleep.
As a Defiler, it's very important to maintain in your mind that you cannot take as much damage as any other T3. Losing a Tier 3 Xenomorph is always a big setback for the hive due to Tier limitations and the time it takes to reach Tier 3 for any xeno. Your Emit Noxious Gas ability is integral for xeno pushes, especially in the absence of a boiler, start your channel out of marine sight, then run in as soon as your gas begins to vent. Reagent claws can be extremely useful, if you know how to use it. Keep in mind Reagent Slash can be channeled even while moving, so if you stay close to the target, you can get your full 3 slashes. Your defile sting is a brief channel that purges all chemicals in the victim while dealing toxin damage scaling to both the amount purged and the amount and variety of toxins that were in them. This gets exponentially stronger if you pump them full of reagents, as each reagent in their system multiplies the overall toxin damage. A good strategy is to run in with the queen and Reagent Slash marines as she is screeching, you can ensure they stay down much longer than the short amount of time they are normally incapacitated.
Reagents
The Defiler has the ability to use four different reagents: Neurotoxin, Hemodile, Transvitox, and Sanguinal. Both Emit Noxious Gas and Reagent Slash abilities will select Neurotoxin, Hemodile, Transvitox as their reagent whereby Defile exclusively produce Sanguinal gas.
The target will have a HUD indicator next to their health bar in the form of a colored dot which shows if the target has a reagent in them or not. You can then examine them(with shift-click)to see what reagents are in them exactly.
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 | 300 | 400 | 23 | 30 | 30 | 30 | 30 | 0 | 30 | 30 | 25 | 30 | 1.7x |
325 | 500 | 23 | 35 | 35 | 35 | 30 | 0 | 35 | 35 | 30 | 35 | 2x | |
350 | 550 | 26 | 40 | 40 | 40 | 35 | 0 | 38 | 38 | 35 | 38 | 2.1x | |
375 | 575 | 26 | 45 | 45 | 45 | 40 | 0 | 40 | 40 | 40 | 40 | 2.6x |
Defiler 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 faster when resting on weeds. | 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 | ||||
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 | ||||
Emit Noxious Gas |
Emit Noxious Gas begins a channel that after a short amount of time begins to vent the selected reagent as a gas from your dorsal ports, you can move once the gas begins to vent. | 200 | 40 seconds | ||||
Defile |
Purges all chemicals in the victim and deals toxin damage equal to half the total unit of chemical purged from the victim's system multiplied by 2 for each unique xenomorph toxin in its system.
The victim also exudes a cloud of blood red Sanguinal smoke that scales in size with the amount of toxin damage dealt in this way. |
100 | 20 seconds | ||||
Reagent Slash |
Deals damage 4 times over 3.6s and injects 3u of selected reagent per slash. Can move while slashing. | 100 | 6 seconds | ||||
Inject Neurogas |
Inject an egg with neurogas, killing the facehugger, but filling it full with neurogas ready to explode. | 100 | 5 seconds | ||||
Lay Egg |
Makes you lay a hugger egg. | 200 | 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 Defiler, this primordial ability is Tentacle.
Ability | Description | Plasma Cost | Cooldown |
---|---|---|---|
Tentacle |
Allows the defiler to grab a tallhost or item from range and bring it towards the defiler. | 200 | 20 |
Defiler tips & tricks
- Your Defile ability is incredibly lethal to marines wearing the B18 body armor, as the armor's autodoc will constantly keep them on over 100u of various medicines. Any toxin plus a Defile will instantly put them out of the fight.
- You should always change your selected chemical between venting gas and using your reagent slash, as all toxins strengthen each other more than just adding more of one.
- Always start the channeling of your Noxious Gas Vent ability out of sight of marines, as if you move during the channel before you start to vent, you will have to wait the full cooldown period, consume plasma, and won't vent anything.
- You can operate as an assassin of sorts, against a marine with just about any weapon but a shotgun, due to your speed and Reagent Claws ability.
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, |