TGMC:Defiler

Материал из MassMeta
Версия от 23:11, 12 мая 2023; imported>Shelteredfreak (→‎Reagents: Gotta fix my mistakes where they appear, I really should've used preview before I hit save)
Перейти к навигации Перейти к поиску
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: "Come back to the gas chamber. This is not a request."


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)
  • Purging all of the chemicals in a marine with defile
  • 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.

Name Description Metabolism Rate

Neurotoxin
A debilitating nerve toxin. Can cause jittering and vision problems if left to sit.
Causes progressively increasing pain and stamina loss. Pain incrementing at the 20th and 45th cycle
Doesn't overdose.
0.4 units per tick

Hemodile
Impedes motor functions and muscle response, causing slower movement.
Causes heavy slowdown that gets doubled in the presence of other toxins. Intensity of slowdown greatly increasing with each unique toxin.
0.4 units per tick

Transvitox
Converts burn damage to toxin damage over time, and causes brute damage received to inflict extra toxin damage, effectively increasing the damage of slash attacks.
Every tick, converts burn damage to toxin damage equal to 1/4th the current cycle, doubling the rate for each xeno-based toxin in the bloodstream.
Whenever damage is taken, additional toxin damage is taken equal to 1/10th the current brute loss or damage taken (after armor), whichever is lesser. This is multiplied by xeno-based toxins in the same way the burn conversion is.

The toxin damage has a max of 180 total.

0.4 units per tick

Ozelomelyn
Purges chemicals at a rate of 5u per tick and deals 0.75 toxin damage per tick.

The toxin damage has a max of 40 total.

1.5 units per tick

Sanguinal
Causes brute damage and bleeding, with different damage types being done by other xenomorph reagents inside the target (Stamina for Hemodile, Toxin for Neurotoxin and Burn for Transvitox). 0.4 units per tick

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. Note that this will only show you xenomorph reagents, not marine chems.

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 300 400 23 30 30 30 30 0 30 25 30 1.7x
Mature
325 500 23 35 35 35 30 0 35 30 35 2x
Elder
350 550 26 40 40 40 35 0 38 35 38 2.1x
Ancient
375 575 26 45 45 45 40 0 40 40 40 2.6x

Defiler 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

Toggle 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. N/A 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.
Depending on caste:
Drone Drone and Sentinel Sentinel have weakest acid. Takes 8 minutes for a regular wall. Cannot be used on reinforced walls.
Hivelord Hivelord, Shrike Shrike, Spitter Spitter, and Praetorian have common acid. 3 minutes for a regular wall. Cannot be used on reinforced walls.
Boiler Boiler, Queen Queen, and King King have strongest acid. Any wall is taken down in about one and a half minute.
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.

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.

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.
Pheromones:
Accelerates healing for health and sunder.
Increases armor and accelerates sunder recovery.
Increases movement speed.
Castes Ranking from lowest to highest:
Drone Drone - 2.0, Carrier Carrier - 2.5, Defiler Defiler - 2.6, Hivelord Hivelord - 3.0, Shrike Shrike - 3.0, Hivemind - 4.0, Praetorian Praetorian - 4.5, Queen Queen and Pheromone Towers - 5.0, and finally King King - 6.0
30 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
Enables your slashes to inject toxins directly into the target. Lasts 4 seconds, allowing 3 slashes to inject 7u each, for a total of 21u. 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 Guide

  • Firstly, setup a hotkey to cycle through reagent selection. Defile only cares about whether a xeno reagent is inside, not the amount of it, so defiling 20u hemo + 1u neuro results in as big of a defile cloud as 1u hemo + 1u neuro + 19u bica. As a result, there really isn't a reason to not juggle different reagents for emitting gas and reagent slash.
  • Ideally, you should have frenzy pheromones on when engaging. Most of the time, the Queen's going to be on Recovery, so you'll have to emit Frenzy for yourself.
  • Neurotoxin isn't super useful. It takes time for the effects to kick in, and in the meantime, it can be purged by four different medications: dylovene, ryetalyn, synaptizine, and not to mention, hyperzine. You can disperse a much larger amount of neuro than a Sentinel, so if marines are bald enough to not know how to purge chems, you can make it work.
  • Ozemolyn is decent if you're not very confident in landing a defile, you can run into the ungaball and force the medics to remed their patients, it's super annoying.
  • If you want to be really greedy, delay defiling until the last moment to give the medics a headache.

Defiling

  • When it comes to securing kills with defile, your bread and butter are hemodile and transvitox. The strength of the defiler is that while it is strongest in a 1v1 situation, you can artificially create one using your smoke, driving the other marines within the ungaball away.
  • Firstly, you emit hemodile gas, and once you've started emitting, you run into the edge of the ungaball on help intent, trying to pick out a marine that's appreciably far enough from the center. While you're doing so, you cycle your reagent into transvitox, and activate reagent slash. You shuffle the marine behind you, switch to harm intent, and get at least one slash on using Reagent Slash. Now, you switch back to help intent, and shuffle them in preparation for defile (the shuffling is so that you have an accurate gauge on their next movement tick, and they might panic try to run into you). Important: Don't try to defile before giving your target another reagent in addition to hemodile, you'll waste your defile, and by the time the cooldown resets, your gas cloud will have dispersed, and you'll probably have run out of plasma. Simplified, it's emit hemodile --> slash transvitox --> shuffle and defile.
    • If your target is at about full health, and wearing LIGHT armor, then you'll have to determine the case if you want to hit a defile.
      • If you don't think that you can take a prolonged engagement (such as aim mode marines firing into the smoke), you can diagonally shuffle and try to get a theoretically (I think?) guaranteed defile, but the margin of error is very small. In such cases, I usually find it easier to cardinally shuffle and then hope that they keep trying to run through your body.
      • Otherwise, this is the benefit of transvitox reagent slash, you keep shuffling and slashing them until they either scream or your gas is about to run out, at which point you cardinally shuffle and then defile.
    • If your target is wearing medium, heavy, B18, Tyr, Valk, Surt, is at orange or red health, has another xeno toxin in their system, is wielding their gun (especially one with a high slowdown), or has run out of stamina, you can get away with immediately cardinally shuffling them and then getting a guaranteed defile.
  • Don't target marines with jetpacks, as they can jetpack away, and don't target marines with access to stagger, as that interrupts your defile, interrupts your gas cloud, and generally paints a target on your back for the ungaball. I believe that the threshold for stagger is about two tiles for buckshot, and three tiles for slugs, Leicester shots, and Martini shots. Rocket sledge adds a 1 second stun to the mix, and pepperballs are actually really annoying because the aforementioned sequence consumes most of your plasma, so it might lose you your defile.
  • Unless your target's neck-deep in premeds, ozemolyn usually increases the potency of the defile, for any drones / shrikes out there.
  • Ditto for neuro, if you can convince a Sentinel friend to tag along, it greatly enhances your killing power, especially for those without meds in their system.
  • You can tag along with a stun caste (prae, shrike, queen, bull), and take advantage of their stuns. Personally, it throws me off my rhythm, as stunned marines, upon getting up, can instantly move, regardless of hemodile or stamina or whatever. Therefore, I find that attempting to land a cheap defile often results in it being wasted, but your mileage may vary. Usually, I use these situations to engage and to initialize the sequence detailed above, with the added benefit that my target's already a bit bruised.
  • Tentacle is an absolute crutch, your primo's busted. Probably the biggest power spike of all the primo t3s. I think that the stun / root from tentacle might not be intended, but don't tell the c*ders.
    • One of the issues that you had before primo was that your reagent slash and defile would recharge before your gas cloud did, yet all your engagements are essentially preconditioned on emitting gas. With tentacle, you have another order of events, tentacle --> hemodile reagent slash (don't bump-slash them, and only slash once!) --> defile, with plenty of leeway. Conveniently, if you tentacle, reagent slash, and defile as they come off cooldown, they recharge at around the same time you can emit gas again.
    • Not only does it double your ability to land defiles, tentacle also changes your strategy in gas cloud defiling. Most importantly, you can now select your targets rather than opportunistically taking the stragglers. Your new main line is to gas the edge of the ungaball with hemodile, snatch a medic, static name, or a B18 with tentacle, slash them once with transvitox, and then defile them. Not only is this much less straining when it comes to reaction time and having to switch intents, it also enables you to engage light armor marines, shotgunners, and jetpackers without fear of missing your defile or getting staggered (disclaimer, I've run out of plasma doing this before, the combo's very close to your plasma cap. I think this might not be achievable off-weeds, and you'll probably have to turn off pheros to squeeze out every last drop of plasma. Alternatively, you can skip the reagent slash, if you're able to single out the premedders, you can get just as big of a defile cloud).
      • Also funnily, vesters cope and seethe upon being yoinked into gas, since they can't activate their vests within it.


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