TGMC:Hivemind
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TGMC is a project based on the CM-SS13 codebase. |
Statistics and Evolution Paths
The Hivemind cannot evolve nor devolve. Once you become a hivemind, you are permanently stuck as one.
Health | Plasma | Slash Файл:Intent Harm.png | Speed | Melee | Bullet | Laser | Energy | Bomb | Bio | Fire | Acid | Pheromone Strength | |
Physical Manifestation |
100 | 600 | 0 | -3.0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4x |
Unmanifested |
100 | 600 | 0 | -1.5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4x |
Hivemind |
600 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
The Hivemind
After the Hive experimented with psychic potential from the sacrifices of many humans and xenomorphs' lives, they have created a caste like no other, one that have acquired heightened cognitive power to expand the resin world with its mind.
The Hivemind is the only semi-corporeal xenomorph that supports the hive by building resin buildings, planting weeds, and healing critical/wounded xenomorphs. While marines recognized the hivemind's physical manifestation and shoot it down ONLY for it to come back, they must use a structure tracker to find the hivemind's core.
The almost immortal Drone
Do not let any marines find your core. This spells game over for you.
Ensure that before evolving into a hivemind, you as a drone do the following:
- make resin walls that prevent marines from seeing your glow easily; Hivemind core glows, so don't make it easy for marines to see your glow
- go deep into caves that is not the frontline
- ask queen for hive leadership since hivemind cannot get assigned to hive leadership
To receive xenomorphs' assistance, have a Hivelord build a tunnel and plant acid wells near you. The acid wells will alert them that marines are nearby, and tunnels let xenomorphs quick travel to ward off marines from your core.
The hivemind has two states: incorporeal and manifested.
While incorporeal, you don't have access to any of your abilities. You can manifest on weeds, but this body of yours will be very fragile (literally 100 HP). If marines shoot and destroy your manifested form, you are ejected back to your incorporeal state. You will remain in the incorporeal mode until you recover all your manifested health.
The responsibilities of the hivemind are but not exclusive to:
- Weeding for the hive
- Building resin defense
- Relaying hive about marines' locations
- Notifying hive about marines' flanking and potential xenomorphs flanks
- Gathering minions for the true xenomorph hoard
- Saving critically wounded xenomorphs
- Blocking off marines' retreat
The Queen gives up her overwatch role, but not her overwatch ability, to the Hivemind. You protect the hive with information that can be weaponized, quick reflex to heal horizontal xenomorphs, and building walls to block marines' retreat (or accidentally your own sisters' retreat).
Hivemind Abilities
Ability | Description | Plasma cost |
Recharge | ||||||
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 | ||||||
---|---|---|---|---|---|---|---|---|---|
Secrete Resin |
Builds structures, which can be chosen by clicking on the ability while it's active. More in Guide to resin construction | 50-150 | 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 | ||||||
Psychic Whisper |
Allows you to demoralize marines telepathically; truly the peak of psyops | N/A | N/A | ||||||
Psychic Cure |
A powerful heal that heals an adjacent target for 10 damage + 37.5% max health while regenerating 10% sunder.
Healing scales with regeneration pheromones. |
200 | 60 sec | ||||||
Transfer Plasma |
Transfers your plasma to a fellow xenomorph, giving them up to 200 plasma. | 0-200 | N/A | ||||||
Return to Core |
Teleport back to your core. | N/A | N/A | ||||||
Manifest |
Change from your incorporal form to your physical on and vice-versa. | N/A | N/A | ||||||
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 |
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, |