TGMC:Baneling

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Версия от 10:15, 15 октября 2023; imported>Dopamiin (partially complete)
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TGMC is a project based on the CM-SS13 codebase.


Harassment XENO

Baneling
Difficulty: Easy
Duties: Suicide bomb marines to your heart's content
Guides: no separate guides
Quote: "My main goal is to blow up, and then act like I don't know nobody."


The Baneling

A natural response to an ever-growing need for toxic gas that can get to areas too dangerous for a Defiler and without a straight firing line for a boiler, the baneling is the hive's most suicidal caste. By placing down its baneling pod, death is no longer something to be feared, but to be embraced, to enact devastating effects on the marine force.

How to bomb marines

As a baneling, you are fast, can ventcrawl, and unlike any other caste in the game, don't need to worry about death as long as you've placed down your pod. Keep your pod in a very safe place - if you die and don't have an active pod, you die for real! Note that if your pod gets destroyed and you were still respawning, you'll instead immediately be ejected with the health you had when you died - clever banelings sometimes intentionally put their pods in risky spots and explode at high health, counting on marines to destroy it and let them respawn earlier. This is incredibly dangerous, though.

Instead of attempting to explode the moment you get within range of a target, remember that you can slash them several times first. Many marines won't shoot at banelings at first, thinking they're just going to explode anyways, so you can often get in many free slashes this way!

Staying alive for long enough will grant you a respawn charge, up to two. Dying with a respawn charge will consume it and shorten your respawn cooldown to just thirty seconds instead of the normal 120.

Banelings can only slash or interact with most things while walking and not rolling - click the button in the bottom right to switch between the two.

By alt-clicking on a vent, you can surprise marines from unexpected angles in places too dangerous for other xenomorphs (such as behind a fortified position). Use this to your advantage.

The baneling has a choice between four different reagents to use when it explodes. Keep in mind that if you are killed rather than manually exploding, the resulting cloud is MUCH smaller, so always try to manually explode!

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. Effects incrementing at the 20th and 45th cycle (40 second and minute and a half mark).
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

Maturity Statistics and Evolution Paths

The baneling can evolve into a Spitter or Bull.

  • 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.
Health Plasma Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid
310 925 20 25 35 35 35 0 20 20 35 20

Baneling 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

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 Spitter, this primordial ability is meow.

Ability Description Plasma Cost Cooldown

meow
under construction. N/A N/A

Tips & Tricks

  • GUH?!


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