TGMC:Bull

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Версия от 14:03, 9 февраля 2022; imported>Qwerty4429 (Abilities to templates)
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Файл:DMCA Logo.png This page is a part of the TGMC wiki.

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


This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "WIP still adding stuff, also not many players like to play as bull"




Frontline Combat XENO

Bull
Difficulty: Hard
Duties: Plow marines out your way. Headbutt marines to the ground. Gore marine hearts.
Guides: N/A
Quote: Toro! Toro!


The Bull

The bull is a merger between the speed of a runner and the charge of a crusher, creating an effective front line hit and run caste.

Playing the Bull

When your charge is active, you will build up speed as you move forward in a straight line and you will hear a stomp sound as you begin to charge. You will do do damage to anyone you smash into, which will scale with your built up speed.

Charging will constantly drain your plasma, so keep an eye on it as you will return to normal speed if you run out of plasma. It can also be deactivated to save plasma while moving.

The bull is often misplayed by new bull players due to the assumption that the bull is a "budget crusher". This is the leading reason of death among bulls as they inevitably get stunned or gunned down after getting bodyblocked for being overconfident. You must always remember that shotguns and explosives can and will stun you and that also that you are NOT tanky and your healthpool is smaller than you think.

Now that we've got that out the way, how do you properly charge without dying? Before you charge, consider the following:

  • At who am I charging at? If they can stun you in close range, try to avoid them or use plow charge to minimize the risk of them stunning you.
  • What charge should I use? If you are charging at a dangerous group, use plow to try to rush in and rush out the other side of their force. Small group? Use headbutt to get a cheeky stun and some broken bones or gore for good damage.
  • If I by some chance get stunned, do I have an escape route? Plan for the worst and you might live after someone stuns you.

The last is likely the keystone of a good bull, as the hardest part of being a bull is not dealing damage, but staying alive after doing so.

Maturity Statistics and Evolution Paths

The Bull is a Tier 2 and can evolve into a Crusher.

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.
Age Health Plasma Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid
Young 250 200 19 25 35 25 25 0 25 25 35 25
Mature
275 250 19 30 40 30 30 0 28 28 40 28
Elder
300 260 21 35 45 35 35 0 30 30 45 30
Ancient
325 270 21 40 50 40 40 0 33 33 50 33
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 Charging
Toggles charging while moving. Speed and plasma consumption scales with how long you have been moving in one direction. Unable to charge diagonally. Upon contact with an entity, you will deal roughly 22.5 brute damage while still charging. Avg. 3 per tile N/A

Plow Charge
While activated, deals damage and throws anyone out of the way that you come into contact with while charging. Damage scales with charging speed. N/A N/A

Headbutt Charge
While activated, charges will fling the collider behind you, and stun them for about 2 seconds. Stun scales with charging speed. When collided, additionally skids you to a halt. N/A N/A

Gore Charge
While activated, charges will heavily damage who you collide with, making you skid to a halt. Along with the charging damage, it also applies your melee damage, resulting in around 65 brute at Ancient tier. N/A N/A


Bull's Abilities

Ability Description Plasma Cost Cooldown

Toggle Charging
Toggles charging while moving. Speed and plasma consumption scales with how long you have been moving in one direction. Unable to charge diagonally. Upon contact with an entity, you will deal roughly 22.5 brute damage while still charging. Avg. 3 per tile N/A

Plow Charge
While activated, deals damage and throws anyone out of the way that you come into contact with while charging. Damage scales with charging speed. N/A N/A

Headbutt Charge
While activated, charges will fling the collider behind you, and stun them for about 2 seconds. Stun scales with charging speed. When collided, additionally skids you to a halt. N/A N/A

Gore Charge
While activated, charges will heavily damage who you collide with, making you skid to a halt. Along with the charging damage, it also applies your melee damage, resulting in around 65 brute at Ancient tier. 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.

Ability Description Plasma Cost Cooldown

Toggle Charging (Agile)
Toggles charging while moving. Speed and plasma consumption scales with how long you have been charging. Upon contact with an entity, you will deal roughly 22.5 brute damage while still charging. Still charges after changing directions. Avg. 3 per tile N/A

Tips & Tricks

  • Sometimes it is good to take risks, such as risking a headbutt charge to knock over a heavily armored target for your sisters to slash and/or capture.
  • Your speed also makes you effective for flanks of the main marine force.
  • Always watch your lanes as a bull, make sure you enemies are in a nice clear and long lane, this is for both escaping and making sure you can build enough speed for good damage.
  • You are NOT a sieging caste, cades and tight spaces are you worst enemy, stay out of buildings unless you have a good charge lane and STAY OUT OF CLOSE QUARTERS COMBAT, you will die.
  • Your fellow hive mates will sometimes call you useless, don't be discouraged! You fill a niche that neither Runners nor Crushers can fill, you are a push breaking, marine harrassing, heavy weapons stopping machine!


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