TGMC:Carrier

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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.


SUPPORT XENO

Carrier
Difficulty: Intermediate
Duties: Facehug as much marines as possible, spread weeds on the front lines, be the ultimate marine salt miner
Guides: no separate guides
Quote: "I love it when marines get stuffed by my facehuggers."


The Carrier

As the hive grew, the demand for a specialized xenomorph that mass produce facehuggers and adminster them onto new hosts. Before the arrival of this caste, all xenomorphs grabbed as much facehuggers as possible to reproduce more sisters and to induce psychogenic shock.

Playing the Carrier

The Carrier's main role is infecting marines with larva both on the front lines and with traps. You can store up to 10 facehuggers that are used for this purpose. The Carrier excels at increasing the population of the hive, and can bring a Xeno team back from the brink of defeat if the queen is killed and no drone is available. They can be dangerous in close quarters and can infect many marines in a heated firefight when supported by other castes, but are a support class and should never engage marines directly. Carriers are relatively slow and lack a reliable escape, so you can easily be chased down and killed if you're caught out of position.

You should always focus on keeping your hugger stores full when possible. To store facehuggers, create one from plasma using the spawn hugger ability or click on a full-grown egg with an empty hand to open it. The hugger will appear. Click on it to pick it up, and then click it while it's in your hand to store it. You will get a message that it's been stored along with how many huggers you have, and you can see the number of your stored huggers in the stats tab. Keep in mind that huggers outside of eggs will die after a short time, so do this quickly.

To throw a hugger, select retrieve/throw hugger by clicking on the button. This will not put a hugger into your hand, but leave it as your active ability. Using shift+click or middle mouse click, activate the ability and a hugger will enter your hand. You must then activate the ability again and click on a target or tile to throw the hugger. Activating the ability only once will not put the held hugger into throw mode (like an armed grenade) so make sure you press it again before you throw. Do not throw huggers using the throw UI button or R hotkey as they will only be thrown one tile.

After a facehugger is thrown, it has a brief cooldown before it will attach itself to a nearby host. If you hit a marine directly, this cooldown is .5 seconds. If it lands on a tile, the cooldown is 3 seconds, so remember that a direct hit on a marine will have a much higher chance of the hugger attaching.

If you aren't actively infesting, you should be making traps. To create a hugger trap, activate the create resin trap ability and then shift or middle-click where you want the trap to go. It will create an empty hole on the tile that you must fill with a hugger. Traps can be covered by trash and other detritus to trick marines into moving into them.

Carriers can also plant weeds and transport eggs using the retrieve egg ability. You can carry up to three eggs at a time. Do not forget about these useful abilities.

You are a Support caste and should not put yourself directly in harms way, though you are often most effective on or near the front lines due to your ability to spread weeds and create facehuggers from plasma. If you don't have anything better to do, place traps in random high-traffic areas. A hugger can stop a marine push dead in its tracks as they will think twice about pushing further so quickly. Carriers are also great at serving as a distraction while other xenos flank a group. If you facehug a marine, and cannot reach it to bring it back to the hive via Devour, don't fret. You likely have forced that marine to relieve themselves from combat to go get surgery on the Theseus. This is a good thing. Do not try to charge into a group of marines to grab one that you hugged.

Maturity Statistics and Evolution Paths

Carriers only have one path for evolution, the Defiler. Evolving to one can be good if you know how to play it well, but if the hive already has one or two, you would be better served staying as a carrier.

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.
  • Hugger Delay determines the delay before huggers will automatically latch onto a face.
  • Phero. 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 Hugger Delay Hugger Storage Egg Storage Phero. Strength
Young 250 500 17 15 15 15 15 0 5 5 15 5 2.5 4 3 1.5x
Mature
275 600 17 20 20 20 20 0 5 5 20 5 2.5 5 4 2x
Elder
300 700 20 25 25 25 25 0 7 7 25 7 2 6 5 2.3x
Ancient
325 800 20 30 30 30 30 0 10 10 30 10 1.5 7 6 2.5x

Carrier 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. Easy 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 Easy

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. Easy 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.

Click expand to view different resin types.

Default, does nothing extraordinary but is cheaper. 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.

N/A N/A



Emit Pheromones
Toggles to see your pheromones. Each pheromone uses 5 plasma every regeneration tick, which doesn't do much.
Click expand to view different pheromones.

Accelerates healing for health and plasma.

Increases armor and accelerates sunder recovery.

Файл:TGMC frenzy phenomones.pngg Increases movement speed.

5 per tick N/A



Create Resin Trap
This allows you to turn any regular "Weeds" tile/turf into a "Resin Hole" tile/turf, in which you can then place a facehugger in by clicking on the hole with a hugger in your hand. Easy 200
Файл:Retrieve egg.png
Retrieve Egg
This retrieves an Egg that you have stored within your carapace, allowing you to transport multiple eggs to the front lines. Easy N/A

Retrieve/Throw Hugger
This allows you to retrieve a hugger from your storage if you don't have one in hand, or throw the hugger currently in your hand at a targeted area. Huggers reset more quickly if you hit the marine directly. Hard N/A

Spawn Hugger
Creates a hugger using excess plasma stored in your body, placing it directly into your storage. Easy 100


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.
For the XENOMORPH, this primordial ability is XENO NEW ABILITY.

Ability Description Plasma Cost Cooldown
Файл:SOME PRIMORDIAL ICON
XENO PRIMO ABILITY
DESCRPTION N/A N/A


Carrier tips & tricks

  • You can hit a host directly with a thrown facehugger to have a high chance of infecting them near instantly.
  • Resin holes can be placed under trash for sneakier traps.
  • Even if the queen is dead, you can make facehuggers and keep the hive alive. Though pay mind to whether or not you are delaying in any given situation.
  • Pay attention to the hive's attacks, especially the Queen's screech, for the best opportunities to throw huggers. If a marine is dragged back, a quick hugger on them can ensure a capture.
  • Facehuggers will knock off all the face gear, meaning masks.


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