TGMC:Defender

Материал из MassMeta
Версия от 02:01, 26 ноября 2021; imported>Novaepee (→‎Maturity Statistics and Evolution Paths: Taking harm intent icon out of mauturity table since as a xenomorph, you don't need to be in harm intent to slash.)
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TGMC is a project based on the CM-SS13 codebase.


COMBAT XENO

Defender
Difficulty: Medium
Duties: Be the toughest tier 1 xeno, attract attention, but not too much yet.
Guides: no separate guides
Quote: "Defense! Defense! Defense!"


The Defender

The Defender is a combat caste, focused on being the "tank" of any group of tier 1 xenos, and one of the most lethal xenos at tier 1. Defenders ensure that they can endure dense firing lanes while hurting marines in the process of eating lead.

Playing the WALL

As a Defender, your expecatations are

  • Protecting boilers
  • Taking more shots to kill than any other xeno at tier 1 with crest defense, fortify, and regenerating skin
  • Stunning marines with tail sweep and forward charge
  • Comboing abilties with one's toolkit and with other xenomorphs

It is important for a defender to be able to combo its abilities together efficiently, or your damage will be severely limited. Learning about other xenomorphs' abilities and pushing with sisters help you punch out more damage for your buck.

You can still slash in fortify!!

After taking a chunk of lead, you will accumulate sunder, which you can heal by regenerating skin. While you do need to rest for your health, you don't need to worry about sunder.

Combos

Combo 1

  • Close distance between you and marine
  • Tail sweep when close
  • Crest Defense when dealing with marines' retaliation
  • Either Forward Charge to stun more or to retreat

Maturity Statistics and Evolution Paths

Defenders are born to evolve into Warriors and then eventually Crushers.
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.
  • Crest and Fortify are values that raise every soft armor value when the respective abilities are toggled on.
Age Health Plasma Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Crest Fortify
Young 260 150 17 30 30 25 20 60 20 20 30 20 22 50
Mature
280 175 17 33 33 28 25 60 25 25 33 25 26 52
Elder
300 190 21 35 35 30 28 60 28 28 35 28 30 55
Ancient
320 150 21 40 40 40 40 60 30 30 40 30 30 55

Defender 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 only when resting on weeds and will also regenerate plasma faster. N/A N/A

Psy Drain
Grants the hive a minimum of 30 psychic points and 1/8 of a larva. Psychic points scales with the server population, with a maximum of 90 with fewer players connected. 100 N/A

Crest Defense
Raises your armor values while sacrificing 20% movement speed. See the armor values table above. N/A 1 second

Fortify
Increases your armor greatly, but you're unable to move while in this state. You can still slash at objects and players, though. N/A 1 second

Forward Charge
Charge up to 4 tiles in the direction you click in, knocking over sentries and tables, but unable to go through other humanoids. Can be used while in a defensive stance, taking you out of one. 80 10 seconds

Tail Sweep
Attacks all humanoids in around the user in a radius. Deals melee and stamina damage to those hit, knocking them over. Can be used while in a defensive stance, but uses double the plasma. 35 12 seconds

Regenerate Skin
Restores 25 brute and 25 burn, and resets sunder. Can't be used while on fire, but it can be used while in a defensive stance. 160 1 minute

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 Defender, this primordial ability is Centrifugal Force

Ability Description Plasma Cost Cooldown

Centrifugal Force
Spins you around in a radius, making you travel to adjacent tiles, with the additional actions of Tail Sweep. Can use while crested, but not fortified, and uses double the plasma. Does not end until you've expended all plasma. 15 per sweep 30 seconds

Defender tips & tricks

  • Always try to eat bullets for your xeno buddies.
  • If you're just purely tanking for the boiler, hit that FAT fortify.
  • If you're covering other xeno's retreat, HIT THAT FAT CREST BUTTON


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