TGMC:Bull

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Revision as of 16:13, 5 April 2021 by Tupinambis (talk | contribs) (Corrected a few maturity spreadsheet values.)
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TGMC is a project based on the CM-SS13 codebase.


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UNDEFINED XENO
Bull TGMC.png
Bull

Difficulty: Hard
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
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 TBH 33 33 50 33

Bull's Abilities

Ability Description Plasma Cost Cooldown
Bumpattacktoggle.gif
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
Resting.png
Rest
This ability is used to rest and get up. You will heal only when resting on weeds and will also regenerate plasma faster. Easy N/A
TGMC Headbite.png
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
Ready charge.png
Toggle Charging
Toggle your charge on or off. Toggling off allows you to save plasma but you will move at normal speed. Intermediate N/A
Bull charge.png
Plow Charge
The plow charge is similar to the crusher charge, as it deals damage and throws anyone hit out of your way. Intermediate N/A
Bull headbutt.png
Headbutt Charge
The headbutt charge, when it hits a host, stops your charge while trowing the target away from you, knocking them down and dealing some damage. Hard N/A
Bull gore.png
Gore Charge
The Gore charge, when it hits a host, stops your charge while dealing a large amount of damage dependant on your charge speed. Hard 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

TGMC PFC Jim.png
TerraGov Marines

Ranks

Command Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
Vehicle Crew Assault Crewman, Transport Crewman
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Doctor, Researcher
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon Combat robots, Synthetic, AI
Xenomorphs

Playtime

Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, 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