Difference between revisions of "TGMC:Crusher"

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|duties = Tear down marine defenses, provide crowd control, stomp on horizontal marines, play minesweeper, and chuck marines out from cover and into the loving arms of your fellow xenomorphs.
 
|duties = Tear down marine defenses, provide crowd control, stomp on horizontal marines, play minesweeper, and chuck marines out from cover and into the loving arms of your fellow xenomorphs.
 
|guides = no separate guides
 
|guides = no separate guides
|quote = "I will crush you."
+
|quote = "New breach, 3 turrets and a mortar crushed to dust."
 
}}
 
}}
 
<br>
 
<br>
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*Charge through lines of marines, knocking them over and making them vulnerable to your allies.
 
*Charge through lines of marines, knocking them over and making them vulnerable to your allies.
 
*Stomp horizontal marines, inflicting serious injury.
 
*Stomp horizontal marines, inflicting serious injury.
*Toss cadehugging marines out from behind barricades using Crest Toss.
+
*Toss cadehugging marines out from behind barricades using Crest Toss. Ideally into the clutches of a waiting [[TGMC:Shrike|Shrike]].
 
*Use Crest Toss to throw marines out of position or away from your injured allies.
 
*Use Crest Toss to throw marines out of position or away from your injured allies.
 
*Act as a highly potent bruiser, capable of taking heavy damage and dealing it right back at your foes.
 
*Act as a highly potent bruiser, capable of taking heavy damage and dealing it right back at your foes.
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*Keep in mind that while you are very strong and durable, you are less strong and durable than you think and focused fire will quickly kill you.
 
*Keep in mind that while you are very strong and durable, you are less strong and durable than you think and focused fire will quickly kill you.
 
<br>
 
<br>
While your '''Charge''' ability is active, you will begin to build up speed after traveling 7 tiles (one screen length) in a straight line. As soon as your Charge triggers you will make a stomping sound that both you and marines can hear. As long as you continue to move in straight line you will steadily gain more momentum and speed until you reach your maximum speed. The more momentum you build up, the more damage you will do to anything you collide with. Using charge you are able to run through weaker objects like tables, lockers, window frames, etc. but these objects are capable of slowing you or even stopping you if you have not built up enough speed. In general you want to take advantage of long straight corridors in which to charge through so you can maximize your effectiveness, but even without that you can still knock down marines and steadily tear up marines even with a weaker charge.
+
While your '''Charge''' ability is active, you will begin to build up speed after traveling 7 tiles (one screen length) in a straight line. As soon as your Charge triggers you will make a stomping sound that both you and marines can hear. While in this state you are immune to staggering effects. As long as you continue to move in straight line you will steadily gain more momentum and speed until you reach your maximum speed at 14 tiles. The more momentum you build up, the more damage you will do to anything you collide with. Using charge you are able to run through weaker objects like tables, lockers, window frames, etc. but these objects are capable of slowing you or even stopping you if you have not built up enough speed. In general you want to take advantage of long straight corridors in which to charge through so you can maximize your effectiveness, but even without that you can still knock down marines and steadily tear up marines even with a weaker charge.
 
<br>
 
<br>
 
There are a few important things to keep in mind while charging.  
 
There are a few important things to keep in mind while charging.  
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*Remember the '''help intent''' shuffle. You will often be charging into groups of marines that will try to body block you to prevent your retreat. You can't be body blocked as long as you are on '''help intent''', as it forces the marine to switch tiles with you. Switch to help intent as you try to move away from the marines and you will be able to freely move.
 
*Remember the '''help intent''' shuffle. You will often be charging into groups of marines that will try to body block you to prevent your retreat. You can't be body blocked as long as you are on '''help intent''', as it forces the marine to switch tiles with you. Switch to help intent as you try to move away from the marines and you will be able to freely move.
 
*Be mindful of what you are charging into, the help intent shuffle will not save you from particularly dense crowds of marines or serious hazards.
 
*Be mindful of what you are charging into, the help intent shuffle will not save you from particularly dense crowds of marines or serious hazards.
*Razor wire will shred you if you charge over it, so be mindful of where it has been deployed.
+
*Razor wire will ensnare and slow you if you charge over it, so be mindful of where it has been deployed.
 
*Plasteel barricades are one of your greatest threats. Marines may open the barricade as you charge into it in order to let you inside their fortifications, before closing the barricade behind you. At this point you are trapped and will is most situations quickly get gunned down unless there is another opening to escape through. If it all possible focus down metal barricades or sandbags instead.
 
*Plasteel barricades are one of your greatest threats. Marines may open the barricade as you charge into it in order to let you inside their fortifications, before closing the barricade behind you. At this point you are trapped and will is most situations quickly get gunned down unless there is another opening to escape through. If it all possible focus down metal barricades or sandbags instead.
 
<br><br>
 
<br><br>
'''Stomp''' and '''Crest Toss''' are your other abilities used for crowd-control and securing kills for your allies. They are absolutely lethal in a one-on-one fight and you will be able to defeat almost any single marine when you're familiar with the Crusher's abilities.<br>
+
'''Stomp''' and '''Crest Toss''' are your other abilities used for crowd-control and securing kills for your allies. They are moderately lethal in a one-on-one fight and you may be able to defeat marines lacking a shotgun when you're familiar with the Crusher's abilities, but it is always better to have backup.<br>
'''Stomp''' is an ability intended for use when standing on top of a horizontal marine. On activation you will crush the marine beneath your feet inflicting a ton of damage. '''Stomp''' will also knock down any marines that happen to directly adjacent to you. This ability pairs very well with both Charge and Crest Toss as both abilities knock marines over into the horizontal state. Other castes such as shrike are also good at knocking marines over and making them vulnerable to '''Stomp'''. Work well with your fellow xenomorphs and you will be incredibly effective.
+
'''Stomp''' is an ability intended for use when standing on top of a horizontal marine, or multiple, even if they manage to stand up while you share the tile. On activation you will crush the marine beneath your feet inflicting a ton of damage. Other castes such as [[TGMC:Praetorian|Praetorian]] are also good at knocking marines over and making them vulnerable to '''Stomp'''. Work well with your fellow xenomorphs and you will be incredibly effective.
 
<br>
 
<br>
 
'''Crest Toss''' throws a target that's directly in front of you over your head, sending them flying a few tiles behind you while on any other intent other than '''harm intent'''. This ability can even be used '''across barricades''', tossing the marine out of cover and making them vulnerable to your allies. On '''harm intent''' the ability will instead throw the target a few tiles away from you, which can be incredibly useful for getting a marine away from a heavily injured ally. You can also use '''Crest Toss''' on xenomorphs. Think about it.
 
'''Crest Toss''' throws a target that's directly in front of you over your head, sending them flying a few tiles behind you while on any other intent other than '''harm intent'''. This ability can even be used '''across barricades''', tossing the marine out of cover and making them vulnerable to your allies. On '''harm intent''' the ability will instead throw the target a few tiles away from you, which can be incredibly useful for getting a marine away from a heavily injured ally. You can also use '''Crest Toss''' on xenomorphs. Think about it.
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|-
 
|-
 
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Stomp.png|64px]]<br>Stomp
 
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Stomp.png|64px]]<br>Stomp
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Inlicts a lot of damage on targets you are standing on. Knocks down all adjacent targets down and tosses them a tile away, and inflicts stamina to targets up to 2 tiles away.||style="background:#312d43; color: white; border:3px solid #ff7e00"|100||style="background:#312d43; color: white; border:3px solid #ff7e00"| 20 Seconds
+
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Inlicts a lot of damage on targets you are standing on.||style="background:#312d43; color: white; border:3px solid #ff7e00"|100||style="background:#312d43; color: white; border:3px solid #ff7e00"| 20 Seconds
  
 
|-
 
|-
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=Tips & Tricks=
 
=Tips & Tricks=
*Your charge is just as good at destroying marine squads as it is breaking down barricades, but be careful how you use it. Don't be afraid to pull back before you charge through a group of marines if there are too many and it looks like you could be trapped. Play carefully and remember to use stomp and crest toss to get yourself out of a bad position.
+
*Your charge is just as good at destroying marine squads as it is breaking down barricades, but be careful how you use it. Don't be afraid to pull back before you charge through a group of marines if there are too many and it looks like you could be trapped. Play carefully and remember to use help intent and crest toss to get yourself out of a bad position.
 
*Young Crushers often die from being overconfident. Xenomorphs grow stronger as they age, so be careful and stay alive—you are a very valuable asset to your hive and become very durable as you mature.
 
*Young Crushers often die from being overconfident. Xenomorphs grow stronger as they age, so be careful and stay alive—you are a very valuable asset to your hive and become very durable as you mature.
 
*Crushers are very strong fighters overall, so don't be afraid to fight alongside other melee castes. You don't always have to be ramming things.
 
*Crushers are very strong fighters overall, so don't be afraid to fight alongside other melee castes. You don't always have to be ramming things.
 
<br>
 
<br>
 
{{TGMC-Jobs}}
 
{{TGMC-Jobs}}

Revision as of 10:21, 9 May 2021

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UNDEFINED XENO
CrusherTGMC.png
Crusher

Difficulty: Intermediate
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Tear down marine defenses, provide crowd control, stomp on horizontal marines, play minesweeper, and chuck marines out from cover and into the loving arms of your fellow xenomorphs.
Guides: no separate guides
Quote: "New breach, 3 turrets and a mortar crushed to dust."


The Crusher

The Crusher is a well armored bruiser and a valuable siege-breaker capable of destroying fortifications. The Crusher leads front-line assaults, smashing through almost anything in its path.

Playing the Crusher

You are a caste vital for tearing down heavy fortifications and serving as a highly effective frontline troop capable of making openings for other xenomorphs to take advantage of. Your main objectives are:

  • Charge into barricades, walls, sandbags, and sentries to damage and destroy them.
  • Charge through lines of marines, knocking them over and making them vulnerable to your allies.
  • Stomp horizontal marines, inflicting serious injury.
  • Toss cadehugging marines out from behind barricades using Crest Toss. Ideally into the clutches of a waiting Shrike.
  • Use Crest Toss to throw marines out of position or away from your injured allies.
  • Act as a highly potent bruiser, capable of taking heavy damage and dealing it right back at your foes.
  • Deliberately set off mines. You have the most explosive resistance of any caste and will take very little damage from them.
  • Keep in mind that while you are very strong and durable, you are less strong and durable than you think and focused fire will quickly kill you.


While your Charge ability is active, you will begin to build up speed after traveling 7 tiles (one screen length) in a straight line. As soon as your Charge triggers you will make a stomping sound that both you and marines can hear. While in this state you are immune to staggering effects. As long as you continue to move in straight line you will steadily gain more momentum and speed until you reach your maximum speed at 14 tiles. The more momentum you build up, the more damage you will do to anything you collide with. Using charge you are able to run through weaker objects like tables, lockers, window frames, etc. but these objects are capable of slowing you or even stopping you if you have not built up enough speed. In general you want to take advantage of long straight corridors in which to charge through so you can maximize your effectiveness, but even without that you can still knock down marines and steadily tear up marines even with a weaker charge.
There are a few important things to keep in mind while charging.

  • Charging will constantly drain your plasma, so manage it carefully as you will stop charging as soon as you run out of plasma. You can deactivate your Charge ability in order to conserve your plasma when you aren't charging.
  • Remember the help intent shuffle. You will often be charging into groups of marines that will try to body block you to prevent your retreat. You can't be body blocked as long as you are on help intent, as it forces the marine to switch tiles with you. Switch to help intent as you try to move away from the marines and you will be able to freely move.
  • Be mindful of what you are charging into, the help intent shuffle will not save you from particularly dense crowds of marines or serious hazards.
  • Razor wire will ensnare and slow you if you charge over it, so be mindful of where it has been deployed.
  • Plasteel barricades are one of your greatest threats. Marines may open the barricade as you charge into it in order to let you inside their fortifications, before closing the barricade behind you. At this point you are trapped and will is most situations quickly get gunned down unless there is another opening to escape through. If it all possible focus down metal barricades or sandbags instead.



Stomp and Crest Toss are your other abilities used for crowd-control and securing kills for your allies. They are moderately lethal in a one-on-one fight and you may be able to defeat marines lacking a shotgun when you're familiar with the Crusher's abilities, but it is always better to have backup.
Stomp is an ability intended for use when standing on top of a horizontal marine, or multiple, even if they manage to stand up while you share the tile. On activation you will crush the marine beneath your feet inflicting a ton of damage. Other castes such as Praetorian are also good at knocking marines over and making them vulnerable to Stomp. Work well with your fellow xenomorphs and you will be incredibly effective.
Crest Toss throws a target that's directly in front of you over your head, sending them flying a few tiles behind you while on any other intent other than harm intent. This ability can even be used across barricades, tossing the marine out of cover and making them vulnerable to your allies. On harm intent the ability will instead throw the target a few tiles away from you, which can be incredibly useful for getting a marine away from a heavily injured ally. You can also use Crest Toss on xenomorphs. Think about it.

Maturity Statistics and Evolution Paths

The Crusher is a Tier 3 caste and does not evolve further.

Maturity increases stats as follows.

  • Slash the damage dealt when slashing marines. In the code, it is referred to as melee_damage.
  • Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values representing the percent reduction in damage received of that type. Most relevant in most cases are the "melee, bullet, laser, bomb, and fire" values.
Age Health Plasma Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid
Young 325 200 21 70 60 60 60 80 80 80 60 80
Mature 345 300 21 75 65 65 65 80 90 90 65 90
Elder 370 400 24 80 70 70 70 80 95 95 70 95
Ancient 400 400 24 90 75 75 75 80 100 100 75 100

Crusher 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 or get up from rest. You will only heal while resting on weeds and will additionally regenerate plasma faster. N/A N/A
TGMC Headbite.png
Psychic Drain
This ability is used on dead marines. Every dead marine your hive uses psychic drain on will give some psychic points and contribute towards new larva. 100 Easy
Stomp.png
Stomp
Inlicts a lot of damage on targets you are standing on. 100 20 Seconds
Ready charge.png
Toggle Charging
Toggle your charge on or off. Toggling off allows you to conserve plasma or avoid making the stomping noises you make when charging. N/A N/A
Crest toss.png
Crest Toss
Throws an adjacent target behind you, sending them flying up to 5 tiles away and doing damage. Works across barricades. If on harm intent, Crest Fling will instead throw the target away from you. 100 18 Seconds

Tips & Tricks

  • Your charge is just as good at destroying marine squads as it is breaking down barricades, but be careful how you use it. Don't be afraid to pull back before you charge through a group of marines if there are too many and it looks like you could be trapped. Play carefully and remember to use help intent and crest toss to get yourself out of a bad position.
  • Young Crushers often die from being overconfident. Xenomorphs grow stronger as they age, so be careful and stay alive—you are a very valuable asset to your hive and become very durable as you mature.
  • Crushers are very strong fighters overall, so don't be afraid to fight alongside other melee castes. You don't always have to be ramming things.


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