Difference between revisions of "TGMC:Defiler"

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(Fixes an initial mistake in reading Transvitox code.)
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!style='border:1px solid #ffffff; background-color:#2a1852; padding: 10px;'|{{anchor|Transvitox}}[[File:Transvitox.png|64px]] <br> Transvitox <span style="color:#94FF00;background-color:white">▮</span>
 
!style='border:1px solid #ffffff; background-color:#2a1852; padding: 10px;'|{{anchor|Transvitox}}[[File:Transvitox.png|64px]] <br> Transvitox <span style="color:#94FF00;background-color:white">▮</span>
|style='border:1px solid #ffffff; background-color:#312d43; color: white; padding: 10px;' |Heals brute and burn wounds, while producing toxins.<br>Heals brute and burn damage equal to 40% of your total damage in exchange for toxin damage, with the exchange rate being 1 toxin for 0.4 brute and 0.4 burn.
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|style='border:1px solid #ffffff; background-color:#312d43; color: white; padding: 10px;' |Heals brute and burn wounds, while producing toxins.<br>Whenever you take damage while it's in your system, you heal a small portion of brute and/or burn damage equal to 40% of the damage taken in exchange for equal amounts of toxin damage. Converts damage up until 45 toxin damage, at which point it stops taking effect. Prioritizes healing brute damage until it's fully healed, with the remainder of healing flowing over to burn.
 
|style='border:1px solid #ffffff; background-color:#312d43; color: white; padding: 10px;'|0.4 units per tick
 
|style='border:1px solid #ffffff; background-color:#312d43; color: white; padding: 10px;'|0.4 units per tick
 
|style='border:1px solid #ffffff; background-color:#312d43; color: white; padding: 10px;'|N/A
 
|style='border:1px solid #ffffff; background-color:#312d43; color: white; padding: 10px;'|N/A

Revision as of 01:42, 12 March 2021

DMCA Logo.png This page is a part of the TGMC wiki.

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


UNDEFINED XENO
TGMC Defiler.png
Defiler

Difficulty: Medium
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Use Neurogas smokescreens to support pushes, and Defile sting to infect marines with quick bursting larvae.
Guides: This is the guide.
Quote: "It's baby time! Baby, you're the best, you're not like all the rest. It will be so much fun when you're the one that burst. No matter what you do I will be proud of you even if you receive a liberal arts degree!"


The Defiler

The Defiler is one of the most difficult support caste xenos to play, due to it's forced front line fighting, Requirement of knowing reagent uses, and low armor and health compared to other T3 xenos. Your defile sting is integral in getting quick infections on front lines, especially when the hive is without a carrier. You can place weeds, and your Emit Noxious Gas ability can lay down a smokescreen to allow xenos to push on fortifications that include turrets. If you master the defiler, you will be the thing marines have nightmares about when they sleep.

Playing the Defiler

As a Defiler, it's very important to maintain in your mind that you cannot take as much damage as any other T3. Losing a Tier 3 Xenomorph is always a big setback for the hive, due to Tier limitations, and the time it takes to reach Tier 3 for any xeno. Your Emit Noxious Gas ability is integral for xeno pushes, especially in the absence of a boiler, start your channel out of marine sight, then run in as soon as your gas begins to vent. Reagent claws can be extremely useful, if you know how to use it. Keep in mind Reagent Slash can be channeled even while moving, so if you stay close to the target, you can get your full 3 slashes. Your defile sting is a 3 sting channel that infects marines with a larva on the first sting, and injects neurotoxin and Larva growth serum on the others. This essentially forces the marine to get the larva out, taking them out of the field for a time, or suffer death. Death can come faster when you pump them full of reagents, as each reagent in their system increases the larva's growth speed. A good strategy is to run in with the queen and Reagent Slash marines as she is screeching, you can ensure they stay down much longer than the short amount of time they are normally incapacitated.

Reagents

The Defiler has the ability to use 3 different reagents, Neurotoxin, Hemodile, and Transvitox. The currently selected reagent is the one used by both Emit Noxious Gas and Reagent Slash abilities.

Name Description Metabolism Rate Overdose Threshold Critical OD Threshold
TGMC Neurotoxin.png
Neurotoxin
A debilitating nerve toxin. Impedes motor control in high doses. Causes progressive loss of mobility over time.
Causes progressively increasing pain and stamina loss, increasing after ticks 20 and 45. Additionally, purges medicines at a rate of 1u per tick.
On overdose, causes 0.5 toxin and oxy damage; critical overdose stops breathing.
0.4 units per tick 30u 60u
Hemodite.png
Hemodile
A stamina draining toxin. Causes increased stamina loss and slower movement.
Causes slowdown and makes you take additional damage in the form of 20% extra stamina damage whenever hit.
0.4 units per tick N/A N/A
Transvitox.png
Transvitox
Heals brute and burn wounds, while producing toxins.
Whenever you take damage while it's in your system, you heal a small portion of brute and/or burn damage equal to 40% of the damage taken in exchange for equal amounts of toxin damage. Converts damage up until 45 toxin damage, at which point it stops taking effect. Prioritizes healing brute damage until it's fully healed, with the remainder of healing flowing over to burn.
0.4 units per tick N/A N/A

The target will have a HUD indicator next to their health bar in the form of a colored dot which shows if the target has a reagent in them or not. You can then examine them(with shift-click)to see what reagents are in them exactly.

Maturity Statistics and Evolution Paths

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 250 800 17 x x x x TBH x x x x
Mature 270 900 17 x x x x TBH x x x x
Elder 290 1000 20 x x x x TBH x x x x
Ancient 325 1000 20 x x x x TBH x x x x

Defiler 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 faster when resting on weeds. 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
Plant weeds.png
Plant Weeds
Can only be placed on a tile that does not already have a resin sac, and cannot be placed on rock, grass, or catwalks. Easy 75
Emit neurogas.png
Emit Noxious Gas
Emit Noxious Gas begins a channel that after a short amount of time begins to vent the selected reagent as a gas from your dorsal ports, you can move once the gas begins to vent. Medium 200
Defiler sting.png
Defile
Channel to inject an adjacent target with larval growth serum. At the end of the channel your target will be infected. Easy 100
Reagent Slash.png
Reagent Slash
Deals damage 4 times over 3.6s and injects 3u of selected reagent per slash. Can move while slashing. Easy 30*
Inject Neurogas.png
Inject Neurogas
Inject an egg with neurogas, killing the facehugger, but filling it full with neurogas ready to explode. Easy 30*


Defiler tips & tricks

  • Your Defile Sting ability can easily overdose hosts. Do not sting if you have slashed them more than 2 times with Neurotoxin Reagent Claws, without waiting a small bit for the neuro to tick out of their systems. Unless you want to kill them.
  • The first sting of your Defile sting ability will infect marines with a larva, this will be an accelerated larva with a rough growth time of 3 minutes.
  • Neuro claws should only be used for 2 slashes of any capture capture gameplay is dead.
  • Always start the channeling of your Noxious Gas Vent ability out of sight of marines, as if you move during the channel before you start to vent, you will have to wait the full cooldown period, consume plasma, and won't vent anything.
  • You can operate as an assassin of sorts, against a marine with just about any weapon but a shotgun, due to your speed and Reagent Claws ability.


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