TGMC:Boiler

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

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


UNDEFINED XENO
DMCA Boiler.png
Boiler

Difficulty: Hard
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Long range gas bombardments
Guides: no separate guides
Quote: "I CAN'T FIRE IF YOU KEEP BUILDING WALLS IN MY WAY"


Statistics and Evolution Path

The Boiler is a Tier 3 and cannot evolve further.

  • 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.
  • Speed is calculated inversely, meaning the lower speed value you have, the faster you are. Xenomorphs are always running, meaning they have a -1.0 boost added to their base speed. (Chart displays running speed)
Health Plasma Slash Intent Harm.png Speed Melee Bullet Laser Energy Bomb Bio Fire Acid Gas Radius
Base 325 1000 20 -0.9 45 45 45 45 0 35 45 35 4

The Boiler

The Boiler is the long ranged artillery unit of the hive. As the boiler you have the ability to launch globs of acid and nuerotoxin at extreme range. With slow movement speed and health, good positioning is essential to being effective and staying alive.

Playing the Boiler

Welcome to making marines angry for not being able to hit you with their bullets when you fart on their FOB. Since you are a T3 caste, you have to maintain these responsibilities:

  • Obscure marines' line of sight with gas when being very, very far away
  • Assault their FOB
  • Disrupt marines' push with area denial
  • Avoid engaging with marines and their rifles
  • Slip away from mortar shells, OB, CAS, and railgun
  • Ensure xenomorphs' flank, AND YOURS!, are safe
  • Open up and tear open marines' flank with your acid on reinforced walls

As the boiler your role is to stay back and bombard marines from range. The best areas to bombard are large and open areas with unobstructed lines of sight. Make sure that you are always with the main force of aliens both on offense and defense as you are extremely weak on your own, and you should try and remain in the back-line and close to weeds for plasma regeneration. However, boilers who can get close to marine fortifications will be rewarded with an opportunity to use the strongest corrosive acid in the game that will quickly destroy any barriers marines throw up.

The bombard ability is the Boiler's primary means of attacking marines and helping the hive. After a short time remaining stationary you gain the ability to fire a single glob of gas at long range. This glob can either be a damaging acid or a stunning neurotoxin. The glob will fly through the air to the point at which you aimed and upon reaching that point explode into a cloud of gas.

Firing the globs requires a few seconds until it will fire, before you fire make sure that the trajectory from you to the target is completely clear, if the glob hits something in the way it will explode there instead of on the target causing your gasses to not hit their mark. Your globs can hit marines, structures, and even other aliens causing them to miss their target. Globs can also deviate from where you aim and hit something unintended along the way.

  • Acid globs are extremely useful, not only can they do damage to a large area of marines, but they also do damage to fortifications and turrets. Hitting a marine directly with the glob will cause a significant amount of extra damage so take your shots carefully.
  • Neurotoxin globs are powerful tools for slowing down marines. The gas blinds and deafens marines reducing their combat ability considerably. These effects are powerful but do not last long, make sure you coordinate with the combat castes before you launch a blob.



The Toggle Long Range Sight ability gives the boiler a huge advantage in ranged combat. After a few seconds of remaining stationary you gain extended vision in the direction you are currently looking. Using this in conjunction with bombard is essential to being an effective boiler and will allow you to fire globs at the marines from distances at which most of them will not be able to see you. Lowering the chances of retaliation and increasing your effective range, enhanced vision will be the butter to your bombard bread.

The acid spit ability is a boilers last resort. Shooting a line of acid out that will slip anyone it hits and deal significant damage, the acid spit is your escape tool if marines manage to flank your position and catch you off guard. Its cooldown, charge time, and high plasma cost mean you may only get one shot to knock down the marines and run to safety so make sure you aim carefully.

The corrosive acid ability is the strongest out of any caste. After a short channel time you can slob acid on any object or fortification (specifically reinforced walls) directly next to you; over time this acid will destroy the target depending on how tough it is. While other castes also have this ability, the boiler's acid is the strongest so consider using some of your precious plasma to help open up a flank or clear out an abandoned marine base.

The weaknesses of the Boiler make it a very difficult caste. Your low speed and HP make you extremely vulnerable to flanking and scout specialists. Make sure your position is always secure and free of any marines and never advance before the front line caste has secured the area. Additionally all boilers give off a small amount of light that makes you an easy target for marines with long ranged weapons, do not expect darkness to be your ally.

Boiler Abilities

Ability Description Plasma Cost Cooldown
Bumpattacktoggle.gif
Toggle Bump Attacks
Allows you to toggle bump attacks on and off. This allows you to slash any enemy creature by running into them. The red arrow means it's on, you attack when on HARM intent; the green arrow means it's off, you push when on HARM intent. N/A N/A
Resting.png
Rest
Used to rest and get up. You heal faster when resting on weeds. N/A 2 seconds
TGMC Headbite.png
Psy Drain
This ability is used on dead Marines. For every Marine's psyche drained, the Hive will gain between 30 and 90 psychic points, depending on the number of Marines spawned; and 1/8 of a larva. 50 N/A
Corrosive acid.png
Corrosive Acid
Expels acid onto an object or wall, destroying it after a while. If used on wall, a hole will appear after some time. Small xenos can climb through, large xenos can break the wall with the hole on it open. CTRL + click to interact with the acid hole.

During the prep phase, all xenomorphs with this ability get strong acid.

[Acid Strength by Caste]
Drone Drone and Sentinel Sentinel, and Scorpion Scorpion have the weakest acid. Takes 8 minutes to melt a hole in a regular wall. Cannot be used on reinforced walls.
Hivelord Hivelord, Shrike Shrike, Spitter Spitter, and Praetorian Praetorian have common acid. Takes 3 minutes to melt a hole in a regular wall. Cannot be used on reinforced walls.
Boiler Boiler, Primordial Hivelord Hivelord, Queen Queen, and King King have the strongest acid. Takes 1.5 minutes to melt a hole in any type of wall.
75 if caste has weak acid;

100 for medium and strong acid

N/A
Spray acid.png
Spray Acid
Channel a linear spray of acid across the ground at a target or tile up to 7 tiles away. Knocks down targets it hits and does tick damage to any target that stands in or moves across the acid while it remains on the ground. Extinguishes fires on friendly xenomorphs and on any turfs. 250 30
Resin trap.png
Place acid well
Place an acid well that can put out fires when a xenomorph steps on the acid well. You can refill it by clicking on the well. Careful, because they emit light, and even more as it's filled. 500 20 seconds
Long range sight.png
Enhanced Sight
After channeling for a few seconds your vision is greatly extended in the direction you are currently looking. Similar to sniper scope. Drops if you move. 20 N/A
Bombard.png
Bombard
Launch your currently selected bombard type at the turf you click on. You cannot fire at turfs within a 6 tile range from you. You must prepare globules using Create Bomb before being able to fire. N/A N/A
TGMC boiler ammo type.gif
Change Bombardment Type
Switch between acid and neurotoxin. N/A N/A

TGMC Create bomb.gif
Create Bomb

Create a globule of the type you currently have selected to fire. Reduces Bombard cooldown by 1.5 seconds for every globule you have stored. You begin to glow after storing more than 2 globules of any type. 200 N/A



Primordial Evolution

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 Lance Bombard.

Ability Description Plasma Cost Cooldown
TGMC xeno ability lance.gif
Lance Bombard
Allows for the use of two new bombardment globs, the Acid Lance and Neurotoxin Lance. These globs have a slightly higher range, do not explode on reaching their target point (instead continuing until the end of their range or contact with a solid object), leave a weak trail of their relevant gas type along their travel path, have a reduced explosion cloud size, and do drastically increased direct hit damage. N/A N/A

Boiler tips & tricks

  • As the long ranged caste, Sniper Rifles and other scoped rifles are your natural counter. If sniper fire is making life difficult, ask for a Defender to use their Fortify ability in a position where you can set up directly behind them.
  • Your natural x-ray vision is extended when you use your long range sight. This is extremely useful in areas with lots of obstruction like Prison Station and the marine ship. If you're not doing anything else, consider looking in all four directions with your vision to check for any flanks or weak positions.
  • Your acid spit has longer reach in your long ranged vision if you aim farther out.
  • When you die you spawn a acid glob on your body which immediately explodes.


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