TGMC:Bull

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



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: "They aren't going to expect me to charge in this same lane for a fifth time"


Statistics and Evolution Path

The Bull is a Tier 2 and can evolve to other Tier 3 xenomorphs provided there are Tier 2 slots.

  • 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 Max Charge Speed Melee Bullet Laser Energy Bomb Bio Fire Acid
Base 325 270 21 -1.8 -3.9 40 50 40 40 0 35 50 35

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 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.

Bull's 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
Ready charge.png
Toggle Charging
Toggles charging while moving. Speed and plasma consumption scales with how long you have been moving in one direction. Unable to charge diagonally. Upon contact with an entity, you will deal roughly 22.5 brute damage while still charging. Avg. 3 per tile N/A
Bull charge.png
Plow Charge
While activated, deals damage and throws anyone out of the way that you come into contact with while charging. Damage scales with charging speed. N/A N/A
Bull headbutt.png
Headbutt Charge
While activated, charges will fling the collider behind you, and stun them for about 2 seconds. Stun scales with charging speed. When collided, additionally skids you to a halt. N/A N/A
Bull gore.png
Gore Charge
While activated, charges will heavily damage who you collide with, making you skid to a halt. Along with the charging damage, it also applies your melee damage, resulting in around 65 brute at Ancient tier. N/A 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.

Ability Description Plasma Cost Cooldown
Ready charge.png
Toggle Charging (Agile)
Toggles charging while moving. Speed and plasma consumption scales with how long you have been charging. Upon contact with an entity, you will deal roughly 22.5 brute damage while still charging. Still charges after changing directions. Avg. 3 per tile 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