TGMC:Gorger

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


UNDEFINED XENO
TGMC Gorger.png
Gorger

Difficulty: Medium
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Gather as much blood as possible from marines, use the blood to support wounded xenomorphs, and provide overheal for the hive INCLUDING YOURSELF! In the mean time, take as much bullets from marines
Guides: This is the guide.
Quote: "Thanks for the protein, sir!"


Statistics and Evolution Path

The Gorger is a Tier 3 and does not 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)
  • Gorgers carnage ability grants them a -0.5 boost to their speed
  • While almost every other caste has a movement speed bonus of -0.4 while on weeds, Gorger only has a bonus of -0.2
Health Overheal Blood Slash Intent Harm.png Speed Carnage Speed Melee Bullet Laser Energy Bomb Bio Fire Acid
Base 600 +275 400 20 -1.4 -1.9 20 20 20 20 10 20 20 20

The Menacing and Beefy Vampire

Humans are an abundant food supply that the xenomorphs use to no end. Their faces ripe for facehugging, their psychic energy ready to be drained, and their blood untapped for unlimited potential. New experimentation from the hivemind sought to utilize human blood in light of this biological philosophy and due to the fact that the TerraGov Marine Corps' weaponry can overwhelm xenomorphs. With the power of human blood, the xenomorphs create a living tank that runs on human blood.

Playing the Gorger

Protect other xenomorphs by giving them overheal. The Green glow indicates the strength of the overheal
Some dead marines will have enough blood for you to drain.

You are a tank, not a ravager, meaning you can take in damage but not deck out damage.

Your responsibilities are:

  • Directing marine's firepower to you instead of your squishy xenomorphs
  • Ensuring that you have overheal to truly tank marines' shots
  • Stealing marine's precious blood to advance your goals
  • Draining and rooting marine so that other xenomorphs can wombo combo
  • Healing wounded xenomorphs with marine's blood
  • Providing overheal to xenomorphs

What makes gorger completely different from other xenomorphs is that the caste can take a lot of damage from marines. That said, this is not to say you can reliably rambo alone against marines without your fellow xenomorphs helping you out. In fact, many xenomorph players think that a gorger can outchase marines due to the fact it is tanky, but due to this presumption, many gorgers die. Marines are capable of killing you, so you must have a way to escape safely so that you can recover from being swiss cheese.

To enable you to withstand marines' punishment, Overheal protects you from marines before your health and sunder start to get hit. You gain overheal from Drain, which roots marines for 4 seconds. You can give xenomorphs overheal with Transfusion if they are in full health.

You gain blood from Drain, whether alive OR dead marines! If there are more than one gorger, they can wombo combo a marine to get their blood. Note that this does not take actual blood for marines, so marines can rest assure that they don't die from hypoxia, or oxygen damage due to low blood.

Gorger 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
Regurgitate.png
Devour
Vore a marine for transportation, can't eat revivable corpses 0 N/A
TGMC Psychic link.png
Psychic Link
Channel and link to another xenomorph. When linked, you rest and take 50% of their damage. The link persists until you unrest, get too hurt or your partner moves too far away. 0 50 seconds
TGMC Drain.png
Drain
Hold a marine in place and deal small damage over 2 seconds, gaining 80 blood and overheal over time, not instant! The marine can still shoot/do stuff during the duration and after the ability is broken it staggers them slightly. You also can't slash while performing this.

If cast on a non-revivable human, restores health at a faster rate than resting and sunder at normal rate, without granting blood. This uses the corpse's blood and you can only drain corpses which have sufficient blood.


Details:
Deals 2x4 damage to head.
If target is corpse, heals HP at 2.2 normal rate. Also heals sunder by 2.5 per tick.
If target is alive, regens 2xP blood. P=20 if young/mature, 30 if elder and 40 if ancient.
0 15 seconds
TGMC Transfusion.png
Transfusion
Costs blood and restores 30% of max health or grants overheal for full health 20 blood 2 seconds
TGMC carnage.png
Carnage
You gain movement speed and heal on your next attack, scaling with missing blood. If your blood is below 60%, you also knockdown your victim for 1 sec, and drain (25/30/35/40) blood, during which you can't move. 0 15 seconds
TGMC Feast.png
Feast
Drains blood each tick (around 20) and restores 8% health, overheal at 50% efficiency when on full health, until no blood is left or cancelled early. Carnage also heals nearby xenos 200 blood 180 sec


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 Gorger, this primordial ability is Rejuvenate.

Ability Description Plasma Cost Cooldown
TGMC Rejuvenate.png
Rejuvenate
Drains blood continuosly, slows you down and reduces damage taken, while restoring health over time. 0 4 seconds

Gorger tips & tricks

  • Gorger's carnage ability is both a great opener move and great exiting move. It grants you 10 seconds of boosted speed until you hit a marine with a total cooldown of 15 seconds once the 10 seconds has ran out or the ability has been used, meaning if you play your cards right, you can use it two to three times in a single fight.
  • Carnage stuns opponents, but opponents using vali weapons can still hit you while knocked down and stunned, so be aware of the extra damage you'll take
  • Using carnage to move around the map faster when rotating is a great idea since its cooldown is only 15 seconds
  • You can bullet sponge plenty as with your lower armor values, sunder effects you less, but charging into a group of 8 marines ready to shoot at you still isn't a good idea; you have to catch them by surprise!
  • Remember to always move colonist/perma'd marine bodies around to set yourself up plenty of safe points close to the front line
  • Marines can still see perma'd marines as red crosses on the minimap, however they cannot see them moving once they're inside of you, only once you spit them out does the minimap update
  • Draining 1 marine in a room with 2 or 3 marines is peak harassment, out-healing the damage you take and then using carnage to move onto the next victim whose running out of ammo can let you get more kills then a ravager, and send more people to medevac than a carrier.
  • Remember to keep close to corpses and use them to quickly heal yourself to full and get maximum overheal so you can get back into the fight.


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