TGMC:Ravager

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



UNDEFINED XENO
RavagerTGMC.png
Ravager

Difficulty: Hard
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Delimb Marines, be the embodiment of Fear, rip and tear.
Guides: no separate guides
Quote: "Against all the evil that the marines can conjure, all the wickedness that the Queen Mother can produce. We’ll send unto them, only you. Rip and Tear until it is done."


Statistics and Evolution Path

The Ravager is a Tier 3 and does not evolve further.

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.
  • 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)
  • Ravagers have an accelerated attack delay of 7, meaning they can attack every 0.7 seconds, or 0.1 seconds faster than the average xenomorph. This may not sound like much but it adds up.
  • Ravagers have an armor penetration stat, unique to few xenomorps. This applies to melee attacks, abilities have their own individual armor penetration stat. This reduces the effective value of enemy armor by the armor penetration value.
Health Rage Slash Intent Harm.png Armor
Penetration
Speed Melee Bullet Laser Energy Bomb Bio Fire Acid
Base 350 800 25 15 -2.0 50 55 50 50 10 40 70 40

The Devil that Lives Among Xenomorphs

Days go by ruminating on the blood and guts of marines. Each month, marines continue to release their savage nature upon the xenomorphs in a primitive attempt to purge xenomorphs into extinction. Each day, they bring new toys and plans to foil the hivemind's growth. Each hours, you can hear the phantom gunshots, the explosions, the screams that lurk in your dreams.

However, the crimson mountain continues to grow, with the next marines increasing its size. You bare witness to the slaughter of these unfortunate animals, and you give no remorse since they are deemed unforgivable.

The humiliation these marines brought upon the sacred resin demand blood sacrifice. Let their cerebral spinal fluid spill upon the weed. Rip and Tear.

How to Rip and Tear

As a Ravager, you should consider yourself the ultimate assassin. They are large, vicious killers that specialize in brutal high-damage hit-and-run attacks and build up rage while fighting and taking damage that increases their damage and speed. They are still a hunter class, however, and are vulnerable to concentrated fire and heavier weapons and must play carefully.


Both your charge and ravage abilities are extremely powerful and capable of hitting multiple targets. These abilties can stunlock marines, providing you the opportunity to delimb marines. Your most effective position is in the direct attack with support from your xenomorph team. Be near xenomorphs that can combine their stun abilities with yours as picking out individual marines with stunlocking provides xenomorphs to chip the marines' massive number with several decisive bits at a time.

However, with these strong abilties, they can also leave you in a very vulnerable position with no escape. You can move around and harass like your lower-tier brethren, but you should be just as careful as high burst damage can kill you quickly and you are not as fast as the Runner or Hunter.

Eviscerating Charge is your long-range attack ability, and will charge to the target tile and attack anything you move through. This attack can do high damage, cause bleeding, fractures, and even de-limb all that are hit by it. The maximum straight-line range of Eviscerating Charge is 7 tiles. If you charge diagonally, that distance is shorter (closer to 4-5 tiles depending.) Also, if you charge through a group of marines, the maximum number you can hit at once is 4 and you will not travel the full 7 tile distance.

Ravage is another vicious melee attack that expends all of your current rage and is capable of hitting 3 targets to your front and left and right diagonal tiles. It applies a knockdown and knockback for 1 tile, and can also cause bleeding, fractures, and sever limbs.

Endure prevents you from being in pain critical for 10 seconds!

Endure is your emergency ability, and will negate pain critical. This means that when activated, marines cannot lock you into pain stun and you become resistant to explosives and immune to stagger and slowdown; however, if marines continue to shoot you during Endure and you have not recovered your health, you immediately die.

All xenomorphs go in pain crit when reached a certain health, and either they get killed by marines, not being on top of weed, being rescued by another xenos, or being on top of weed. Endure will give you a chance to escape, or continue engaging!, when you are in very low health.

Rage is when you want to continue to RIP AND TEAR engage during endure. You slash harder, recover easier, run faster.

Ravager 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
Xeno Charge.png
Eviscerating Charge
A vicious charge that hits everything in it's path with the potential to knock down, cause bleeding, fracture, and de-limb. 500 20 seconds
Ravage.png
Ravage
A melee attack capable of hitting 3 adjacent marines in a cone in front of you, to the front and right and left diagonal tiles. 200 6 seconds
TGMC Ignore Pain.png
Endure
For the next few moments you will not go into crit for 10 seconds and become resistant to explosives and immune to stagger and slowdown, but you still die if you take damage exceeding your crit health. 200 60 seconds
TGMC rage.png
Rage
Use at 50% health or lower, the Ravager bellows an earth shaking roar to
  • temporarily recover plasma & sunder
  • gain extra slash damage, and movement speed in proportion to your missing hit points.
  • acquire slow, stagger & stun immunity

If at negative HP, or at when you are supposed to be in critical state

  • the Ravager regains HP whenever it slashes a living target equal to 50% to 100% of the damage dealt depending on how how low the Ravager's HP was when Rage was used
  • increases rage and sunder recovery rate
  • Eviscerating Charge and Ravage cooldowns reset.

When Rage ends, Sunder and Plasma regained from it are lost.

N/A 60 seconds


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 Ravager, this primordial ability is Vampirism.

Ability Description Plasma Cost Cooldown
Neuroclaws.gif
Vampirism
While active, will increase the ravagers healing for a while for every time it hits a new enemy. Effects stack. Can be used alternating between two pervious targets. N/A 0.5 seconds

Tips & Tricks

  • Before marines come, you can ask a spitter to blow up a fuel tank so that you can collect rage from the fuel tank. Fire gives you rage, so get as much before marines come!
  • You gain rage when dealing damage, as well as when taking damage. When used correctly, it could grant the potential in executing all of your abilities in the span of a few seconds.
  • Eviscerating Charge can set you up to use Ravage. This is a powerful hit-and-run combo but make sure you can disengage if you're threatened after you use it.
  • Check if your abilities are keybinded. Ravage and Endure can be used within a finger span. In the character setup window, you can change your keybinds of your abilities for ease of gameplay.
  • Always keep track of your health! Because you're a T3, you must be aware of your health otherwise marines will gun you down and make the hive lose an important caste. When in 50% health, retreating is a good choice unless marines are not shooting. When in less than 25%, Endure is a must.
  • It's often best to stalk your targets from a distance and prioritize the one to charge at and/or ravage. If you can go for a leader, a medic, a SG, or a heavy weapon such as a minigun or SADAR, always choose that over a regular rifle marine.
  • You are immune to the plasma-drain of tanglefoot, as you do not rely on plasma.
  • Now that super-rage is dead, it's better to go Rage --> Endure. Rage prevents you from being staggered and not being able to trigger endure, and it also prevents you from not having enough rage to pop endure.


TGMC
Roles

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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