Difference between revisions of "TGMC:Sentinel"

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! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Xeno spit.png|64px]]<br>Xeno Spit
 
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Xeno spit.png|64px]]<br>Xeno Spit
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Spit '''neurotoxin''' at a target or tile. While neurotoxin only does temporary damage, it will cause pain and slow marines and can have a big impact while supporting other Xenos or fighting on your own.||style="background:#312d43; color: white; border:3px solid #ff7e00"| Easy ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 30*
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|style="background:#312d43; color: white; border:3px solid #ff7e00"|Spit '''neurotoxin''' at a target or tile. While neurotoxin only does temporary damage, it will cause pain and slow marines and can have a big impact while supporting other Xenos or fighting on your own.||style="background:#312d43; color: white; border:3px solid #ff7e00"| ??? || style="background:#312d43; color: white; border:3px solid #ff7e00" | N/A
  
 
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! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Neuro sting.png|64px]]<br>Neurotoxin Sting
 
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Neuro sting.png|64px]]<br>Neurotoxin Sting
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Channel an injection of neurotoxin into an adjacent target that will temporarily disable them. The channel takes about 3 seconds to administer the full dose, and will be interrupted if the Sentinel or the target moves before it's completed.||style="background:#312d43; color: white; border:3px solid #ff7e00"| Easy ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 30*
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|style="background:#312d43; color: white; border:3px solid #ff7e00"|Channel an injection of neurotoxin into an adjacent target that will temporarily disable them. The channel takes about 3 seconds to administer the full dose, and will be interrupted if the Sentinel or the target moves before it's completed.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 150 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 12 seconds
 
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Revision as of 19:52, 28 November 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
SentinelTGMC.png
Sentinel

Difficulty: Intermediate
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Harrass marines with neurotoxin.
Guides: no separate guides
Quote: "Neurotoxin... [cough] [cough] So deadly... [cough] Choking... [laughter] I'm kidding! When I said deadly neurotoxin, the 'deadly' was in massive sarcasm quotes. I could take a bath in the stuff, put it on cereal, rub it right into my eyes. Honestly, it's not deadly at all. To me. You, on the other hand, are going to find its deadliness a lot less funny."


The Sentinel

Long time ago, the Sentinel's job ensured that captured marines remained in the hive and give birth to larvas. Sentinel's neurotoxin chemically restrainted marines, inhibiting their somatic motor abilties to even move a finger (though marines do flick off sentinel). Maybe the Sentinel was a reincarnated paramedic that had to deal with an uncooperative patient.

When the xenomorphs changed their method of reproduction from capturing to siloing, the Sentinel immediately changes their role in the hive, using their chem trails to hinder marines' push. From the aspiration of a forgotten experiment, the afflictor, and its descendant, the defiler, the Sentinel forces marine to remember and use their CBRN training so as to not have to breathe in the neurotoxin it produces.

Playing the Sentinel

The Sentinel's job is a frontline ranged caste that engage marines at a distance. To utilize the Sentinel, you must:

  • Keeping your distance and suppress fire on marines'
  • Denying areas and marines' push via spitting neurotoxin cloud
  • Poke around corners to shoot at marines
  • Coordinate with other xenomorphs to wreck marines
  • Melting flares
Name Description Metabolism Rate Overdose Threshold Critical OD Threshold
TGMC Neurotoxin.png
Light Neurotoxin
A debilitating nerve toxin. Impedes motor control in high doses. Causes progressive loss of mobility over time, increase pain, and stamina loss after ticks 20 and 45.


Light neurotoxin now builds up to being the same as neurotoxin if not purged from the metabolism.

On overdose, causes 0.5 toxin and oxy damage; critical overdose stops breathing.

0.4 units per tick 30u 60u

As a Sentinel, your Neurotoxic Spit allows you to keep your targets down, though not for very long. If yourself being pursued, you can always use your spit to slow down your pursuers and hopefully lead them away from the nest. You generally shouldn't be outside of the hive as long as there's hosts that need guarding, as you are best suited for the job. When marines push into the hive, try to partner up with a more offensive class to knock down marines. When knocked down, a marine will drop their weapon, giving a brief moment of opportunity for whatever combat caste you've assisted to go in for the kill. Your spit can also be used as a disengagement tool and can give you the chance you need to flee and recover. Remember, the longer you live as a Xeno, the stronger you become, so fleeing is not just tactical, it's smart.

Your Neurotoxic Spit may be weak by itself, but when paired with any of the other melee castes, you can help down marines, and then have your partner completely put them out of commission. Because of this, the Sentinel can help support combat inside and out of the hive as long as you never walk alone.

Your small size allows you to crawl through vents. Alt Click a vent to begin entering it. If you get a message that the vents are disconnected, a-help, as it's a known issue and the sooner it's fixed the sooner the rest of the hive can benefit. Regardless, you should always be keeping yourself busy with melting tools, barricades, medical tools, supplies, and anything else you think could be used by the enemy. Lamps should be melted to deny marines light, and if you see any APCS, you should slash them until you get a message that sparks fly out. Be careful not to get caught alone, and pay attention to the hivemind so you aren't caught off-guard when the marines land. If you are the first person to see them, you should shout them out over the hivemind, and tell how many, where they are, and where they appear to be headed.

As of late, your neurotoxin spit now leaves a small gas cloud allowing some overtime effects as well. It also gives you the ability to herd marines somewhat by blocking off routes of attack and escape with the neurotoxin clouds.

One last ability you possess is your Corrosive Acid. Though you cant spit it at your foes, you can use it to melt anything of use to the marines. Your acid is generally weak and will take an excruciatingly long time to melt just about anything, but if you see a gun or a flare lying around, you might be prudent to melt it anyways.

Maturity Statistics and Evolution Paths

As a Sentinel, you can evolve into a Spitter. Spitters start out slower, but gain more health, can spit damaging acid as well as Neurotoxin, and their Corrosive Acid becomes stronger, and melts objects much much quicker.

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.
  • Spit Strength is the amount of neurotoxin that appears in smoke when using the Neurotoxin Spit type when spitting acid at an enemy.
Age Health Plasma Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Spit Strength
Young 225 300 16 15 15 15 15 0 15 15 15 15 7
Maturity1 scaled.pngMature
250 450 16 20 20 20 20 0 20 20 20 20 8
Maturity2 scaled.pngElder
275 550 17 23 23 23 23 0 23 23 23 23 9
Maturity3 scaled.pngAncient
300 600 17 26 26 26 26 0 25 25 26 26 9.5

Sentinel 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 only when resting on weeds and will also regenerate plasma faster. N/A 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 N/A
Corrosive acid.png
Corrosive Acid
Lets you expel weak acid from your body onto any structure/object you are able to. Sentinel acid is very weak, and a Spitter, Boiler, Praetorian, or Queen's acid should be used instead if available. 75 N/A
Xeno spit.png
Xeno Spit
Spit neurotoxin at a target or tile. While neurotoxin only does temporary damage, it will cause pain and slow marines and can have a big impact while supporting other Xenos or fighting on your own. ??? N/A
Neuro sting.png
Neurotoxin Sting
Channel an injection of neurotoxin into an adjacent target that will temporarily disable them. The channel takes about 3 seconds to administer the full dose, and will be interrupted if the Sentinel or the target moves before it's completed. 150 12 seconds


Primordial Evolution

NOT CURRENTLY AVAILABLE INGAME.
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 Sentinel, this primordial ability is Neurogas Grenade

Ability Description Plasma Cost Cooldown
TGMC xenonade.png
Neurogas Grenade
Throws a gas emitting grenade at the targetted area 300 60

Sentinel Tips and Tricks

  • You're ideal for after battle clean up. Melt any guns, knives, lights, flares, and tools you find lying around after the marines have backed off.
  • Marines with big guns are bigger targets. Spit, stun, and melt their guns. Specialist gear, flamethrowers, and RPGs make for delightful guns to melt and will cause the salt to flow like tears.
  • Even if you get a stun off, don't get cocky and go in there to slash them yourself. You might just eat lead.
  • Your speed lets you make an effective ambusher when you partner with a runner. Flank the marines, stun the one in the back, and have the runner drag them off screaming and gurgling in pain.
  • One of the strongest and most surprising partnerships comes from a Sentinel Sentinel pair. Have one lay down the stuns while the other slashes and stuns anyone who attempts to rescue them. If you act fast, you can even put a facehugger on them.


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