Difference between revisions of "TGMC:Hivelord"

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Right-Clicking the ability icon will allow you to select different types of weeds to plant.
 
Right-Clicking the ability icon will allow you to select different types of weeds to plant.
  
<div class="wikitable mw-collapsible mw-collapsed"> Click expand to view different resin types.
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{| class="mw-collapsible mw-collapsed wikitable;background-color:#312d43;"
<div class="mw-collapsible-content">
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! Weed Types:
 
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[[File:TGMC_base_weed.png|64px]] Default, does nothing extraordinary. Costs 75 plasma.
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|[[File:TGMC_base_weed.png|64px]] Default, does nothing extraordinary. Costs 75 plasma.
 
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[[File:TGMC_Resting_weed.png|64px]] Boosts health and plasma regeneration by 20%, and doubles sunder recovery. Costs 150 plasma.
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|[[File:TGMC_Resting_weed.png|64px]] Boosts health and plasma regeneration by 20%, and doubles sunder recovery. Costs 150 plasma.
 
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[[File:TGMC_Sticky_weed.png|64px]] Slows humans and vehicles a small amount, can stack with sticky resin. Costs 225 plasma.
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|[[File:TGMC_Sticky_weed.png|64px]] Slows humans and vehicles a small amount, can stack with sticky resin. Costs 225 plasma.
 
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</div></div> <!--End dropdown-->
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Can only be placed on a tile that does not already have a resin sac, and cannot be placed on rock, grass, catwalks, or snow.
 
Can only be placed on a tile that does not already have a resin sac, and cannot be placed on rock, grass, catwalks, or snow.
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|style="background:#312d43; color: white; border:3px solid #ff7e00"|Builds structures, which can be chosen by clicking on the ability while it's active.
 
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Builds structures, which can be chosen by clicking on the ability while it's active.
  
<div class="wikitable mw-collapsible mw-collapsed"> Click expand to view different resin buildings.
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{| class="mw-collapsible mw-collapsed wikitable;background-color:#312d43;"
<div class="mw-collapsible-content">
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! Resin Buildings:
[[File:Resin wall.png|64px]] Resin Walls regenerate their own health. Starting at 150 HP, they restore 3 HP every 5 seconds, with a maximum of 300. Also reduces incoming bullet damage by 60%.
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|-
 
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|[[File:Resin wall.png|64px]] Resin Walls regenerate their own health. Starting at 150 HP, they restore 3 HP every 5 seconds, with a maximum of 300. Also reduces incoming bullet damage by 60%.
[[File:Sticky resin.png|64px]] Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds.
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|-
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|[[File:Sticky resin.png|64px]] Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds.
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|[[File:Resin_door.png|64px]] Resin Doors block movement for non-xenomorph mobs. Has 100 HP.
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|}
  
[[File:Resin_door.png|64px]] Resin Doors block movement for non-xenomorph mobs. Has 100 HP.
 
 
</div></div> <!--End dropdown-->
 
 
| style="background:#312d43; color: white; border:3px solid #ff7e00"| 75 || style="background:#312d43; color: white; border:3px solid #ff7e00"|N/A
 
| style="background:#312d43; color: white; border:3px solid #ff7e00"| 75 || style="background:#312d43; color: white; border:3px solid #ff7e00"|N/A
 
  
 
|-
 
|-
 
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Emit pheromones.png|64px]]<br>Emit Pheromones
 
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Emit pheromones.png|64px]]<br>Emit Pheromones
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Toggles to see your pheromones. Each pheromone uses 5 plasma every regeneration tick, which doesn't do much.
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|style="background:#312d43; color: white; border:3px solid #ff7e00"|Toggles to see your pheromones, allowing you to select recovery, warding, or frenzy. You may only emit one at a time, and you can see which pheromones you are effected by in the <nowiki>'''stats''' tab. Each pheromone uses 5 plasma every regeneration tick, which doesn'</nowiki>t do much.
  
<div class="wikitable mw-collapsible mw-collapsed"> Click expand to view different pheromones.
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{| class="mw-collapsible mw-collapsed wikitable;background-color:#312d43;"
<div class="mw-collapsible-content">
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! Pheromones:
 
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[[File:TGMC_recovery_phenomones.png|64px]] Accelerates healing for health and plasma.
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|[[File:TGMC_recovery_phenomones.png|64px]] Accelerates healing for health and plasma.
 
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|-
[[File:TGMC_warding_phenomones.png|64px]] Increases armor and accelerates sunder recovery.
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|[[File:TGMC_warding_phenomones.png|64px]] Increases armor and accelerates sunder recovery.
 
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|-
[[File:TGMC_frenzy_phenomones.pngg|64px]] Increases movement speed.
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|[[File:TGMC_frenzy_phenomones.png|64px|]] Increases movement speed.
 
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|-
</div></div> <!--End dropdown-->
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|}
  
 
| style="background:#312d43; color: white; border:3px solid #ff7e00" |5 per tick|| style="background:#312d43; color: white; border:3px solid #ff7e00" |N/A
 
| style="background:#312d43; color: white; border:3px solid #ff7e00" |5 per tick|| style="background:#312d43; color: white; border:3px solid #ff7e00" |N/A
 
  
 
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Revision as of 02:32, 30 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
HivelordTGMC.png
Hivelord

Difficulty: Intermediate
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Weed the colony, build the hive, construct tunnels, and assemble resin hell maze.
Guides: no separate guides
Quote: "We not the enemy. You the enemy! My previous queen is dead. And my older brother drone, who be ancient, he dead. Shot by TGMC. My rouny, dead. My boiler, dead. Why? Because we're not human to them. We're only little xenos. But marines stupid enough to spare my drone life."


The Hivelord

You are the Supreme Builder of the hive. Compare to the virgin combat drone, you are a chad, master of the robust resin. You construct in your infinite autism (or stupidity) to ensure that xenomorphs have map control over the marines.

Playing the Hivelord

As the Hivelord, your duties remain similar to those of a Drone:

  • Weeding areas like no tomorrow
  • Planting weed behind xenomorphs' push so that they can retreat faster
  • Healing wounded xenomorphs
  • Annoying marines by stinging them with larval accelerator
  • Cocooning marines for psychic points
  • Making resin walls far FOB to make marines cry when they can't gun-ho
  • Building resin walls near FOB to let xenomorphs rest
  • Emitting Pheromones for your sisters
  • Farting out sticky resin to slow marines down

However, compared to a drone, your new profounded abilites to wrap the map to your design bring new expectations from you:

  • Avoiding being a bigger and faster combat drone
  • Placing jelly pods to soft-counter flamers
  • Extinguishing fire with acid wells
  • Putting acid turrets to deny areas for marines
  • Digging tunnels to flank marines and increasing QoL for xenomorphs
  • Decreasing firing lanes with resin walls that you can build IN FRONT OF YOU
  • Spitting weaker sticky resin to slow and anger marines that are chasing you
  • Protecting the spawning silos
  • Specifically making resin patterns that counter flamers (it's resin wall, resin door, resin wall)

You make the defense for the hive. To protect spawning pools and xenomorphs in the front line, you construct resin structures that limit marines' mobility and firing lanes.

To counter flamers destroying resin structure, the checker board resin structure ensures that flamers have to elminate one layer at a time rather than several

You are the weed master. You and the hive rely on weed. If you're somewhere without weeds, you should plant them as efficiently as possible since due to your movement speed slowdown off of weeds. Weeds spread from a resin sac to form a 7x7 square minus the 4 corner tiles.

Resin walls are your friends. Use singular pillars of resin to provide the faster CQC caste,(Runner, Hunter, Ravager, Warrior, Defender) a place to not only protect themselves from Marine fire but also provide them with a place to draw them into melee. Remember to place jelly pods when able, they are a major asset to the hive in the form of fire protection, allowing runners and other melee classes to take it to the flame-thrower wielding specialist. Just keep in mind, if you do a "Killer Pillar" type of defense, your lowering the effectiveness of the Boiler, Crusher, And Bull, so keep that in mind while your building.

Using your dig tunnel ability, you can create links to virtually any tile on the map that operate as fast travel points. Unlike vents, xenos can crawl through these with humans in their stomach. Your thick resin walls are much stronger than the walls the queen or drone can build, and you are able to build in a 1 tile radius around you unlike the drone. Your Hivelord Speed ability lets you move quickly on weeds, allowing you to quickly move in and out of fire lines to build walls, pushing up on marine firing lines, or to slow down marine pushes.

Tunnels connect xenomorphs to endangered silos. All silos have tunnels, and when they are endangered, it is expected to reach the silos ASAP.


When marines are pushing into the hive, make sure to toggle your Hivelord Speed, and flank them to discourage rushing. You are integral in your ability to rebuild recently destroyed defenses, and sticky resin fields. The more you build, the more you destroy the marines morale.

Maturity Statistics and Evolution Paths

You can only evolve into defiler at this point, which can be a strong boon to the hive. However, if there are already 1 or two Defilers, the hive would be much better served by you staying Hivelord, and creating tunnels, and Thick Resin defenses. You can also evolve into the Gorger.
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.
  • Pheromone Strength determines how powerful some activities will be, such as pheromones themselves, as well as using abilities that heal.
Age Health Plasma Slash Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Pheromone Strength
Young 300 1600 17 15 15 15 15 0 10 10 15 10 2x
Maturity1 scaled.pngMature
325 1800 17 20 20 20 20 0 15 15 20 15 2.5x
Maturity2 scaled.pngElder
340 2000 20 25 25 25 25 0 18 18 25 18 2.8x
Maturity3 scaled.pngAncient
350 2400 20 30 30 30 30 0 20 20 30 20 3x

Hivelord 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 faster when resting on weeds. Easy 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 Easy
Regurgitate.png
Cocoon
Devour your victim to cocoon it in your belly, then expels the contents of your stomach onto the current tile. With the marine inside, they still have life force and able to be revived, but it will give psychic points for 5 minutes. Yields a minimum of 1 psychic point every 5 seconds, but increases to a maximum of 5 points with lower server population. Easy N/A
Plant weeds.png
Plant Weeds
Plants a resin weed node, which will start growing resin in a 3-tile radius that allows xenomorphs to heal and restore plasma while on top of the tile. Plasma cost is also halved before the shutters have been opened.

Right-Clicking the ability icon will allow you to select different types of weeds to plant.

Weed Types:
TGMC base weed.png Default, does nothing extraordinary. Costs 75 plasma.
TGMC Resting weed.png Boosts health and plasma regeneration by 20%, and doubles sunder recovery. Costs 150 plasma.
TGMC Sticky weed.png Slows humans and vehicles a small amount, can stack with sticky resin. Costs 225 plasma.

Can only be placed on a tile that does not already have a resin sac, and cannot be placed on rock, grass, catwalks, or snow.

N/A N/A
Resin wall.png
Secrete Resin
Builds structures, which can be chosen by clicking on the ability while it's active.
Resin Buildings:
Resin wall.png Resin Walls regenerate their own health. Starting at 150 HP, they restore 3 HP every 5 seconds, with a maximum of 300. Also reduces incoming bullet damage by 60%.
Sticky resin.png Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds.
Resin door.png Resin Doors block movement for non-xenomorph mobs. Has 100 HP.
75 N/A
Emit pheromones.png
Emit Pheromones
Toggles to see your pheromones, allowing you to select recovery, warding, or frenzy. You may only emit one at a time, and you can see which pheromones you are effected by in the '''stats''' tab. Each pheromone uses 5 plasma every regeneration tick, which doesn't do much.
Pheromones:
TGMC recovery phenomones.png Accelerates healing for health and plasma.
TGMC warding phenomones.png Increases armor and accelerates sunder recovery.
TGMC frenzy phenomones.png Increases movement speed.
5 per tick N/A
Resin trap.png
Place acid well
Place an acid well that can put out fires when a xenomorph steps on the acid well. Easy 75
Transfer Plasma.png
Transfer Plasma
Lets you transfer a set amount of plasma to any target within a 2 tile range. You must not move while transferring, and if the target moves further than 2 tiles away from you, the channeling is cancelled. Easy See Desc.
Corrosive acid.png
Corrosive Acid
Lets you expel weak acid from your body on to any structure/object you are able to. Drone acid is very weak, and a Spitter, Drone, or Queen's acid should be used instead if available. Easy 75
Build tunnel.png
Dig Tunnel
This allows you to create a quick method of travel between two points on the map. (currently broken on Ice Colony) This allows the hivelord to create a secondary hive escape point, or even quick routes to the front lines. Easy 200
Xeno spit.png
Resin Spit
Allows you to spit a sticky resin at range that places a thin sticky resin at the target Easy N/A
Jelly.png
Create Resin Jelly
Create a fireproof jelly. Easy 30*
Jelly pod.png
Place Resin Jelly pod
Place down a dispenser that allows xenos to retrieve fireproof jelly. Easy 30*
Hivelord Speed.png
Resin Walker
This allows you to move faster when on resin, allowing you to defend the hive more effectively. Easy 30
TGMC Qm blessing.png
Open Blessings Menu
Opens the Queen Mothers Blessings menu, where hive upgrades are bought 100 Easy


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 Hivelord, this primordial ability is Trapper.

The Hivelord is also granted strong acid.

Ability Description Plasma Cost Cooldown
Resin trap.png
Place Trap
Place a hole on weeds that can be filled with a hugger or acid. Activates when a marine steps on it. 400 N/A

Hive Structures

Through the Queen Mother's Blessings menu TGMC Qm blessing.png, advanced construction castes have the ability to make powerful static structures which provide either defense, passive support, or offensive power to the hive. These require Psionic Points to construct, which can be gathered from dead marines, or from corrupting the generators on every ground map (these start corrupted by default but can be decorrupted by marines, only a Tier 4 caste such as the Queen, King or Shrike can corrupt generators, and you cannot corrupt the generators on the Marine's ship). There are two pools of Psy points, Strategic and Tactical, with different structures requiring a different pool of points. Any source of Psy points will give 1x as Strategic, and 0.25x as Tactical

Structure Description Psy Point Cost


TGMC xeno silo.png
Silo
A writhing spawning pod that slowly generates larva over time. Silos serve as anchor points for the xenomorph hivemind; without them, the network begins to collapse under strain. The hive will require a silo 15 minutes after the shutters drop, and will suffer an orphan hivemind failure if there is no silo for 5 minutes after this point. 800
TGMC xeno evotower.png
Evolution Tower
A complex nerve tower that preemptively simulates evolution paths, preparing xenomorphs for their next evolution stage at an accelerated rate. Each tower increases the rate of evolution point gain by 1.25 times per tower, and can be repeated with multiple towers. 300
TGMC xeno maturitytower.png
Psychic Relay
A complex biological tower that strengthens the psychic capacity of the hivemind, increasing the amount of Tier 2 and Tier 3 slots by 2 and 1 respectively. Multiple towers can be constructed. 300
TGMC-Xeno Icon.png
Primo Tier X
Buy primordial abilities for a tier. Any xeno of selected tier now or in the future now can grow past ancient to primordial, gaining access to powerful abilities. Available for each tier 1-4. 600
Structure Description Psy Point Cost
TGMC xeno acidturret.png
Acid Turret
An independently targeting turret that fires highly caustic acid globs. Cannot be placed within 6 tiles of another turret, near shutters or fog. 100
TGMC xeno resinturret.png
Resin Turret
An independently targeting turret that fires sticky resin globs. Deals stamina damage to targets, as well as leaving sticky resin beneath their feet. Cannot be placed within 6 tiles of another turret, near shutters or fog. 50
TGMC xeno spawner.png
Spawner
A spawning pod for the weak but numerous minion strains. The spawners will generate minions up to a point of half the total number of detected minds in local space. Each produces one minion every between 45 seconds and 3 minutes until this capacity is met. 400
TGMC Pheromonetower.gif
Pheromone Tower
An odious tower that emits valuable xenomorph pheromones over a 32 tile radius. Only can emit one type of pheromone at a time, and emits at strength 5. (Queen level). Click on the tower to change the type of pheromone that is emitted.
Pheromones:
TGMC recovery phenomones.png Accelerates healing for health and sunder.
TGMC warding phenomones.png Increases armor and accelerates sunder recovery.
TGMC frenzy phenomones.png Increases movement speed.
More about pheromones in Xenomorph Mechanics.
150
TGMC Resin Gargoyle.gif
Gargoyle
A vigilant monument that alerts the hive to any tresspassers over a 10 tile radius. Has a 30 second cooldown inbetween alerts 25
TGMC Acidpool.gif
Acid Pool
A pool of weak yet viscous acid that helps xenomorphs repair broken chitin. Any xenomorph which rests in the pool will reduce their sunder by -1 per tick. Does not speed up normal healing, and xenomorphs that do not rest will not reduce their sunder. 200

Hivelord tips & tricks

  • You are the supreme hive builder. Ensure that you build appropriate defenses for the queen, then create tunnels to the front line, and a backup base.
  • Xenos operate best in narrow, enclosed spaces. Consequently, marines operate worst in narrow, enclosed spaces. Build accordingly.
    • Here's an example of a Xeno Hive on LV-426
      Xeno Hive
  • You may be able to 1v1 a marine in a pinch, but it's best to leave the combat to the combat castes, you can help by flanking marines and distracting them before a charge from the ravagers, crushers, and other combat xenos.
  • A controversial tactic as hivelord/drone is to wall off certain areas of the map, or lanes of retreat with extremely thick resin wall fields, to force marines to give up on their attempts to break through. This maneuver is countered easily by tanks with machine guns, so it's best to employ this tactic in tight areas.
  • If you hit a marine directly with your sticky spit. You will slow them down immediately. Use this to help you escape pursuit.
  • Multiple non fully-charged acid wells can help both slow down marine pushes, and provide fire suppression for your sisters.
  • Jelly pods can make or break sieges and pushes, make sure your fellow xenos know that jelly pods are available and where they are built.


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, Pyrogen
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