Difference between revisions of "TGMC:King"

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! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Stomp.png|64px]]<br>Psychic Summon
 
! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Stomp.png|64px]]<br>Psychic Summon
|style="background:#312d43; color: white; border:3px solid #ff7e00"|'''OBTAINED WHEN ELDER!''' Summons all xenos in a hive to the caller's location, uses all plasma to activate.|| style="background:#312d43; color: white; border:3px solid #ff7e00" | 1100 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 10 minutes
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|style="background:#312d43; color: white; border:3px solid #ff7e00"|Summons all xenomorphs and minions in a hive to the caller's location.|| style="background:#312d43; color: white; border:3px solid #ff7e00" | 900 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 10 minutes
  
 
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Revision as of 05:58, 19 January 2022

DMCA Logo.png This page is a part of the TGMC wiki.

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


UNDEFINED XENO
TGMC King.png
King

Difficulty: Very Hard
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Guide the hive and obtain hosts to grow your ever expanding hive.
Guides: N/A
Quote: "Too many kings can ruin an army, but what are kings, when regiment is gone, but perfect shadows in a sunshine day? HA HA, FOB GO BRRRR”


The King

THE OMEGA. Resting upon your resin throne, you look up in the nightly sky contemplating on the next star you will visit. Breaking your concentration, you have been summoned by a distant hive from planets and stars apart. Amused by the gift they have bestowed upon you, you began the psychic transfer from body to resin, then from resin to mind, then mind to the new planet. Such is the power of resin that xenomorphs have mastered over their environment of evolutionary adaptedness. Going through the psychic webbing of the Hivemind traveling faster than light speed, you can see all the collective memories of xenomorphs, from the early primitive centuries to the expansive space-faring Hive. All your senses are flooded by such sacred psychic information, motivating you to do what is needed: provide victory for the Hive.

Before you can be a king, the hive needs to get 1.8k psychic points. King is chosen among xenomorphs.

YOUR NEW THRONE AWAKES!

HAIL TO THE KING

If there is one job that king cannot handle, it's combative engagement with marines. You play as a tactical role that xenomorphs look to when making decisions on engaging against marines. Fundamentally, you synergize xenomorphs' engagement by:

  • breaking barricades with Gravity Crush
  • opening opportunities with Screech to push with Nightfall
  • rallying the hive for a push
  • using mass teleport to get xenomorphs together with Psychic Summon
  • making corrosion of reinforced walls to allow for xenomorph maneuverability
  • melting CAS flares and OB beacons
  • Emitting Pheromones for your sisters

When you see barricades, you crush them. You do not go ravager and engage with marines directly. The priority is marines' defense, not marines. While King is not explicitly a range xenomorph, treat him as such with your Gravity Crush. None of his abilities let him start engagement with marines in CQC. Instead, he heavily relies on other xenomorphs' abilities so that he can engage. Let xenomorphs push or Queen screeches, then you can use Nightfall.

Maturity Statistics and Evolution Paths

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 450 900 20 50 50 50 50 80 45 45 100 45 4x
Maturity1 scaled.pngMature
500 1000 20 55 55 55 55 80 50 50 100 50 4x
Maturity2 scaled.pngElder
600 1100 25 60 60 60 60 80 55 55 100 55 5x
Maturity3 scaled.pngAncient
700 1200 30 65 65 65 65 100 60 60 100 60 6x

King's 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 acid from your body onto any structure/object you are able to. King acid is maximum strength, stronger than all other acids such as Sentinel's but similar to a Boiler's acid. 200 N/A
Fortify.png
Gravity Crush
Wind up for at least a second that increase the localized gravity in an area and crush structures by a 3x3 area. Also crushes marines for substantial, but not crippling, damage. 200 30 seconds
Nightfall.png
Nightfall
Shut down all electrical lights nearby for 10 seconds. Does nothing to flares. 100 45 seconds
Stomp.png
Psychic Summon
Summons all xenomorphs and minions in a hive to the caller's location. 900 10 minutes
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
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
Rally hive.png
Rally Hive
Rallies the hive to a congregate at a target location, along with an arrow pointer. Gives the Hive your current health status. 60 second cooldown. 0 60 seconds
TGMC Rally Minions.png
Rally Minions
Command minions, ordering them to converge on this location. You must be next to minions in order for them to follow you. When you activate rally minion, you will *roar, which will in turn make the minions *roar as well. If you hear minions *roar, it means they are following you. 0 10 seconds
TGMC command minions.gif
Command Minions
Order the minions escorting you to be either aggressive or passive. N/A N/A

Tips and Tricks

  • You can Gravity crush behind walls!
  • Do not fight marines, that's not your job. Fight what they rely on and allow the rest of the hive to do the rest.
  • Your Gravity Crush instantly destroys most metal barricades. Concussive armor will allow them to survive, but only barely. This is what it's designed for; abuse it. Give them nowhere to hide, then turn the lights off as the hive moves in.
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