TGMC:Gorger
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
UNDEFINED XENO | |
Gorger |
Difficulty: Medium |
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 | 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
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 | ||||
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 | ||||
---|---|---|---|---|---|---|---|
Rest |
Used to rest and get up. You heal faster when resting on weeds. | N/A | 2 seconds | ||||
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 | ||||
Devour |
Vore a marine for transportation, can't eat revivable corpses | 0 | N/A | ||||
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 | ||||
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.
|
0 | 15 seconds | ||||
Transfusion |
Costs blood and restores 30% of max health or grants overheal for full health | 20 blood | 2 seconds | ||||
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 | ||||
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 |
---|---|---|---|
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 | ||
TerraGov Marines | 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 | 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, |