TGMC:Behemoth: Difference between revisions
imported>Novaepee Created page with "{{TGMC}} {{XenoPageHeader |headerbgcolor = black |headerfontcolor = white |xenotype = Bruiser |imagebgcolor = lightgrey |img = TGMCBehemoth.png |xenotitle = Behemoth |difficul..." |
imported>Notamaniac |
||
(17 intermediate revisions by 5 users not shown) | |||
Line 15: | Line 15: | ||
<br> | <br> | ||
=Statistics and Evolution | =Statistics and Evolution Path= | ||
The Behemoth is a Tier 3 caste and does not evolve further. | The Behemoth is a Tier 3 caste and does not evolve further. | ||
* Slash the damage dealt when slashing marines. In the code, it is referred to as melee_damage. | * Slash the damage dealt when slashing marines. In the code, it is referred to as melee_damage. | ||
* Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values representing the percent reduction in damage received of that type. Most relevant in most cases are the "melee, bullet, laser, bomb, and fire" values. | * Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values representing the percent reduction in damage received of that type. Most relevant in most cases are the "melee, bullet, laser, bomb, and fire" values. | ||
* '''Behemoth is the only xenomorph with hard armor, which reduces AP from incoming attacks, having 10 AP in melee, bullet, laser, and energy. This means if they are shot at by a gun with 15AP, its effective AP will be reduced to 5AP.''' | |||
* 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) | * 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) | ||
* | * While most xenomorphs get a -0.4 movement speed bonus for being on weeds, Behemoth only gets a -0.2 bonus. | ||
{| class="wikitable" || style="text-align: center; border:2px solid #cc6600;" | {| class="wikitable" || style="text-align: center; border:2px solid #cc6600;" | ||
|- | |- | ||
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b> | | style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" |<b>Health</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Plasma</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Wrath (Primordial)</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Slash [[File:Intent_Harm.png]] </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Speed </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Max Charge Speed </b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Melee</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bullet</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Laser</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Energy</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bomb</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Bio</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" |<b>Fire</b> || style="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Acid</b> | ||
|- style="border:2px solid #cc6600;" | |- style="border:2px solid #cc6600;" | ||
| | | 650 || 200 || 650 || 23 || -1.5 || -2.9 || 20 || 20 || 20 || 20 || 50 || 50 || 50 || 50 | ||
|} | |} | ||
=The | =The Bighemoth= | ||
The Behemoth is a well armored bruiser intended to take damage from marines. The | The Behemoth is a well armored bruiser intended to take damage from marines. The behemoth is not a duelist, nor should it be played as such. You aim to harass marines with your large health pool and area stuns, creating opportunities for your more vulnerable castes to tear marines apart. | ||
==Playing the | ==Playing the Earth bending Xenomorph== | ||
To play the boulder, you must be the boulder. You are slow but you crush anything in your path. Your primary objective is to be a massive pain in the ass to marines, repeatedly stunning them while absorbing a lot of damage. | |||
Keep in mind that on your own, you deal very little damage compared to many other xenomorphs. Additionally, keep in mind that as scary as your rocks look, none of your abilities damage barricades, just marines. | |||
Earth Riser is your bread and butter opener, creating a boulder that combos with both of your main other abilities. On its own, it can still serve as an obnoxious obstruction, blocking marines and bullet fire - you can use a boulder to trap a marine in a maze. You can only have one boulder active at a time. | |||
Your Landslide ability will cause you to charge forward after a brief windup until cancelled or you impact a solid wall. While charging, marines in a 3-wide AoE along your path will be trampled, knocking them down and damaging them. If a boulder from Earth Riser is caught in this AoE, it will be flung forward up to 10 tiles, exploding in a small area and knocking any marines caught in the explosion down. | |||
Your Seismic Fracture ability creates a small explosion that knocks over any marines and damages them. Any boulders caught in this explosion will themselves explode after a delay, with similar effect. | |||
While Primal Wrath is active, your abilities are all upgraded. Earth Riser can support up to 3 separate boulders at a time. Landslide now has 3 charges, with each charge having a short but much faster dash over a limited range. Seismic Fracture creates rippling aftershock waves, massively increasing its effective AoE. All of these abilities now also deal moderate damage over time. While Wrath is active, you cannot go into crit; instead, damage that would put you into crit reduces your remaining Wrath. | |||
= | All of your abilities are relatively slow and telegraphed. You are not an ambusher. You should use your large areas of effect to punish marines for grouping up, stunning and scattering them to make it easier for other xenos to pick them up. | ||
=Behemoth Abilities= | |||
{{XenomorphAbilityTable | {{XenomorphAbilityTable | ||
Line 50: | Line 55: | ||
{{Rest}} | {{Rest}} | ||
{{PsyDrain}} | {{PsyDrain}} | ||
{{Roll}} | |||
{{Landslide}} | |||
{{Earth Riser}} | |||
{{Seismic Fracture}} | |||
}} | }} | ||
Line 55: | Line 64: | ||
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. | 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. | ||
<br> | <br> | ||
For the | For the Behemoth, this primordial ability is '''Primal Wrath'''. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
Line 64: | Line 73: | ||
=Tips & Tricks= | =Tips & Tricks= | ||
* | *Clicking on cave walls allows you to taste the delicious rocks. Yummy! | ||
*You combo extremely well with castes that can spread gas, such as boilers and defilers. Their gas hides the telegraph for your abilities, and your stuns force marines to stay in the deadly toxins for even longer! | |||
*You can cancel your landslide by right clicking again. Useful to avoid sending yourself to your doom. | |||
*Use your boulder like a quick appearing wall to get cover from gunfire or trap a marine, then use Landslide to fling it right back at other marines when you're done with it! | |||
*Your slash damage is still quite high. Don't be afraid to just go to town on a marine that can't easily run away. | |||
*You can grab marines and xenos in your rolling form, though this prevents you from actually rolling. | |||
*Click-dragging the boulder made with earth riser to a location will fling it, you do however have to be within 1 tile of it in order to fling it though. It doesn't do much damage (if any) and it can knock down multiple marines in a radius. Great to spam if you've got nothing else to-do. | |||
*Since you have little armour and have a large health pool you don't have to worry much about your sunder. This means you can easily go in, tank a load of shots, and heal up on some weeds in no-time. Be the tank the crusher never could've been. | |||
*Stampede is a surprisingly effective tool in clearing razor wire. Consider using it to clear crusher lanes or razorburn grenade spam. | |||
<br> | <br> | ||
{{TGMC-Jobs}} | {{TGMC-Jobs}} |
Latest revision as of 18:55, 13 April 2024
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
UNDEFINED XENO | |
Behemoth |
Difficulty: Hard |
Statistics and Evolution Path
The Behemoth is a Tier 3 caste and does not evolve further.
- Slash the damage dealt when slashing marines. In the code, it is referred to as melee_damage.
- Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values representing the percent reduction in damage received of that type. Most relevant in most cases are the "melee, bullet, laser, bomb, and fire" values.
- Behemoth is the only xenomorph with hard armor, which reduces AP from incoming attacks, having 10 AP in melee, bullet, laser, and energy. This means if they are shot at by a gun with 15AP, its effective AP will be reduced to 5AP.
- 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)
- While most xenomorphs get a -0.4 movement speed bonus for being on weeds, Behemoth only gets a -0.2 bonus.
Health | Plasma | Wrath (Primordial) | Slash | Speed | Max Charge Speed | Melee | Bullet | Laser | Energy | Bomb | Bio | Fire | Acid |
650 | 200 | 650 | 23 | -1.5 | -2.9 | 20 | 20 | 20 | 20 | 50 | 50 | 50 | 50 |
The Bighemoth
The Behemoth is a well armored bruiser intended to take damage from marines. The behemoth is not a duelist, nor should it be played as such. You aim to harass marines with your large health pool and area stuns, creating opportunities for your more vulnerable castes to tear marines apart.
Playing the Earth bending Xenomorph
To play the boulder, you must be the boulder. You are slow but you crush anything in your path. Your primary objective is to be a massive pain in the ass to marines, repeatedly stunning them while absorbing a lot of damage.
Keep in mind that on your own, you deal very little damage compared to many other xenomorphs. Additionally, keep in mind that as scary as your rocks look, none of your abilities damage barricades, just marines.
Earth Riser is your bread and butter opener, creating a boulder that combos with both of your main other abilities. On its own, it can still serve as an obnoxious obstruction, blocking marines and bullet fire - you can use a boulder to trap a marine in a maze. You can only have one boulder active at a time.
Your Landslide ability will cause you to charge forward after a brief windup until cancelled or you impact a solid wall. While charging, marines in a 3-wide AoE along your path will be trampled, knocking them down and damaging them. If a boulder from Earth Riser is caught in this AoE, it will be flung forward up to 10 tiles, exploding in a small area and knocking any marines caught in the explosion down.
Your Seismic Fracture ability creates a small explosion that knocks over any marines and damages them. Any boulders caught in this explosion will themselves explode after a delay, with similar effect.
While Primal Wrath is active, your abilities are all upgraded. Earth Riser can support up to 3 separate boulders at a time. Landslide now has 3 charges, with each charge having a short but much faster dash over a limited range. Seismic Fracture creates rippling aftershock waves, massively increasing its effective AoE. All of these abilities now also deal moderate damage over time. While Wrath is active, you cannot go into crit; instead, damage that would put you into crit reduces your remaining Wrath.
All of your abilities are relatively slow and telegraphed. You are not an ambusher. You should use your large areas of effect to punish marines for grouping up, stunning and scattering them to make it easier for other xenos to pick them up.
Behemoth 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 |
|
Allows you to roll, increasing your move speed. It takes 1.8 seconds to curl up and moving will cancel the action. You cannot attack while using this ability. It takes 4 tiles to begin rolling, and you can only roll in a cardinal direction (north, south, east or west). Changing direction or bumping into a wall will cause you to lose momentum. Hitting an organic will knock them out the way, but it won't deal damage. Using an ability such as Landslide, Earth Riser, or Seismic Fracture will cancel the roll. Using this ability again will cancel it and trigger the cooldown. | N/A | 15 seconds |
Landslide |
Charge a cardinal direction (i.e north, south, east or west) dependent on what turf you use this ability on. Any organic in a 3x1 area in front of you will be knocked down for 1 second and objects/organics will be dealt 1.2x your melee damage. The charge ends when you either cancel it by using the ability again, you hit a dense object that did not get knocked out your way or destroyed, or you run out of plasma. Launches pillars created by Earth Riser.
|
3 per tile travelled | 20 seconds |
Earth Riser |
Allows you to create a pillar within a 3 tile range of yourself. This takes 1.6 seconds, but you can move while the pillar is being created. You can create up to 3 pillars at a time. Marines and xenomorphs cannot move past these pillars, but bullets and thrown objects will fly over them (but not lasers) unless directly targeted. The pillar can be destroyed by bullets, lasers or melee, as well as other xenoes (on harm intent), but will otherwise last indefinitely untill your death. The pillar has 200 health and has the following resists (MELEE = 25, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 100, FIRE = 100, ACID = 0). By click dragging the pillar or using Landslide and charging into it, the pillar will be launched in the direction you drag or charge, and will trigger the cooldown on the ability upon impact. If the pillar hits a marine, it will explode in a 3x3 diamond shaped AOE, dealing 1.2x your melee damage to all marines caught in the shockwave. The pillar will shatter harmlessly if it hits any structure/object or reaches a maximum of ten tiles without hitting anything. Using Seismic Fracture on a pillar will create a identical 3x3 diamond shaped AOE shockwave effect after a delay. Alternate use of the ability (right clicking the icon) will destroy the pillar, and in the case of multiple pillars being present, the oldest first. Other xenomorphs can also launch any pillars by clickdragging.
|
20 | 10 seconds |
Seismic Fracture |
Creates a 4x4 diamond shaped AOE centered around yourself after 1.3 seconds. The AOE sends any organics flying in the air for 1 second and deals 1.2x your melee damage, then half that when they land (back on the same tile they were sent flying). Any organic is invincible while they're flying in the air, however they are still stunned for the duration. Any pillars created by Earth Riser will also detonate with the same AOE effect in a 3x3 diamond shape after 1.3 seconds if caught in Seismic Fracture's AOE.
|
50 | 20 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 Behemoth, this primordial ability is Primal Wrath.
Tips & Tricks
- Clicking on cave walls allows you to taste the delicious rocks. Yummy!
- You combo extremely well with castes that can spread gas, such as boilers and defilers. Their gas hides the telegraph for your abilities, and your stuns force marines to stay in the deadly toxins for even longer!
- You can cancel your landslide by right clicking again. Useful to avoid sending yourself to your doom.
- Use your boulder like a quick appearing wall to get cover from gunfire or trap a marine, then use Landslide to fling it right back at other marines when you're done with it!
- Your slash damage is still quite high. Don't be afraid to just go to town on a marine that can't easily run away.
- You can grab marines and xenos in your rolling form, though this prevents you from actually rolling.
- Click-dragging the boulder made with earth riser to a location will fling it, you do however have to be within 1 tile of it in order to fling it though. It doesn't do much damage (if any) and it can knock down multiple marines in a radius. Great to spam if you've got nothing else to-do.
- Since you have little armour and have a large health pool you don't have to worry much about your sunder. This means you can easily go in, tank a load of shots, and heal up on some weeds in no-time. Be the tank the crusher never could've been.
- Stampede is a surprisingly effective tool in clearing razor wire. Consider using it to clear crusher lanes or razorburn grenade spam.
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, |