TGMC:Warlock: Difference between revisions
imported>Novaepee Created page with "{{TGMC}} <br> {{XenoPageHeader |headerbgcolor = black |headerfontcolor = white |xenotype = SUPPORT |imagebgcolor = lightgrey |img = TGMC_Warlock.png |xenotitle = Warlock |dif..." |
imported>Novaepee |
||
(40 intermediate revisions by 5 users not shown) | |||
Line 11: | Line 11: | ||
|difficulty = Hard | |difficulty = Hard | ||
|superior = [[TGMC:Queen|The Queen]] and [[TGMC:Shrike|Shrike]] | |superior = [[TGMC:Queen|The Queen]] and [[TGMC:Shrike|Shrike]] | ||
|duties = Displace marines, block bullets, and crush | |duties = Displace marines, block bullets, and crush simpletons with your MIND | ||
|guides = this is the guide | |guides = this is the guide | ||
|quote = " | |quote = "I AM YOUNG WARLOCK (MIGRAININATOR), I AM A CREATURE OF PURE HEADACHE. PLEASE FEED ME PARACETEMOL" | ||
}} | }} | ||
<br> | <br> | ||
== | =Statistics and Evolution Path= | ||
The Warlock 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. | * 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. | * 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) | |||
{| 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;" | || 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>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>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="background:#312d43; color: white; border:2px solid #cc6600; padding: 10px;" | <b>Shield Health</b> | ||
|- style="border:2px solid #cc6600;" | |- style="border:2px solid #cc6600;" | ||
|style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b> | |style="background:#312d43; color: white; border:2px solid #cc6600; padding: 5px;" | <b>Base</b> || 375 || 1700 || 18 || -1.5 || 40 || 40 || 40 || 40 || 10 || 35 || 35 || 35 || 650 | ||
| | |||
| | |||
| | |||
| | |||
| | |||
|} | |} | ||
= | =Introduction= | ||
==THE PSYKER, and how to MINDBEND marines== | |||
You don't actually bend the minds of marines, but you can use your mind to support your sisters from range or shield them from enemy dakka. | |||
Your responsibilities are: | |||
* Redirecting marine's bullets away from xenomorphs with psychic shield and back to ONCE THEY CAME FROM | |||
* Flinging marines around with psychic blast | |||
* Blasting marines from a distance with psychic blast, crush, and possibly lance | |||
* Giving xenomorphs plasma | |||
* Avoiding getting shot by marines | |||
* Using psychic lance to deal huge damage to marines, '''especially''' against mechs and vehicles | |||
Play warlock like a spitter but farther away. | |||
All of your abilities, which are psychic blast, crush, and shield, immobilize you when channeling, making marines want to push hard as you attempt to blast them off the field. This means you want to project your MIND against the marines from cover, whether it be a reinforced wall, a resin wall, or even your sisters as obstacles from marines' bullets. | |||
Even if you are a T3, you can still get stunned by buckshot and other weapons that can stun a T1 and T2. | |||
=Warlock Abilities= | |||
{{XenomorphAbilityTable | {{XenomorphAbilityTable | ||
Line 62: | Line 59: | ||
{{Rest}} | {{Rest}} | ||
{{PsyDrain}} | {{PsyDrain}} | ||
{{Psychiccrush}} | |||
{{PsychicShield}} | |||
{{PsychicBlast}} | |||
{{TransferPlasma}} | |||
{{PsychicWhisper}} | |||
}} | }} | ||
=Primordial Evolution= | =Primordial Evolution= | ||
Line 70: | Line 70: | ||
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 Warlock, this primordial ability is '''Psychic Lance'''. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Ability !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Plasma Cost !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Cooldown | ! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Ability !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Plasma Cost !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Cooldown | ||
|- | |- | ||
! scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[File: | ! scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[File:TGMC Psychic Lance.png|64px]]<br>Psychic Lance || style="background:#312d43; color: white; border:3px solid #cc6600" |Fires a piercing beam that deals solid damage with high AP, dealing stagger/slow on mobs, and additional damage on objects, in particular mechs. || style="background:#312d43; color: white; border:3px solid #cc6600" | 300 || style="background:#312d43; color: white; border:3px solid #cc6600" |N/A | ||
|} | |} | ||
=Tips & Tricks= | =Tips & Tricks= | ||
*don't | *Reflect rockets back at marines in order to encourage them to FF the person who shot a rocket at a warlock | ||
*Use the shield often, but make sure to keep it on stand-by in case you're rushing. | |||
*Use the shield to fling marines into walls to stun them, fling them normally to make them have a breif knockdown and then combo with another move to keep them away from you. Bonus points if you can steal their gun. | |||
*If a marine is coming close and is about to throw a grenade, try to get them within distance to fling both them and the grenade using your shield so you can explode them and potentially steal their gun. | |||
*Psychich blast, lance, shield, and crush will all light up, so do note that you're NOT a stealthy xeno. | |||
*If a shotgunner is coming at you, be ready to take a 50/50 chance of killing them quickly, or dying to them quickly. If you shield a shotgunner's bullets they can be reflected for some pretty good damage back on them, but do note, you don't have a very large healthpool and you should probably not risk it seeing as marines can be revived and are more expendable than you. | |||
*Do remember, not everyone will fall for your shield, so be ready to fling ANYONE who gets into melee distance. | |||
<br> | <br> | ||
{{TGMC-Jobs}} | {{TGMC-Jobs}} |
Latest revision as of 18:15, 19 June 2024
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
UNDEFINED XENO | |
Warlock |
Difficulty: Hard |
Statistics and Evolution Path
The Warlock 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)
Health | Plasma | Slash | Speed | Melee | Bullet | Laser | Energy | Bomb | Bio | Fire | Acid | Shield Health | |
Base | 375 | 1700 | 18 | -1.5 | 40 | 40 | 40 | 40 | 10 | 35 | 35 | 35 | 650 |
Introduction
THE PSYKER, and how to MINDBEND marines
You don't actually bend the minds of marines, but you can use your mind to support your sisters from range or shield them from enemy dakka.
Your responsibilities are:
- Redirecting marine's bullets away from xenomorphs with psychic shield and back to ONCE THEY CAME FROM
- Flinging marines around with psychic blast
- Blasting marines from a distance with psychic blast, crush, and possibly lance
- Giving xenomorphs plasma
- Avoiding getting shot by marines
- Using psychic lance to deal huge damage to marines, especially against mechs and vehicles
Play warlock like a spitter but farther away.
All of your abilities, which are psychic blast, crush, and shield, immobilize you when channeling, making marines want to push hard as you attempt to blast them off the field. This means you want to project your MIND against the marines from cover, whether it be a reinforced wall, a resin wall, or even your sisters as obstacles from marines' bullets.
Even if you are a T3, you can still get stunned by buckshot and other weapons that can stun a T1 and T2.
Warlock 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 |
Psychic Crush |
Activate to start channeling your power at a target turf. The longer you channel, the wider the AOE.
Hit the action button while channeling to activate it early, otherwise it will trigger when it reaches max size. While channeling, you have a fairly strong slowdown applied, and you can't break LOS/view range of your target turf. Once the crush is triggered, mobs eat some damage plus stagger/slow, and mechs take higher damage. There is a plasma cost while channeling, and the crush itself has a plasma cost proportional to the duration channeled. |
40 | 12 SECONDS |
Psychic Shield |
Instant cast. Creates a 3x1 shield in front of you that freezes any incoming projectiles (this behaves directionally, like a barricade).
When the shield expires, all projectiles are released, and the warlock is briefly stunned. This is probably a bad time for the warlock. The shield can end due to running out of time, the warlock getting stunned/moving, or the shield taking enough damage. So if you spam enough bullets/rockets/whatever, you WILL break through the shield and likely instakill the warlock. While the shield is active, the Warlock can activate the ability again at the same plasma cost to forcefully detonate the shield, knocking back any mobs in a 3x2 area. This also reflects ALL frozen projectiles based on their initial angle, potentially devasting any incoming marines. The shield is NOT dense, so any explosion will go through it and stun the warlock cancelling the shield (you can also just lob a grenade past the shield entirely), so the Warlock is still quite vulnerable. |
200 | 10 SECONDS |
Psychic Blast |
A short channel before releasing an explosive beam, dealing light damage in an AOE and knocking things away from the point of impact. Not hugely powerful, but with some smart usage will let you juggle marines around to protect your team mates or fling marines to their deaths. | 230 | 6 SECONDS |
Transfer Plasma |
Transfers your plasma to a fellow xenomorph, giving them up to 200 plasma. | 0-200 | N/A |
Psychic Whisper |
Allows you to demoralize marines telepathically; truly the peak of psyops | N/A | N/A |
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 Warlock, this primordial ability is Psychic Lance.
Tips & Tricks
- Reflect rockets back at marines in order to encourage them to FF the person who shot a rocket at a warlock
- Use the shield often, but make sure to keep it on stand-by in case you're rushing.
- Use the shield to fling marines into walls to stun them, fling them normally to make them have a breif knockdown and then combo with another move to keep them away from you. Bonus points if you can steal their gun.
- If a marine is coming close and is about to throw a grenade, try to get them within distance to fling both them and the grenade using your shield so you can explode them and potentially steal their gun.
- Psychich blast, lance, shield, and crush will all light up, so do note that you're NOT a stealthy xeno.
- If a shotgunner is coming at you, be ready to take a 50/50 chance of killing them quickly, or dying to them quickly. If you shield a shotgunner's bullets they can be reflected for some pretty good damage back on them, but do note, you don't have a very large healthpool and you should probably not risk it seeing as marines can be revived and are more expendable than you.
- Do remember, not everyone will fall for your shield, so be ready to fling ANYONE who gets into melee distance.
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, |