TGMC:Shrike: Difference between revisions
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* Don't tank shots, you are meant as a support caste. | * Don't tank shots, you are meant as a support caste. | ||
* Open up duels with a fling instead of screech. If you fling first, you can further stun them with a screech, and when screech is used, your fling is ready to go to further stunlock the marine. | * Open up duels with a fling instead of screech. If you fling first, you can further stun them with a screech, and when screech is used, your fling is ready to go to further stunlock the marine. | ||
* Combo screech and fling with warrior to truly send a marine to Brazil. | |||
* '''Aim for arms in duels'''. You can easily decrease the marine's capability to duel you when they have a fractured arm. Marines can't use shotgun if not wielded. If they have a pistol or submachine gun, then you will have to break both arms to prevent them from using the weapons. | * '''Aim for arms in duels'''. You can easily decrease the marine's capability to duel you when they have a fractured arm. Marines can't use shotgun if not wielded. If they have a pistol or submachine gun, then you will have to break both arms to prevent them from using the weapons. | ||
* Use your screech to fling marines' nades back at them; you are the only xenomorph that can do this. | * Use your screech to fling marines' nades back at them; you are the only xenomorph that can do this. |
Revision as of 04:17, 25 November 2021
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
UNDEFINED XENO | |
Shrike |
Difficulty: Hard |
The Shrike
THE BETA. The shrike is one of the few xenomorphs that have harnessed telekinesis to defeat the marines, but with this great power comes with great responsibility. With such psychic abilties, you are also tasked to lead the hive with and without a queen. Since you are not queen, you are not as heavy as the queen, so you cannot withstand much damage from marines; in fact, you can get stunned by shotguns and mateba. You are a support caste and should not be spearheading the xeno charge. However, your fling does provide a good stun against one marine, making you an excellent duelist.
If the Queen and Shrike die, then the hive will be orphaned and collapse within 2 minutes. If there is no Queen or Shrike in that time period, there will be a marine major.
Using the Force for Offense
So, seems that you have become the shrike, but what do you do now?
First steps:
- Turn on your pheromones to either recovery, a typically non-combat pheromone, or the warding and frenzy pheromones which increase combat performance of you and your fellow xenos
- Use your Call Burrowed ability regularily, as it allows dead players to respawn at your feet as burrowed larva. Use only while you are safe as larva can easily die
Now that thats done, what should I be doing? Go help support your fellow xenos at the front line with healing and through the use of your abilities "Fling" and "Devastating Force". As you are more of a support caste marines will be especially eager to kill you. Do note you should not try to take on marines on your own, as you do not do much damage and your abilities are perfect for opening opportunities for your allies.
Maturity Statistics and Evolution Paths
The Shrike is a Tier 3 and can evolve into a queen if there are more than 8 xenos in the hive.
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.
Shrike Abilities
Ability | Description | Plasma Cost | Cooldown |
---|---|---|---|
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 |
Rest |
This ability is used to rest and get up. You will heal only when resting on weeds and will also regenerate plasma faster. | Easy | N/A |
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 |
Corrosive Acid |
Lets you expel acid from your body onto any structure/object you are able to. Shrike acid is medium strength, stronger than a Sentinel's but still weaker than a Boiler's or Queen's acid. | Easy | 75 |
Place acid well |
Place an acid well that can put out fires when a xenomorph steps on the acid well. | Easy | 75 |
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. Click expand to view different resin types.
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 |
Secrete Resin |
Builds structures, which can be chosen by clicking on the ability while it's active.
Click expand to view different resin buildings.
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 slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds. Resin Doors block movement for non-xenomorph mobs. Has 100 HP. |
75 | N/A |
Lay Egg |
Makes you lay a hugger egg. | Easy | 400 |
Call of the Burrowed |
Sends a ping to all ghosts allowing them to join the xeno team as burrowed larva that will spawn on you. Do not use near combat or the new larva can easily die | Easy | N/A |
Psychic cure |
Allows you to heal xenomorphs from up to three tiles away on a one minute recharge. | Easy | 200 |
Psychic Whisper |
Allows you to bully captured hosts telepathically | Easy | N/A |
Larval Growth sting |
Begins a 3-part channel that injects larval serum into a target, speeding up a larvas growth. (Overdosing causes oxygen damage) | Easy | N/A |
Psychic Fling |
Use on a human or item on the floor to use psychic powers to launch it 5 tiles away from you | Hard | 100 |
Unrelenting Force |
Launches all humans and items in a 3x3 square in front of you away from you (Works only in the cardinal directions, not diagonally). | Hard | 0 |
Emit Pheromones |
Emit one of the three Pheromones. The Shrike has some of the most powerful Pheromones available to the hive. Your pheromones will grow stronger as you mature. | Easy | 30* |
Rally Hive |
allies the hive to a congregate at a target location, along with an arrow pointer. Gives the Hive your current health status. 60 second cooldown. | Easy | N/A |
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. | Easy | N/A |
Command Minions |
Order the minions escorting you to be either aggressive or passive. | Easy | N/A |
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 Shrike, this primordial ability is Gravity Grenade.
Ability | Description | Plasma Cost | Cooldown |
---|---|---|---|
Gravity Grenade |
Throw a gravity grenades thats sucks everyone and everything in a radius inward. | 500 | 60 |
Hive Structures
Through the Queen Mother's Blessings menu , 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 <tabs> <tab name="Strategic">
Structure | Description | Psy Point Cost
|
---|---|---|
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 |
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 |
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 |
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 |
</tab> <tab name="Tactical">
Structure | Description | Psy Point Cost | ||||
---|---|---|---|---|---|---|
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 | ||||
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 | ||||
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 | ||||
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.
|
150 | ||||
Gargoyle |
A vigilant monument that alerts the hive to any tresspassers over a 10 tile radius. Has a 30 second cooldown inbetween alerts | 25 | ||||
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 |
</tab> </tabs>
Tips & Tricks
- Don't tank shots, you are meant as a support caste.
- Open up duels with a fling instead of screech. If you fling first, you can further stun them with a screech, and when screech is used, your fling is ready to go to further stunlock the marine.
- Combo screech and fling with warrior to truly send a marine to Brazil.
- Aim for arms in duels. You can easily decrease the marine's capability to duel you when they have a fractured arm. Marines can't use shotgun if not wielded. If they have a pistol or submachine gun, then you will have to break both arms to prevent them from using the weapons.
- Use your screech to fling marines' nades back at them; you are the only xenomorph that can do this.
- Use help intent to help shuffle behind marines, turn around to face marines' back, and screech. Watch as they get pushed to a group of xenomorphs.
- Superior to changing face to use unrelenting force is Select unrelenting force in keybinds. Use this for cheese!
- Sometimes it's better to save psychic cure to save sisters that get into trouble than waste it for a quick heal
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, |