TGMC:Queen: Difference between revisions
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! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Resin_trap.png|64px]]<br>Place acid well | ! scope="row" style="background:#312d43; color: white; border:3px solid #ff7e00"|[[File:Resin_trap.png|64px]]<br>Place acid well | ||
|style="background:#312d43; color: white; border:3px solid #ff7e00"|Place an acid well that can put out fires when a xenomorph steps on the acid well.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 500 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 2 minutes | |style="background:#312d43; color: white; border:3px solid #ff7e00"|Place an acid well that can put out fires when a xenomorph steps on the acid well.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 500 || style="background:#312d43; color: white; border:3px solid #ff7e00" | 2 minutes | ||
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Revision as of 06:06, 10 February 2022
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
UNDEFINED XENO | |
Queen |
Difficulty: Very Hard |
The Queen
THE ALPHA. The Queen is the single most important member of any hive, and the rest of your children's lives depend on you to stay alive. If you die, the xenomorphs you command will lose all direction and hope, as well as being unable to heal until a drone or Shrike steps up to become a Queen. The decisions you make can make or break a hive as early as round start, so it's important you strive to achieve.
Chances are, you didn't want to be a Queen, and you're afraid of failure. Know that as long as you have practical knowledge of how xenomorphs play in the first place, then this guide will be able to get you out of the tight spot you're in. Even if you don't want the job, the less you delay, the greater the chance you get live longer, because as long as you're putting out larva, there will always be drones to replace you.
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.
Big Mommy Slaps Marines' Cheeks
The job you've been handed is no easy feat. You play as a tactical role that xenomorphs look to when making decisions on engaging against marines. Fundamentally, you support xenomorphs by:
- Opening opportunities to push with Screech
- Purchasing from Queen Mother's Blessing to facilitate hive defense, larval spawns & rates, and minions spawns & rates
- Rallying the hive for a push
- Making corrosion of reinforced walls to allow for xenomorph maneuverability
- Promoting a select few xenomorphs to hive leadership
- Emitting Pheromones for your sisters
- Melting CAS flares and OB beacons
- Healing nearby xenomorphs
- Building resin walls to reduce marines' firing lanes and increase CQC chance
- Looking for flanks to hurt marines
- Spitting at marines with acid
- Choosing whether to capture or hijack the Alamo after defeating the marines in planetside
- Ensuring marines' defeat whatever means possible
Your Queen Zoom allows you to see further than xenos normally can so that you can scout out openings in marines' defense.
If a xeno is not following orders, or evolved against your set specifics, you can De-evolve A Xeno. If they continue to disobey orders, you may want to take it up with the Admins.
Your Call Burrowed ability can be used to call upon ghosts to become a burrowed larva that will spawn at your feet.
You can assign hive leaders to carry pheromones, give xenomorphs plasma, heal xenomorphs, and be able to watch through their eyes as well as send them private orders. Early into the round, it is best to make a drone a leader and emit recovery pheromones for optimal hive building, and then change it to any of your more combative classes and emit warding or recovery. Frenzy may seem tempting, but its effects more often than not lead to xenos being killed instead of killing. Hive leaders also gain the ability to direct minions.
It is of utmost importance that you survive, no matter what. A rule of thumb is to always flee at half health, and stop fighting entirely when lower. The longer you live, the longer the hive lives on. Make sure to order your xenos to do the same, as a dead xeno is never an ancient xeno.
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.
- "Leaders" determine the maximum amount of leadership positions the Queen can grant
- 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 | Leaders | Pheromone Strength |
Young | 425 | 900 | 20 | 50 | 50 | 50 | 50 | 80 | 45 | 45 | 100 | 45 | 2 | 3.5x |
450 | 1000 | 20 | 55 | 55 | 55 | 55 | 80 | 50 | 50 | 100 | 50 | 3 | 4x | |
475 | 1100 | 23 | 60 | 60 | 60 | 60 | 80 | 55 | 55 | 100 | 55 | 3 | 4.5x | |
500 | 1200 | 23 | 65 | 65 | 65 | 65 | 80 | 60 | 60 | 100 | 60 | 4 | 5x |
Queen's 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 | |||
Cocoon |
Devour your victim to cocoon it, then expel the contents of your stomach onto your tile after 3 seconds. Any Marine in a cocoon is still able to be revived, but the cocoon will give psychic points for 5 minutes. Yields between 1 and 5 psychic points per 5 seconds, depending on the number of spawned Marines. | 100 | N/A | |||
Corrosive Acid |
Expels acid onto an object or wall, destroying it after a while. If used on wall, a hole will appear after some time. Small xenos can climb through, large xenos can break the wall with the hole on it open. CTRL + click to interact with the acid hole. During the prep phase, all xenomorphs with this ability get strong acid.
[Acid Strength by Caste]
|
75 if caste has weak acid; 100 for medium and strong acid |
N/A | |||
Plant Weeds |
Plants a resin weed node, which will start growing resin weeds in a 3-tile radius that allows xenomorphs to heal and restore plasma while on top of the tile.
Right-clicking the ability icon will allow you to select different types of weeds to plant. Placing a weed node on top of another will replace that weed node with the new type. During the prep phase, plasma cost to place a weed node is halved.
[Weed Types]
|
75-225 | N/A | |||
Secrete Resin |
Builds structures, which can be chosen by clicking on the ability while it's active. More in Guide to resin construction | 50-150 | N/A | |||
Emit Pheromones |
Toggles your pheromones, allowing you to select Recovery, Warding, or Frenzy. You only emit one at a time, and you can see which pheromones you are effected by in the Status tab. Emitting pheromones uses 5 plasma every regeneration tick. Strength of pheromones is tied to caste and increases the effects. More at Xenomorph Mechanics.
[Pheromone Types]
Recovery: Accelerates healing and sunder regeneration for resting xenos, increases the amount healed from healing abilities, and increases plasma regeneration. Allows for healing after taking damage without having to wait 10 seconds.
[Pheromone Strength by Caste]
|
N/A | N/A | |||
Ozelomelyn Sting |
Injects a host with Ozelomelyn, which purges chemicals at a rate of 5u per tick and deals 0.75 toxin damage per tick up to a cap of 40 points. | 100 | 25 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 Queen, this primordial ability is Queen Charging.
Ability | Description | Plasma Cost | Cooldown |
---|---|---|---|
Queen Charging |
Grants the queen a charge ability, similar to that of the crusher. | N/A | N/A |
Queen Mother's Blessings
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 and Tricks
- Your Corrosive Acid can help quickly melt flares, walls, and guns. In addition, you can tear open walls that have had a hole put into them from acid with your claws (Ctrl-click on a hole to tear the wall open).
- Xenos directly benefit from your orders. Your voice is the one that turns a group of rag tag fighters into an organized group, so don't hesitate to give out orders.
- Don't rush to fight. You are much more useful supporting your allies while alive than not, so much so you might find yourself never having to screech once.
- LOCK THE SHUTTLE. If you don't lock the shuttle, you might as well kiss your ass goodbye. To lock the shuttle, approach the pilot's room, and click on the middle computer/controls. You don't have to launch it, just interacting with it is enough.
- LOCK THE SHUTTLE
- FUCKING LOCK IT
- Remember that you are fighting a war alongside your children, make sure to always make note of what xenos you have at your disposal and coordinate them accordingly, every xeno has a niche that they fill, and when using these specialist in the right way can turn the tide of battle in your favor.
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, |