TGMC:Defender: Difference between revisions
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Revision as of 11:40, 9 February 2022
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
UNDEFINED XENO | |
Defender |
Difficulty: Medium |
The Defender
In the current war against humanity, the hive need a few dedicated xenomorphs that can survive the lead wall. Such is the defender.
Playing the WALL
The Defender is a combat caste, focused on being the "tank" of any group of tier 1 xenos, and one of the most lethal xenos at tier 1. Defenders ensure that they can endure dense firing lanes while hurting marines in the process of eating lead. As a Defender, your expecatations are:
- Protecting boilers
- Taking more shots to kill than any other xeno at tier 1 with crest defense, fortify, and regenerating skin
- Slashing marine's barricades and sentries on fortify
- Stunning marines with tail sweep and forward charge
- Comboing abilties with one's toolkit and with other xenomorphs
It is important for a defender to be able to combo its abilities together efficiently, or your damage will be severely limited. Learning about other xenomorphs' abilities and pushing with sisters help you punch out more damage for your buck.
You can still slash in fortify!!
After taking a chunk of lead, you will accumulate sunder, which you can heal by regenerating skin. While you do need to rest for your health, you don't need to worry about sunder.
Combos
Combo 1
- Close distance between you and marine
- Tail sweep when close
- Crest Defense when dealing with marines' retaliation
- Either Forward Charge to stun more or to retreat
Maturity Statistics and Evolution Paths
Defenders are born to evolve into Warriors and then eventually Crushers.
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.
- Crest and Fortify are values that raise every soft armor value when the respective abilities are toggled on.
Age | Health | Plasma | Slash | Melee | Bullet | Laser | Energy | Bomb | Bio | Rad | Fire | Acid | Crest | Fortify |
Young | 260 | 150 | 17 | 30 | 30 | 25 | 20 | 60 | 20 | 20 | 30 | 20 | 22 | 50 |
280 | 175 | 17 | 33 | 33 | 28 | 25 | 60 | 25 | 25 | 33 | 25 | 26 | 52 | |
300 | 190 | 21 | 35 | 35 | 30 | 28 | 60 | 28 | 28 | 35 | 28 | 30 | 55 | |
320 | 200 | 21 | 40 | 40 | 40 | 40 | 60 | 30 | 30 | 40 | 30 | 30 | 55 |
Defender 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 |
Crest Defense |
Raises your armor values while sacrificing 20% movement speed. See the armor values table above. | N/A | 1 second |
Fortify |
Increases your armor greatly, but you're unable to move while in this state. You can still slash at objects and players AND you can forward charge from fortify! | N/A | 1 second |
Forward Charge |
Charge up to 4 tiles in the direction you click in, knocking over sentries, tables, and humanoids. People are stunned for about 4 seconds. Can be used while in a defensive stance or fortify, taking you out of one. | 80 | 10 seconds |
Tail Sweep |
Attacks all humanoids in around the user in a radius. Deals melee and stamina damage to those hit, knocking them over. Can be used while in a defensive stance, but uses double the plasma. Can also deflect nades | 35 | 12 seconds |
Regenerate Skin |
Restores 25 brute and 25 burn, and resets sunder. Can't be used while on fire, but it can be used while in a defensive stance. | 160 | 1 minute |
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 Defender, this primordial ability is Centrifugal Force
Defender tips & tricks
- Always try to eat bullets for your xeno buddies.
- If you're just purely tanking for the boiler, hit that FAT fortify.
- If you're covering other xeno's retreat, HIT THAT FAT CREST BUTTON
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, |