TGMC:Hivemind: Difference between revisions
imported>Novaepee |
imported>AzonStarfall No edit summary |
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Right-Clicking the ability icon will allow you to select different types of weeds to plant. | Right-Clicking the ability icon will allow you to select different types of weeds to plant. | ||
{| class="mw-collapsible mw-collapsed wikitable;background-color:#312d43;" | |||
! Weed Types: | |||
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[[File:TGMC_base_weed.png|64px]] Default, does nothing extraordinary. Costs 75 plasma. | |[[File:TGMC_base_weed.png|64px]] Default, does nothing extraordinary. Costs 75 plasma. | ||
|- | |||
[[File:TGMC_Resting_weed.png|64px]] Boosts health and plasma regeneration by 20%, and doubles sunder recovery. Costs 150 plasma. | |[[File:TGMC_Resting_weed.png|64px]] Boosts health and plasma regeneration by 20%, and doubles sunder recovery. Costs 150 plasma. | ||
|- | |||
[[File:TGMC_Sticky_weed.png|64px]] Slows humans and vehicles a small amount, can stack with sticky resin. Costs 225 plasma. | |[[File:TGMC_Sticky_weed.png|64px]] Slows humans and vehicles a small amount, can stack with sticky resin. Costs 225 plasma. | ||
|- | |||
|} | |||
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. | 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. | ||
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|style="background:#312d43; color: white; border:3px solid #ff7e00"|Builds structures, which can be chosen by clicking on the ability while it's active. | |style="background:#312d43; color: white; border:3px solid #ff7e00"|Builds structures, which can be chosen by clicking on the ability while it's active. | ||
{| class="mw-collapsible mw-collapsed wikitable;background-color:#312d43;" | |||
! Resin Buildings: | |||
[[File:Resin wall.png|64px]] 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%. | |- | ||
|[[File:Resin wall.png|64px]] 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%. | |||
[[File:Sticky resin.png|64px]] Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds. | |- | ||
|[[File:Sticky resin.png|64px]] Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds. | |||
[[File:Resin_door.png|64px]] Resin Doors block movement for non-xenomorph mobs. Has 100 HP. | |- | ||
|[[File:Resin_door.png|64px]] Resin Doors block movement for non-xenomorph mobs. Has 100 HP. | |||
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|} | |||
| style="background:#312d43; color: white; border:3px solid #ff7e00"| 75 || style="background:#312d43; color: white; border:3px solid #ff7e00"|N/A | | style="background:#312d43; color: white; border:3px solid #ff7e00"| 75 || style="background:#312d43; color: white; border:3px solid #ff7e00"|N/A | ||
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|style="background:#312d43; color: white; border:3px solid #ff7e00"|Toggles to see your pheromones, allowing you to select recovery, warding, or frenzy. You may only emit one at a time, and you can see which pheromones you are effected by in the <nowiki>'''stats''' tab. Each pheromone uses 5 plasma every regeneration tick, which doesn'</nowiki>t do much. | |style="background:#312d43; color: white; border:3px solid #ff7e00"|Toggles to see your pheromones, allowing you to select recovery, warding, or frenzy. You may only emit one at a time, and you can see which pheromones you are effected by in the <nowiki>'''stats''' tab. Each pheromone uses 5 plasma every regeneration tick, which doesn'</nowiki>t do much. | ||
{| class="mw-collapsible mw-collapsed wikitable;background-color:#312d43;" | |||
! Pheromones: | |||
|- | |||
[[File:TGMC_recovery_phenomones.png|64px]] Accelerates healing for health and plasma. | |[[File:TGMC_recovery_phenomones.png|64px]] Accelerates healing for health and plasma. | ||
|- | |||
[[File:TGMC_warding_phenomones.png|64px]] Increases armor and accelerates sunder recovery. | |[[File:TGMC_warding_phenomones.png|64px]] Increases armor and accelerates sunder recovery. | ||
|- | |||
[[File:TGMC_frenzy_phenomones.png|64px|]] Increases movement speed. | |[[File:TGMC_frenzy_phenomones.png|64px|]] Increases movement speed. | ||
|- | |||
|} | |||
| style="background:#312d43; color: white; border:3px solid #ff7e00" |5 per tick|| style="background:#312d43; color: white; border:3px solid #ff7e00" |N/A | | style="background:#312d43; color: white; border:3px solid #ff7e00" |5 per tick|| style="background:#312d43; color: white; border:3px solid #ff7e00" |N/A |
Revision as of 18:37, 30 November 2021
![]() |
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
UNDEFINED XENO | |
![]() Hivemind |
Difficulty: Bigbrain |
The Hivemind
After the Hive experiemented with psychic potential from the sacrifices of many humans and xenomorphs' lives, they have created a caste like no other, one that have acquired heighten cognitive power to expand the resin world with its mind.
The Hivemind is the only semi-corporeal xenomorph that support the hive by building resin buildings, planting weeds, and healing critical/wounded xenomorphs. While marines recognized the hivemind's physical manifestation and shoot it down ONLY for it to come back, rarely any marines seen the glowing tower that is the Hivemind's core given that its true body is far from the frontline and behind a fortified and clandestine location.
The almost immortal Drone
Do not let any marines find your core. This spells game over for you.
Ensure that before evolving into a hivemind, you as a drone do the following:
- make resin walls that prevent marines from seeing your glow easily; Hivemind core glows, so don't make it easy for marines to see your glow
- go deep into caves that is not the frontline
- ask queen for hive leadership since hivemind cannot get assigned to hive leadership
![](/tgwiki2/images/thumb/b/b0/TGMC_hivemind_hideout.png/300px-TGMC_hivemind_hideout.png)
To receive xenomorphs' assistance, have a Hivelord build a tunnel and plant acid wells near you. The acid wells will alert them that marines are nearby, and tunnels let xenomorphs quick travel to ward off marines from your core.
The hivemind has two states: incorporal and manifested.
While incorporal, you don't have access to any of your abilities. You can manifest on weeds, but this body of yours will be very fragile (literally 100 HP). If marines shoot and destroy your maifested form, you are ejected back to your incorporal state. You will remain in the incorporal mode until you recover all your manifested health.
The responsibilities of the hivemind are but not exclusive to:
- Weeding for the hive
- Building resin defense
- Relaying hive about marines' locations
- Notifying hive about marines' flanking and potential xenomorphs flanks
- Gathering minions for the true xenomorph hoard
- Saving critically wounded xenomorphs
- Blocking off marines' retreat (when hivenind is ancient, though)
The Queen gives up her overwatch role, but not her overwatch ability, to the Hivemind. You protect the hive with information that can be weaponized, quick reflex to heal horizontal xenomorphs, and building walls to block marines' retreat (or accidently your own sisters' retreat).
Maturity Statistics and Evolution Paths
The Hivemind cannot evolve nor mature. You cannot devolve from hivemind back to drone unless you ask an admin for help.
Body Type | Health | Plasma | Slash | Melee | Bullet | Laser | Energy | Bomb | Bio | Rad | Fire | Acid | Pheromone Strength |
![]() Hivemind |
600 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 100 | 0 | 0 | 0 | 0x |
![]() Physical Manifestation |
100 | 600 | 0 | 0 | 0 | 0 | 0 | 40 | 0 | 0 | 0 | 0 | 4x |
Hivemind Abilities
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, |