TGMC:Puppeteer: Difference between revisions
imported>Notamaniac Fleshes out the puppeteer page, still needs images and gifs for abilities |
imported>Notamaniac →Playing the Necromancer: Fleshes out this section a bit |
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# Use '''Refurbish Husk.''' This requires a non roundstart corpse, which has gone cold. Corpses with a red marker have yet to go cold, and you can examine (using shift click by default) corpses to see if they are usable or not. | # Use '''Refurbish Husk.''' This requires a non roundstart corpse, which has gone cold. Corpses with a red marker have yet to go cold, and you can examine (using shift click by default) corpses to see if they are usable or not. | ||
You can only have up to three puppets at a time, and like all other xenomorphs they can be healed by weeds, or other healing | You can only have up to three puppets at a time, and like all other xenomorphs they can be healed by weeds, or other xeno healing abilities. | ||
Puppets will attack any object they are adjacent to, and will attack any human target you attack until it is dead. If you want to stop puppets from attacking something, use '''Give Orders To Puppets''' and select '''Recall'''. Don't get too attached to your puppets, they aren't very smart, are slower than you, and often get stuck. | Puppets will attack any object they are adjacent to, and will attack any human target you attack until it is dead. If you want to stop puppets from attacking something, use '''Give Orders To Puppets''' and select '''Recall'''. Don't get too attached to your puppets, they aren't very smart, are slower than you, and often get stuck. You should avoid attempting to rescue any puppets that are critted and under fire- you lack both the durability and speed to perform a safe rescue. However the sheer amount of melee damage you and your three puppets can deal will quickly overwhelm any lone marine. Concentrate on attacking any marines isolated by a Warrior or Shrike fling, or send your puppets after weak marines using the '''Seek and attack''' order. Always make sure you have a path open to retreat, and the health to make that retreat, none of your abilities will help you evade concentrated fire, and you must close the distance in order to gain the biomass required for other abilities. | ||
=Puppeteer Abilities= | =Puppeteer Abilities= |
Revision as of 22:57, 24 January 2024
This page is currently under construction!
The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved. |
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
UNDEFINED XENO | |
Puppeteer |
Difficulty: Easy |
Statistics and Evolution Paths
The Puppeteer can evolve into a Widow or Warlock.
- 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)
- Puppeteer is one of the few caste that undergoes stat changes for its primordial upgrade. It also receives new abilities for becoming primo, making it truly a standout caste.
The Puppeteer
The Puppeteer is a formidable xenomorph who uses (up to three) weaker and disposable puppets to overwhelm lone marines. However compared to other T2 xenoes, they lack mobility- meaning that charging into a ball of marines unprepared or unassisted will probably end up in their death.
Playing the Necromancer
The Puppeteer uses biomass instead of plasma. This means that there is no passive regeneration, and you must either use Flay or attack enemy humans to gain the resources to use your abilities. Like Gorger and Ravager, weapons such as tanglefoot grenades or pepperballs won't drain your biomass.
Puppets 101
There are two ways to make puppets.
- Use Stitch Puppet. This uses 125 biomass, and will be your go to method of making puppets.
- Use Refurbish Husk. This requires a non roundstart corpse, which has gone cold. Corpses with a red marker have yet to go cold, and you can examine (using shift click by default) corpses to see if they are usable or not.
You can only have up to three puppets at a time, and like all other xenomorphs they can be healed by weeds, or other xeno healing abilities.
Puppets will attack any object they are adjacent to, and will attack any human target you attack until it is dead. If you want to stop puppets from attacking something, use Give Orders To Puppets and select Recall. Don't get too attached to your puppets, they aren't very smart, are slower than you, and often get stuck. You should avoid attempting to rescue any puppets that are critted and under fire- you lack both the durability and speed to perform a safe rescue. However the sheer amount of melee damage you and your three puppets can deal will quickly overwhelm any lone marine. Concentrate on attacking any marines isolated by a Warrior or Shrike fling, or send your puppets after weak marines using the Seek and attack order. Always make sure you have a path open to retreat, and the health to make that retreat, none of your abilities will help you evade concentrated fire, and you must close the distance in order to gain the biomass required for other abilities.
Puppeteer 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 |
Flay |
Attack a marine in melee range and paralyse them for 0.8 seconds. Deals 30 damage and has 15 AP. Also gives you 100 biomass. | N/A | 20 secs |
Pincushion |
Fires a spike that travels for 6 tiles. Deals 35 damage. | N/A | 5 secs |
Dreadful Presence |
Slows marines down in a 6 tile radius. This ability is active for 3 seconds and you can move while it is active. The slowdown debuff lasts for 6 seconds. | 50 | 20 secs |
Refurbish Husk |
Use to make a puppet out of a dead, cold (unrevivable), body. Won't work on the roundstart colonists. Red markers indicate that the body has yet to go cold. Examine a body (shift click by default) to determine if it is hollow or not (if it is, you can't use this ability on it). | N/A | 25 secs |
Stitch Puppet |
Use on an adjacent tile to create a puppet. You must stay still during the process. | 125 | 25 secs |
Organic Bomb |
Gives a puppet the 'Seek and attack order' (i.e. bumrush the nearest marine). After 5 seconds or upon attacking an organic, it will explode after a brief windup leaving a 5x5 acid pool which lasts for 12 seconds. Fails if there is no target. If the puppet dies prematurely, or is interrupted for any reason during it's explosion windup (i.e. being pulled, knocked back by an explosion or buckshot ect.) it will not explode into acid. | 100 | 30 secs |
Give Orders to Puppets |
Gives orders to your puppets. There are 3 orders you can give
|
N/A | N/A |
Articulate |
Use on a puppet to speak through it. Only talks in xeno language, unfortunately. | N/A | 10 secs |
Bestow Blessing |
Use on a puppet to permanently upgrade it. You can only stack one of each type of blessing on a individual puppet. The three blessings are -
|
200 | 30 secs |
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 Puppeteer, this primordial ability is Tendrils .
Ability | Description | Plasma Cost | Cooldown |
---|---|---|---|
Tendrils |
Burrow freshly created tendrils to tangle organics in a 3x3 patch | 175 | 40 SECONDS |
Tips & Tricks
- Puppeteers lack mobility or escape abilities. Getting cut off by marines will often mean your doom, so pick your fights carefully!
- The stun that Flay provides gives a good opening to attack a marine. Only marines in heavy armour + Tyr 2/B18 will survive 3 puppets and you wailing on them for any meaningful amount of time.
- Pincushion isn't very useful, but it doesn't cost biomass. Try to use it to harass marines that are in a group, but are too dangerous to fully commit to attacking.
- You can upgrade other Puppeteers puppets, though you can't use organic bomb or other such abilities on them.
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, |