TGMC:Hunter
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
UNDEFINED XENO | |
Hunter |
Difficulty: Hard |
The Hunter
The Hunter is the master of picking off lone marines. Using your stealth, you can move into unexpected areas and unleash a stealth attack on unsuspecting targets.
Playing the Hunter
Like the runner, you're still one of the weakest combat Xenos, so careful play and situational awareness are your main priorities. Your most powerful tools are your speed and stealth. Activate stealth to become semi-invisible at the cost of movement speed and expending plasma when you move while stealthed. Stay still while stealthed for 3 seconds and you will become almost completely invisible, making you extremely hard to see especially on certain terrain. You will see a message that "you're ready to use Sneak Attack while stealthed" Sneak attack adds damage and knockdown to your next melee slash.
A good Hunter will find holes in the enemy team's lines and begin stalking unsuspecting marines away from the front. Attacking lone targets moving along roads, distracted engineers building FOBs or doing other tasks with no protection, and even flanking the main assault and keeping the enemy wary and distracted are how Hunters help their Hives win. Your small size and speed also allow you to use vents, and when you master the complex mechanics of the melee combat system, almost no marine will be able to survive a one-on-one ambush from you.
Maturity Statistics and Evolution Paths
The Tier 3 upgrade of the Hunter is the Ravager.
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.
- "Pounce" determines the cooldown after using Pounce
Age | Health | Plasma | Slash | Melee | Bullet | Laser | Energy | Bomb | Bio | Rad | Fire | Acid | Pounce |
Young | 230 | 100 | 21 | 40 | 15 | 15 | 15 | 0 | 10 | 10 | 15 | 10 | 15s |
250 | 150 | 21 | 45 | 20 | 20 | 20 | 0 | 15 | 15 | 20 | 15 | 12.5s | |
270 | 200 | 24 | 50 | 25 | 25 | 25 | 0 | 18 | 18 | 25 | 18 | 11s | |
290 | 200 | 24 | 55 | 30 | 30 | 30 | 0 | 18 | 18 | 30 | 18 | 10s |
Hunter 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 |
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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 |
Silence |
Impairs the ability of hostile living creatures we can see in a 5x5 area. Targets will be unable to speak and hear for 10 seconds, or 15 seconds if they're your Hunter Mark target. | 75 | 40 seconds |
Mark |
Designates a living target in line of sight as the Hunter's quarry. The Hunter can then use Psychic Trace to gain info about the target. Can target allies. | 25 | 60 seconds |
Psychic Trace |
Reveals the direction, distance, health, area and infection status of the Hunter's quarry. | 1 | 6 seconds |
Pounce |
Lets you pounce on any marine within a certain tile radius, temporarily knocking them down and disarming them. | 20 | 10 seconds |
Mirage Image |
Create three mirror images of the hunter that will follow the original for 10 seconds and "attack" nearby targets causing no damage but psychological warfare and confusion. | 50 | 40 seconds |
Stealth |
This ability makes you semi-invisible at the cost of movement speed and plasma drain as you move. If you remain stationary for 3 seconds, you will become almost completely invisible. This also allows you to use Sneak Attack, adding damage to your next melee attack and stunning the marine that get hit by the sneak attack. Attacking, pouncing, and being shot or blown up will all cancel your stealth. | 10 | N/A |
Ability | Description | Plasma Cost | Cooldown
Primordial EvolutionOnce 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.
Hunter Tips & Tricks
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