TGMC:Hivemind

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Revision as of 19:45, 28 November 2021 by imported>Novaepee (Hivemind Abilities)
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TGMC is a project based on the CM-SS13 codebase.


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UNDEFINED XENO

Hivemind

Difficulty: Bigbrain
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Heal, rally, and overwatch xenomorphs; trap overextending marines
Guides: This
Quote: "From the moment I understood the weakness of my flesh, it disgusted me. I craved the elusiveness and certainty of psychic energy. I aspired to the purity of the Infinite Resin. Your kind cling to your flesh, as if it will not decay and fail you. One day the crude biomass that you call a temple will wither, and you will beg my kind to save you. But I am already saved, for the Hivemind is immortal . . . even in death I serve the Queen Mother."


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
An example of hiding the hivemind

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

Ability Description Plasma Cost Cooldown

Toggle Bump Attacks
This ability allows you to toggle bump attacks on and off. If for some reason you want to avoid them, toggle this off. The red arrow means it's on; the green arrow means it's off. N/A N/A

Return to Core
Teleport back to your core. N/A N/A

Manifest
Change from your incorporal form to your physical on and vice-versa. N/A N/A

Plant Weeds
Plants a resin weed node, which will start growing resin in a 3-tile radius that allows xenomorphs to heal and restore plasma while on top of the tile. Plasma cost is also halved before the shutters have been opened.

Right-Clicking the ability icon will allow you to select different types of weeds to plant.

Click expand to view different resin types.

Default, does nothing extraordinary. Costs 75 plasma.

Boosts health and plasma regeneration by 20%, and doubles sunder recovery. Costs 150 plasma.

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.

N/A N/A

Secrete Resin
Builds structures, which can be chosen by clicking on the ability while it's active.
Click expand to view different resin buildings.

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%.

Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds.

Resin Doors block movement for non-xenomorph mobs. Has 100 HP.

75 N/A

Emit Pheromones
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 '''stats''' tab. Each pheromone uses 5 plasma every regeneration tick, which doesn't do much.
Click expand to view different pheromones.

Accelerates healing for health and plasma.

Increases armor and accelerates sunder recovery.

Increases movement speed.

5 per tick N/A

Psychic Whisper
Allows you to bully captured hosts telepathically Easy N/A

Rally Hive
allies the hive to a congregate at a target location, along with an arrow pointer. Gives the Hive your current health status. 60 second cooldown. Easy N/A

Rally Minions
Command minions, ordering them to converge on this location. You must be next to minions in order for them to follow you. When you activate rally minion, you will *roar, which will in turn make the minions *roar as well. If you hear minions *roar, it means they are following you. Easy N/A

Command Minions
Order the minions escorting you to be either aggressive or passive. Easy N/A

Psychic Cure
'Heal and remove debuffs from a target. Easy 200
TGMC
Roles

TerraGov Marines

Ranks

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

Playtime

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, Survivor