TGMC:Drone

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Revision as of 20:19, 22 October 2023 by imported>ClosetedSkeleton (Drone page rework)
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This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


UNDEFINED XENO

Drone

Difficulty: Easy
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Weed the colony, build the hive, plant eggs for the Hive
Guides: no separate guides
Quote: "Frenzy: on. Knuckles: cracked. Weed: ready. Link: Connected. Yep, it's Drone time."


Statistics and Evolution Paths

Drone has the most expansive evolution options of the entire caste. As a drone you can evolve into the tier 2's carrier or hivelord, or straight into the tier 4 shrike, queen, or king, or into the bizarre tier 0 hivemind.

Stat explanations:

  • 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. Low sunder % reduces the effectiveness of this armor.
  • Pheromone Strength determines how powerful some activities will be, such as pheromones themselves, as well as using abilities that heal.
  • Speed is calculated inversely, meaning the lower speed value you have, the faster you are.
  • The Tier 1 Primordial upgrade does not change drones stats in anyways, instead it grants them new abilities.
Health Plasma Slash Speed Melee Bullet Laser Energy Bomb Bio Fire Acid Pheromone Strength
Base 300 1000 18 -1.2 30 30 30 30 0 15 30 15 1.0x

The Drone

Coming out of its former but short life as a small larva, the drone looks up in the nighty sky, gazing at the millions of stars sparkling down from the heavens. Which worlds become a home for the hive, which battlefields demanding of resin, which species will face extinction, and which aspirations will the hive have. Such questions will be answered as the drone looked away from the heavens and started planting resin nodes on the unfertilized ground.

Playing the Drone

Chances are if you've gone drone, you plan to either evolve to carrier, hivelord, deflier, shirke, queen, or even combat drone. You plant weed like no tomorrow and putting marines on edge with weed and speed.

The primary objective of the Drone as with most other Tier 1 caste Xenos is first, to stay alive.

In the meantime, here are some things you should focus on:

  • Weeding areas like no tomorrow
  • Planting weed behind xenomorphs' push so that they can retreat faster
  • Healing wounded xenomorphs
  • Annoying marines by stinging them with larval accelerator
  • Cocooning marines for psychic points
  • Making resin walls far FOB to make marines cry when they can't gun-ho
  • Building resin walls near FOB to let xenomorphs rest
  • Emitting Pheromones for your sisters
  • Farting out sticky resin to slow marines down

Try not to combat drone all the time; remember, you cannot take a lot of damage, so guerilla hit and run tactics are your best bet if forced into combat.

The drone's most important duty is expanding the hive, whether by weeding new areas or building new defenses. When building, keep in mind that xenomorphs have a strong advantage against marines in tight winding corridors, and offset patterns. When weeding, keep in mind that you cannot plant weeds on rock, grass, or catwalks. Don't hesitate to set up forward hives and nesting areas close to combat, and bring eggs from the queen's hatchery to assist in quick infection of marines. R

Drone 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

Cocoon
Devour your victim to cocoon it, then expel the contents of your stomach onto your tile after 3 seconds. Any Marine in a cocoon is still able to be revived, but the cocoon will give psychic points for 5 minutes. Yields between 1 and 5 psychic points per 5 seconds, depending on the number of spawned Marines. 100 N/A

Corrosive Acid
Expels acid onto an object or wall, destroying it after a while. If used on wall, a hole will appear after some time. Small xenos can climb through, large xenos can break the wall with the hole on it open. CTRL + click to interact with the acid hole.

During the prep phase, all xenomorphs with this ability get strong acid.

[Acid Strength by Caste]
Drone Drone and Sentinel Sentinel, and Scorpion Scorpion have the weakest acid. Takes 8 minutes to melt a hole in a regular wall. Cannot be used on reinforced walls.
Hivelord Hivelord, Shrike Shrike, Spitter Spitter, and Praetorian Praetorian have common acid. Takes 3 minutes to melt a hole in a regular wall. Cannot be used on reinforced walls.
Boiler Boiler, Primordial Hivelord Hivelord, Queen Queen, and King King have the strongest acid. Takes 1.5 minutes to melt a hole in any type of wall.
75 if caste has weak acid;

100 for medium and strong acid

N/A

Plant Weeds
Plants a resin weed node, which will start growing resin weeds in a 3-tile radius that allows xenomorphs to heal and restore plasma while on top of the tile.

Right-clicking the ability icon will allow you to select different types of weeds to plant. Placing a weed node on top of another will replace that weed node with the new type. During the prep phase, plasma cost to place a weed node is halved.

[Weed Types]
Default, does nothing extraordinary. Costs 75 plasma.
Boosts health and plasma regeneration by 20%, and doubles sunder recovery for any xenos resting on them. Costs 150 plasma.
Slows humans and vehicles a small amount, can stack with sticky resin. Costs 225 plasma.
75-225 N/A

Secrete Resin
Builds structures, which can be chosen by clicking on the ability while it's active. More in Guide to resin construction
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%. 75 Plasma
Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds. 50 Plasma
Resin Doors block movement for non-xenomorph mobs. Has 100 HP. 150 Plasma
50-150 N/A

Emit Pheromones
Toggles your pheromones, allowing you to select Recovery, Warding, or Frenzy. You only emit one at a time, and you can see which pheromones you are effected by in the Status tab. Emitting pheromones uses 5 plasma every regeneration tick. Strength of pheromones is tied to caste and increases the effects. More at Xenomorph Mechanics.
[Pheromone Types]

Recovery: Accelerates healing and sunder regeneration for resting xenos, increases the amount healed from healing abilities, and increases plasma regeneration. Allows for healing after taking damage without having to wait 10 seconds.
Warding: Increases soft armor in all areas for each level.
Frenzy: Decreases movement slowdown by 0.6 for each level.

[Pheromone Strength by Caste]
Drone
Drone
Carrier Defiler Hivelord Shrike Praetorian King Queen and Pheromone Towers
Drone - 2.0 Carrier - 2.5

Defiler - 2.6,

Hivelord - 3.0, Shrike - 3.0, Hivemind - 4.0, Praetorian - 4.5, King - 4.5 Queen and Pheromone Towers - 5.0

N/A N/A

Psychic Cure
A powerful heal that heals an adjacent target for 10 damage + 37.5% max health while regenerating 10% sunder.

Healing scales with regeneration pheromones.

200 60 sec

Transfer Plasma
Transfers your plasma to a fellow xenomorph, giving them up to 200 plasma. 0-200 N/A

Create Resin Jelly
Places Resin Jelly in your active hand, which can be used on yourself or other xeno castes for a 15-second protection from fire. 100 45 sec

Essence Link
Establish a link with another xeno. Both xenos must be within 6 tiles of range for this link to remain active (not necessarily in line of sight), and linked xenos cannot have multiple links. You can cancel this link by right clicking the ability button or using the appropriate keybind. This link will passively gain an attunement level every 1 minute, up to three levels. It will also grant the link's target the following bonuses while active, some of which scale with attunement levels:
  • If they are missing any health, this link will consume the Drone's plasma to regenerate health every 2 seconds. This passive regeneration scales with attunement levels, and is equal to 1.2% / 2.4% / 3.6% of the target's maximum health. The plasma cost is 2 times that value.
  • Any heals applied to either of the linked xenos are also applied to the other, with reduced effectiveness. This reduced effectiveness scales with attunement levels, equal to 10% / 20% / 30% of the health restored.
  • Buffs (such as fire resistance) applied to either of the linked xenos are also applied to the other one.

The level of attunement is represented in the ability icon's changing bar, and the intensity of the beam.

Essence Link can go through walls, so you can be protected by resin walls as the xenomorph you're linked to can go rambo.

N/A 5 SECONDS

Recycle
Deconstruct the body of a fellow fallen xenomorph to avoid marines from harvesting our sisters in arms. 750 N/A


Primordial Evolution


Once the hive has enough psychic points, your queen has the option to unlock powerful primordial upgrades for each tier. Primordial upgrades grant additional abilities for the relevant class.
For the Drone, this primordial ability is enhancement.

Ability Description Plasma Cost Cooldown

Enhancement
Drive a linked xeno past their limits, increasing their slash damage by 15% and their movement speed by 0.4. This will drain 10% of the Drone's plasma every 2 seconds while it is active. Has an initial requirement of 3 attunement levels, and consumes 1 in its usage. N/A 120 SECONDS

Drone tips & tricks

  • You are very weak, but your pheromones and ability to plant weeds make you a strong front line support xeno.
  • Xenos operate best in narrow, enclosed spaces. Consequently, marines operate worst in narrow, enclosed spaces. Build accordingly.
    • Here's an example of a Xeno Hive on LV-426
      Xeno Hive
  • Your corrosive acid is very weak, but it's better than nothing. Don't be afraid to secrete some and call for a stronger acid xeno to come in the meantime.
  • Never try to 1v1 any marine. You are not built for that.


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