TGMC:Behemoth

From /tg/station 13 Wiki
Jump to navigation Jump to search
DMCA Logo.png This page is a part of the TGMC wiki.

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


UNDEFINED XENO
TGMCBehemoth.png
Behemoth

Difficulty: Hard
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Become a boulder that marines fear. Throw rocks against marines! Eat rocks after crushing marines.
Guides: no separate guides
Quote: "Go, rock, I choose you!"


Statistics and Evolution Path

The Behemoth is a Tier 3 caste and does not evolve further.

  • Slash the damage dealt when slashing marines. In the code, it is referred to as melee_damage.
  • Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values representing the percent reduction in damage received of that type. Most relevant in most cases are the "melee, bullet, laser, bomb, and fire" values.
  • Behemoth is the only xenomorph with hard armor, which reduces AP from incoming attacks, having 10 AP in melee, bullet, laser, and energy. This means if they are shot at by a gun with 15AP, its effective AP will be reduced to 5AP.
  • 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)
  • While most xenomorphs get a -0.4 movement speed bonus for being on weeds, Behemoth only gets a -0.2 bonus.
Health Plasma Wrath (Primordial) Slash Intent Harm.png Speed Max Charge Speed Melee Bullet Laser Energy Bomb Bio Fire Acid
650 200 650 23 -1.5 -2.9 20 20 20 20 50 50 50 50

The Bighemoth

The Behemoth is a well armored bruiser intended to take damage from marines. The behemoth is not a duelist, nor should it be played as such. You aim to harass marines with your large health pool and area stuns, creating opportunities for your more vulnerable castes to tear marines apart.

Playing the Earth bending Xenomorph

To play the boulder, you must be the boulder. You are slow but you crush anything in your path. Your primary objective is to be a massive pain in the ass to marines, repeatedly stunning them while absorbing a lot of damage.

Keep in mind that on your own, you deal very little damage compared to many other xenomorphs. Additionally, keep in mind that as scary as your rocks look, none of your abilities damage barricades, just marines.

Earth Riser is your bread and butter opener, creating a boulder that combos with both of your main other abilities. On its own, it can still serve as an obnoxious obstruction, blocking marines and bullet fire - you can use a boulder to trap a marine in a maze. You can only have one boulder active at a time.

Your Landslide ability will cause you to charge forward after a brief windup until cancelled or you impact a solid wall. While charging, marines in a 3-wide AoE along your path will be trampled, knocking them down and damaging them. If a boulder from Earth Riser is caught in this AoE, it will be flung forward up to 10 tiles, exploding in a small area and knocking any marines caught in the explosion down.

Your Seismic Fracture ability creates a small explosion that knocks over any marines and damages them. Any boulders caught in this explosion will themselves explode after a delay, with similar effect.

While Primal Wrath is active, your abilities are all upgraded. Earth Riser can support up to 3 separate boulders at a time. Landslide now has 3 charges, with each charge having a short but much faster dash over a limited range. Seismic Fracture creates rippling aftershock waves, massively increasing its effective AoE. All of these abilities now also deal moderate damage over time. While Wrath is active, you cannot go into crit; instead, damage that would put you into crit reduces your remaining Wrath.

All of your abilities are relatively slow and telegraphed. You are not an ambusher. You should use your large areas of effect to punish marines for grouping up, stunning and scattering them to make it easier for other xenos to pick them up.

Behemoth Abilities

Ability Description Plasma Cost Cooldown
Bumpattacktoggle.gif
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
Resting.png
Rest
Used to rest and get up. You heal faster when resting on weeds. N/A 2 seconds
TGMC Headbite.png
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
TGMC Behemoth Roll.png


Roll

Allows you to roll, increasing your move speed. It takes 1.8 seconds to curl up and moving will cancel the action. You cannot attack while using this ability. It takes 4 tiles to begin rolling, and you can only roll in a cardinal direction (north, south, east or west). Changing direction or bumping into a wall will cause you to lose momentum. Hitting an organic will knock them out the way, but it won't deal damage. Using an ability such as Landslide, Earth Riser, or Seismic Fracture will cancel the roll. Using this ability again will cancel it and trigger the cooldown. N/A 15 seconds
TGMC Landslide.png
Landslide
Charge a cardinal direction (i.e north, south, east or west) dependent on what turf you use this ability on. Any organic in a 3x1 area in front of you will be knocked down for 1 second and objects/organics will be dealt 1.2x your melee damage. The charge ends when you either cancel it by using the ability again, you hit a dense object that did not get knocked out your way or destroyed, or you run out of plasma. Launches pillars created by Earth Riser.


When Primal Wrath is active : Charge up to 3 times. The maximum range of this charge is reduced to 7 tiles but is much faster. Using this ability uses up one charge. Every charge takes 20 seconds to recover. Plasma is still consumed normally while charging.

3 per tile travelled 20 seconds
TGMC Earth riser.png
Earth Riser
Allows you to create a pillar within a 3 tile range of yourself. This takes 1.6 seconds, but you can move while the pillar is being created. You can create up to 3 pillars at a time. Marines and xenomorphs cannot move past these pillars, but bullets and thrown objects will fly over them (but not lasers) unless directly targeted. The pillar can be destroyed by bullets, lasers or melee, as well as other xenoes (on harm intent), but will otherwise last indefinitely untill your death. The pillar has 200 health and has the following resists (MELEE = 25, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 100, FIRE = 100, ACID = 0). By click dragging the pillar or using Landslide and charging into it, the pillar will be launched in the direction you drag or charge, and will trigger the cooldown on the ability upon impact. If the pillar hits a marine, it will explode in a 3x3 diamond shaped AOE, dealing 1.2x your melee damage to all marines caught in the shockwave. The pillar will shatter harmlessly if it hits any structure/object or reaches a maximum of ten tiles without hitting anything. Using Seismic Fracture on a pillar will create a identical 3x3 diamond shaped AOE shockwave effect after a delay. Alternate use of the ability (right clicking the icon) will destroy the pillar, and in the case of multiple pillars being present, the oldest first. Other xenomorphs can also launch any pillars by clickdragging.


When Primal Wrath is active : Increases the range to 6 tiles. Earth pillars fall down and explode in a 3x3 diamond shaped AOE shockwave effect, then explode after a brief delay in a 3x3 diamond shape. All prior pillars will be destroyed when Primal Wrath is activated.

20 10 seconds
TGMC Seismic fracture.png
Seismic Fracture
Creates a 4x4 diamond shaped AOE centered around yourself after 1.3 seconds. The AOE sends any organics flying in the air for 1 second and deals 1.2x your melee damage, then half that when they land (back on the same tile they were sent flying). Any organic is invincible while they're flying in the air, however they are still stunned for the duration. Any pillars created by Earth Riser will also detonate with the same AOE effect in a 3x3 diamond shape after 1.3 seconds if caught in Seismic Fracture's AOE.


When Primal Wrath is active : Adds an extra 3 tiles to the outer edge of the main AOE. These extra tiles detonate sequentially one second after each other when the main AOE triggers, with the innermost tiles detonating first, but deal the same damage as the main AOE despite the different effect. Pillars made by Earth Riser do not gain this bonus AOE effect.

50 20 seconds

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 Behemoth, this primordial ability is Primal Wrath.

Ability Description Plasma Cost Cooldown
Crest defense.png
Primal Wrath
When a Behemoth reaches its Primordial age, it will gain access to a new resource called Wrath. It is acquired by taking damage, and is intended to be a resource you gain through repeated exposure to damage. This incentivizes Behemoths to have active roles in combat, especially since this resource is lost over time if you’re not taking damage. 175 30

Tips & Tricks

  • Clicking on cave walls allows you to taste the delicious rocks. Yummy!
  • You combo extremely well with castes that can spread gas, such as boilers and defilers. Their gas hides the telegraph for your abilities, and your stuns force marines to stay in the deadly toxins for even longer!
  • You can cancel your landslide by right clicking again. Useful to avoid sending yourself to your doom.
  • Use your boulder like a quick appearing wall to get cover from gunfire or trap a marine, then use Landslide to fling it right back at other marines when you're done with it!
  • Your slash damage is still quite high. Don't be afraid to just go to town on a marine that can't easily run away.
  • You can grab marines and xenos in your rolling form, though this prevents you from actually rolling.
  • Click-dragging the boulder made with earth riser to a location will fling it, you do however have to be within 1 tile of it in order to fling it though. It doesn't do much damage (if any) and it can knock down multiple marines in a radius. Great to spam if you've got nothing else to-do.
  • Since you have little armour and have a large health pool you don't have to worry much about your sunder. This means you can easily go in, tank a load of shots, and heal up on some weeds in no-time. Be the tank the crusher never could've been.
  • Stampede is a surprisingly effective tool in clearing razor wire. Consider using it to clear crusher lanes or razorburn grenade spam.


TGMC
Roles

TGMC PFC Jim.png
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
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