TGMC:Defender

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


TIER 1 XENO
DefenderTGMC.png
Defender

Difficulty: Medium
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Be the toughest Tier 1 xeno, attract attention, and eat bullets for your team.
Guides: This is the guide.
Quote: "Hmmmm, today I will slowly walk towards 5 marines ready to shoot me, surely this can't go wrong."



The Defender

In the current war against humanity, the hive need a few dedicated xenomorphs that can survive the lead wall. Such is the defender.

Statistics and Evolution

As a Defender you can evolve into Tier 2 or straight into Tier 4, or into the Tier 0 Hivemind.

  • Slash is the MELEE damage dealt on HARM intent per click
  • MELEE, BULLET, LASER, ENERGY, BOMB, BIO, 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.
  • Speed is calculated inversely, meaning the lower the 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)
  • Crest and Fortify are values that raise every soft armor value when the respective abilities are toggled on.
Health Plasma Slash Intent Harm.png Speed Melee Bullet Laser Energy Bomb Bio Fire Acid Crest Fortify
Base 320 200 21 -1.6 40 40 40 40 20 30 40 30 30 55

Playing the WALL

The Defender is a combat caste, focused on being the "tank" of any group of tier 1 xenos, and one of the most lethal xenos at tier 1. Defenders ensure that they can endure dense firing lanes while hurting marines in the process of eating lead. As a Defender, your expectations are:

  • Protecting boilers
  • Taking more shots to kill than any other xeno at tier 1 with crest defense, fortify, and regenerating skin
  • Slashing marine's barricades and sentries on fortify
  • Stunning marines with tail sweep and forward charge
  • Combining abilities with one's toolkit and with other xenomorphs

It is important for a defender to be able to combo its abilities together efficiently, or your damage will be severely limited. Learning about other xenomorphs' abilities and pushing with sisters help you punch out more damage for your buck.

You can still slash in fortify!!

After taking a chunk of lead, you will accumulate sunder, which you can heal by regenerating skin. While you do need to rest for your health, you don't need to worry about sunder.

Combos

Combo 1

  • Close distance between you and marine
  • Tail sweep when close
  • Crest Defense when dealing with marines' retaliation
  • Either Forward Charge to stun more or to retreat

Defender 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
Crest defense.png
Crest Defense
Raises your armor values while sacrificing 20% movement speed. See the armor values table above. N/A 1 second
Fortify.png
Fortify
Increases your armor greatly, but you're unable to move while in this state. You can still slash at objects and players AND you can forward charge from fortify! N/A 1 second
Xeno Charge.png
Forward Charge
Charge up to 4 tiles in the direction you click in, knocking over sentries, tables, and humanoids. People are stunned for about 4 seconds. Can be used while in a defensive stance or fortify, taking you out of one. 80 10 seconds
Tail sweep.png
Tail Sweep
Attacks all humanoids in around the user in a radius. Deals melee and stamina damage to those hit, knocking them over. Can be used while in a defensive stance, but uses double the plasma. Can also deflect nades TGMC defender parry.gif 35 12 seconds
Regenerate Skin.png
Regenerate Skin
Restores 25 brute and 25 burn, and resets sunder. Can't be used while on fire, but it can be used while in a defensive stance. 160 1 minute

Primordial Evolution

Once the hive has enough psychic points, your queen has the option to unlock powerful primordial evolutions for each strain. Primordial evolution grant additional abilities for the relevant class.
For the Defender, this primordial ability is Centrifugal Force

Ability Description Plasma Cost Cooldown
Centrifugal force.png
Centrifugal Force
Spins you around in a radius, making you travel to adjacent tiles, with the additional actions of Tail Sweep. Can use while crested, but not fortified, and uses double the plasma. Does not end until you've expended all plasma. 15 per sweep 30 seconds

Tips

  • Always try to eat bullets for your xeno buddies.
  • If you're just purely tanking for the boiler, hit that FAT fortify.
  • If you're covering other xeno's retreat, HIT THAT FAT CREST BUTTON


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