TGMC:Hivemind

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DMCA Logo.png This page is a part of the TGMC wiki.

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


UNDEFINED XENO
Tgmc hivemind materialisation.gif
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: "Well um, actually I do have a degree in both theoretical and applied mazing so yes Hatchling Drone (491), I am qualified to tell you that filling fields with sticky resin isn't a good idea.👁️" *manifests a large resin middle finger*


Statistics and Evolution Path

The Hivemind cannot evolve nor devolve. Once you become a hivemind, you are permanently stuck as one.

  • 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)
Health Plasma Slash Intent Harm.png Speed Melee Bullet Laser Energy Bomb Bio Fire Acid Pheromone Strength
Tgmc hivemind materialisation.gif
Physical Manifestation
100 600 0 -4.0 0 0 0 0 0 0 0 0 4x

Unmanifested
100 600 0 -2.5 0 0 0 0 0 0 0 0 4x
Tgmc hivemind core and mind.gif
Hivemind
600 0 0 0 0 0 0 0 0

The Hivemind

After the Hive experimented with psychic potential from the sacrifices of many humans and xenomorphs' lives, they have created a caste like no other, one that have acquired heightened cognitive power to expand the resin world with its mind.

The Hivemind is the only semi-corporeal xenomorph that supports 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, they must use a structure tracker to find the hivemind's core.

The almost immortal Drone

Do not let any marines find your core. This spells game over for you.

TGMC hivemind.gif

Ensure that before evolving into a hivemind, you as a drone do the following:

  • Go near the silo or some other heavily fortified area that the hive will be apt to defend
  • get close to a cave wall or some other area that you will not be blocking off xenomorph movement with by placing many walls
  • alien tab -> evolve -> hivemind
  • THIS WILL PLACE YOUR CORE WHERE YOU ARE RESTING TO EVOLVE
  • Wall this area off in order to give yourself plenty of time to call other xenos for assistance before the marines find your core if they do reach the silo

Incorporeal and Manifested.

While incorporeal, 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 manifested form, you are ejected back to your incorporeal state. You will remain in the incorporeal mode until you recover all your manifested health which can take some time. You can however move and receive healing and the effects of pheromones while in this state, so it is best to jump to a Hivelord or Drone and asking them to heal you when they are not busy.

The responsibilities of the hivemind are but not exclusive to:

  • Weeding for the hive
  • Use the hive status page to quickly jump to xenomorphs location in order to provide them with healing and plasma
  • Building resin wall mazes
  • Relaying hive about marines' locations
  • Notifying hive about marines' flanking and potential xenomorphs flanks
  • Gathering minions for the true xenomorph hoard
  • You can drag xenomorphs, critical marines, and items. Use this to advantage but be aware of your 100HP when doing so.
  • Blocking off marines' retreat

You protect the hive with information that can be weaponized, are able to heal hurt xenomorphs, and building walls to block marines' retreat (or accidentally your own sisters' retreat).

Hivemind Abilities

Ability Description Plasma Cost Cooldown
Plant weeds.gif
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]
TGMC base weed.gif Default, does nothing extraordinary. Costs 75 plasma.
TGMC Resting weed.gif Boosts health and plasma regeneration by 20%, and doubles sunder recovery for any xenos resting on them. Costs 150 plasma.
TGMC Sticky weed.gif Slows humans and vehicles a small amount, can stack with sticky resin. Costs 225 plasma.
75-225 N/A
Secrete resin.gif
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 wall.png 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.png 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 door.png Resin Doors block movement for non-xenomorph mobs. Has 100 HP. 150 Plasma
50-150 N/A
Emit pheromones.png
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]

TGMC recovery phenomones.png 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.
TGMC warding phenomones.png Warding: Increases soft armor in all areas for each level.
TGMC frenzy phenomones.png Frenzy: Decreases movement slowdown by 0.6 for each level.

[Pheromone Strength by Caste]
Drone
Carrier Defiler Hivelord Shrike Tgmc hivemind materialisation.gif 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 whisper.png
Psychic Whisper
Allows you to demoralize marines telepathically; truly the peak of psyops N/A N/A
Heal xeno.png
Salve Healing
Allows you to spend 150 plasma on healing a xeno for 50 HP + (Recovery Pheremone Level * the Xeno's max health * 0.01) along with healing 10 sunder 150 5 seconds
Transfer Plasma.png
Transfer Plasma
Transfers your plasma to a fellow xenomorph, giving them up to 200 plasma. 0-200 N/A
Return to Core.png
Return to Core
Teleport back to your core. N/A N/A
TGMC hivemind manifest.png
Manifest
Change from your incorporal form to your physical on and vice-versa. N/A N/A
Rally hive.png
Rally Hive
Rallies the player xeno to you, along with an arrow pointer for other xeno. Gives the Hive your current health status. 60 second cooldown. 0 60 seconds
TGMC Rally Minions.png
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. Note that minions are stupid and WILL get stuck , help me step xeno 100 60 seconds
TGMC command minions.gif
Command Minions
Order the minions escorting you to be either aggressive or passive. N/A N/A


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