TGMC:Hunter

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



UNDEFINED XENO
HunterTGMC.png
Hunter

Difficulty: Hard
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Attack marines' backline in the dark, pick off lone wolves by winning duels, finish off Marines, make marines hate you for delimbing them
Guides: no separate guides
Quote: "I just used my mirages to get 3 PFC's to gun down the Field Commander, it is time for me to retire."


Statistics and Evolution Path

The Hunter is a Tier 2 and can evolve to other Tier 3 xenomorphs provided there are Tier 2 slots.

  • 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.
  • Hunters have an accelerated attack delay of 7, meaning they can attack every 0.7 seconds, or 0.1 seconds faster than the average xenomorph. This may not sound like much but it adds up.
  • 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 almost every other caste has a movement speed bonus of -0.4 while on weeds, hunter only has a bonus of -0.1
  • Hunters have an armor penetration stat, unique to few xenomorps. This applies to melee attacks, abilities have their own individual armor penetration stat. This reduces the effective value of enemy armor by the armor penetration value.
Health Plasma Slash Intent Harm.png Armor
Penetration
Speed Melee Bullet Laser Energy Bomb Bio Fire Acid
Base 290 200 24 5 -2.4 55 30 30 30 0 20 30 20

The Hunter

The Hunter is the master of picking off lone marines. Using your stealth, you can move into unexpected areas and unleash a stealth attack on unsuspecting targets.

Playing the Hunter

Like the runner, you're still one of the weakest combat Xenos, so careful play and situational awareness are your main priorities. Your most powerful tools are your speed and stealth. Activate stealth to become semi-invisible at the cost of movement speed and expending plasma when you move while stealthed. Stay still while stealthed for 3 seconds and you will become almost completely invisible, making you extremely hard to see especially on certain terrain. You will see a message that "you're ready to use Sneak Attack while stealthed" Sneak attack adds damage and knockdown to your next melee slash.

A good Hunter will find holes in the enemy team's lines and begin stalking unsuspecting marines away from the front. Attacking lone targets moving along roads, distracted engineers building FOBs or doing other tasks with no protection, and even flanking the main assault and keeping the enemy wary and distracted are how Hunters help their Hives win. Your small size and speed also allow you to use vents, and when you master the complex mechanics of the melee combat system, almost no marine will be able to survive a one-on-one ambush from you.

Hunter 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 hunter mark.png
Mark
Designates a living target in line of sight as the Hunter's quarry. The Hunter can then use Psychic Trace to gain info about the target. Can target allies. 25 60 seconds
TGMC hunter trace.png
Psychic Trace
Reveals the direction, distance, health, area and infection status of the Hunter's quarry. 1 6 seconds
Xeno Charge.png
Pounce
Lets you pounce on any marine within a certain tile radius, temporarily knocking them down and disarming them. 20 10 seconds
TGMC mirage.png
Mirage Image
Create three mirror images of the hunter that will follow the original for 10 seconds and "attack" nearby targets causing no damage but psychological warfare and confusion. 50 40 seconds
TGMC Hyperposition.png
Swap
This is a sub-ability of Mirage, only able to be used while illusions are active. Use it to swap positions with one of your illusions, to disorient marines and gain a positional advantage. 50 40 seconds
Xeno hide.png
Stealth
This ability makes you semi-invisible at the cost of movement speed and plasma drain as you move. If you remain stationary for 3 seconds, you will become almost completely invisible. This also allows you to use Sneak Attack, adding damage to your next melee attack and stunning the marine that get hit by the sneak attack. Attacking, pouncing, and being shot or blown up will all cancel your stealth. 10 N/A


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 Hunter, this primordial ability is Disguise.

Ability Description Plasma Cost Cooldown
Xeno hide.png
Disguise
Disguise yourself as the enemy or an object. Hide and seek time! Uses plasma to move. 25 60

Hunter Tips & Tricks

  • IMPORTANT: If you move during invisibility, are on light colors, or even just in a brightly lit room, your invisibility will become worthless to any marines that have as many brain cells as they do eyes.
  • Remember that your sneak attack bonus only applies on a melee attack slash, not a pounce.
  • Attacking, pouncing, and being damaged will cancel your stealth. Or atleast it used to. Moving (hunt mode, but not stalk mode) will also bring you out of invisibility and into normal stealth transparency.
  • You can pounce near a marine to prepare for a sneak attack, but you will have to wait 3 seconds before using it. There is a cooldown and sound that will notify you of this.
  • You have almost perfect stealth invisibility if you stand still.
  • Your Sneak Attack can be used on [Disarm] intent to do a super-powerful tackle.
  • You are can be more transparent when on the [Walk] intent, this can let you be somewhat hard to see even when moving.
  • What tile you stand on greatly effects how visible you are. Dark and clustered tiles will greatly hide you, and tiles that are undesirable to move across will decrease the chance of you getting shot.
  • Stand in places that are near to where people will walk past, but not in places that people will poor suppressing fire through.
  • While on [Walk] intent, you can move one tile and slash someone while not losing your Sneak Attack, effectively allowing you to hit anyone in a 5X5 square around you.
  • You have a faster slash rate and high slash damage even without sneak attack, allowing you to hit objects and defenseless marine harder than most.
  • You are fast, but nowhere near as fast as a Runner, and your health is only slightly higher than said Runners, making your survivability significantly lower in open conflict off weeds.
  • You can take out most people at the same rate, so try to hit high-value targets like Specialists and Smart Gunners.
  • Your Sneak Attack has a very high Armor Piercing, so you are one of the few castes that can mess up a B18 equipped marine.
  • Your Sneak Attack has a higher accuracy, aim for the hands and feet to a combat robot out of action for a long time.
  • If the hive is under assault, try hiding in the path of the marines and hitting them with a Sneak Attack before running farther up the path to do it again. This will slow them down considerably.
  • Try to kill or delimb members of the backline, such as Medics and Engineers, to lessen their ability to heal and fortify.
  • Tactical Scanners don't detect you when you are in stealth. Sensors still work.
  • Your invisibility can be used for more than getting the jump on marines, use it to scout out the marine's Fortifications or where they are moving to.
  • Your pounce will put you in [Run] intent, making you more visible but also faster. Don't use it when trying to be sneaky or attacking marines, instead use it as an escape tool.
  • You can bind a key to switch movement intents while held. If this key is a key other than [alt], you can use it to toggle between using [Walk] intent to move sneakier and using [Run} intent to get out of dodge, all while still being able to slash and use your pounce.


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