TGMC:Sentinel

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


TIER 1 XENO
SentinelTGMC.png
Sentinel

Difficulty: Intermediate
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Harass marines with toxic spits and force them to disengage from fights by stacking damage over time.
Guides: Xenomorph CQC
Quote: "Toxin... [cough] [cough] So deadly... [cough] Choking... [laughter] I'm kidding! When I said deadly toxin, the 'deadly' was in massive sarcastic quotes. I could take a bath in the stuff, put it on cereal, rub it right into my eyes. Honestly, it's not deadly at all. To me. You, on the other hand, are going to find its deadliness a lot less funny."



Introduction

Statistics and Evolution

As a Sentinel 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)
  • Spit Delay is the amount of time inbetween spits, with a spit delay of 1.5 being 1 spit every 1.5 seconds
  • All acid spits are given a 145% boost to damage at base, and 160% boost to damage with the primordial upgrade, the value given is with the boost applied..
Health Plasma Slash Intent Harm.png Speed Spit Damage Spit Delay Gas Radius Melee Bullet Laser Energy Bomb Bio Fire Acid Spit Stacks Slash Stacks
Base 300 600 16 -1.9 23.2 1.5 25 25 25 25 0 25 26 25 5 5
Primordial 300 600 16 -1.9 25.6 1.5 4 25 25 25 25 0 25 26 25 5 5

Playing Sentinel

The Sentinel's job is a frontline ranged caste that engage marines at a distance. To utilize the Sentinel, you must:

  • Keeping your distance and suppress fire on marines'
  • Denying areas and marines' push via spitting toxin
  • Stacking Intoxication on marines for damage over time
  • Poking around corners to shoot at marines
  • Coordinating with other xenomorphs to wreck marines
  • Melting flares

As a Sentinel, your Intoxication is your main ability. It causes damage over time. An icon will appear under a victim, indicating the level of Intoxication. A blinking icon means it has stacked to a critical level, which is important for the Drain Sting ability. The critical level is 20 stacks. Drain Sting is invaluable for keeping you in a fight and letting you survive, as it not only stuns your victim, but regenerates some health and plasma, and if you reached a critical level of intoxication, boosts your armour too.

The Intoxication hub

In general, you want to apply this offensively by focusing a single marine so that you can stack up Intoxication. The more you stack, the more damage over time you give the marine. Your Toxic Spit may be weak by itself, but when paired with any of the other melee castes, you can debuff down marines, and then have your partner completely put them out of commission. Your Toxic Spit can go through friendly xenomorphs! Because of this, the Sentinel can help support combat inside and out of the hive as long as you never walk alone.

If yourself being pursued, you can always use your spit to ward off your pursuers and hopefully lead them away. Your spit can also be used as a disengagement tool and can give you the chance you need to flee and recover.

Your small size allows you to crawl through vents. Alt Click a vent to begin entering it. If you get a message that the vents are disconnected, a-help, as it's a known issue and the sooner it's fixed the sooner the rest of the hive can benefit. Regardless, you should always be keeping yourself busy with melting tools, barricades, medical tools, supplies, and anything else you think could be used by the enemy. Lamps should be melted to deny marines light, and if you see any APCS, you should slash them until you get a message that sparks fly out. Be careful not to get caught alone, and pay attention to the hivemind so you aren't caught off-guard when the marines land. If you are the first person to see them, you should shout them out over the hivemind, and tell how many, where they are, and where they appear to be headed.

One last ability you possess is your Corrosive Acid. Though you can't spit it at your foes, you can use it to melt anything of use to the marines. Your acid is generally weak and will take an excruciatingly long time to melt just about anything, but if you see a gun or a flare lying around, you might be prudent to melt it anyways.


Sentinel 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
Corrosive acid.png
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
TGMC Toxic Spit.png
Toxic Spit
Spit toxin at a target or tile. Contribute burn damage and Intoxication stacks against marines. It goes back friendly xenomorphs for you use as cover. 30 N/A
TGMC Toxin Slash.png
Toxic Slash
Imbue your claws with acid, inflicting the Intoxicated debuff with every slash. You won't have Toxic Slash after 4 seconds or after 3 slashes have been dealt. 100 10 SECONDS
Neuro sting.png
Drain Sting
Sting your victim, draining some Intoxicated stacks and gaining benefits from it. It removes 30% of the current stack amount on use.

If the victim is above 20 stacks, this ability will increase all armor ratings by 20, for 10 seconds.

Inflicts knockdown. The duration of this knockdown is proportional to the amount of stacks the victim has, minus 1 second. For example; 30 stacks equals 2 seconds, and 15 stacks equals 0.5 seconds. The minimum duration is 0.1 seconds.

Deals a proportional amount of damage. The formula for this damage is: ( Amount of stacks * 6 ) / 5. This translates to a minimum of 1.2 damage and a maximum of 36 damage.

Heals a proportional amount of health. The formula for this heal is: Amount of stacks * 6. This translates to a minimum of 6 health and a maximum of 180 health.

Restores a proportional amount of plasma. The formula for this restoration is: ( Amount of stacks * 6 ) * 3.5. This translates to a minimum of 21 plasma and a maximum of 630 plasma.

75 25 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 Sentinel, this primordial ability is Neurogas Grenade

Ability Description Plasma Cost Cooldown
TGMC xenonade.png
Neurogas Grenade
Throw a ball of resin, which contains a toxin. This ball of resin will detonate shortly after landing, spreading a gas that inflicts the Intoxicated debuff to anyone caught inside its range. Deals 20 burn damage (before reductions) for every tick spent inside it. Inflicts 10 stacks of the Intoxicated debuff for every tick spent inside it. Allows other gases through, allowing it to synergize with other xenos such as the Defiler. 200 50 SECONDS

Tips

  • You're ideal for after battle clean up. Melt any guns, knives, lights, flares, and tools you find lying around after the marines have backed off. Don't force the more important xenos to do this.
  • Marines with big guns are bigger targets. Spit at them to wear them down and make it harder for them to chase down kills.
  • Marines can simply pick up most equipment with acid on it and wipe it off, but they'll take a lot of extra damage if they do so.
  • Even outright collapsing from stamina loss doesn't keep a marine down forever; if you rush in at the wrong time you might eat a shotgun blast even from someone you think you've downed.
  • Your speed lets you make an effective ambusher when you partner with a runner. Flank the marines, wear down their speed and stamina, and have the runner drag them off screaming and gurgling in pain.
  • One of the strongest and most surprising partnerships comes from a Sentinel Sentinel pair. Two xenos spitting at one target can build up intoxication fast, and both of you combined will do enough damage to take out someone you've crippled.
  • A common combo to do is spit them to around 20 stacks, trigger melee slashes and hit them a few more times, and when the toxic slashes expire drain sting them and slash them a bit more. You're dangerously underestimated by marines in 1v1 duels, but you're arguably stronger than runners.
  • Don't always evolve into spitter, spitters can do well with small groups of allies and in 1v1s but their spit is blocked by other aliens so it would suck to evolve in a crowd and be useless.


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