TGMC:Warrior

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


UNDEFINED XENO
WarriorTGMC.png
Warrior

Difficulty: Hard
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Punch humans to death, toss them into harm's way
Guides: This page
Quote: "Young Warrior(312) has grabbed you by the neck! Young Warrior(312) has punched you in the groin!x9"


Statistics and Evolution Path

The Warrior 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.
  • 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 Standard Speed Max Agility Speed Melee Bullet Laser Energy Bomb Bio Fire Acid
Base 350 100 20 -1.5 -2.1 40 55 55 40 20 50 55 50

The Warrior

The Warrior is a Tier 2 Xeno capable of punching, lunging at humans, and tossing humans around like a soccer ball. Good single-target burst and control, but lacks abilities against multiple targets.

How to CBT marines

Warrior's abilities must be keybinded to really use warrior.

Example:

Agility - E, Lunge - F, Punch - R, Fling - Z, Toss - C.

You cannot deal with a single marine if they have their friends aiming their gun at you. To help you and your xenomorphs to destroy marines, you must remove each individual marines away from their group. And this is what you're good at!

The primary responsibilities:

  • Displace marines.
  • Starve them of their medications.
  • Kill lonely ones.

Displacing marines

  • Toss a marine to you friendly xeno gang. Lunge -> Grapple Toss
  • Fling running marines away from safety. Agility -> Run in front -> Agility -> Fling
  • Toss a marine from behind a barricade. Lunge -> Grapple Toss
  • Toss a marine under KAS. Lunge -> Grapple Toss
  • Punch a marine for additional displacement and damage.

Hurting and fatiguing marines

  • Break their ribs (arms/head/legs). Deals enough damage for a fracture. Lunge -> Attack -> Punch -> (optional attack-> ) Run away
  • Fling them into walls for bonus damage. Lunge -> Attack -> Punch -> Fling -> Run away

Stalking single marines

Aka "being robust"

  • Toggle Agility to run in four legs
  • Untoggle Agility to prepare for lunge. Range is about the screen you see.
  • Lunge to grab marine.
  • Slash. Aim for the arm or head.
  • Punch. Make sure to do it quickly, or the marine will break out and damage will be lower.
  • Slash x3 and run around.
  • Fling him away or in the wall. Do NOT fling towards his friendlies, run around to aim. The marine will drop his weapon.
  • Slash until ded.

Doing it wrong

  • Running around in agility, receiving more damage and forgetting to turn it off.
  • Resting in agility.
  • Coming to a marine in a agility mode.
  • Flinging a marine toward comrades.


Warrior 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
Savage off.png
Agility
Drop to all fours to move faster. Using any ability will take you out of agility. Also reduces your armor by 30% in all categories. N/A 0.4 seconds
Lunge.png
Lunge
Reach up to four tiles away to grab someone, knocking them down and grabbing them. The target can resist to try and break out of your grip and you'll be slower while moving them. This can combo with Punch to deal an extra 1.5x MELEE damage. Lunge can also be used to grab friendly xenos and grapple toss them away from harm. 30 20 seconds
Grapple toss.png
Grapple Toss
Throw a creature you're grappling on selected tile, up to 5 tiles away. Big targets (i.e. T3's) have their range reduced by 1. 20 20 sec, shared with Fling
Fling.png
Fling
Knock an adjacent target flying up to 3 tiles away, leaving them disarmed and knocked down for a short period. 20 20 sec, shared with Grapple Toss
Punch.png
Punch
Strike a target next to you, inflicting stamina damage, stagger and slowdown. Deals 1.5x damage, stagger and slowdown to grappled targets. Deals quadruple damage to structures and machinery. 15 10 sec


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 Warrior, this primordial ability is Combo.

Ability Description Plasma Cost Cooldown
TGMC xeno ability jab.png
Combo
Adds a new ability, Flurry, alongside access to the combo system. Flurry can be used up to 3 times in quick succession, each punch dealing 25% of your melee damage. Each charge takes 7 seconds to recover, uses 10 plasma and every use counts towards Empower
With the combo system, every third combat ability you cast will be an Empowered version, granting additional effects and damage.
Fling.png
Fling:
Briefly knocks down every marine down the path of the flung victim.
Grapple toss.png
Grapple Toss:
Allows you to throw twice as far.
TGMC xeno ability jab.png
Flurry:
"Blinds" and confuses the victim for 3 seconds.
Punch.png
Punch:
Does 50% more damage.
Lunge.png
Lunge:
Does not count as an empowered cast, allowing it to be used at the beginning or end of combos.
10 7

Warrior tips & tricks

  • COORDINATE!!! You're best as a team player, so at the very least stick with 1 other caste.
  • Agile Mode will cause you to get on all fours and run faster, allowing for a quick getaway or confrontation.
  • Agility will also disable abilities and reduce your armor.
  • Punch one-shots APC and snaps wires.
  • You cannot use your Punch, Lunge, or Fling abilities while using Agile Mode
  • Fling retreating marines into harm's way, such as nearby xenos or into walls to slam them into the wall, to deal more damage and prevent escape.
  • Try being opportunistic, throw marines into lava, grenades, into gas, into acid. Get creative, throw them under the landing tad, throw them off the landing tad. There are a million possibilities and it's up to you to find them.
  • You know banelings? Those suicidal balls of hot gas ready to explode? Throw them into marines (Do tell them first though).
  • Don't throw the vali users at the squishier castes, as they can potentially take a LOT of damage and you should firstly consider throwing them into previously mentioned hazards.


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