TGMC:Marine Quickstart Guide
|This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase.
You've decided to become the hero the corps need, good choice! This quickstart guide should get you started in no time. But as with any server, it's important you get yourself familiar with the Rules first. We are a Medium Roleplay server, meaning that you should at least try and behave like a marine. That doesn't mean you have to go full "Yes sir", just avoid Low RP shenanigans and excessive memes. While our rules are pretty lenient, that doesn't mean your actions won't have IC (In Character) consequences. Stealing or refusing to listen to orders is against the Marine Law and might get the Military Police after you.
Before you jump into the action, we recommend that you also set up your character. Believe us when we say it will be more fun for you and everyone else in the long term.
- 1. Are your standard, basic character options. Choose a name according to our naming policy and how you want to look.
- 2. If you want to play marine, we recommend you turn these options to No. Survivor is a very challenging role and you can always become a xenomorph later after you die, using the Join As Larva option.
You may also take a look at the marine role preferences list, but if this is your first game we recommend that you go as the standard Squad Marine. They are the necessary backbone of any military operation and thanks to our modified skill system, also extremely versatile.
Waking up from Cryosleep
So, you finally woke up. You will be almost naked, hungry and most likely confused, but worry not, the engineers counted on that when designing the ship.
Unless you picked a preferred squad in your preferences, you will be assigned randomly. Take a look at the chat panel to your right, your assignement along with the flavor text should be there.
As you can see, there are four colored lines to guide you. In this example, we've been assigned to the bravo squad. That means we follow the yellow line north. It's important to make a stop at the canteen for some breakfast, because hungry marines move slower. Stop by one of the vendors, click on it and dispense your preferred dish. Pick it up by clicking on it, then click on yourself to take a bite. It might take several of these to fill you up, you've been in cryosleep for a good while.
After you had your chow, head into your squad preparations room. Use one of the vendors along the wall. There are also separate rooms for other squad roles. Dispense everything that is marked white, those are the mandatory items. For a squad marine, that just means the uniform. After dispensing it, click on each piece and either hit E to equip it to the correct slot, or click on the correct slot yourself.
You may notice there's also a lot more choices for the rest of your equipment. If you are just starting out, the recommended things work out just fine. There are some things to note though. The webbing or the vest go onto your uniform. Click on the uniform with it in your hand to attach it, you may then click on your uniform to access the storage space provided there. The attachements go onto your gun, which we will get in the next step. Keep them in your satchel for now.
Moving west, there should be 8 weapon vendors, separated by glass. You may notice there's quite a large variety. We will go with the most basic setup. Dispense one M41A Pulse Rifle MK2 and pick it up. Then, dispense six M41A magazines. Pick one up with your other hand, click on your rifle to load it. After that, equip your rifle with E or click on your suit storage slot. Put the rest of your magazines into your ammo belt. After that, dispense a M5 'Night Raider' Survival Knife and click on your boots to slide it in. It is an excellent tool that can clear weeds or serve as a weapon if you lose your main gun. Now is the time for adding attachements onto your gun. The pulse rifle has 4 slots in total: Rail, Muzzle, Underbarrel and Stock. Attaching something is the same as reloading your rifle: Rifle in one hand, attachement in the other, click the rifle with the attachement. After you're done, you might also want to grab a few flare packs and put them into your satchel. Flares serve an important role, giving you intel and may prevent you from walking into an ambush. Always flare a room first before pushing into it with your squad.
After this, you are almost ready to rumble! Depending on the command structure, there is usually a briefing being held in the room just south. Find the section corresponding with your squad color and take a seat (drag yourself onto it to buckle, click the seat or click the resist button on the bottom right to unbuckle), wait for the commander to give your squad your mission objectives. That may range from building a Forward Operating Base, setting up power, scouting, or being a dedicated strike team. Always refer to your squad leader or the highest ranking member for more immediate orders and stick with them at all times unless ordered otherwise.
When the briefing is over, you should head west through the hallway into the hangar. There will be two dropships, Alamo, the beige dropship on the right and Normandy, the black dropship on the left. Board whichever your squad is using, find a seat and buckle in. The PO should launch once most people are inside. The flight shouldn't take long, you may use this time to talk with your squad and other marines. Press T and use ; to talk on your squad channel and :z to talk on the general channel that everyone has access to.
When there's an enemy nearby or you hear shots or other signs of potential hostile activity, take your rifle out of your armor slot by clicking on it. When you want to shoot, always make sure to wield it by hitting Z with it in your active hand. Never fire a weapon one-handed.
It is very important to move in one line with your fellow marines and fire in a way where you won't hit your squadmates. It is better to miss a shot than to hit a friendly marine. Medics are a rarity, always let the people in the front shoot, don't try and move through them. Staying on grab intent (The yellow one, hit 3 to use it) during a firefight is vital. If you walk into someone who is shooting with help intent, you will swap positions and most likely get hit.
You may have noticed there's a button in the upper left of your screen. Click it to turn your armor light on. It is vital to keep the light on at all times, so you can see the environment and marines can see you. It is easy to get spooked by a marine in the dark and accidents may happen.
If there's a wooden barricade, use your knife to destroy it. If it's a plasteel one, click on it with an empty hand to flip it open, walk through and flip it closed. It is vital that you always close the barricade after you move through it.
If you see a table or a window frame, click your character and drag it onto the obstacle. This should allow you to climb through after a short animation.
| Roles on TGMC|
|TGMC||Command||Captain, Field Commander, Intelligence Officer, Pilot Officer, Tank Crewman|
|Security||Command Master at Arms, Master at Arms|
|Engineering||Chief Ship Engineer, Ship Engineer|
|Medical||Chief Medical Officer, Medical Officer|
|Supply||Requisitions Officer, Cargo Technician|
|Marines||Squad Leader, Squad Specialist, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine|
|Civilians||Researcher, Corporate Liason|
|Tier 1||Drone, Defender, Runner, Sentinel|
|Tier 2||Carrier, Hivelord, Warrior, Hunter, Spitter|
|Tier 3||Praetorian, Crusher, Ravager, Boiler, Defiler|
|Others||ERT, Predator, Survivor|