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TGMC is a project based on the CM-SS13 codebase.
|This page is currently under construction!
The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
|Access: Dropship Piloting, Pilot Gear and CIC|
Rank: Warrant Officer(Starting), Chief Warrant Officer(25hrs), Ensign(50hrs), Lieutenant Junior Grade (100hrs)
Supervisors: Captain, Field Commander, Staff Officer
Duties: Fly the Alamo to the planet and back to transport the Marines, Support the ground-forces with CAS. Use the Tadpole.
Guides: Guide to Fire Support, Guide to Vehicles
Quote:You can be my wingman any time.
As Pilot Officer, your primary duty is piloting one of the dropships in order to transport the Marines. this can be a very boring and repetitive job, because all you have to do is click two buttons. The Alamo can be controlled with external consoles, but only YOU, the PO, can fly CAS missions properly, which is a significant firepower boost to the ground forces.
Playing the Pilot Officer
First of all, you have to decide what you want to do. Either you do transport and make sure the Marines get to the planet and back to the ship. Or you want to support the marines on the battlefield with airstrikes via Close Air Support (CAS).
The radio commands are the following:
- .v for command
- .m for medical
- .u for requisition
- .e for engineering
- .s for fire support
- .q for Alpha
- .b for Bravo
- .c for Charlies
- .d for Delta
The Hangar is where you will spend most of your time. It has two dropships, the Alamo which is the main dropship that marines take down, and the Condor which is a specialty CAS plane. Each ship has slots for special upgrades. The Alamo has two engine module slots, one interior module slot, two electronic module slots and four weapon module slots. The Condor has four weapon module slots, and an unremovable rotary nosegun.
- Rear Slot: This is the place where the Interior modules goes.
- Engine Slot: This is where engine modules are installed,
like the cooling system and the fuel enhancer.Note: the cooling system and fuel enhancer is obsolete as the Alamo already incorporates them by default.
- Electronics Slot:This is where electronics are installed, like the spotlight and the targeting system.
- Weapon Slot: This is where the weapons are installed, like the rocket-pod or the sentry-deployment-system.
East of the Hangar is the storage room, it has two powerloaders and various weapon and upgrade modules for the ships. To the east is also the machine to produce more Ammo and Modules. North of the Alamo is the Ammunition-Storage. This is where the CAS Ammo is stored that is available at roundstart, as well as some other starting modules.
The Pillar of Spring has 2 powerloaders near the and the modules on the east side of the hanger while the Sulaco has 1 powerloader near the Condor and 1 powerloader near the fob drone and the weapon modules near the Condor and the interior and electronic modules near the Fob Drone.
If you want to install a module or reload a weapon, you will need a powerloader, this is how you install a module, it works the same for ammunition:
- Right click the powerloader [image of the powerloader] and click “Enter powerloader”
- Alternatively, you can clickdrag your sprite onto the powerloader.
- Make sure your hands are empty before attempting to enter the powerloader.
- Move infront of the module and left-click on it, you can carry two modules, simply switch active hand to carry another one.
- Move to the right slot and click left click on it, that’s it, you installed a module.
How to Pilot
Piloting each dropship is fairly easy, you just have to click a few buttons and wait.
In the cockpit of the Alamo you will find the three main consoles.
- The camera control console (left), which lets you view the different cameras of the dropship.
- The main control console (middle), which lets you fly the dropship and lock or unlock the Alamo doors. If the Shrike or Queen touches this console the Alamo becomes locked which prevents the Alamo from working for a long time and also unlocks all doors. Do not lock all 3 sides of the Alamo otherwise they can lock the Alamo without touching the console.
- The weapon control console (right), which lets you fire your weapons or deploy your dropship equipment.
You will climb into the Condor's cockpit directly and be presented with a single unified console with a list of options.
- Begin flyby - engines must be on!
- Start engines - this requires fuel.
- Disable engines - do this after landing if you don't want to waste fuel.
(Currently the Condor is bugged and will continue into deep negative fuel counts that make it nearly impossible to lift off again, so be very careful to do this.)Fixed
- Begin fire mission - you must be airborne and have an active CAS lase or CAS flare.
It’s usually a good idea to communicate a lot. Announce that the Alamo is going to depart soon with the general radio frequency (;).
Note that the groundside general radio frequency and the shipside general radio frequency are different, use the command frequency (:v) to communicate with the ship. By default, everyone with CAS lazing ability will be on the command frequency. All TGMC personnel have access to the Common radio frequency. Only command roles start with tactical binoculars and also get access to the Command and Fire Support radio channel. All roles can get CAS flares.
Additionally you can inform medical (:m) about any wounded marines coming up, or you can communicate with a squad directly (:q, :b, :c, :d) to coordinate. You may also have to coordinate with the Requisitions Officer (:u) depending on his competency and budget.
Close Air Support (CAS)
Close Air Support, or for short CAS, is your way of helping the marines. You can rain down hell on your enemies if you want to. But, for that the groundside marines need tactical binoculars or a lit CAS signal flare to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available.
But how do I kill my enemies, you ask? That is simple, first you obviously need to install the weapons to the dropship of your choice, normally it’s the Condor, because the Alamo is only rarely in the air. Note that the weapons you install are unloaded, and need to be filled with the ammunition from the ammo-storage room.
Then enter your cockpit, and wait. Make sure that somebody on the ground is aware that you are ready for CAS. Turning your engines on and lifting off pre-emptively gives you a better response time at the cost of inevitable downtime.
Once CAS is required, launch the Condor, select the weapon you want to open up with, and click "begin fire mission". You'll enter a map overview mode like the AI or Overwatch terminals where you can see anything within camera range of the ground forces, as well as the spot around the laze and the signal flares. You can fire on ANYTHING in sight of any marine on the ground, but all of your weapons will be danger close without the added range of the laser dot - this might not matter if your camera coverage is coming from a corpse's still-active helmet camera.
Note that a lot of weapons have some degree of inaccuracy, especially the GAU and Condor rotary cannon, but these two also hit ridiculously hard. All weapons are accurate except for Illumination Flares which have a degree of inaccuracy.
If your fuel runs out, you'll land back on the ship automatically, but if your weapons run dry you'll have to land manually (remember to turn the engines off) and regardless you'll need to reload your weapons for the next CAS mission. You'll also need to refuel the Condor by using jerry cans on the cockpit - you can refill the jerry cans themselves with a large welding fuel tank, but not the backpack-sized ones. You can also purchase replacement ammunition at the dropship part fabricator.
The Tadpole is a smaller version of the Alamo, designed to be able to land anywhere on the map that has an open roof and the space to accommodate the Tadpole.
The Tadpole can be used by anyone with Alamo access, and can be fitted to perform a few roles, such as providing supplies to the frontlines, evacuating the wounded and deceased, hauling xenomorph corpses and Mining Drill repairing.
The Tadpole is outfitted with 2 weapon slots commonly equipped with deployable sentries as well as an interior module slot, allowing the usage of a surgery table or Mounted Smartgun.
As command staff, you have access to orders, which can be used to buff nearby troops with helpful effects. These also cause you to broadcast a quote over the radio(provided you have one) so people know when you're calling one out. After giving an order, there is a cooldown period until you can give another one. Give orders using the action buttons on the top-left of the screen.
|Increases movement speed. Great for chasing down or running away from xenos, or if you just want to move around fast in general, like on the ship. ROs love it!|
|Increases pain resistance. Helpful since pain slows down move speed, makes you drop stuff, and overall just sucks to have. Also saves painkiller supplies for when it's needed more.|
|Increases accuracy, which in turn increases total damage output because more shots actually hit the enemy. Also makes them hit friendlies more often, but that's out of your control, mostly.|
Dropship Part Fabricator
Spend your points wisely, they take a long time to replenish (1 point every 2 seconds)
This is a list of all the available modules and what they do. Most of them are available at roundstart, but more can be purchased from the Dropship Parts Fabricator.
Ammo travelling time is calculated by munition_travelling_time * ((current_orbit+3)/6).
Example: 30mm Ammo Crate at orbit level 1 would be 6*((1+3)/6) which equals 4 seconds of travel time
- Xenos don't know what will be coming down use this to your advantage.
- Illumination Flares can be used to trick xenos into running away very useful if a marine is getting attacked.
- The Laser Beam has a long range use this to your advantage.
- Try to predict where xenos will go.
- Keep in mind the travel time to avoid friendly fire and so you dont end up saving an injured xeno by preventing marines from being able to chase.
- Use area denial weapons to block xenos from escaping.
- Especially useful when xenos make a push.
- Do not lock all 3 sides of the Alamo this allows the xenos to lock the Alamo without touching the console. Always keep 1 side unlock at all times.
|TGMC||Command||Captain, Field Commander, Staff Officer, Pilot Officer|
|Engineering and Supply||Chief Ship Engineer, Requisitions Officer, Ship Technician|
|Medical||Chief Medical Officer, Medical Officer, Researcher|
|Marines||Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine|
|Silicon-Based||Combat robots, Synthetic, AI|
|Xenomorphs||Tier 0||Larva, Minions|
|Tier 1||Drone, Runner, Defender, Sentinel|
|Tier 2||Carrier, Hivelord, Wraith, Hunter, Bull, Warrior, Spitter|
|Tier 3||Gorger, Defiler, Ravager, Crusher, Praetorian, Boiler|
|Tier 4||Shrike, Queen, King, Hivemind|
|Others||Zombie, Emergency Response Team, |