Difference between revisions of "TGMC:Synthetic"

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{{Under construction
 
|reason = Holds a guide, but will need looking at by people who know a bit about the role. Feel free to contribute! 02:23, 12 November 2018 (UTC)
 
 
Do not be hesistant to add - learning never ends! While I try to keep page up-to-date, you can always add or fix something on your own! 22 December 2021
 
}}
 
 
{{TGMC}}
 
{{TGMC}}
  
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|stafftype = SYNTHETIC
 
|stafftype = SYNTHETIC
 
|imagebgcolor = #f5fffa
 
|imagebgcolor = #f5fffa
|img_generic = DMCA_Synthetic.png
+
|img_generic = TGMCSynth4.gif
 
|jobtitle = Synthetic
 
|jobtitle = Synthetic
|access = Everywhere, Including Groundside!
+
|access = Everywhere
|difficulty = Soul Crushing
+
|difficulty = Hard
|Rank = Mark I(starting), Mark II(10hrs), Mark III(50hrs)
+
|Rank = Mark I (starting), Mark II (10hrs), Mark III (50hrs)
 
|Class = Silicon
 
|Class = Silicon
|superior = CIC, composed of [[TGMC:Commander|Captain]] and [[TGMC:Field_Commander|Field Commander]], Human Crewmembers
+
|superior = Officers, such as [[TGMC:Commander|Captain]] and [[TGMC:Field_Commander|Field Commander]], [[TGMC:Squad_Leader|Squad Leader]]; basically anyone with a loud text on the radio.
 
|duties = Assist and fill in for the crew to your best ability.
 
|duties = Assist and fill in for the crew to your best ability.
|guides = [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC:Defibrillation|Guide to Defibrillation]], [[TGMC:Guide to engineering|Guide to Engineering]],[[TGMC:Guide_to_Base_Building|Guide to Base Building / FOB]], [[TGMC:Guide_to_requisitions|Guide to Requsitions]], [[TGMC:Guide_to_fire_support|Guide to Fire Support]]  
+
|guides = [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC:Defibrillation|Guide to Defibrillation]], [[TGMC:Guide to engineering|Guide to Engineering]], [[TGMC:Guide_to_Base_Building|Guide to Base Building / FOB]], [[TGMC:Guide_to_requisitions|Guide to Requsitions]], [[TGMC:Guide_to_fire_support|Guide to Fire Support]]  
|quote = They did not put a restriction on my machete, y'know?
+
|quote = "RO, order rocketsledge right now or I cut the captain in half!"
 +
}}
 +
<!----------------------------------because there's 2 synth types, i have made a unique skills table for them for side-by-side comparison--------------------------------------->
 +
{| class="wikitable" style="width: 450px; float: right; margin-left:10px"
 +
|+ [[TGMC:Skills|More information about skills]]
 +
! colspan="2" style="background-color:#90dec4;" | Synthetic Skills
 +
! colspan="2" style="background-color:#ffcb2f; border-style: solid; border-width: 0px 0px 0px 4px" | Early Synthetic Skills
 +
|-
 +
| Medical
 +
| 4/5
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Medical
 +
| 3/5
 +
|-
 +
| Surgery
 +
| 4/5
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Surgery
 +
| 3/5
 +
|-
 +
| Engineering
 +
| 4/5
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Engineering
 +
| 5/5
 +
|-
 +
| Construction
 +
| 4/5
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Construction
 +
| 5/5
 +
|-
 +
| Police
 +
| 2/2
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Police
 +
| 2/2
 +
|-
 +
| Powerloader
 +
| 4/4
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Powerloader
 +
| 4/4
 +
|-
 +
| Leadership
 +
| 0/4
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Leadership
 +
| 0/4
 +
|-
 +
| CQC
 +
| 5
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | CQC
 +
| 5
 +
|-
 +
| Smartgun
 +
| -4
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Smartgun
 +
| -4
 +
|-
 +
| Melee
 +
| 1
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Melee
 +
| 1
 +
|-
 +
| Firearms
 +
| -1
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Firearms
 +
| -1
 +
|-
 +
| Stamina
 +
| 0
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Stamina
 +
| 0
 +
|-
 +
! colspan="2" style="background-color:#90dec4;" | Synthetic Traits
 +
! colspan="2" style="background-color:#ffcb2f; border-style: solid; border-width: 1px 1px 1px 4px" | Early Synthetic Traits
 +
|-
 +
| Additional slowdown
 +
| 0
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Additional slowdown
 +
| 1.15
 +
|-
 +
| Bonus HP (Total HP)
 +
| +25 (125)
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Bonus HP (Total HP)
 +
| +100 (200)
 +
|-
 +
| Incoming damage multiplier
 +
| 0.7
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Incoming damage multiplier
 +
| 0.6
 +
|}
 +
<br>
 +
<!---------------------------------- job description------------------------------->
 +
Synthetics are the '''ultimate support and logistic crewmember'''. As a Synthetic, you have skills for medicine, surgery, engineering, construction, and using powerloaders. ''You're still a support crewmember''. While there's no rules against going offensive with melee weapons, you should leave it to the marines to cover you. As a Synthetic, you're expected to have advanced knowledge in [[TGMC:Guide_to_medicine|'''medicine''']], [[TGMC:Surgery|'''surgery''']], [[TGMC:Guide to engineering|'''engineering''']] and at least ''some'' knowledge of '''command and requisitions'''.
 +
<br>
 +
<!----------------------------------custom TOC spot, might change later; otherwise it appears after the radio table--------------------------------------->
 +
__TOC__
 +
<!----------------------------------radio commands--------------------------------------->
 +
<div style="float:left; margin:25px">
 +
{{TGMCRadioCommands
 +
| command = .v
 +
| firesupport = .s
 +
| requisitions = .u
 +
| medical = .m
 +
| engineering = .e
 +
| alpha = .q
 +
| bravo = .b
 +
| charlie = .c
 +
| delta = .d
 +
| robotspeak = ,6
 +
| silicon = .n
 +
| alienspeak = ,x
 +
| general = ,
 
}}
 
}}
 
+
* '''For custom squads, the radio prefix <br>is usually the first letter of the squad name'''
Synthetics, masochists of sorts, known as machine supremacist wannabe and the ultimate logistic crewmember. You can find yourself in very various situations, like replacing the ENTIRE shipside staff, by commanding, supplying, repairing, healing and even fighting due to recent rule change. Remember, thought, you are a support crew, not ultimate fighting machine - leave that to combat droids. If you ever want to start playing Synthetic, you must have advanced knowledge in '''medical, engineering, requisition''', and, at some decree, '''command.'''
+
</div>
 
+
<div style="margin-top: 40px">
 
==Synthetic vs Organic==
 
==Synthetic vs Organic==
  
As a biomechanical lifeform, you possess numerous advantages and disadvantages over your fleshy friends. You can have only a first name, without any surnames, too. (It uses special Synth name text in Character Editor, and not main name).
+
As a Synthetic, you have advantages and disadvantages versus organics. Selecting either of the synth options in character setup yields different skillsets and appearances.
 +
Selecting ''Synthetic'' as your Synthetic Type preference allows you to play as a synthetic that carries over the human appearance of your character from the editor. Selecting ''Early Synthetic'' will make you appear as a pale bald android.
  
Unlike your biological friends, you do not benefit from chemicals and can't use traditional medicine to patch your wounds. You are affected only by brute and burn sources of damage, such as xeno slashing, bullets, acid and lasers, and should not be afraid of neurotoxins, oxyloss, stamina or organ damage, as they simply do not apply. But beware - while chemicals and Corpsmen cannot help you, YOU and Engineers easily can repair damaged bodyparts with blowtorch and wires, for brute and burn damage respective, with cool rotational menu, just like with bandages!
+
''Normal Synthetic is recommended for new synth players.''
 +
</div>
 +
<br>
 +
<div style="margin-left: 330px;">
 +
{{DividedColumn
 +
|column_a_name= Your Advantages
 +
|column_b_name= Your Disadvantages
 +
|column_a_content= <div></div>
 +
* You only take {{BRUTE}} and {{BURN}} damage, and get a damage reduction. You take damage from normal sources, like bullets, lasers, explosions, fire and acid.
 +
* You don't go into critical condition where you can be dragged, and you don't go blind below 0 HP.
 +
* You're immune to pain. Xenos also cannot see your health bar. They can only tell if you're dead, alive, or SSD through a HUD icon and examine.
 +
* '''Decapitations don't kill you permanently, and you don't become permanently dead over time.''' If your head is nor your body is lost, you can be defibrillated once they're sewn back together. You can still be destroyed by [[TGMC:Pilot Officer#Tadpole|gibbing]], like if a dropship lands on you or you're in an Orbital Bombardment area.
 +
* '''You're very easy to heal.''' You can repair {{BRUTE}} damage with a blowtorch, {{BURN}} damage with wires, and both with nanopaste (found in surgical trays). You're much slower if you do this on your own, so don't hesitate to ask others to repair you.
 +
* Xenos cannot drain or cocoon you for psy points unlike [[TGMC:Combat_robots|combat robots]] and organics.
 +
* You're immune to larval huggers; however non-larval variants still try to attack you. This makes you a very robust way of dealing with larval huggers and [[TGMC:Carrier|Carrier traps]].
 +
* You get more health.
 +
* You're immune to flashes, welding tools, and other blinding sources. You have a natural Medical HUD too.
 +
* You're unable to fumble during surgery when using any surface regardless of skillset, unlike [[TGMC:Medical Doctor|your]] [[TGMC:Researcher|human]] [[TGMC:Chief Medical Officer|counterparts.]]
 +
|column_b_content=<div></div>
 +
* You are still affected by damage slowdown
 +
* You don't go into critical condition. You can't be dragged around in critical condition, but you start to overheat rapidly when you reach the -30 health threshold, sparking and taking increasing {{BURN}} damage unless you fix it, until you do ultimately die. ''Early Synthetics'' take slightly more damage per tick from overheating.
 +
* You can't fire guns, prime grenades, or wear armor like the '''Xenonauten or Jaeger armors'''.
 +
* You can't run or jump.
 +
* Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations.
 +
* You have a melee damage malus and deal less damage per attack.
 +
}}
 +
</div>
 +
<!---------------------------------- gear guide (todo)------------------------------>
  
You can repair brute damage with blowtorch, burn damage with wires, and both with nanopaste. You do it slower if doing on your own, so if possible, don't hesitate to ask others! Healing others is always faster. You also received the greatest healing tool for both Synths and Combat Robots - Soldering Iron! Unlike any other tool, it is infinite, heals both types of damage, and scales with Medical skill (Which is irrelevant for Synth as he got both Engineering and Medical at same level). Beware - as usual, healing yourself with it is slower, and you cannot replace your precious tool if you loose it.
+
== What Should I take as a Synthetic?==
  
Beware, thought, while you technically cannot feel pain (And Xenos will never see your health by any circumstance, besides you being a Synth), you are still affected by damage slowdown, high limb damage and can have limbs (INCLUDING HEAD) chopped off clean. Maybe such things are just an inconvenience for you compared to Marines, they still should be considered. Keep in mind - not having bones does not make you immune to bane of their - high damage on limb causes it to spark, either dropping held item (Arm, hand) or dropping YOU (leg, feet), which is fixed by lowering damage to the limb.
+
<!---------------------------------- job duties ------------------------------->
 +
== What Should I do as a Synthetic?==
 +
As the ultimate support unit, you should try to help where needed! During low population especially, you'll end up in a lot of different situations.
  
You are also immune to facehuggers, who do not see you as a viable host to latch onto, in addition, you are much easier to revive and can even be revived hours after your death with a defibrillator. You cannot be blinded with a welding tool and most importantly of all; you are also the most skilled person on the ship and are a better doctor than the actual doctors ''and'' a better engineer than the engineers.
+
===Round Start Checklist===
 
+
These are some tasks you can do that wind up often forgotten by everyone else, but can prove critical for an operation.
Unlike common belief, you are NOT immune to facehuggers, and you get shrapnel. Only one type of facehuggers - larval - does not care about your existence and won't even trigger if you step on it's trap, while any other will gratefully jump on you and activate themselves. You are the best way to clear larval facehuggers, but don't think about yourself as bane of Carriers - any other facehugger will gratefully ruin your day.
 
 
 
Sadly, one of the biggest Synths disadvanatage is lack of viable combat techniques. If Nanotrasen (read - admemes) did not tamper with your source code safety, you cannot use any reliable ranged weapon (Mostly ballistic/laser), including stationary, can't wear good armor (Jaeger or even Combat Robot) and use any type of grenade besides smoke. Still, you have conventional ways to protect yourself, but it's not your main focus. You also can't RUN, good luck getting in time!
 
 
 
==What should I be doing?==
 
 
 
Everything. Literally. But mostly everything that is not combat.
 
 
 
As ultimate support unit, you should do everything in your powers to assist operation, be that replacing (or assisting) Requistions, Engineering, Medical on ship, assisting Groundside combat by building, healing and sometimes fiighting. Pay close attention to communications, monitor sutiation of entire operation and come as a hero whenever you are needed. RO is ovewhelmed by orders or missing at all? You are new RO! ST is blackout drunk or fighting groundside? Energy and OB are your duty! Researcher decided to make Requsitions rich by getting corpses of Xenos and CMO got beheaded by random drone from Alamo? Welp, time to be a Doctor. There is no SLs? Nope, assign those, you won't be SL. But you can try commanding!
 
 
 
Use your All-access card, all-channel radio and all-trades skillset to skyrocket profits and job done. It almost ensures you won't stand idle for a second, so prepare to multitask!
 
 
 
And again, when you CAN fight, you should focus on being a nice helping hand, and not another crushing one.
 
 
 
==Combat and you!==
 
Disclaimer: I must AGAIN specify, combat is not your specialization. Even if you can, you never should focus on it purely. This page is created with purpose of teaching you how to protect, assist and sometimes kill if not dangerous enemies.
 
 
 
===Defense===
 
So, lad, you heard Synthetics can finally fight, aye? But "How should they fight without any proper armor or guns?!" you ask me, and that new page is just the answer!
 
As a Synthetic, not all armor is restricted to you by default. While they can give low armor, no armor is worse. Synthetic gains his natural armor (Rumours say Old Synthetic gets even more), and combined with what you got, you can survive much longer! Experiment - few clothes, like flak armor of PO or PMC fatigue provide little, but so needed soft armor! And do not forget about your head - while technically you can get your head back, you should totally not loose it in the first place!
 
By default, you have Medhud and Night Vision integrated into you, and you are also immune to flashes and blowtorch, so no welding protection is needed at all! Use your eye slot for something fancy or useful that is not in the list of your amazing powers.
 
Try to avoid anything that slows you down, as you are already quite slow and can't run.
 
 
 
===Self-Offense===
 
Again, do not rush into combat. use it as self-defense (Or self-offense?) and nothing more.
 
As a Synth, your melee choice is quite limited. While you technically can bash people with guns and bayonets, its not effective in few ways. Your best bets are two-handed spears, shields, machete and Harvesters if you want to hurt xeno enough for it to run away or even die, and powerfists if you want to get rid off them for some time. Use that high Melee Skill at last!
 
 
 
In range, you must rely on very inconvenient way to fight - throwing knifes and flares. Did you know that Synth can reliably throw them? Unlike grenades or guns, you have zero restrictions on such weak, but still working ways to fight xenos on reliably safe range. Lit flare burns anyone it is thrown at, and knifes deal considerable damage. With their rework, you can even reliably kill someone with those!
 
 
 
===What do you mean Military Police?===
 
In very rare occasions you will be forced to fight humans or even hostile Synth. All I can tell is that you, for God-knows reasons, have the skill of Policing, allowing you to use Stunbatons and... Taser? That's right - the only actual ranged weapon made for you is one-shot Taser. Also, humans get stunned good if you hit them in melee even unarmed.
 
 
 
===CAS and transport===
 
Yes. You can use CAS and maybe even other vehicles that can shoot. That excludes Alamo-based CAS, Mortars, stationary weaponry, flamethrowers, thought.
 
 
 
== Tips ==
 
===Round Start Hectic Tactics===
 
During low population, this guide may help to shave seconds off of the roundstart to-do list for Synthetics.
 
  
 
After you spawn in:
 
After you spawn in:
*Use your vendor to pick out your gear, a lightweight combat pack is recommended (backpack sized satchel), alongside a lifesaver/medical storage rig, Black webbing, tool pouch, and any other pouch of your choosing, typically a medkit pouch or construction pouch).
+
* Communicate with Command and marines. Be aware of the plan and bring items accordingly.  
*Move the blowtorch and wire from your discarded tool-belt into webbing.
+
* Head to Engineering, replenish and turn on the generators. Leave 6 generators on and 6 generators off but fueled in case nobody shipside can replenish generators.
*Move to Engineering, turn on generators.
+
** Configure the SMES units - set the input (top slider) on the units to maximum, or 200kW.
*Head to SMESes, configure SMESes - set input to Auto and Max.
+
* If nobody is has used the FOB drone, ask which LZ is preferred, then [[TGMC:Guide_to_Base_Building|build the FOB with it]].
*Grab a meson goggles from the vendor in engineering, you have an integrated healthhud and integrated welding protection so there is no reason not to use it.
+
* Load the P.A.C.M.A.N. generator and phoron onto the Alamo. These can power the APC at the Landing Zone, which in turn will provide power to things like ASRS export pads and teleporters.
*Grab all metal and plasteel and phoron from Engineering storage area, as well as the PACMAN generator
+
* Run to Medical and grab any additional supplies like spare stasis bags or roller beds. You can set up a roller bed with a blanket and a plushie in the FOB or on TAD for marines to sleep off small amounts of {{CLONE}} damage.
*Grab welding kit, sprint to Alamo.
+
* Deploy your medevac beacon and link it.  
*Use Overwatch consoles to assign acting Squad Leaders if any Squad lacks a Leader.Remember, whoever you appoint will instantly have authority over you, and others. Choose wisely.
+
* Station requisitions for a few minutes.
*Drop all materials and belt kits aboard or at the FOB drone.
+
* Raise the ship's orbit to level 5 using the navigation console in CIC. You are able to do this once the round time hits 12:10.  
*Run to Medbay, from the MarineMed Plus or NTMed grab:
+
** There's no noticeable disadvantage to being on maximum orbit, but it allows you to gain more requisition and dropship points, and increases the transit time of the dropship in the event it is hijacked by xenomorphs!
**Splints.
 
**Two trauma/burn kits.
 
**Hypospray, which you will fill with inaprovaline + bic/mera + kelo/derm
 
** Peri+ & QC+
 
**Anything else of your choice
 
*From the chem machine make
 
**IA
 
**Iron
 
**Any other custom meds of your choice
 
*Station requisitions for 10 to 15 minutes - Usually, pre-approve Exosuit kit orders and pre-raise platform.
 
*Pick up:
 
**One of every pill bottle. (Easier to just take a pre-filled lifesaver/rig onto Alamo)
 
**One defibrillator.
 
**Two roller beds.
 
**Two stasis bags.
 
*Load medical supplies onto Alamo.
 
*If nobody is currently using the FOB drone/has used the FOB drone, then build the FOB with it.  
 
*Go to powerloaders, use one for engine upgrades, one for weapons, switch between.  
 
 
 
Expect this run, with practice, to take around thirteen minutes in total, not counting Requisition time.
 
 
 
===Ceyella's Synthetic tips and advice===
 
 
 
These are general tips/advice i have picked up from playing synth.
 
 
 
*Loadout
 
** Any uniform, labcoat (place your nanopaste and plasteel inside) medical scanner on suit slot, black webbing (wire and blowtorch from toolbelt, your medivac, roller bed,and lastly big oxy injector inside.)
 
** lifesaver belt, drop the hypervene, QC and and some combat injectors, replace with your imalky, iron,, and dexalin, it really depends on how many other medics there are.
 
**i always take tool pouch becuase its incredibly meta like crazy, then autoinject pouch, empty the autoinjector pouch and fill with 2 peri+ 2 qc+ 2 dex+ and one ana injector for rogue marines.
 
**marine combat boots are the best, because they hold a knife
 
**defib metal, and light bulb thing in pack, as well as any other odds and ends you pick up. you have ALOT of free room here for mission specific gear, if no medics add a second defib and spare medics, no engineers a extra blowtorch, fire extinguisher,etc.
 
**try to if possible net a mini sentry from a engi, this will cMame in handy later
 
 
 
*Dealing with marines
 
**Anything a marine tells you is a suggestion, and advice. unless they are an officer, then it is an order.
 
**Marine health is your second priority to your own, always medic marines, before all else. if a medic can take them, let them. but keep an eye on wipes or people going orange.
 
**Engineers will actively dismantle or destroy defenses,keep an eye out for this. I've had fob wiped dozens of times from this.  
 
**Marines are used to synth being worthless, and not helping, so in times they will grab dead from you mid defib to take them across map to medic, or leave you to die while you repair engineering.
 
  
*Engineering
+
===Things to do During a Round===
**Save your mats for when you go to map specific engineering, or to minifob. LV medical is a great spot to minifob. never use your limited maps on FOB or a miner.
+
These aren't exhaustive, you can do basically anything you're mechanically allowed to do. 
**Try to get engineering deweeded and fixed.
+
====Shipside====
**many marines refuse to evac but will go to colony medical so fix that if possible.
+
* Set SLs (choose carefully, they will become your superior officers).
**use mini sentry to quick plop and radial mode to guard you while you work.
+
* Set up the Tadpole. Or even [[TGMC:Transport_Officer|fly the Tadpole during the operation]]!
**Welder cades, alot of marines dont have the stuff.
+
* Man [[TGMC:Guide to requisitions|Requisitions]] if the [[TGMC:Requisitions_Officer|Requisitions Officer]] is overwhelmed or not awake.
**Make razorwire in the field. typically, i am the only one to do this, but you can drop it behind a crusher so it gets stuck in the marine horde.
+
* Handle [[TGMC:Guide to engineering|engineering]] duties like restocking generators or reloading the [[TGMC:Guide_to_fire_support|Orbital Cannon]].
 +
* In Medical, [[TGMC:Guide to Surgery|perform surgeries]] on damaged marines.
  
*Medical
+
====Groundside====
**You will be expected to do surgery, many players hate it but you NEED to do it if it has to be done. typically ill take marines to colony med for this or have surgery stuff in fob.
+
* [[TGMC:Guide to fire support|Spot for various fire support methods]].
**90% of the time you are squad medic people hate because you dont have a symbol by your head saying you are medic.  
+
* [[TGMC:Guide to Defibrillation|Heal fallen marines]].
** WARN PEOPLE OF PERI+ AND QC+ it has delay stuns and debuffs, if you peri+ a guy wordlessly and he sprints into xenos then falls over, you will suddenly take FF for the next few days.
+
* [[TGMC:Guide to Base Building|Build frontline or FOB defenses]].
**Medivac is not just for medical it is shipside express, let people use it for that.
+
* [[TGMC:Guide to Field Surgery|Field surgery]].
  
*Requisitions
+
If you're going on a mission, bring some company to help you avoid being picked off by [[TGMC:Hunter|backline]] [[TGMC:Runner|xenomorphs]].
**Suit modules first and only for 10 minutes
 
**ignore megagun or meme request, its a waste
 
**After 10 minutes announce last call for module priority (no one will listen)
 
**buy fultons
 
**buy cheap items in order of first come first serve, or people will have a meltdown
 
**by now you are out of points
 
  
*Command
+
==Combat==
**You have no authority over anyone
+
There are no real rules on combat for Synths. But it should be kept in mind that it's not your specialization and you're support personnel first, so your internal demand for unga should be contained unless it's an emergency, such as defending yourself from xenomorphs.
**But you actually do, reputation wise, and suggestively.
 
**If no command, alot of ungas will look to you, suggest easy clear plans. "push to silos" is something people will actually do. "Push to medical, secure it for doctor, then flank around." is something people will never do effectively. keep it simple and directive. marines will prioritize fun, fun being shoot xenos.
 
**Announce what each squad is doing, SLs rarely communicate to eachother, and marines wander around aimlessly.
 
**keep an eye out for important information someone with small-text says, and repeat it. squad marine bob will say in the smallest text possible, that the entire hive is eating him alive south of fob and the cades are all melting. your text is huge, so copy and paste it.
 
**Explain things to marines, "deweed engineering x50" will not get them to do it, "deweed engineering so xenos cant build silos and turrets" will educate marines as to why they should go do that.typically this gets them to do what you want.
 
  
*Combat
+
===Fighting===
**bring a mini sentry along with you everywhere possible and drop it radial mode. this will protect you better than marines, and draw xeno aggro better than marines.it can be carried in hand while you move around.
+
But how do Synthetics fight without armor or guns? Well, this part is your answer.
**Do not machete, it is space inefficient, and ultimately useless. your boot knife is for weeds and getting runner to leave you alone.
 
**Do not accept swords, maces, or other weapons from marines, admins offer them to me to see if i will use them.
 
**scream where you are dieing, marines can get you anytime and revive you even after an hour has passed. also scream HOW to fix you, very few people know how. (nanopaste from medical surgery tray, welder, wire.)
 
**wire can be used on all limbs, at the same time, so you can wire left arm, then wire left hand on the same timer, but welder can only repair one limb at a time. this makes burn damage preferential.
 
**bulletproof vest is good for highpop FF, but never take things for EORD, admins will note you for this. i have seen many synth spawn into EORD then pull 20 tazers, its clearly you wasting the synth slot to bank for winning EORD.
 
**You can use smoke grenades, the -2 ones are the best for cloaking but dont do it in the middle of a push do it if your solo between fob and frontlines. hold it in your hand after arming it so it stays centered.
 
  
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Not all armor is restricted by default. You can wear the flak vest and bulletproof vest (both in your vendor), which provide needed soft armor. The flak vest, provides some protection from acid and slashes with a slight slowdown, while the bulletproof vest gives you hard bullet protection. You can use most melee weapons and flares, including Harvester weapons (without the [[TGMC:Guide to Vali|Vali]] benefits), throwing knives, machetes, bayonets, bricks, and powerfists. The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers.
  
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You can technically get your head back, but try not to even lose it in the first place! Your head can be dragged by xenomorphs for miles where it will never be found.
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{{TGMC-Jobs}}
 
{{TGMC-Jobs}}

Latest revision as of 23:25, 6 April 2024

DMCA Logo.png This page is a part of the TGMC wiki.

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


SYNTHETIC
TGMCSynth4.gif
Synthetic
Access: Everywhere
Difficulty: Hard
Rank: Mark I (starting), Mark II (10hrs), Mark III (50hrs)
Class: Silicon
Supervisors: Officers, such as Captain and Field Commander, Squad Leader; basically anyone with a loud text on the radio.
Duties: Assist and fill in for the crew to your best ability.
Guides: Guide to Medicine, Guide to Surgery, Guide to Defibrillation, Guide to Engineering, Guide to Base Building / FOB, Guide to Requsitions, Guide to Fire Support
Quote:"RO, order rocketsledge right now or I cut the captain in half!"
More information about skills
Synthetic Skills Early Synthetic Skills
Medical 4/5 Medical 3/5
Surgery 4/5 Surgery 3/5
Engineering 4/5 Engineering 5/5
Construction 4/5 Construction 5/5
Police 2/2 Police 2/2
Powerloader 4/4 Powerloader 4/4
Leadership 0/4 Leadership 0/4
CQC 5 CQC 5
Smartgun -4 Smartgun -4
Melee 1 Melee 1
Firearms -1 Firearms -1
Stamina 0 Stamina 0
Synthetic Traits Early Synthetic Traits
Additional slowdown 0 Additional slowdown 1.15
Bonus HP (Total HP) +25 (125) Bonus HP (Total HP) +100 (200)
Incoming damage multiplier 0.7 Incoming damage multiplier 0.6


Synthetics are the ultimate support and logistic crewmember. As a Synthetic, you have skills for medicine, surgery, engineering, construction, and using powerloaders. You're still a support crewmember. While there's no rules against going offensive with melee weapons, you should leave it to the marines to cover you. As a Synthetic, you're expected to have advanced knowledge in medicine, surgery, engineering and at least some knowledge of command and requisitions.

Default radio commands:

  • .v for Command
  • .u for Requisitions
  • .m for Medical
  • .s for Fire Support
  • .e for Engineering
  • .q for ALPHA SQUAD
  • .b for BRAVO SQUAD
  • .c for CHARLIE SQUAD
  • .d for DELTA SQUAD
  • , for General radio
  • .n for Silicon
  • ,6 for Robotspeak
  • ,x for Alienspeak
  • For custom squads, the radio prefix
    is usually the first letter of the squad name

Synthetic vs Organic

As a Synthetic, you have advantages and disadvantages versus organics. Selecting either of the synth options in character setup yields different skillsets and appearances. Selecting Synthetic as your Synthetic Type preference allows you to play as a synthetic that carries over the human appearance of your character from the editor. Selecting Early Synthetic will make you appear as a pale bald android.

Normal Synthetic is recommended for new synth players.


Your Advantages

    • You only take BRUTE and BURN damage, and get a damage reduction. You take damage from normal sources, like bullets, lasers, explosions, fire and acid.
    • You don't go into critical condition where you can be dragged, and you don't go blind below 0 HP.
    • You're immune to pain. Xenos also cannot see your health bar. They can only tell if you're dead, alive, or SSD through a HUD icon and examine.
    • Decapitations don't kill you permanently, and you don't become permanently dead over time. If your head is nor your body is lost, you can be defibrillated once they're sewn back together. You can still be destroyed by gibbing, like if a dropship lands on you or you're in an Orbital Bombardment area.
    • You're very easy to heal. You can repair BRUTE damage with a blowtorch, BURN damage with wires, and both with nanopaste (found in surgical trays). You're much slower if you do this on your own, so don't hesitate to ask others to repair you.
    • Xenos cannot drain or cocoon you for psy points unlike combat robots and organics.
    • You're immune to larval huggers; however non-larval variants still try to attack you. This makes you a very robust way of dealing with larval huggers and Carrier traps.
    • You get more health.
    • You're immune to flashes, welding tools, and other blinding sources. You have a natural Medical HUD too.
    • You're unable to fumble during surgery when using any surface regardless of skillset, unlike your human counterparts.

Your Disadvantages

    • You are still affected by damage slowdown
    • You don't go into critical condition. You can't be dragged around in critical condition, but you start to overheat rapidly when you reach the -30 health threshold, sparking and taking increasing BURN damage unless you fix it, until you do ultimately die. Early Synthetics take slightly more damage per tick from overheating.
    • You can't fire guns, prime grenades, or wear armor like the Xenonauten or Jaeger armors.
    • You can't run or jump.
    • Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations.
    • You have a melee damage malus and deal less damage per attack.


What Should I take as a Synthetic?

What Should I do as a Synthetic?

As the ultimate support unit, you should try to help where needed! During low population especially, you'll end up in a lot of different situations.

Round Start Checklist

These are some tasks you can do that wind up often forgotten by everyone else, but can prove critical for an operation.

After you spawn in:

  • Communicate with Command and marines. Be aware of the plan and bring items accordingly.
  • Head to Engineering, replenish and turn on the generators. Leave 6 generators on and 6 generators off but fueled in case nobody shipside can replenish generators.
    • Configure the SMES units - set the input (top slider) on the units to maximum, or 200kW.
  • If nobody is has used the FOB drone, ask which LZ is preferred, then build the FOB with it.
  • Load the P.A.C.M.A.N. generator and phoron onto the Alamo. These can power the APC at the Landing Zone, which in turn will provide power to things like ASRS export pads and teleporters.
  • Run to Medical and grab any additional supplies like spare stasis bags or roller beds. You can set up a roller bed with a blanket and a plushie in the FOB or on TAD for marines to sleep off small amounts of CLONELOSS damage.
  • Deploy your medevac beacon and link it.
  • Station requisitions for a few minutes.
  • Raise the ship's orbit to level 5 using the navigation console in CIC. You are able to do this once the round time hits 12:10.
    • There's no noticeable disadvantage to being on maximum orbit, but it allows you to gain more requisition and dropship points, and increases the transit time of the dropship in the event it is hijacked by xenomorphs!

Things to do During a Round

These aren't exhaustive, you can do basically anything you're mechanically allowed to do.

Shipside

Groundside

If you're going on a mission, bring some company to help you avoid being picked off by backline xenomorphs.

Combat

There are no real rules on combat for Synths. But it should be kept in mind that it's not your specialization and you're support personnel first, so your internal demand for unga should be contained unless it's an emergency, such as defending yourself from xenomorphs.

Fighting

But how do Synthetics fight without armor or guns? Well, this part is your answer.

Not all armor is restricted by default. You can wear the flak vest and bulletproof vest (both in your vendor), which provide needed soft armor. The flak vest, provides some protection from acid and slashes with a slight slowdown, while the bulletproof vest gives you hard bullet protection. You can use most melee weapons and flares, including Harvester weapons (without the Vali benefits), throwing knives, machetes, bayonets, bricks, and powerfists. The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers.

You can technically get your head back, but try not to even lose it in the first place! Your head can be dragged by xenomorphs for miles where it will never be found.

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, Pyrogen
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