Difference between revisions of "TGMC:Squad Smartgunner"

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|reason = Adding information on smartgunner, especially on SG-62
 
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[[File:TGMC_sg_dream.gif]]
 
[[File:TGMC_sg_dream.gif]]
  
Though it may seem powerful with this profound built-in IFF, '''you are not built to be a front-line combatant'''. Your strength is '''covering''' your team and putting yourself in the best position to lay down lots of fire on the enemy.  
+
Though it may seem powerful with this profound built-in IFF, '''you are not built to be a front-line combatant. Stay behind marines.''' Your strength is '''covering''' your team and putting yourself in the best position to lay down lots of fire on the enemy.  
  
 
'''Xenomorphs will target you if you act as pointman for marines'''; they want to remove you from laying down superior firepower for marines. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear. The reason for why xenomorphs fear you is the smart weapon you have.
 
'''Xenomorphs will target you if you act as pointman for marines'''; they want to remove you from laying down superior firepower for marines. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear. The reason for why xenomorphs fear you is the smart weapon you have.
  
'''The smart weapon 's strength is its built-in IFF, giving the smart weapon superior firepower, faster movement speed, and higher rate of fire over many aim mode weapons.''' The built-in IFF is on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.  
+
'''The smart weapon's feature is its built-in IFF, giving the smart weapon superior firepower, faster movement speed, and higher rate of fire over many aim mode weapons.''' The built-in IFF is on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.  
  
Due to the fact that you can't get infinite ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs with a dry SG. If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition. Ensure that requisition verbally receives your order and ships out your orders otherwise you will head to a FOB with no ammunition for you.
+
Due to the fact that you can't get infinite ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs with a dry SG.  
  
 
* If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
 
* If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
Line 54: Line 50:
 
The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack.
 
The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack.
 
*The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want.
 
*The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want.
*The equipment rack contains two choices for smartgunner kits, but you can only choose one!, and gun attachments.
 
*When you wake up, you get '''either''' 1000 ammo for your SG-29, for your SG-85, '''or''' SG-62. Obtain more from requisition; SG-29 drums cost 5 req points whereby
 
  
 
<center>
 
<center>
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</tabs>
 
</tabs>
 
<br>
 
<br>
 +
</center>
 +
<center>
 +
==[[File:TGMC_Smartgunner_Vendor.png|64px]] NEXUS Automated Equipment Rack  [[File:TGMC_Smartgunner_Vendor.png|64px]]==
 +
 +
The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one out of three weapons and their respective ammo. Choose wisely. You can get:
 +
 +
a total of 1000 ammo from 5 SG-29 drums for your SG-29
 +
 +
a total of 1000 ammo from 2 SG-85 ammo bin for your SG-85 or
  
==[[File:TGMC_Smartgunner_Vendor.png|64px]] NEXUS Automated Equipment Rack  [[File:TGMC_Smartgunner_Vendor.png|64px]]==
+
at least a total of 240 ammo from 6 SG-62 magazines for SG-62 and 5 ammo from 1 SG-153 magazine for SG-153 (can change proportion of SG-62 and SG-153 mag).
  
The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one weapon and its ammo. Choose wisely.
 
  
 
'''GET EITHER A MAGNET HARNESS OR A BELT HARNESS!!!! DO NOT LOSE YOUR SMART WEAPON!!!!'''
 
'''GET EITHER A MAGNET HARNESS OR A BELT HARNESS!!!! DO NOT LOSE YOUR SMART WEAPON!!!!'''
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! scope="col" style="background-color:#407bbf;" |Point Cost
 
! scope="col" style="background-color:#407bbf;" |Point Cost
 
! scope="col" class="unsortable" style="background-color:#407bbf;" | Description
 
! scope="col" class="unsortable" style="background-color:#407bbf;" | Description
<center>
+
 
 
|-
 
|-
 
![[file:TGMC_M56_Sight.png|64px]]<br>KTLD head mounted sight
 
![[file:TGMC_M56_Sight.png|64px]]<br>KTLD head mounted sight
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'''You are the first to detect xenomorphs.''' Since you can see xenomorphs in the dark, you can engage xenomorphs first before your peers. To increase your reaction time against xenomorphs, a '''tactical sensor''' can be attached onto your smart weapon. That said, you must have a belt harness if you have a tactical sensor since you cannot have both a tactical sensor and a magnetic harness at a same time, removing the belt slot for storage.
 
'''You are the first to detect xenomorphs.''' Since you can see xenomorphs in the dark, you can engage xenomorphs first before your peers. To increase your reaction time against xenomorphs, a '''tactical sensor''' can be attached onto your smart weapon. That said, you must have a belt harness if you have a tactical sensor since you cannot have both a tactical sensor and a magnetic harness at a same time, removing the belt slot for storage.
 +
 +
'''Stick with your squad and follow the Squad Leader's (SL's) orders.''' If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.
  
 
When you kill xenomorphs, you should sell them via fulton or ARSR bluespace to supply requisition more points. The more you sell xenomorphs, the more that requisition will give you ammo.
 
When you kill xenomorphs, you should sell them via fulton or ARSR bluespace to supply requisition more points. The more you sell xenomorphs, the more that requisition will give you ammo.
 +
 +
'''You have limited ammo, so do not waste it on walls.''' If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition; calling requisition when you are out of ammo is the surest way to wait on requisition to give you ammo. Ensure that requisition verbally receives your order and ships out your orders otherwise you will have no ammunition for you.
  
 
=Tips=
 
=Tips=
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* Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face.
 
* Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face.
 
* Stick with your squad and follow the Squad Leader's (SL's) orders. If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.
 
  
 
* Aim for the chest. You're less likely to hit a target by aiming for the head.
 
* Aim for the chest. You're less likely to hit a target by aiming for the head.

Latest revision as of 04:59, 27 March 2024

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

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


SUPPORT MARINE
TGMCSmartGunner.gif
Squad Smartgunner
Access: Squad Smartgunner Equipment Room, Squad Room
Difficulty: Easy
Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours), Staff Sergeant (300 hours), Sergeant Major (1000 hours)
Class: Marines
Supervisors: Squad Leader
Duties: Use built-in IFF weapons to help keep your squad intact and finish off xenomorphs.
Guides: If you need a guide to SG you have bigger issues
Quote:"RO! I NEED MORE AMMO! WHERE IS IT!?"


Introduction

You are specially-trained to operate one of TerraGov Marine Corps' most effective weapons systems: the SG-29 smart machine gun, the SG-85 smart handheld gatling gun, or the SG-62 Target Rifle. Realizing that you suck at not shooting your battle buddies perform well at TerraGov Marine Corps School of Infantry and score high in the ASVAB's electronic, the TerraGov Marine Corps put you in an additional 5 weeks course on operating these weapon systems. These technologically advanced but limited weapon systems can shoot through other marines without sacrificing firing rate.

In TGMC, the main role of the Squad Smartgunner is a second-line support unit.

Playing the Smartgunner

TGMCSmartGunner.gif  aspiring smartgunner says:
""LETS ROCK!!!!""

TGMC sg dream.gif

Though it may seem powerful with this profound built-in IFF, you are not built to be a front-line combatant. Stay behind marines. Your strength is covering your team and putting yourself in the best position to lay down lots of fire on the enemy.

Xenomorphs will target you if you act as pointman for marines; they want to remove you from laying down superior firepower for marines. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear. The reason for why xenomorphs fear you is the smart weapon you have.

The smart weapon's feature is its built-in IFF, giving the smart weapon superior firepower, faster movement speed, and higher rate of fire over many aim mode weapons. The built-in IFF is on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.

Due to the fact that you can't get infinite ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs with a dry SG.

  • If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
  • If you are using the SG-29, you will run dry fast if you incorrectly use it too soon, and you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading.
  • If you are using the SG-62, you have the lowest ammo capacity out of all the smart weapons, so you must be more accurate and not spray and pray.

Vendors, Equipment, and Weapons

The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack.

  • The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want.

TGMC Marine Vendor.png GHMME Automated Closet TGMC Marine Vendor.png

Item: Desc.:
TGMC Radio.png

TGMC Radio

This is used by squad members. Default channels are ; for your squad, and :h for common.

TGMC Uniform.png

TGMC Uniform

A standard-issue, kevlar-weaved, hazmat-tested, EMF-augmented marine uniform.

TGMC Combat Boots.png

Combat Boots

Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.

Tgmc combat gloves.png

Marine Gloves

Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.

TGMC Helmet.png

M10 Helmet

A helmet which keeps your head on your shoulders, and not lying ten feet away.

Item: Desc.:
TGMC Webbing.png

Webbing

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has three slots for storing items.

Storage
Any tiny item TGMC Combat Knife.png
Any small item TGMC Bicardine Pill Bottle.png
M41A MK2 Magazines TGMC M41A Magazine.png
M39 Magazines TGMC M39 Magazine.png
M42C Magazines TGMC M42C Magazine.png
Sunfury Lasgun Cells TGMC Lasgun Cell.png
TGMC Black Webbing.png

Black Webbing

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has five slots for storing tiny or small items.

Storage
Any tiny item TGMC Combat Knife.png
Any small item TGMC Bicardine Pill Bottle.png
TGMC Holster.png

Shoulder Holster

Pistol Holster that you can clip to your uniform.
Only one thing may be clipped to your uniform
Capable of storing one pistol in it.

Storage
Any Pistol
Tazer
Item: Desc.:
TGMC M39 Holster.png

M39 Belt Holster

SMG Holster that goes on your belt.
Has only one slot, and draws revolvers on click.
Capable of storing an M39 without increased weight (Grips/Stock)

Storage
M39 SMGs 64px
TGMC Ammo Rig.png

Ammo Load Rig

A belt for your uniform, intended for holding magazines.
You can right click it to change the drawing mode.
Has five slots for storing items.

Storage
Combat Knife TGMC Combat Knife.png
Shells or handfuls of bullets TGMC Buckshot.png
Any kind of flare/flare nade TGMC Flare Grenade.png
M41A MK2 Magazines TGMC M41A Magazine.png
M39 Magazines TGMC M39 Magazine.png
M42C Magazines TGMC M42C Magazine.png
Sunfury Lasgun Cells TGMC Lasgun Cell.png
M4A3 Magazines TGMC M4A3 Magazine.png
M44 Speedloaders TGMC M44 Speedloader.png
Any grenade TGMC HEDP.png
Claymores TGMC Claymore.png
TGMC Shotgun Belt.png

Shotgun Shell Belt

A belt used to hold up to 50 shotgun shells, two boxes worth.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Buckshot shells TGMC Buckshot.png
Slug Shells TGMC Slug.png
Flechette Shells TGMC Flechette.png
Incendiary Shells TGMC Incendiary Slug.png
TGMC M4A3 Holster.png

M4A3 Belt Holster

Pistol Holster that goes on your belt.
Has five slots, and draws pistols on click.
Capable of storing only one pistol in it.

Storage
Any Pistol, not revolvers. TGMC M4A3.png
Any Pistol Magazines TGMC M4A3 Magazine.png
TGMC M44 Holster.png

M44 Belt Holster

Revolver Holster that goes on your belt.
Has five slots, and draws revolvers on click.
Capable of storing only one revolver in it.

Storage
M44 Revolvers TGMC M44.png
M44 Speedloaders TGMC M44 Speedloader.png
TGMC Knife Belt.png

Knife Rig

A knife rig that goes on your belt
Can switch drawing modes by right clicking.
Capable of storing six throwing knives within.

Storage
M11 Throwing Knives. TGMC Throwing Knife.png
Pouch: Desc:
TGMC Shotgun Shell Pouch.png

Shotgun Shell Pouch

A pouch used to hold shotgun shells. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Buckshot shells TGMC Buckshot.png
Slug Shells TGMC Slug.png
Flechette Shells TGMC Flechette.png
Incendiary Shells TGMC Incendiary Slug.png
TGMC Magazine Pouch.png

Magazine Pouch

A pouch used to hold magazines. Has two slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Shells or handfuls of bullets TGMC Buckshot.png
M41A MK2 Magazines TGMC M41A Magazine.png
M39 Magazines TGMC M39 Magazine.png
M42C Magazines TGMC M42C Magazine.png
Sunfury Lasgun Cells TGMC Lasgun Cell.png
M4A3 Magazines TGMC M4A3 Magazine.png
M44 Speedloaders TGMC M44 Speedloader.png
TGMC Medium General Pouch.png

Medium General Pouch

A medium general pouch that goes into your pocket. Holds small and tiny items.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

Storage
Any tiny item TGMC Combat Knife.png
Any small item TGMC Bicardine Pill Bottle.png
TGMC Flare Pouch.png

Flare Pouch

A pouch used to flares. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Flare Grenades TGMC Flare Grenade.png
Manual Flares TGMC Flare.png
TGMC First Aid Pouch.png

First Aid Pouch

A pouch used to hold construction materials. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Tramadol Injectors TGMC Tramadol Autoinjector.png
Tricordazine Injectors TGMC Tricord Autoinjector.png
Gauze TGMC Gauze.png
Ointment TGMC Ointment.png
Medical Splints TGMC Splint.png
TGMC Pistol Magazine Pouch.png

Pistol Magazine Pouch

A pouch used to hold pistol magazines. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
M4A3 Magazines TGMC M4A3 Magazine.png
M44 Speedloaders TGMC M44 Speedloader.png
TGMC Pistol Pouch.png

Sidearm Pouch

A pouch used to sidearms. Has one slot.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Any Revolvers TGMC M44.png
Any Pistols TGMC M4A3.png
Item: Desc.:
TGMC Gas Mask.png

TGMC Gas Mask

A gas mask that restricts your vision, but filters out harmful gasses.

TGMC Coif.png

TGMC Coif

A coif that protects you from extreme cold conditions.

TGMC Rebreather.png

Rebreather

Heats or cools down air as you breath it, protecting you from extreme conditions.


TGMC Smartgunner Vendor.png NEXUS Automated Equipment Rack TGMC Smartgunner Vendor.png

The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one out of three weapons and their respective ammo. Choose wisely. You can get:

a total of 1000 ammo from 5 SG-29 drums for your SG-29

a total of 1000 ammo from 2 SG-85 ammo bin for your SG-85 or

at least a total of 240 ammo from 6 SG-62 magazines for SG-62 and 5 ammo from 1 SG-153 magazine for SG-153 (can change proportion of SG-62 and SG-153 mag).


GET EITHER A MAGNET HARNESS OR A BELT HARNESS!!!! DO NOT LOSE YOUR SMART WEAPON!!!!

Module Point Cost Description
TGMC M56 Sight.png
KTLD head mounted sight
0 A headset and goggles system made to pair with any KTLD weapon, such as the SG type weapons. Has a low-res short range imager, allowing for a better view of terrain. Yes, you get this for free!
TGMC tl29.png
T-29 smart machine gun
29 The SG-29 smart machine gun is the premier standard IFF-capable armament. A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
Rail TGMC Magnetic Harness.png TGMC RDS.png TGMC flashlight.gif
Muzzle Fixed
Underbarrel TGMC Laser Sight.png TGMC Vertical Grip.png TGMC bipod.gif
Stock Fixed
TGMC t29 mag.png
T-29 drum magazine
4 Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum.
Minigun sg.png
SG-85 Smart Handheld Minigun
30 The SG-85 is a kin to TGMC's minigun with the added bonus to fire through allies if they have a marine ID. It's known for its ability to lay down quick fire support very well through sheer volume. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
Rail TGMC Magnetic Harness.png TGMC flashlight.gif TGMC attachment motion detector.png
Muzzle Nothing
Underbarrel Nothing
Stock Nothing
Minigun powerpack sg.png
SG-85 Powerpack
5 The powerpack that POWER the SG-85; can only hold 1 ammo bin.
Sg85ammobin.png
SG-85 ammo bin
5 A hefty container stuffed to the absolute brim with 500 rounds for the SG-85 powerpack.
Sg-62.png
SG-62 Smart Target Rifle
25 The SG-62 is a recent addition to TGMC's standard IFF-capable armament, allowing you to fire through them if they have a marine ID. It's known for its ability to suppress xenomorphs from afar at the expense of ROF and ammo. The SG-62 also has a unbarreled spotting rifle called the SR-153 Spotting Rifle that applies bullets with status effect or normal bullets that deal a lot of damage. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
Rail TGMC Magnetic Harness.png TGMC flashlight.gif TGMC attachment motion detector.png
Muzzle Nothing
Underbarrel Nothing
Stock Nothing


SG-62 Target Rifle Magazine.png
SG-62 Target Rifle Magazine
3 A magazine filled with fourty (40) 10x27mm specialized smart rounds.
SG-62 Target Rifle Magazine.png
SR-153 Spotting Rifle Magazine
2 A magazine filled with five (5) 12x7mm lethal smart rounds, these will do nothing other than pack a big punch.
SG-62 Target Rifle Magazine.png
SR-153 Spotting Rifle High Impact Magazine
2 A magazine filled with five (5) 12x7mm high impact smart rounds, these will likely stagger and slow anything they hit.
SG-62 Target Rifle Magazine.png
SR-153 Spotting Rifle Heavy Rubber Magazine
2 A magazine filled with five (5) 12x7mm high impact smart rounds, these will likely stagger and slow anything they hit.
SG-62 Target Rifle Magazine.png
SSR-153 Spotting Rifle Tungsten Magazine
2 A magazine filled with 12x7mm tungsten smart rounds, these rounds will massively knock back any target it hits.
SG-62 Target Rifle Magazine.png
SR-153 Spotting Rifle Flak Magazine
2 A magazine filled with 12x7mm flak smart rounds, these rounds will airburst on contact with an organic target, causing damage in a small area near the target.
SG-62 Target Rifle Magazine.png
SR-153 Spotting Rifle Tanglefoot Magazine
3 A magazine filled with 12x7mm smart rounds tipped with 'Tanglefoot' poison, these rounds will drain the energy out of targets they hit.
SG-62 Target Rifle Magazine.png
SR-153 Spotting Rifle Incendiary Magazine
3 A magazine filled with 12x7mm incendiary smart rounds, these rounds will set alight anything they hit.

Tactics for Squad Smartgunner

You are the first to detect xenomorphs. Since you can see xenomorphs in the dark, you can engage xenomorphs first before your peers. To increase your reaction time against xenomorphs, a tactical sensor can be attached onto your smart weapon. That said, you must have a belt harness if you have a tactical sensor since you cannot have both a tactical sensor and a magnetic harness at a same time, removing the belt slot for storage.

Stick with your squad and follow the Squad Leader's (SL's) orders. If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.

When you kill xenomorphs, you should sell them via fulton or ARSR bluespace to supply requisition more points. The more you sell xenomorphs, the more that requisition will give you ammo.

You have limited ammo, so do not waste it on walls. If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition; calling requisition when you are out of ammo is the surest way to wait on requisition to give you ammo. Ensure that requisition verbally receives your order and ships out your orders otherwise you will have no ammunition for you.

Tips

  • Xenomorphs will get punished when they push if you do your job. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides.
  • Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face.
  • Aim for the chest. You're less likely to hit a target by aiming for the head.
  • Aim at the tile behind a target if they're standing still. If you click right on the tile, it might not hit as likely compared to clicking straight behind your target, or the bullet might hit a nearby wall.
  • For moving targets, try to lead your shots. Bullets have travel time, so depending on how fast a target is moving you may have to put your cursor 1-5 tiles ahead of a target to hit them.
  • If an ally is pounced on, shoot over whoever's in the way behind the tile of the pouncer. You will either drive the pouncer off and make them hesitant to get into range, or you'll fill them with enough lead to drop them for you and your allies. This goes for warrior's lunge, too. Pump lead into that warrior since they have to grab a marine for like 2 seconds, enough to mag dump them.
  • A Shotgunner synergizes well with this role: have the PFC as the point-man and stay behind them and their friends. In case they get pounced on or knocked down, you can then blast the offender and either drive them away (giving your team/the PFC time to move back and regroup), or kill them if they remain in the area for too long. It essentially gives you the ability to act as both an anti-flank/harassment force and as area-denial to all.
  • DON'T STAND IN FRONT
  • SERIOUSLY JUST DON'T
  • STOP CHARGING IN FRONT DAMMIT
  • TALKING TO YOU, ELSA



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