TGMC:Squad Smartgunner

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

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


SUPPORT MARINE
DMCA SG.png
Squad Smartgunner
Access: Squad Smartgunner Equipment Room, Squad Room
Difficulty: Easy
Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours)
Class: Marines
Supervisors: Squad Leader
Duties: Use built-in IFF weapons to help keep your squad intact and finish off xenomorphs.
Guides: This is the guide (and Elsa's YouTube channel)
Quote:"RO! I NEED MORE AMMO! WHERE IS IT!?"


TGMC FC.png  LtCol Elsa 'l'Epee' Spinnewyn says:
"I remember when field commanders have smartgun skills [1] [2] [3]! I SHALL ALWAYS REMEMBER!"

Introduction

You are specially-trained to operate one of the TerraGov Marine Corps' most effective weapons systems: the T-29 smart machine gun or T-29 smart 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 brand new but limited weapon systems can shoot through other marines without a special harness or powerpack compared to its previous ancestor, the M56B Smartgun.

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

Playing the Smartgunner

TGMC sg dream.gif

Though it may seem powerful with this profound build-in IFF, you are not built to be a front-line combatant. Your gun deals less damage than a T-12 and you are slow enough to be caught by nearly any caste while wielding/reloading your weapon. Your strength is covering your team and putting yourself in the best position to lay down lots of fire on the enemy. 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.

  • If you are using the T-29, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
  • If you are using the T-25, you will run dry fast if you incorrectly use it too soon, and now you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading.

Don't forget the most powerful aspect of your weapon: the built-in IFF. It's turned 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 cannot get ammunition for free, you need to communicate with requisition for more ammunition. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs only to have 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.

For players using T-25, you have to ensure that requisition get the right order. T-29 ammunition do not fit with the T-25. It is also highly recommended to get T-25 ammunition packages TGMC T 25 ammo package.png since each packages hold 200 ammunition and cost 4 points whereby a single T-25 magazine holds 50 costs 2 points. You cannot use the T-25 ammunition packages for T-29 drums.

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.
  • 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 T-29 or 800 ammo for your T-25. Obtain more from requisition; T-29 drums cost 5 req points whereby T-25 mags cost 2 req points or T-25 ammo boxes cost 4 req points.

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 weapon and its ammo. Choose wisely.

Module Point Cost Description
TGMC M56 Sight.png
Night Vision Goggles
0 Grants you full sight of the terrain, but not full night sight. The only marine job that spawns with NVG. Yes, you get this for free!
TGMC tl29.png
T-29 smart machine gun
29 A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID.
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.
TGMC T-25.png
T-25 Smartrifle
30 The T-25 is the TGMC's current standard IFF-capable rifle, allowing you to fire through them if they have a marine ID. It's known for its ability to lay down quick fire support very well. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
Rail TGMC Magnetic Harness.png TGMC RDS.png TGMC scope.png TGMC scope mini.png TGMC flashlight.gif
Muzzle TGMC Suppressor.png TGMC Extended Barrel.png TGMC heavy barrel.gif TGMC compensator.png TGMC bayonet.png
Underbarrel TGMC Laser Sight.png TGMC Vertical Grip.png TGMC bipod.gif TGMC gyro.png TGMC burstfire assembly.png TGMC attached gun flamer.gif TGMC attached gun shotgun.png TGMC attached gun grenade.png
Stock Fixed
TGMC T25mag.png
T-25 magazine
5 Supplies your T-25 Smartrifle with 80 ammunition and power.
TGMC T 25 ammo package.png
T-25 ammo box
6 Surplus ammo for you T-25 Smartrifle. It holds 320 ammo.

Your Gear

TGMC tl29.png Smartweapon TGMC T-25.png

This is your main weapon. While weaker than a standard rifle, it compensates through having a high rate of fire and being able to shoot through your friends to hit enemies. To use it, you will only need to equip M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor). your smart weapon and ammo for your smart weapon to shoot.

Difference between T-29 TGMC tl29.png and T-25 TGMC T-25.png

Recent development with IFF weapons provides a smartgunner with another tool in their deployment, the T-25. The T-29 is considered as the traditional weapon of the smartgunner, giving suppressive fire down the line to ward off xenomorphs from engaging in CQC. The T-25, however, is for the smartgunner with a keener sense of resource management, hyperaggressive mindset, and an acute sense of timing. Metaphorically and in the ideal, the T-29 is the spikes that xenomorphs must deal with when getting closed to marines, whereby the T-25 mows down xenomorphs. While you can unga with both of these weapon systems, the T-25 is best suited for such lifestyle.

Desc.:

Beginner friendly! Everyone wants to dakka!

Strong and familiar ammo economy to veterans

A single squad smartgunner with the T-29 can carry a total of 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in backpack not satchel, and 1 drum in T-29)

Desc.:

Lower rate of fire compared to T-25

Cannot chase xenomorphs so easily; you are slow when wielding T-29

Longer wielding time

Takes time to reload T-29

Desc.:

Faster rate of fire

Easily a weapon to chase xenomorphs with since you can run faster with this weapon compared to the T-29

More underbarrel attachment choices! Can use the mini-flamethrower, mini-shotgun, or mini-grenade launcher!

Putting a bayonet on T-25 one shot resin nodes and sticky resins!

Can put scopes on T-25!

Desc.:

Difficult ammo economy

Bipolar in gameplay: conservative but opportunistic due to having only 80 ammo in rifle

Always reloading since you want to have 81 ammo ready to mag dump xenomorphs


T-29 stats T-25 stats T-12 stats
aim_slowdown = 0.95

wield_delay = 1.3 SECONDS

name = "smartgun bullet"

accurate_range = 15

damage = 20

scatter = -10

penetration = 20

sundering = 1

aim_slowdown = 0.55

wield_delay = 0.6 SECONDS

name = "smartrifle bullet"

damage = 25

penetration = 15

sundering = 1

fire_delay = 0.2 SECONDS

scatter = -10

aim_slowdown = 0.4

wield_delay = 0.7 SECONDS

damage = 25

penetration = 5

sundering = 0.5


Difference between M56B TGMC M56.png and T-29 TGMC tl29.png

Note that a squad smartgunner cannot choose between a M56B and a T-29. In TGMC, from their vendor, the squad smartgunner gets either the T-29 or T-25. This section is only used for comparison given that long time ago in TGMC and in another server (CM), squad smartgunners are familiar with the M56B.

The T-29 and T-25 are very flexible compared to the M56B. Whereas the M56B demands that the squad smartgunner wears only one type of armor (TGMC M56 Harness.png) and cannot use any backpack (TGMC M56 Powerpack.png), the T-29 allows for variance in armor and storage.

Desc.:

Does not consume energy since it does not have multiple modes compared to the M56B

Can use full auto, meaning you can hold down the mouse button to shoot rather than spam clicking

Possesses an anti-friendly fire system (IFF), allowing one to shoot through allies to hit your foes

A single squad smartgunner with the T-29 can carry a total of 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in backpack not satchel, and 1 drum in T-29) compared to the squad smartgunner with the M56B that can only carry 1,500 ammo (1 drum in M56B and 2 drums in belt) M56B holds more ammo than T-29; don't even compare the total ammo count for T-25

T-29 drums can be ordered at Requisitions like other ammo types.

Comes with the Night Vison Goggle, or NVG, to help spot targets in the dark; note that NVG works without T-29

Desc.:

Does not have multiple modes, meaning that the T-29 is lock in IFF

No in-built motion detector like the M56B

Must be manually reloaded AND takes time to reload. Reloading takes about 3 seconds and must be done by standing still; moving at all interrupts the reloading process

SOUNDS UGLY REEEEEEEEEEEEEEEEEEEEEEE

No in-built magnetic harness like the M56B

Only have 200 ammo internal capacity compared to the M56B which has 500 ammo

A single squad smartgunner with the T-29 can carry a total of 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in backpack not satchel, and 1 drum in T-29) compared to the squad smartgunner with the M56B that can only carry 3,500 ammo (1 drum in M56B and 6 drums in belt); storage is simple and clean for the M56B

Deals about the same damage as a LMG per shot (i.e. 30), making it weaker against T3s unmodded

Wielding has a 1-2 second delay unmodded, and slows you while wielded


Liberal use tends to run the T-29 drums dry, necessitating either Requisitions or periodic trips to and from shipside to maintain usage of the Smartgun.

Reccomended attachments:

  • Magnetic Harness (though if you want to use a red-dot sight, it is highly recommended to have a harness belt)
  • Laser sight

M56 Head Mounted Sight TGMC M56 Sight.png

Required to use the Smartgun, and gives you enough nightvision to see the entirety of about half of the screen as if it were completely lit, even through walls and darkness.

Tips

  • Kill xenos, get more ammo. Use ammo to kill more xenos, then get more ammo. Make req happy.
  • If you are rolling with the T-25, it is best to roll with the T-25 ammo package and hold empty T-25 mags TGMC T 25 empty mag.png.
  • Roll and chase down xenomorphs with the T-25 when they are less than half their health. This will utilize the T-25 to its fullest potential assuming you have a fresh mag in your T-25 AND you won't waste your ammo when xenomorphs can just sponge up the ammo and walk away. Just be careful of other xenomorphs!
  • 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.
  • 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 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
  • MAN, FUCK YOUR T-25, JUST STOP UNGAING



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