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Thread: A Guide on What to Buy as Squad Roles Other Than PFC

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    A Guide on What to Buy as Squad Roles Other Than PFC

    The sequel no one really asked for to the "A Guide on What to Buy as PFC" that no one asked for.
    Be sure to read it (//showthrea...-to-buy-as-PFC) before reading this, some items on the vendors are the same as on that list, and won't be mentioned again when used in same context.
    Also, all of the roles starts with 45 points, and the price of the items will be listed next to the item name.

    SQUAD LEADER (The squad leader has access to squad req, thus some items will be devaluated from the vendors as they could've been gotten from squad req instead.)

    "ESSENTIAL" ITEM SET (These are actually free)

    -M240A1 INCINERATOR UNIT: The flamethrower, the squad leader is the ONLY source for flamethrowers outside of PFCs choosing the pyro kit or cargo ordering them (which never happens as they're overpriced), despite being part of the "essential set" however, the flamethrower is NOT necessarily a weapon the SL should really use due to the playstyle it requires to be effective. Although, it is useful for blocking areas.

    -MAP: If you're playing SL, you generally should already know the map of the round. If you don't. Well, don't use this thing as they link the maps from the wiki anyway, and they are somewhat outdated or intentionally incomplete, along with the fact that certain areas of the maps has variations that varies between each round they are in that isn't shown on this map item.

    -ZIP-TIES: Single use handcuffs, mostly used on HvH events. Near useless on regular rounds unless you plan to mutiny or something.

    -TACTICAL BINOCULARS: The most important item on this list, allows you to call CAS and or get coordinates to drop a supply crate or mortar shell/orbital bombardment with. Longitude means left or right, latitude up and down.
    Yes, you can spitball coordinates. SLs can laze faster with these than any other roles, as the time it takes to laze is tied to the leadership skill.

    -C4 EXPLOSIVE CHARGE: Used to destroy a tile and its surrounding. Really only used on certain maps which has mandatory obstacles, and one of the only few ways to destroy xeno tunnels.


    POINT ITEMS

    -ADVANCED FIRST AID KIT BOX (10 POINTS): Waste of points, the advanced kits heals you for 3 damage+enables 0.1 regeneration of that damage type on the limb, the injectors is 3 times use and heals for around 30 damage/use, the splints is for fractured limbs. The contents of the box are hardly worth the points, and you can even empty out any other first aid kit box from the medical section of the ship and fill them with first aid pouch contents+splints instead of buying this box.

    -INCINERATOR TANK (3 POINTS): Cheap if nothing else, is used to load the flamer/miniflamer. Starts loaded with 60u of napalm.

    -M240A1 INCINERATOR UNIT (12 POINTS): Rather expensive, you can buy these if people asks for them. But otherwise, don't bother with it, get some spare tanks for whoever asks for it if they do too.

    -M40 HIDP INCENDIARY GRENADE (8 POINTS): Useless and pricey, the fire doesn't do enough damage, doesn't have enough coverage, and doesn't last long enough for this grenade to be of much use.

    -MOTION DETECTOR (5 POINTS): Really worth the price, lets you detects any non marine entity that moves within the range of 20 tiles or so, wear on belt/suit storage for best results.
    The SL is also the only reliable source for large amounts of these.

    -C4 EXPLOSIVE CHARGE (5 POINTS): Meh, unless the map warrants you getting even more than one C4, or you really like blowing up walls, and tunnels.

    -M40 HSDP SMOKE GRENADE (2 POINTS): Useless, the only use this thing has is for blocking sight which xenos can see through anyway, it does however block queen screeches if timed right, but mostly detrimental. Becomes usable on HvH.

    -WHISTLE (5 POINTS): Meme, allows you to make a loud noise when you click on the whistle on your mask slot, or when it is on your hand. What said noise means is nothing, not unless you tell people what it's meant for and if they remember it.

    -SENSORHUD (5 POINTS): Good, allows you to see the health of people around you and to instantly determine whether or not someone is actually dead or not.

    -25 EMPTY SANDBAGS (15 POINTS): Only useful if you're the squad that is on FOB, otherwise rather overpriced than buying more MDs.


    CONSUMABLES

    M41 AP MAGAZINE (6 POINTS): The ammunition that has been trusted to kill T3 xenos and queens with, don't hoard all of them by yourself though.

    L42 AP MAGAZINE (4 POINTS): Uses same ammo as the M41, you can refill them with M41 AP bullets. These magazines are not really worth buying on their own for the price as you get more bullets with M41 AP magazines because of that.

    M39 AP MAGAZINE (5 POINTS): AP ammunition, now on SMG form. Due to the traits of the SMG (lower damage and higher damage falloff than the M41), these aren't as good as the M41 ones. Though if you do use SMGs, they are godsend.

    M41 EXTENDED MAGAZINE (6 POINTS): 50% more ammo per magazine but they're regular ammo, really disappointing.

    M39 EXTENDED MAGAZINE (5 POINTS): 50% more ammo per magazine but they're regular ammo, hilariously large due to the SMG magazines holding 20% more ammo than the M41.

    SIGNAL FLARE PACK (15 POINTS): Easily available from requisitions, flares that can be thrown in order to call airstrikes with (but not OBs), make sure to coordinate with the PO for this.

    GUN ATTACHMENTS

    Easily available from squad requisitions which SLs have access to anyway, or the requisitions. None of them are worth the points anyway, except for the quickfire adapter if you insist.

    FREE ITEMS (Items that you can pick for free that isn't part of the "essential" set)

    -LEADER ARMOR+HELMET: A set of armor that protects slightly more than medium armor+normal marine helmet, and has the same gimmicks. You can just give these out to someone if you want to stand out less.

    -LEADER HEADSET: Has access to command and JTAC channel by default on top of the squad channel. Used to yell at command staff, and CAS pilots.

    -MACHETE: Easily available from requisitions instead of picking it for free, but it is more option to you.

    POUCHES (You can pick 2 of these for free)

    -LARGE GENERAL POUCH: Singlehandedly the best pouch on the whole list, has 3 slots that can store small size items or weapon magazines up to normal size.

    -LARGE MAGAZINE POUCH: A direct downgrade to the large general, has 3 slots to store 3 magazines up to normal size and no other items.

    -FLARE POUCH: Only good for convenience, needs to be refilled with flare packs constantly to be of much use.

    -FIRST AID POUCH: Easily available from squad requisitions if you need one instead of getting it from the vendor. The contents of the pouch is rather mandatory for any marines.

    -LARGE PISTOL MAGAZINE POUCH: Easily available from squad requisitions, holds six pistol magazines which is rather a lot.

    -PISTOL POUCH: Holds one sidearm. Due to the nature of sidearms in this game however, it really isn't that good.

    ACCESSORIES

    -SHOULDER HOLSTER: Holds strictly only one pistol, the worst choice of the bunch. Very rare outside of this vendor.

    -WEBBING: Has 3 slots of item storage for small size items or weapon magazines up to normal size. Commonly available in requisitions.

    -BROWN/BLACK WEBBING: Stores 5 small size items. Requisitions only has FEW of them, so pick these by default if only to give them out to someone, as you can get normal webbing easily from squad req anyway if you want that.


    SQUAD SPECIALIST (The squad specialist has access to squad req, thus some items will be devaluated from the vendors as they could've been gotten from squad req instead.)
    NOTE: THE SPECIALIST CAN ALSO USE THE SMARTGUNNER GEAR SHOULD THE SMARTGUNNER DIES.

    LOADOUTS (DO NOT TAKE THE SPECIALIST ONLY ARMORS OUT OF THE BOX IF YOU ARE NOT PLANNING ON USING THEM)

    -HEAVY GRENADIER: The best spec loadout hands down, has a grenade launcher that can use miniscope to shoot more than 10 tiles away and through other marines, and a belt that holds 18 grenades for reloading it.
    The armor is only icing on the cake, the helmet also blocks several facehuggers before breaking.

    -SNIPER: Second best loadout, can shoot through other marines and seein the dark. Flak ammo does massive damage to xenos, while the other ammo do measly damage, the only good thing about incendiary is that flames ignore armor.
    The smock has the capacity of a backpack but with the ease of use of satchels. Do not use the armor if you don't want to stand out.

    -DEMOLITIONIST: Able to use custom rockets from OTs, the RPG can be devastating. The armor that comes with this kit sucks, a variation of the light armor that can only store RPG on suit storage, you can use normal armor instead of the one from the kit.
    However, it is only the 3rd best loadout due to the fact that rockets are rather expensive, and the amount of damage they do is actually rather disappointing most of the time.
    The armor is just a variation on the light marine armor except that it can ONLY hold the RPG on suit storage and nothing else, so it's a downgrade if anything.

    -SCOUT: The gun is an underwhelming due to how much it slows you down when wielded. And unlike the sniper's rifle, does not have IFF to shoot through other marines. What the scout can do however is turning invisible, losing the ability to directly attack anything (and being shot at by other marines) while having nightvision and a pair of tactical binoculars that can laze faster than the squad leader's, you also get a JTAC radio key for your headset to coordinate with it.
    You can also just use any other gun than the battle rifle this loadout comes with, and it would be perfectly valid.

    -PYROTECHNICIAN: The worst spec loadout of all, gets a flamethrower that can shoot special fuel that does either a lot more damage (blue fire, lasts on the ground for a while, also 7 tile range) or one that spreads fire widely quickly (green fire, also dies out quickly), or just regular napalm/welder fuel. The only good thing about this kit is that you'll hardly run out of fuel.
    Also gets an armor that lets them to walk on the flames for only little damage which you shouldn't really do in the first place.

    FREE ITEMS (Items that you can pick for free that is particular to the specialist)

    -G8-A UTILITY POUCH: Can be worn on belt/suit storage. Mostly seen on pyro specs to carry extinguishers or fuel tanks with, or with the demolitionist to carry rockets.

    SPECIALIST AMMO

    SCOUT (15 POINTS/MAGAZINE, EACH MAGAZINE HOLDS 15 AMMO):
    -A19 MAGAZINE: Regular ammo, has high armor piercing and can break armored marine bones within a shot. Usually used as part of a combo with the incendiary ammo by chambering incendiary ammo and using this as magazine while using burst. You should buy the other ammo instead
    -A19 INCENDIARY: Ammo for the scout's battle rifle that sets targets on fire, be careful not to FF with these as you can instantly kill a marine with them if you let them burn. Also high chance for bone break.
    -A19 IMPACT: Knocks anything that gets hit by it like slugs do, still does slightly less damage than slugs. Usually used as part of a combo with the incendiary ammo by chambering incendiary ammo and using this as magazine while using burst.

    SNIPER (15 POINTS/MAGAZINE, EACH MAGAZINE HOLDS 15 AMMO):
    -MARKSMAN: Regular armor piercing ammo, you're better off buying the other ones.
    -FLAK: Does massive damage on anything caught by it. Do not use it if marines are pushing, as you would also hit them on top of whatever you're shooting at.
    -INCENDIARY: Sets whatever you hit on fire, usually paired with flak to do even more damage and to deter xenos that tries to help the one that got lit.

    DEMOLITIONIST (15 POINTS/ROCKET)
    -HE ROCKET: Does massive damage on direct hits, also stuns smaller xenos in a 5x5 radius or so.
    -AP ROCKET: Does good damage on direct hits, also stuns larger xenos for quite a while on direct hits.
    -WP ROCKET: Obscures vision and creates blue fire where ever it hits, rarely used for a good reason.

    PYROTECHNICIAN (15 POINTS FOR NAPALM, 30 POINTS FOR SPECIAL FUEL)
    -LARGE TANK: 100u of regular napalm, not much reason to buy this. Ask for a PFC pyrotechnician backpack from requisitions if you want to refill empty ones with napalm.
    -B FUEL (GREEN FIRE) TANK: 100u of green fire, does less damage than napalm but covers a wide area and extinguishes by itself quickly. Mostly used for clearing weeds and resin than actually doing damage. Very efficient in doing so.
    -X FUEL (BLUE FIRE) TANK: 100u of blue fire, anything gets set on fire with this will hurt A LOT. So don't burn any marines as they would be burned to the point of past being defibbed. Can be used to block areas.

    HEAVY GRENADIER (15 POINTS FOR 6 GRENADES, BUY THESE AND SHARE THE GRENADES WITH THE SQUAD IF YOU BUY NOTHING ELSE)
    -HEDP: The only grenade of real use on the list, stuns anything in a 7x7 radius around it when it explodes.
    -HEFA: Capable of doing rather high damage, but only if you manage to land them directly on top of a xeno. Otherwise, it does more harm than good to friendly marines. Also good for destroying resin walls.
    -HIDP: The weakest grenade of the bunch, creates a small area of fire when it explodes, doing mediocre damage to xenos lit by it.

    SMARTGUNNER

    ESSENTIAL ITEM SET (This time they are actually mandatory in doing the job)

    -M56 SMARTGUN: The actual gun, you need to wear the powerpack and the harness to actually fire it. Make sure to also load it with a drum first and to activate the accuracy and recoil bonuses once you start shooting.
    Its key features include: Being able to shoot REALLY fast, and through other marines.
    Switch between armor shredding/accuracy ammo as needed, most of the time you'll be using armor shredding though.
    If you drop the gun it'll act like it has mag harness and snap on to your suit storage.
    Can only use the following attachments:
    ==RAIL LIGHT: The only one you should use, can be buggy at times and break all of your light sources but you can also just turn it off to avoid that.
    ==BURST FIRE ASSEMBLY (15 POINTS): Makes your burst shoots two more bullets, you shouldn't really use burst with the smartgun as it fires quickly enough already and the burst is inaccurate, also reduces your accuracy.
    ==BARREL CHARGER (45 POINTS): Do not use this on the smartgun, it increases your damage per hit but you'll fire A LOT slower and more inaccurate.

    -HEAD MOUNTED SIGHT: You have to wear the powerpack first or else you can't wear this, lets you see the area around you in the dark, but not in total pitch black darkness, this is called mesonvision due to its legacy on SS13.

    -COMBAT HARNESS: Has two slots to store two small items/normal size magazines. Can also store the smartgun on suit storage and only the smartgun. Don't forget to turn on the light.

    -POWERPACK: You wear this on the back, mandatory to fire the gun. Can be powered with any battery and starts with a high cap.

    OTHER ITEMS

    -SMARTGUNNER BELT: Stores a pistol and is the only belt that can hold smartgun drums up to three drums other than G8-A. Pretty much mandatory.

    -SMARTGUN DRUM (15 POINTS/DRUM OF 500 AMMO): Decent choice, literally the main reason why people play smartgunner.

    HIGH CAP BATTERY (15 POINTS/BATTERY OF 10KW): Compared to the drum, you'll probably only need one spare of this for the average (less than two hour) round length.
    Used to power the smartgun's functions such as accuracy, less recoil, motion detector, autofire (the worst one, shoots slowly at a target that you are facing towards)

    FREE ATTACHMENT: Just pick any and toss them out for people to take, you don't need any of them.

    MEDIC

    ESSENTIAL ITEM SET

    -MEDHUD: Lets you see the health of people and whether or not they are defibbable. The difference with SensorHUD is that you don't need people to wear uniforms to check their status with this.
    A full health bar on the medhud however, does NOT necessarily mean the person is 100% healthy. If they come asking something from you, you check them anyway.

    -MEDEVAC STRETCHER: Used to medevac people by dropship on flyby. Right click on it and use the context menu to activate it before buckling anyone to it, then yell in the medical channel for the medevac PO to pick up the person buckled.
    Drag the stretcher's sprite into your character to fold it.
    Examine the tile where you're placing the stretcher, you need open roofs or glass roofs for the PO to pick them up.

    -HEALTH ANALYZER: Tells you how much damage someone has.
    Important things to remember include:
    ==OXYGEN DAMAGE IS NOT NECESSARILY LUNG DAMAGE
    ==POTENTIAL FRACTURE DOES NOT MEAN FRACTURE
    ==RED TEXT FOR BONE FRACTURES DETECTED DOES MEAN A FRACTURE ON CHEST/GROIN/HEAD
    ==A {T} OR {B} ON A LIMB MEANS THEY HAVE NOT BEEN APPLIED ADVANCED KIT OR GAUZE/OINTMENT
    ==AN {F} ON A LIMB MEANS A FRACTURED LIMB, THIS DOES NOT SHOW UP FOR CHEST/GROIN/HEAD

    -ROLLER BED: Used to transport people quickly, drag a person's sprite into the roller bed when they are on the same tile to buckle them into it and drag the roller bed to move faster than just dragging a person without it.
    Drag the bed's sprite into your character to fold it.

    -ADVANCED FIRST AID KIT BOX: More supplies, you can ditch the tricord injector and place another item on it, as you won't really need the injector.

    -STASIS BAG: Extremely specific niche only to be used in said situation. You can scan the person inside with health analyzer without opening the bag. Buckleable to roller beds.
    Said situation includes:
    ==People that has been infected with facehuggers for 20+ minutes.
    ==People with massive organ damage that you don't want to waste peridaxon on.
    ==People that you don't want to use bicaridine on to cure their internal bleeding.
    Other than that, they're useless.

    -DEFIBRILATOR: Brings recently (5 minutes without CPR) dead people back to life when used on them while they have less than 200 damage (ignoring oxygen).
    Each defib attempt uses a charge and heals 10 damage of each type on the person being defibbed, and if said heal also brings it to less than 200, brings them back to life.
    Epinephrine increases the heal to 20 on every damage type/attempt, 1u of epi is used on each attempt too.
    Inaprovaline is also used to stop the patient from just dying again from being in a "critical state" which happens if they have more than 150 combined damage, where they will slowly acquire oxygen damage (not related to lungs) that is stopped by inap.
    Defibbing someone for too much can also cause heart damage. If the heart is too damaged, you won't be able to defib them anymore, not unless they get heart surgery in time.

    MEDICAL SUPPLIES

    ADVANCED TRAUMA/BURN KIT (2 POINTS/ONE STACK OF TEN): As a medic, these heals 10-15 damage on use and enables 0.1 regeneration on a limb they're applied on. They are not worth 2 points for a stack.
    ADVANCED FIRST AID KIT BOX (12 POINTS): More value and space efficient than buying the kits themselves, the boxes can also be used to store other medical items.
    -FIRST AID KIT BOX (6 POINTS): The contents are useless for medics (save for the syringe case), the only reason to buy this would be to empty the box and using it to store other items such as pill bottles.
    -MEDICAL SPLINTS (1 POINT): Easily available for free from MarineMeds or NanoMeds across the ship. Used to restore partial functionality to limbs with broken bones.
    -PILL BOTTLES: The MOST space efficient way to store medicine. There are three pill bottles in particular that are used more than the others.
    ==BICARIDINE: Heals brute damage at 4/u, each pill comes at 15u, thus healing 60 brute damage/pill. Most importantly, heals internal bleeding by overdosing patients with it even with only 3u of overdose (overdoses at 31u).
    ==KELOTANE: Heals burn damage at the same rate as bicaridine. Burn damage can be extremely common and can be debilitating if left untreated due to the amount of pain they cause.
    ==TRAMADOL: Painkillers, resists pain up to 80 damage, each pill contains 15u of tramadol that lasts for 8 minutes. Pain causes vision blur and movement slowdown, so it's rather important. Overdoses at 31u, causing toxin damage.
    -INJECTORS: Less space efficient than pills and less uses than pill bottles for the amount of points they cost. Their advantages over pill bottles include: No delay in forcefeeding people, easier to restock IF there's a powered medical vendor planetside. And that's it, that's all their advantage over pill bottles.

    AMMUNITION AND ATTACHMENTS

    These items does not directly help with your role and can easily be acquired from requisitions.

    CUSTOM PILL BOTTLES (These aren't acquired from the prep vendors but are the few common drugs that is requested from medbay's chemist for medics to use)

    -IMIALKY: Repairs brain+eye damage, can be rather mandatory.
    -DEX+: A better version of dexalin practically. Oxygen damages do happen often planetside and lung damage isn't necessarily the main cause.
    -KELODERM: Kelotane and dermaline, both heals burn damage, this heals burn damage extremely quickly.
    -TRIBICARD: Tricordrazine and bicaridine, tricord only heals slowly, the only reason to have it with bicard is to get a slightly faster heal.
    -IRON OR IRON SUGAR: Restores bloodloss, iron does it more but iron sugar does it faster.

    POUCHES (You can pick 2 of these for free, in particular there are only two that you should pick)

    -LARGE GENERAL POUCH: Arguably the best pouch on the whole list, has 3 slots that can store small size items or weapon magazines up to normal size.

    -MEDKIT POUCH: Stores a first aid kit box of any kind, one of the most space efficient way to store items if unconvenient to use.

    BELT

    -LIFESAVER BELT: Stores a LOT of medical supplies including advanced kits, pill bottles, injectors, and the health analyzer. The default belt anyone uses. Right click it and toggle the belt mode to take pills out of bottles instantly.

    -MEDICAL STORAGE BELT: Stores LESS medical supplies than lifesaver. But can hold other items such as pistol magazines, shotgun shells, and defibs. The lifesaver belt is still more space efficient, so don't bother with this.

    ENGINEER

    ESSENTIAL ITEM SET

    -LIGHT REPLACER: Arguably the least useful of the bunch, can be really useful in the right hands to lit up areas with powered APCs. Storable on construction pouch.

    -30 SHEETS OF PLASTEEL (CAN BE STACKED TO 50): Enough for 6 plasteel cades (5 sheets each), the strongest cade that is also flippable up/down. Is extremely valuable due to how expensive they are from requisitions.

    -50 SHEETS OF METAL (CAN BE STACKED TO 50): Used for various things including APC frames (2 sheets), barbed wires (2 sheets), and metal cades (4 sheets) being the most important one. Metal cades are weaker than sandbags, you can however repair them with a blowtorch and upgrade them with 2 sheets of metal (this is very resource intensive compared to having sandbag cades with wires)
    Another use for them is turning some girders on the maps into walls to block off an entire area for a measly cost of 3 sheets.

    -25 EMPTY SANDBAGS (CAN BE STACKED TO 50): The second strongest cade, the only cade that matches sandbag durability would be portable barricades which can be acquired from requisitions.
    To fill them, you need a patch of dirt/snow and an entrenching tool (e-tool) or a shovel to be used on the dirt/snow, and then the empty sandbags. One sandbag cade needs 5 filled bags to build, and can be repaired with more filled bags.
    Cheaper than metal cades when it comes to building mass amount of cades.
    Nigh useless on some maps that have no dirt/few snow on them.

    -ENTRENCHING TOOL (E-TOOL): Fits on tool belt/pouch, and construction pouch, turns into normal sized item when folded. Can be used to dismantle sandbag cades by being on help intent and clicking on one.

    -C4 EXPLOSIVE CHARGE: Used to destroy a tile and its surrounding. Really only used on certain maps which has mandatory obstacles, and one of the only few ways to destroy xeno tunnels.

    -HIGH CAP POWER CELL: Used to power up an area if the planetside power hasn't been fixed yet. Usually to power up really useful vendors or certain areas with map gimmicks.

    SENTRIES (these are normal-sized, that means you can store them inside backpacks and such)

    -SENTRY: The standard gun sentry, has a disappointing rate of fire and does little damage.

    -FLAMER SENTRY: Shoots out a fireball that ignites ONE tile with blue flame. Very underwhelming.

    -TESLA COIL: Slows down any xenos that gets close to it, also disables nearby sentries. Useful if you get people to watch over it, and is also the best one.

    -BELL TOWER: Massively slows down any hostiles that gets really close to it. Does not disable nearby sentries like the tesla coil but also relies heavily on people watching over it.

    -PLANTED FLAG: Buffs people around it with buffs that people don't really need all the time.

    ENGINEERING SUPPLIES

    -10 SHEETS OF METAL (5 POINTS): A weak reason to buy this other than to turn them into barbed wire which other cades desperately need.

    -10 SHEETS OF PLASTEEL (7 POINTS): Always a good choice, you can effectively cover more space with this if you build them on chokepoints and have people that watch over them. They are the most durable cade after all.

    -25 EMPTY SANDBAGS (10 POINTS): Practically a steal for how much bags you are getting, keep in mind the limitations that it and the map may impose on its use.

    -AIRLOCK ELECTRONICS (2 POINTS): Absolutely no reason to buy this ever, building a door just takes a lot longer for a lot less gain than even a metal cade. And you can also just print them from an autolathe than buying them.

    -POWER CONTROL MODULE (2 POINTS): Printable from autolathe, essential for repairing DESTROYED APCs (as in the power terminals) and is often forgotten when they shouldn't be.

    -ENTRENCHING TOOL (2 POINTS): If you want extra e-tools for people to help you out with filling sandbags then you can just ask for them from req and fill a backpack with them.

    -HIGH CAPACITY POWER CELL (3 POINTS): Just hack one of the engi vends strewn across the ship for this. You do not need to waste points on one.

    -SECURITY ACCESS TUNER (2 POINTS): Also known as multitool, absolutely no reason to even consider buying this as your toolbelt already starts with one and any other roles that has business using these gets them already by default.

    -M20 MINE BOX (18 POINTS): A box of four claymores, to make use of them you would actually need to watch over them and or bait xenos over them as each one of these can be a near guaranteed kill if used properly.
    Used wrong however, and it's a total waste of points that just blows up other marines on the FOB because they're transporting dead xenos or colonists or just ruining the defenses by blowing up in an inopportune moment due to bad placement.

    -C4 EXPLOSIVE CHARGE (5 POINTS): Also known as plastic explosives, only used to blow up tiles and xeno tunnels most of the time.

    -RANGEFINDER (10 POINTS): Like tac binos but can only be used to acquire coordinates. Instead of buying these, you might as well get a JTAC kit from req

    FREE ITEMS

    -WELDERPACK: The only backwear you should really pick as everything else is easily available from requisitions. Has the storage capacity of a satchel and the functionality of a backpack, you can also refill blowtorches and miniflamers using this, which is why it's the only one you should really pick.

    AMMUNITION AND ATTACHMENTS

    These items does not directly help with your role and can easily be acquired from requisitions.
    Last edited by Ttly; 05-13-2020 at 06:14 AM.

  2. #2
    Whitelisted Captain 50RemAndCounting's Avatar
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    Pretty decent guide.

    Some points I wish to make on a per-section basis:

    Re: SL

    Saying that the advanced first aid kit is a waste of point is something I really have to disagree with here. I end up using it pretty much every round as SL and it has gone a long way of helping me not die in the first 15 minutes after first drop. Don't underestimate any of the kits for that matter, they can and will save you from stupid deaths.

    Tangential to the guide, but synthetics can buy motion detectors from their vendor for the exact same price. I don't know how other synths play but I basically never really use my points, mostly since everyone basically ignores my existence 95% of the round and I basically have free dibs to de facto loot the entire ship to gear up, bluntly put. Yes, not a reliable source by any means, but unless the synth player is a complete chump, I'd consider asking them for MDs and other stuff, you may end up being very pleasantly surprised.

    As for C4, yeah, pretty much. On BR I take 3 bricks and on any other map I take between 2-3. I never leave home without it though, because you never know where you might find a cleverly placed tunnel that has great potential to fuck marines up if left unattended.

    Re: Smartgunner
    Everything written is completely on point. If your rail light ever breaks just turn it off and on again. Same thing with your suit light. It will work properly again after that.

    Re: Medic
    I found iron to be absolutely useless tbh. Bloodloss is very rarely an issue I deal with and if I do end up with a patient who lost basically all their blood (30%) or lower this is 99% because they neglected to simply bandage a bleeding wound(s) of theirs for a very, very long time, completely failed to notice all the warning signs that they're dying from IB, or did some freak shit like ingesting xeno egg plasma. At which point I'd rather ask are they even worth the trouble at that point because they'll go and die from the exact same thing later. Iron in general is very weak and ironsugar is even weaker. The two chems don't stack, it's a trap option. I never ever use it, neither as a medic nor as a synth.

    My preferred custom meds loadout is: Imialky, Keloderm, Tribica (Both MUST be 15 15, Dermaline overdoses above 15 but if you give a person exactly 15u absolutely nothing will happen to them.), dexalin plus, oxycodone, one or two bottles of epinephrine and a hypo loaded with epinephrine.

    As for the rest of the stuff it's pretty cut and dry. QC is currently useless so dump it, I always take two defibs and almost always two roller beds. The only notable difference here is that I never take medevac stretchers as synth. Again tangential to this but worth noting I believe.

    Re: Squad Engi

    Light replacer is unnecessary outside Prison Station which is the only map I pack it on instead of sandbags.

    If you're packing a powercell you should absolutely always take a power control module AKA APC circuit board with it. If for nothing else then so you can be sure to fix the colony reactor room's APC in case it's completely destroyed, so the colony can actually have its power restored and you can secure the rather measly DEFCON point boost from that.

    I haven't played engi since the new defences have been finalized so I'll skip that, but I can say right now that the flag pole is really eh. It's better to rely on SLs, officers, synths etc. to shout orders instead of using a flagpole.

    JTAC kits will either not be taken at all or will be in critically short supply from the start of the round. It may be wiser to just buy the rangefinder instead, especially if you're fobbiting. Besides engineers are too valuable to risk themselves spotting for CAS honestly.


    Of everything written in this entire guide, I think buying claymores is by far the single trickiest purchase a player can make. Use of claymores really is situational on a level almost no other piece of equipment is.
    Sheeesh this boy LRP as hell!

  3. #3
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    That point about the SL's advanced first aid kit, I've tested out what medical1 (because SLs get that much) can do with the contents already and you know what. It's really strictly only marginally better than regular first aid pouch contents objectively.
    The only time it would be more useful is when that 3 damage heal from advanced kit matters more than just getting the 0.1 regeneration, the tricord injector isn't entirely bad either but restocking it planetside is hard, total lack of tramadol sucks but you can just get first aid pouches from squad req, but at that point you might as well just use the first aid pouch or find a normal first aid kit box.

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