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Thread: Guide to Whiskey Outpost (By Karl)

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    Dev Team Manager Stan_albatross's Avatar
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    Guide to Whiskey Outpost (By Karl)

    Disclaimer :

    This guide will not look at all at xeno gameplay for WO, instead mainly looking at marine gameplay, both for combat and support roles, as well as the general progression of any WO round.

    WO basics

    Whiskey outpost is an alternative gamemode, and any admin can force it. In WO, marines must defend their base (the aptly named whiskey outpost) against a seemingly endless tide of player controlled xenos, with the xenos getting stronger and stronger as time goes by. If there are marines still alive at a random time between around 13:00 and 13:30, marines will win. If all marines die before this time, xenos will win. In order to understand WO, you must first understand its map, which is linked here : https://cm-ss13.com/wiki/images/7/78...ey_outpost.png Xenos come from the south, and marines from the north. The final hold-out position is always the CIC, as it is the best defensible. First contact takes place at the cadeline south of pillbox beer. It is VERY IMPORTANT to know that xenos cannot go via either of the flanks (pillboxes bourbon and teqila/margarita) until this first cadeline falls, so the entire marine force should be defending this line until it falls. Once xenos break through here, they can flank, or keep attacking the central path to the bunker - defined as being the area to the north of the map with proper flooring. It's very easy to hold beer line one (as it is called) for the first few waves, so while the marines are fighting off these intial xenos, engineers should build more cadelines behind beer line one, to prevent xenos taking the flanks for as long as they can.

    PHASE 1 : Initial defence of the southernmost cadeline (beer line 1). The longest phase, it typically lasts until around 12:45. Anything earlier is setting up a xeno win.

    PHASE 2 : Mass retreat from beer to the bunker. Seeing how most of the locations north of beer until the bunker are absolute trash to defend, and two annoying flank routes open up at the same time xenos breach beer 1, this phase is really just time for bunker personnel to prepare for the incoming hordes.

    PHASE 3 : Bunker Assault. Since the game sucks, the winning time for marines is RANDOMISED (some time between 13:05 and 13:30 or some shit) meaning you have never truly won until the end of round announcement goes through. This phase is characterised by ungodly numbers of boilers and crushers, as well as lag that will slow the game to a crawl and give you seconds of latency.

    WO Jobs

    Many jobs on WO have different names and roles to play than they would in distress signal. Some, such as the IOs, don't exist altogether. All squad marine roles have the same names and general gameplay, while the jobs of engineering, req, and military police are very different. Thankfully when the gamemode is WO, you will be able to see the WO-specific name of all the roles, as to not get confused.

    SQUAD ROLES

    Squad Marine Tips

    • You can get incendiary magazines from req. As xenos can't heal at all in WO, this is VERY useful.
    • To find the fight, just go south!
    • You can use the marinemeds in triage to restock your injectors.
    • A marine on an HMG will always be more useful than a marine wielding his primary weapon.
    • There are scoped HMG nests around the bunker. These lack IFF but are still very useful!
    • Marines have the option of taking an m41amk1 as their primary weapon for WO - due to its larger magazine capacity (and massively busted AP), this can be a very good idea. Just mind it has no INC magazines
    • A poorly thrown grenade can easily lose a cadeline, think before you throw!
    • Try as hard as you can not to bodyblock or move engineers, especially if they have a teal or orange action wheel above their heads. If it's orange, they are building something, and if teal, they are repairing a cade.
    • Always flip plasteel cades up to prevent runners or lurkers getting through and causing FF.
    • Don't push out of your cadeline. You will die and medics will waste manpower and possibly die themselves trying to recover your body. DON'T PUSH OUT ESPECIALLY DURING WAVE ONE OR BEFORE IT, ADMINS MAY DELET YOU.
    • You don't get funny minimed kits and shit so be careful


    SQUAD MARINE GAMEPLAY LOOP

    - Spawn
    - Go directly to marine preps (north) to get a good gun DO NOT GET A SHOTGUN. DO NOT GET LIGHT ARMOUR. THEY ARE GOOD FOR NOTHING ON WO.
    - Go to req for sweet sweet attachies (hint : scopes, bc)
    - go south to beer cadeline 1 (southernmost line which benos HAVE to attack and cannot flank until they breach)
    - fill sandbags
    - scope in
    - shoot bugs
    - repeat for an hour as the game grows progressively laggier and laggier

    REQ KIT TIER LIST

    S TIER
    - HPR - lots of good dakka
    - JTAC - essential to give MC something to do
    F TIER
    - MOU - xenos almost never get in range
    - Pointman - vice versa, stuns also not common on WO so you don't need MH
    - Experimental trooper - piss poor damage, massive ammo consumption


    SQUAD MEDIC TIPS & GAMEPLAY LOOP
    - Don't let marines die or they may instantly DNR and play beno
    - Autodocs are always close. Never let a marine with severe organ damage go around untreated.
    - Never be in the frontmost line. Heal the marines from behind, if they won't stand still then spam kits.

    LOOP
    - Spawn and run north for light armour as there are only 20 sets in marine prep and you can actually make use of them
    - Go to the medic vendor (north of req) and get your essential shit
    - Go to chemistry and get IA KD and TB STACKED CHEMS ARE VERY USEFUL
    - Just be a normal medic but don't bodyblock and remember surgery is only a 30 second walk away most of the time

    SQUAD ENGINEER TIPS AND GAMEPLAY LOOP

    On WO every person who's played engineer once will come out of the woodwork and think "hey, it's wo, why not" and then think they are hot shit for making an unwired outpost in front of line 1. SPOILER : THIS IS USELESS AND HURTS MARINES.

    - Spawn and run north for mats and shit
    - DUMP TOOLBELT DUMP WIRES PUT TOOLS IN WEBBING.
    - Take TWO construction pouches for easy and good storage, always take a welderpack
    - Go south and begin cading up BEHIND the preconstructed beer line 1
    - Take the gigachad FLAMER SENTRY (or spend extra points and get plasma sentry/sniper sentry) that will 1shot xeno scum and set them on fire which almost garuantees their death or making them 1shot for the rest of their meaningless life
    - Space cadelines 3 tiles apart, line up 2-wide plasteel sections, be standing behind the marine line to weld cades

    DEFENDING BEER LINE 1

    - Xenos will focus on the east and west flanks of Beer as they can be breached more easily from cover. They will suicidally run at you, ensure you are constantly welding.
    - Put down your sentries BEHIND the main line
    - m56ds have IFF so bring some up to the flanks for support
    - CLOSE THE FUCKING CADES TO STOP XENOS EASY BREACHING. As xenos get infinite respawns, they will not hesitate to walk over open plas cades.

    IF THE XENO SCUM BREACHES

    - Set up a quick response sentry to cover you effectively
    - Politely tell every marine to fuck off from the tile of the gap so you can cade it
    - Walk to gap and make da cade
    - Moving cades does not work in the hectic mess of beer line 1
    - Wire your fresh cade, label it FUCK YOU XENO if you want to boost "morale"
    - UPGRADE it to brute if in early waves or burn if xenos are getting stinky boileroids (you can crowbar a cade to take off its upgrade later)
    - Make sure that sandbags are being filled by the PFCS

    ONCE BEER LINE 1 FALLS

    - Eventually team beno will get crushers and boilers and this will make your job a living HELL
    - Procedure is to WELD EVERY CADE IN SIGHT. Who cares about the firing line, grab intent the marines if you have to.
    - The stage between beer 1 and bunker defence is really just about withdrawing from the shitty flankable pillboxes to the bunker fast enough with minimal casualties

    REMINDER OF ULTIMATE SINS THAT WILL MAKE ME PB YOU AS BCL

    - Building cades in front of beer line 1
    - cading pillboxes while line 1 is under attack
    - not welding
    - having to fill your own sandbags
    - not taking a welderpack
    - taking the toolbelt

    Squad Smartgunner

    Literally easier than pfc, just shoot beno, beg SL for asb drops, don't turn on auto fire, don't turn off IFF.

    Squad Specialist

    Rule 1 DO NOT FUCKING PICK SCOUT YOU WILL BE LAUGHED AT AND/OR PBED. Scout sucks so fucking bad on WO, and you can pretty much pick any kit you want, so don't take scout.

    Rule 2 DO NOT FUCKING PICK GRENADIER UNLESS YOU HAVE PLAYED IT BEFORE OR YOU WILL HAVE THE POTENTIAL TO SOLO LOSE THE GAME FOR MARINES. Nades stun marines, can go fucky around cades/walls, and most of all you don't have a scope anymore (rip) so all your nades will end up pretty close to cades, maybe even close enough to stun marines. Also stuns are not important in WO, xenos can't heal or retreat. You don't need to stun to secure kills.

    Got that? Good.

    Only 3 kits are really worthwhile on WO, and here's why

    Sniper - You have gigachad damage that xenos won't be able to heal away, and your incin rounds can stop a push in its tracks or easily make a lower tier xeno 1hit. Flak is good for groups as well, aimed shot can stop xenos from even getting to your lines as they never get cover.

    Pyro - Blue flame satanises xenos and will almost definitely kill them or make them 1shot away from death. Your only weakness is the boiler menace. Green flame can make it hard to push.

    SADAR - Your rockets do a good chunk of damage but stuns have much less importance on WO. WP works a treat against groups however.

    Reminder to get a secondary as sniper/sadar because your SL probably has no idea what an ASB is

    Squad Leader

    As SL you get two SPECIAL TOOLS which you MUST USE or sweaty people (read : ME) will get mad at you]

    ASB (Automated Supply Beacon) and WO Laser Designator

    ASB exists to get more ammo for specs and SG. It does NOT exist to get more grenades. It does NOT exist to get crates of standard 10x24. BUY 90% SPEC AND SG AMMO WITH ASB. LISTEN TO COMMS AS TO WHERE ASB ARE BEING SENT TO BY RO AND FREQUENTLY CHECK DISPOSALS IN BEERBOX.

    WO Designator can naturally get coords for mortar, but it also has a special function - automatic CAS strikes. You should be using these all the time and using them CONSTANTLY during the later waves. Also don't bother with an mk1 from your vendor you can get them from normal vendors.

    Remember to spam orders and you can essentially just become a better informed PFC who can tell marines where breaches are in beer line 1

    SUPPORT ROLES - ENGINEERING/REQ

    RO / Quartermaster / Bunker Crew Logistics

    An EXTREMELY important job to WO. Without you, all specs will be out of ammo by 12:40 and nobody will have HPRs.

    You get a conveyor belt with crates that sometimes spawn on it. THE BELT IS REDUNDANT. Get an engineer to decon the wall into the crate room to get instant access.

    Send all crates to beer and triage until they fall (wrap them in wrapping paper then tag them with "pillbox beer", send down disposals chute), then begin dragging them to the front of the bunker.

    Pre-attach HPRs or mk1s for marines who have lost their weapons during the FINAL BUNKER SHOWDOWN

    Salvage unused mats from the bunker as well

    BUNKER CHIEF LEADER / BUNKER CREW ENGINEER

    You are engineers who are tasked solely with construction, and not fighting. And by god, you can build well.

    Bunker crew have a large supply of materials in engineering storage to help them cade up the bunker itself for the final defence, generally leave one engineer on bunker duty and take the rest to fortify beer line 1 and lead construction efforts. While engineers patch breaches and weld, you should keep cading behind line 1, making more and more lines between it and beer itself.

    Don't forget a weapon AT ALL TIMES. Baldie PFCs leaving plasteel turned up can easily lead to runners lurking in the area around triage.

    MORTAR CREW / SPOTTERS FOR MORTAR CREW

    You are the most useful during phase 1, where with good spotters you can easily set up firebreaks to force the xenos into smaller lines of attack on your cades.

    My advice is to collect and write down a list of coords of the front of the line, and the moment you hear reports of a breach, to spam it with covering fire for the engineers.

    As to the spotters, just don't laze too close to the cades, and it'll all be fine.

    You also don't have a lot to do before the 1st wave so you can send an MC down to beer line 1 to get reliable coords for your crewmen.

    MEDICAL

    CMO - You should ideally be using manual surgery for when the autodocs are full or you have to stack surgeries. Stay in the bunker most of the time, triage should have all your doctors with bunker medical remaining manned.

    Doctor - FOR THE LOVE OF GOD use the autodocs first. Also don't try to frontline at beer or you will end up FFed and decapped and probably bodyblock a ton of marines as well. Take particular care with dead patients - they can and will go instantly DNR if a new xeno wave is spawning and they have join as xeno turned on.

    Chemist - you are going to essentially be a more useless doctor who makes IA KD and TB at roundstart.

    HONOUR GUARD

    You are the snowflake MPs with special gear and no ML to enforce.

    Standard HG - You get an mk221 which unlike the m37 is actually worth a damn on WO. Make sure to wear a proper helmet and prevent decap ff.

    HG SL - Just the same as marine SG with command comms.

    VetHG - Staff officer, leave two in the cic to spot and direct teams to patch breaches, let the other two deploy.

    HG Spec - Be the biggest snowflake of them all and follow the previous guide to kit selection

    COMMAND

    Only the XO and CO are part of the command section for WO, and both have the same duties.

    - Direct every marine to beer line 1 at the start of the operation, tell them where it's being breached and generally remind them of stuff.
    - Coordinate the switch into phase 2 with minimal casualties and proper coordination, aka retreat back to the bunker, don't bother with flanks.
    - Hold down the bunker in the final defence where the entire game is decided by if the game decided to spawn crushers or runners


    Synth - if you have synth WL you should not be a brainlet and understand cading procedure etc. Remember to take a highcap indy blowtorch in tool pouch and continuously weld. APCs for smartpack recharge are also in short supply so try to manuallly repair small amounts of damage.

    In conclusion : you will lose a lot in WO. You will lag a lot in WO. You will cry because people don't know how to help the marine side win WO, and the xeno side needs zero cooperation or teamwork to win because the game just gives them crushers by 12:55

    Now go out there, pick an HPR kit, and kill some xenos.
    Last edited by Stan_albatross; 09-26-2021 at 08:26 PM.
    Karl Karlsson, the man (and sometimes Captain)
    Maxwell, the synth
    Enhath'vot Guan-Dha, the predator
    Also a feature Coder & CM's Maintainer Team Manager

    Timeline :
    Spoiler Spoiler:

    [CENTER]Retired Synth councilman, forever a member of IO gang

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    1. Cade hug
    2. Spam Mortar AWAY from Cades
    3. Use Scopes to snipe Boilers
    4. Never ever use a grenade
    5. More Dakka

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    Dev Team Manager Stan_albatross's Avatar
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    updated a bit
    Karl Karlsson, the man (and sometimes Captain)
    Maxwell, the synth
    Enhath'vot Guan-Dha, the predator
    Also a feature Coder & CM's Maintainer Team Manager

    Timeline :
    Spoiler Spoiler:

    [CENTER]Retired Synth councilman, forever a member of IO gang

  4. #4
    Member Kitsunemitsu's Avatar
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    Damn I finally got half a clue on how to play this mode.

    Can't wait to die as a medic at 12:20!
    Kirie dear, are you coming to bed?

    Maybe. Who knows. I might play a song for old time's sake. Do you mind, Nicole?

    Not at all. I would love it.


    And so, she once again picked up the baby blue ukulele that she bought, all those years ago.
    She begun to form the words on her lips as she caressed the frets with the same grace she always did.
    They fell in love all over again.



    ...and her music was electric.

  5. #5
    Ceyella
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    i always laugh at these guides, because, if you are smart enough to use CM forums, which like 5% of the player base does, you dont need the guide. if you a stupid ass baldo marine vending 5000 nades, you are not using forums to find guides... its like eve online has a training group, but if you are new, you have no idea to find and join eve university, because you are new, and by the time you figure out it exist and can join to learn the game, you have already learned the game.

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    Member Kitsunemitsu's Avatar
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    I never played WO and It's nice to get a rundown of what it's about

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    Dev Team Manager Stan_albatross's Avatar
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    Quote Originally Posted by Ceyella View Post
    i always laugh at these guides, because, if you are smart enough to use CM forums, which like 5% of the player base does, you dont need the guide. if you a stupid ass baldo marine vending 5000 nades, you are not using forums to find guides... its like eve online has a training group, but if you are new, you have no idea to find and join eve university, because you are new, and by the time you figure out it exist and can join to learn the game, you have already learned the game.
    you say this but there are a lot of retards on the cm forums regardless
    Karl Karlsson, the man (and sometimes Captain)
    Maxwell, the synth
    Enhath'vot Guan-Dha, the predator
    Also a feature Coder & CM's Maintainer Team Manager

    Timeline :
    Spoiler Spoiler:

    [CENTER]Retired Synth councilman, forever a member of IO gang

  8. #8
    Junior Member Mal Gloire's Avatar
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    Now that we are getting WO more, this is a pretty good primer

    Cheers

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