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Thread: A Guide on what to buy as PFC

  1. #1
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    A Guide on what to buy as PFC


    PFCs have "45" points to spend in their vendor roundstart, in truth they only have 3 points , each items costing fifteen points (save for certain items which costs 10 but none of them are worth buying right now).
    This guide aims to tell you which items are recommended to buy with said points and which ones aren't worth it.

    KITS (All kits costs 45 points unless stated otherwise, meaning you'd have to go to cargo to get additional gear due to running out of points afterwards.)

    Meh, gives you 20 metal, 15 sandbags, welderpack, portable cade, and an e-tool, also engineering skill and construction. Comes with a tool pouch with a welder and welding googles to weld doors, and fix metal/plasteel cades. Wrench lets you dismantle pipes which is a better thing to do than welding vents, and things planetside to build cades if you really want to have extra metal. Don't forget to get a crowbar from an autolathe or a toolbox.
    The screwdriver is used in one of the steps to relocate/dismantle metal cades and to dismantle/setup M56D heavy machine guns. The wirecutter is used to cut barbed wires and fences, cutting fences gets you barbed wire.
    Of course you can get said tools from a lathe anyway and you don't need engineering skill to do said things except for building and moving cades. Skill still doesn't let you build things with plasteel but metal is very available planetside.
    The portable cade on the other hand is as tough as sandbag, but you can't store it anywhere other than carrying it around on hand or wearing it on your back (not that recommended) and is slow to fold.
    Main downside being that building things take valuable time where you can push instead on top of metal cades being weak enough that you won't even have a chance to repair them due to too much damage most of the time.
    Sandbags are repairable with more bags and has little to no value on Prison Station. The most value you can get from this kit is fixing slightly damaged cades so do that, refill your welder on red fuel tanks or welderpacks.
    You can also dismantle walls and turn them into girders with the tools, which can then be turned back into walls for only three metal sheets.
    Offensive wise, the best thing you can do would be deploying the sandbags or portable cade on the frontlines and set up a micro FOB that could at least block Boiler gas and Crusher charges.
    Obviously you can also get portable cades from cargo instead of this kit too, and cargo has a lot of portable cades lying around since using a hand/back slot to carry it around isn't popular.
    The welderpack can be refilled on red fuel tanks, though you'll hardly run out of fuel unless you use a miniflamer extensively.
    I'd recommend buying a webbing or an motion detector with the spare 15 point you'll have from buying this kit and getting a miniflamer, don't forget an extinguisher.
    Portable cades on the first drop can also be deployed to hasten FOB construction, they are as tough as sandbag cades after all, while also being actually repairable.
    Lastly, you can use the welderpack to fuel a miniflamer, refill the welderpack on a red fueltank if it's low on fuel.

    Recommended, the skill lets you use the SensorHUD to see who's injured, instant injector use, and faster health analyzer use too.
    Kit comes with two (3 uses each) tramadol (painkillers), two (3 uses each) bicaridine (brute damage heal), two (3 uses each) kelotane (burn damage heal), and an emergency (30 kelo, 30 bicard, 20 oxycodone (SUPER PAINKILLER), don't overdose with this) injector inside a injector pouch, analyzer, and an advanced trauma/burn kits in the responder pouch along with splints, the skill doesn't let you actually use medical kits to full potential though so just use gauze/ointment instead for faster usage instead of fumbling with the kits along with remembering the fact that you need to get extra gear from cargo due to this being a kit.
    In summary, the kit gives you drugs that allows you to heal yourself or someone else quickly without a medic, but not from rare injuries such as organ, brain, oxygen, or toxin damage.

    Meh, contains a grenade belt (holds eight grenades, starts with 2 HIDPs, 3 HEDPs, 3 HEFAs), an explosive pouch (holds three grenades or C4), and three additional HEFA grenades.
    Loading the grenades into an UGL is very much recommended, you would also need to be very careful with the grenades as FF with them can be very lethal.
    Saying that, HE grenades are also very good at clearing sticky resin and structures, even better than using flamethrowers loaded with regular napalm.
    HIDP is good for stopping a push dead in its track whether it's the xenos or marine pushes so be very mindful in using them.
    HEFA sucks, unless you can somehow minimalize that friendlies are going to get killed by the shrapnel.
    You would also need to fill your backpack/satchel with ammo or get a webbing/pouches because the grenade belt doesn't hold any regular ammo and having only grenades as your only weapon is going to suck.

    Meh, good for defense purposes but the contents are on cargo without buying this kit anyway. Contains 1 L42A rifle (with stock already attached), 1 S8 scope, 1 suppressor, 1 extended barrel, and 2 L42 AP mags.
    Damagewise the L42 does not have falloff from shooting longer ranges and more damage than the M41 so xenos getting hit with AP from these would feel it, but with regenerating health and just the fact that you're shooting them in the distance means you're not chasing them means that they'll very easily heal off said wounds while you run out of ammo.
    I also do not recommend attaching the extended barrel or suppressor on the L42 with this kit, the carbine is already accurate enough without either of them while being zoomed, just don't take the stock off.
    There's also the fact that most areas in the maps are dark, meaning that you won't actually see much through the scope. and that you still can't shoot through other marines with a normal scope, unlike with the smartscope.
    So yeah, you would have to bring flares to lit up the place to use the scope and then said flares would get melted and not to mention you still can't shoot through other marines.

    Good to niche, comes with a backpack fueltank (350u of napalm), two incinerator tank, one gel fuel tank, and a mini extinguisher. The flamethrower is nice to have for defense and or clearing resin, always carry the extinguisher with it and get an extra one if you feel like it from a marinemed. You can wear a pistol/revolver or SMG holster on the belt, the former also stores six magazines/speedloader along with the pistol/revolver.
    The incinerator tank can be refilled and stored (up to 3 tanks) on the backpack tank with napalm which does more damage and lasts longer than welder fuel.
    With this kit, your job would be to burn sticky resin and block off flanks or start slow pushes by making lines of what is basically cover against xeno melee. Extinguish the flames if you're using napalm to burn resin on crowded areas so you don't block marine movement.
    The gel fuel tank (90u) however, only burns for 1-3 seconds while having range up to 7 tiles, this means that you can use them in offense without blocking pushes and is the fuel you should use while burning sticky resin.
    The damage from gel fuel on the other hand is rather low, so don't expect to actually kill much with it.
    Getting extra gel tanks however is a problem. You can also refill the empty gel tank with regular napalm once you used it up, it still keeps the 90u capacity.
    Chances are you can find someone that took this kit planetside and loot them instead. But in case you want them before first drop or think that you won't find one, this kit exists.
    Flames also ignore xeno armour, making it also one of the few weapons that can reliably deal with crushers and thus cements them as very good defensive weapon until ravagers and the queen shows up which are fireproof.
    One thing you can do with this kit is leaving the pyro backpack somewhere you can go back to for refills and storing the tanks themselves in your satchel along with other items such as splints instead of wearing the backpack.

    Bad, contains an VP78 (already loaded) which is a pistol that can burst with five magazines (14 ammo each) for it for a total of six magazines along with a pistol holster and RDS+Laser Sight.
    The VP78 itself isn't bad, far from it. It's the best pistol you can get, being able to burst and has decent damage (still not as good as an actual primary). However, ammo for it isn't available outside of buying the kit and requisitions.
    It's not really worth buying a kit over.

    Meh to niche, the MK1 pulse rifle (already loaded) has a lot more limited things you can attach to it such as not being able to attach rail scopes or not being able to use AP ammo at all.
    The 95 ammo magazines (total of six in the kit) means that you can shoot without worry about ammo and unlike the HPR, doesn't slow you down much, each burst also fires five bullets, as much as an M41 with BFA does.
    Very space efficient but at the cost of limiting your attachment loadout, still takes rail lights though which is rather important.
    Once you run out of MK1 magazines you have the option of either refilling the empty ones, looting other people that also took this kit, or just switching to a regular MK2 pulse rifle.
    Also comes with a large magazine pouch and masterkey along with a miniflamer in the kit, I recommend stripping an regular M41's UGL instead and loading it with HEDPs though, and you can buy an motion detector for your belt or suit storage with the spare point.


    -ANGLED GRIP: Cargo has these by the dozen. They might run out due to its popularity with its pretty much lack of downside. Increases weapon size so SMGs with these do not fit on holsters.
    -EXTENDED BARREL: Cargo has these by the dozen. Okay, more accuracy is nice but the only thing it lets you do is hit targets off the screen due to most guns being accurate enough without it, also costs you a little damage.
    -GYRO: Cargo has these by the dozen. Bad for reducing your rate of fire by a hefty amount, also decent accuracy you can get for one handing a weapon such as SMG that can take the RoF penalty, occupies the same slot as laser.
    -LASER SIGHT: Cargo has these by the dozen. Good on pistols and SMGs, otherwise worse than AG. Doesn't fit on shotguns, has no downside at all though and still lets you fit an SMG into an SMG belt unlike VG or AG.
    -MASTERKEY: Cargo doesn't have a lot of these. Niche, very useful for destroying resin structures and stunning xenos. However the stun doesn't last long and the buckshot doesn't damage as much either.
    -QUICKFIRE ADAPTER: The best attachment on this list, attachable to M41 and pistols, increases firerate at the cost of lowering accuracy. Just don't miss, as it's very easy to waste ammo from firing wastefully with this.
    -STOCKS: Cargo doesn't have a lot of these. Can be worth points in that case, movement slowdown while wielding sucks but other than that they're quite excellent attachments, SMGs with regular stock can't fit into holster.
    -RECOIL COMPENSATOR: Cargo has these by the dozen. Good, directly better than extended barrel due to also reducing recoil for shooting one handed. Can't be attached to M41s however.
    -RED-DOT SIGHT: Cargo has these by the dozen. Nice to have but being able to see what and where you're shooting at with rail light is usually more important, great to use with the flashgrip.
    -REFLEX SIGHT: Cargo has these by the dozen. Generally better than the RDS due to tightening burst spread for better burst damage, great to use with flashgrip.
    -SUPPRESSOR: Cargo has these by the dozen. Good, more useful than extended barrel due to also tightening your burst spread but you still lose a little damage.
    -VERTICAL GRIP: Cargo has these by the dozen. The accuracy is nice for M41s and SMGs, slows you down a little like stocks do but not as slow, increases weapon size so that SMGs with these does not fit on SMG belt.


    -AP MAGAZINES: Highly recommended, one of the most viable way to kill xenos outside of buckshot stun and is a very popular pick. Don't FF with these.
    -EXT MAGAZINES: Meh, 50% more ammo per magazine but they're regular ammo, available from cargo.
    -M40 HEDP GRENADE: EASILY AVAILABLE FROM CARGO. For offense, you won't catch any xeno in explosion without using the UGL though. Also good for clearing sticky resins, weeds, and resin walls. 3 of these can collapse a tunnel.
    -M40 HEFA GRENADE: EASILY AVAILABLE FROM CARGO. For defense, DO NOT USE IN OPEN SPACES WHILE PUSHING, overall pretty bad due to being only useful on defense mostly, low amount of damage against xeno, high FF damage, and lack of stun.
    -M44 HEAVY SPEEDLOADER: EASILY AVAILABLE FROM CARGO. Used for the revolver, has a chance to stun whoever you hit with it. It's not bad but you only get seven shots per speedloader.


    -WEBBING: Recommended, usually available from cargo, there might be none late into the round, try looting dead marines than buying them. Click on your uniform with it on hand to attach it, holds three mags or small items.
    -SHOULDER HOLSTER: Extremely underwhelming. Imagine the webbing but instead of storing three items you can only store ONE pistol with no spare magazine included.
    -MACHETE SCABBARD: EASILY AVAILABLE FROM CARGO. good for clearing vines on LV and clearing sticky resin, also for melee but uses up a belt/suit/back slot if you want to carry it around.
    -MINI EXTINGUISHER: EASILY AVAILABLE FROM MARINEMEDS IN MEDBAY, depending on how much you expect flames and spitter acid on the round. Is a small sized item and thus quite space efficient compared to a big extinguisher and fit in more places however, pretty niche overall but really useful in those cases.
    -LARGE GENERAL POUCH: Highly recommended, like webbing but goes into a pouch slot instead, more recommended than webbing due to cargo not having them in stock, still lets you pick two pouches in addition to this.
    -FUEL TANK POUCH: EASILY AVAILABLE FROM CARGO. Niche, if you have a flamer you either took pyro kit and store tanks on the backpack or the SL handed some out and you store them on satchel.
    -MOTION DETECTOR: Near irreplaceable niche, wearing this on the belt or suit storage is very much recommended than storing it. Excellent for anticipating flanks, catching stragglers, and so on.
    Detects things up to 24 tiles away from you in long range mode, and only the size of your screen at short range mode.

    FREE (Items that you get for free)

    -UNIFORM: Lets you wear belts, pouches, and M3 armour, not much to say. You also attach webbings and accessories such as patches to this, the snow variant also protects you from cold slightly.
    -BOOTS: Lets you move faster than shoeless people, protects you from glass shards, stores a bayonet or holdout pistol if you can find one, also has tiny amount of armor. Starts with bayonet stored if you get it from PFC vendor.
    -HELMET: Stores two tiny and or certain small items which few shows up on the sprite as cosmetics, protects your head to the point that most xenos don't bother slashing your head, though some still does.
    -GLOVES: Barely protects your hands, better than nothing, doesn't protect you from shocked doors.
    -HEADSET: Lets you talk to your squad and enables the squad HUD, also makes it so that you don't register as a beep on motion detectors.
    -MRE: Small item, contains four packs of food that you would have to unwrap to actually eat, the most space efficient food item if a bit unconvenient to eat.

    ARMOR (Don't forget to turn on the shoulder lamp):
    -LIGHT: Slows you down less, protects more from acid, awful against bullets and slashes.
    -MEDIUM: Slows you down, has three slots for magazines/small items while the other armors has only two, not too bad against bullets, doesn't protect your hand and foot.
    -HEAVY: Slows you down a lot, excellent against bullets, not so much slashes. Reduces the chance for organ damage and fractures but you will get hit by xenos more due to the slowdown.

    -SATCHEL: Very easy to use, just click it on the back slot, though some people like to store guns on their backslot instead. Stores: 5 normal size items, or 7 small+1 tiny size items, or 15 tiny size items.
    -BACKPACK: Awkward to use, drag the backpack into your hand slot to take it off then switch hands to open it. Stores: 7 normal size items, or 10 small+1 tiny size items, or 21 tiny size items.
    Generally you should always take the backpack, just to fill up with various items and toss into the FOB and leave it there if nothing else due to everyone spawning with backwear already.
    -SCABBARD: Stores variety of shotguns, not just the M37, assuming you can get your hands on said shotguns that is. Mostly obsolete due to M37 being wearable on back without this.

    -STANDARD AMMO BELT: Holds 5 magazines, handfuls of shotgun shells, grenades, knives. Right click and switch storage drawing method to immediately take the last item you put on it.
    -SHOTGUN AMMO BELT: Holds 14 handfuls of shotgun shells, click on it with shotgun shell boxes to fill it with shells quickly.
    -M39 HOLSTER: Holds one M39 submachinegun, make sure to fold the stock. Mostly used by people with unusual loadouts.
    -KNIVES BELT: Holds 6 knives of various types, not something anyone takes on regular basis.
    -PISTOL BELT: Holds one of various pistols and six magazines, can be worn on suit storage with the M3 armor or the belt. Losing your suit storage for a sidearm isn't entirely a bad idea.
    -REVOLVER BELT: Holds various revolvers and six speedloaders, can be worn on suit storage with the M3 armor or the belt. Losing your suit storage for a sidearm isn't entirely a bad idea.

    -BAYONET SHEATH: Stores three variety of knives and bayonet, not something anyone takes on regular basis.
    -DOCUMENT POUCH: Stores a lot (21) of intel items, if you're getting one of these you might as well just get the intel kits from cargo which already has one of these in it along with stuff you'll need to actually look for intel.
    -FIRST AID POUCH: *The* pouch that everyone gets, the gauze and ointment does not heal much and the first-aid injector heals very slowly, but this pouch will be one of your few ways to heal yourself.
    -FLARE POUCH: Only good for convenience, you can throw flares out of their packs without these but having one does help. Don't forget to bring a backpackful of flare packs to refill this constantly.
    -MEDIUM GENERAL POUCH: Stores two magazines/small sized items, largely overshadowed by the large general though this one is free.
    -PISTOL MAGAZINE POUCH: Stores three pistol magazines, just get the large pistol magazine pouch from cargo if you're taking this.
    -PISTOL POUCH: Stores one sidearm except for the revolver, seems neat but isn't worth taking over other pouches due to pistols having very small magazines in the first place.

    -GAS MASK: Looks cool, also allows oxygen tanks to be used.
    -HEAT ABSORBENT COIF: Looks cool, that's all it does.
    Last edited by Ttly; 02-22-2020 at 03:03 PM.

  2. #2
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    I wanna point out few things
    -medic kit does not start with the belt anymore
    -engi kit won't let you repair cades, last i tested

  3. #3
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    This post will cover additional vendors and other places where you can get useful items.


    PRIMARIES (large sized weapons that usually has strict limitations on where you can store them on your person, the ones listed here are the ones you'll usually see)

    -M41A PULSE RIFLE MK2: The most basic weapon on the vendor, does moderate everything. One burst with this would usually only put a decent dent on a lower tier xeno's health, though it is somewhat worthless without AP on tougher, more armored xenos, and the fact that just doing damage isn't enough. You need to actually kill a xeno by chasing them down, and you won't really chase them just with the M41 depending on map layouts.
    Also, regular ammo of this can do around 30 brute damage to people with medium armor on the chest, and around 50 brute to unarmored people, so don't FF with them.

    -L42A BATTLE RIFLE: A mostly gimmicky weapon, does identical damage per hit as with the M41. What it does have that the M41 doesn't is being able to attach the smartscope which lets you shoot through friendly marines, and no falloff on its bullet damage, meaning that you can shoot distant targets without doing less damage like you would with the M41.
    This feature however on its own does not make the gun a direct upgrade, but being able to use smartscope does make it really easy to use for people that tends to FF others. You can also take the stock off if you'd rather have a version of the M41 that lets you move faster while wielded and does slightly more damage.
    The L42 also only has 25 ammo per magazines which is about 40% less ammo than the Mk2, you can however use the bullets from M41 magazines to refill L42 ones.

    -M39 SUBMACHINEGUN: Like the M41 but different, it does slightly less damage, has slightly less AP, also more damage falloff for shooting distant targets, and in return you get faster wield movespeed, and larger magazines (48 per magazine to the Mk2's 40).
    Mostly seen on people with unusual loadouts involving the M39 holster and another gun on suit storage. Do not take the stock off or fire it without extending it first, its as good as useless in that case, unless you build around it.

    -M37A2 PUMP SHOTGUN: *THE* weapon that has been trusted to kill xenos, somewhat hard to use for newer players due to the need for macros to pump it conveniently, gamesense, and a good ping to use effectively.
    Can be loaded with 9+1 shotgun shells of various variety, usually with but not limited to the following:
    =Slug: Lets it stun distant targets which also prevents xenos from using abilities, also has AP so don't FF with them, not its best point.
    =Flechette: Like buckshot but does no stun and less damage but has more range in return, also not its selling point.
    =Buckshot: *THE* main reason people uses this, it only has 3 tile range but its main reason on why its so good is the stun and the MASSIVE amount of damage it does, really don't FF with this.

    -M41AE2 HEAVY PULSE RIFLE: Does everything better than the M41 except for not being able to use AP ammo and its limited quantities in requisitions, has 300 ammo magazines that are very space efficient.

    -M41A PULSE RIFLE: Also known as the Mk1, has a very limited attachment choice but gets 95 ammo magazines which sadly does not have an AP variant, a sidegrade to the Mk2 and a downgrade to the HPR, available from the veteran kit.
    Getting extra magazines is usually a real hassle, but you can obviously refill them with bullets from Mk2 magazines.

    -MOU53 BREAK ACTION SHOTGUN: Imagine the M37 but with the SMG's rate of fire but also being only able to shoot three times before reloading, mostly used with flechette to unload inhuman amount of damage in melee range.
    Only available in requisitions on a kit box. Can only load slugs or flechettes. Can be awkward to reload.

    -M240A1 INCINERATOR UNIT: A flamethrower, ignores armor and blocks paths with flames, be very mindful while using them as it's very easy to screw over other people with this.
    Available only from the M240 pyrotechnician support kit and if the squad leader decides to spend their points on these.

    SECONDARIES (weapons which has fewer restrictions on where you can store them, usually this means you can store them in satchels.)

    -88 MOD 4 COMBAT PISTOL: Also known as Mod88, has a rather slow rate of fire and near identical damage to the M4A3.
    Unlike the M4A3 however, it can fire in bursts and has rather large magazines that is also AP (19 shots/mag).

    -M44 COMBAT REVOLVER: Shoots slow, has seven shots per cylinder. Main reason to use this is that it can use the smartscope, and heavy revolver ammo lets it act like shotgun slugs.

    -M4A3 SERVICE PISTOL: Shoots REALLY FAST, basically letting you magdump on something to great effect, as long as you can hit them that is.
    If you can get M4A3 AP mags from requisitions which are not available on roundstart, you can refill them with ammo from Mod88 magazines.

    -VP-78 PISTOL: Does the most damage as far as pistols you can get your hands on goes, has a rather high recoil which necessitates using two hands while shooting, and can fire in bursts of two.
    Available from the personal defense kit, extra magazines are on requisitions, though they do have only about dozen of them.

    -SU-6 SMARTPISTOL: Does okay damage, can shoot through other people without the smartscope, can also fire in bursts. Available from the experimental trooper kit from requisitions, ammo for it is even rarer than the VP-78.

    ATTACHMENTS (Free attachments that are available from the weapon vendors)

    -RAIL FLASHLIGHT: Lets you see farther in the dark by one tile more than the armor light, it doesn't sound good but its effectively 13x13 tiles of light compared to 11x11, which is a lot. Cannot be used simultaneously with flashgrip.
    -UNDERBARREL FLASHLIGHT GRIP: Like the rail light but goes into the underbarrel slot of the weapon, better than the rail light due to also increasing accuracy, still not higher than either angled grip or vertical grip mind you.
    -UNDERSLUNG GRENADE LAUNCHER: Goes into the M41A pulse rifle. A *GREAT* attachment only hampered by limited ammo, great FF potential which can backfire HORRIBLY, and slow firing speed. Can only load M40 grenades.
    -M39 FOLDING STOCK: M39s already start with these pre-attached, pretty much mandatory to have extended to fire M39s, foldable to allow the SMG to fit on the belt holster.
    -L42 SYNTHETIC STOCK: L42s already start with these pre-attached, taking them off lets you move faster while wielding it but makes the gun somewhat inaccurate.

    UTILITIES (Items on the weapons vendor that does not necessarily fit on the other sections)
    -M5 BAYONET: An attachment AND its own item. Your boot starts with one when you get them from PFC vendor, extras are available here. Guns with the bayonet attached does more damage than just the knife itself.
    Pretty much attachable to any gun except for pistols, allowing them to do actual melee damage. Also used to remove shrapnel from yourself, activate it on your active hand by double clicking it to do so.
    -M11 THROWING KNIFE: You can store one of these on your boot as alternative to the M5 bayonet but there's not much reason to do so, also fits on the helmet. They do less damage than the M5 bayonet except for when you throw them.
    -M94 MARKING FLARE PACK: Contains seven flares on each pack, you can refill flare pouches almost instantly with these. Fill up backpacks with them and bring them planetside to lit up large portions of the map.

    MORE ATTACHMENTS (Attachments for your gun that isn't covered in the PFC or weapons vendor section that are usually available only from req)

    -BARREL CHARGER: Increases your gun damage at the cost of rate of fire and accuracy, available in limited quantities.
    Usually seen on M41s that are built around burstfiring or M37s, rather underwhelming nowadays but it is the biggest extra damage you can get on a single gun.
    Does not fit on the L42.

    -MAGNETIC HARNESS: Makes it so that if you drop a gun with this attached, it will automatically be put into your suit storage (only works with M3 armor, not bulletproof vests), also prevents you from throwing the weapon.
    Has almost no substitute (the only one being pick-up macros but even that doesn't work as well as this), mostly seen on shotguns so you don't lose it after getting stunned from whatever source.
    Does not fit on sidearms.
    Available from requisitions and the M39 pointman kit which is also only from requisitions.

    -S8 TELESCOPIC SIGHT: Also known as rail scope.
    Doesn't let you move while zooming, lets you see around 20 tiles farther, also increases accuracy (only while zoomed) and decreases weapon falloff supposedly, while also increasing the wield delay massively.
    Mostly seen on people that actually cares about guarding the FOB to shoot at boilers, pairs well with bipod due to the lack of mobility on usage and the bipod's increased rate of fire while deployed.
    Is also VERY underwhelming in practice due to the fact that most areas are dark, meaning that you'll need to lit an area up with flares to see anything with this.
    Does not fit on shotguns and sidearms except for the M44 revolver.

    -S4 TELESCOPIC SIGHT: Also known as miniscope. Allows you to move slowly while zooming, otherwise same disadvantages and advantages as the rail scope, except that it only lets you see about 7 tiles farther.
    Can be useful while pushing, though the movement speed while zooming is HORRIBLE, meaning that other people will likely move in front of you just because of that, blocking your shots.
    Does not fit on shotguns and sidearms except for the M44 revolver.

    -B8 SMART-SCOPE: Lets you shoot through other marines, this feature works without needing to be zoomed in. Only fits on the L42 battle rifle, or the M44 revolver. Also the captain's rifle but you'll rarely ever see that.
    Zooming in with it has the same advantages/disadvantages of the mini scope, except for the fact that zooming in with the smartscope is a timed action and not instant like the miniscope.

    -BIPOD: Can be deployed while standing and facing next to and towards a cade/window frame/table/rack, increases rate of fire, accuracy, and tightens burst spread while deployed, lowers your rate of fire while not deployed, also increases wield delay a lot.
    Rarely if ever seen on anyone, usually on people that are behind cades or are carrying rack parts+wrench due to racks being instant to deploy/dismantle, unlike anything else on the list.
    The advantages aren't necessarily bad but the fact that it kills mobility in order to use effectively means that it's often paired with the rail scope just to make up for it and make it usable at all.
    Does not fit on the L42 and sidearms.

    -MINI FLAMER: Loads 20u of fuel, converts any fuel loaded into it into welder fuel, which while doesn't really do much damage, can usually be counted to make weaker xenos retreat and also a near guaranteed kill on friendly marines if you set them on fire without extinguishing them quickly.
    Can be refilled with incinerator tanks, and welderpack, but not directly from fuel tanks.
    If you want to use this to its full extent, ask for a welderpack as well from req to refuel it, and also get an extinguisher to avoid killing other marines with it.
    Fits on the M41 (Mk1 and Mk2) and the M37.

    -BURST FIRE ADAPTER: Makes your burstfire shoots two more bullets than before, if your gun couldn't burst then this also enables it.
    Honestly, the quickfire adapter is better if you want a bullet hose, but this thing can do in a pinch if you build around it with reflex sight and or suppressor, and maybe a stock.
    Does not fit on the L42, M37, and the M44 revolver.

    -M44 MAGNUM SHARPSHOOTER STOCK: Only fits on the M44 revolver, obviously when used to snipe with it and while extended. Unlike the SMG stock, it takes time to extend the stock.

    -SUBMACHINEGUN ARM BRACE: Allows the SMG to be used on one hand for little to no downside while one handed, and gimping it while wielded with two hands, unlike the gyro stabilizer which has more downsides than this.
    The bonuses from this attachment does not on its own make the SMG perfectly accurate while one handed, particularly while burst firing. Adding laser sight or gyro to tighten burst spread, and reflex sight could remedy this.
    Also increases the weapon size, making the SMG not fit on its holster.
    Available from requisitions and the M39 pointman kit which is also only from requisitions.

    -MOU53 TACTICAL STOCK: Increases the MOU's stats for slightly more wield delay, little to no reason to not use this, comes separately on the kit box.

    NANOMED (These are available on various locations across the ship)

    -FIRST-AID INJECTOR: Contains 15u of tricordrazine, heals you for 0.5 damage per second which lasts four minutes with 15u. Mostly good for when you're hurt everywhere for small amount.
    -PAIN-STOP INJECTOR: Contains 15u of tramadol, lets you ignore SOME pain, lasts for about eight minutes. Pain makes you move slower, this makes you not move as slow.

    -ROLL OF GAUZE: Stops bleeding and allows your wound on the treated limb to regenerate from brute damage at the rate of 0.1 damage per second, better than nothing.
    You can restock a partial stack of it on a nanomed and vend it again as a full stack.

    -OINTMENT: Allows your wound on the treated limb to regenerate from burn damage at the rate of 0.1 damage per second, better than nothing.
    You can restock a partial stack of it on a nanomed and vend it again as a full stack.

    -HF2 HEALTH ANALYZER: A portable health analyzer to detect fractures, internal bleeding, brain damage, oxygen damage (which doesn't always mean organ damage), toxin damage, and brain damage. Takes time to use.

    -MEDICAL SPLINTS: Arguably one of the most important item on the nanomed, you can splint fractured limbs in order to prevent organ damage (chest, head, and groin fracture), or restore function/partial function (hand/arms and leg/foot respectively), being splinted also slows you down, though not as much as fractured leg/foot does, so don't splint healthy limbs.


    AUTOLATHE (You can usually use the autolathe that is available on the hangar to get these, refill it with magazines or rail flashlights if its out of metal and or glass respectively)

    -CROWBAR: Lets you open unpowered doors INSTANTLY, also open up flooring to expose pipes/cables. Printable on the autolathe.
    Additionally allows you to dismantle metal cades IF you took the combat technician support kit. And dismantle walls.

    -WRENCH: Lets you dismantle window frames, vents, and pipes. Also unwrenches and wrenches vendor to allow them to be moved or anchored. Also rotates MGs and unanchor/anchor sentries (power them down first).
    Printable on the autolathe.
    Additionally allows you to move metal cades IF you took the combat technician support kit. And dismantle walls.

    -SCREWDRIVER: Allows you to dismantle reinforced windows when used with crowbar but most importantly allows you to deploy/dismantle MGs, also rotates sentries (power them down first). Printable on the autolathe.
    Additionally the first step to allow you to move/dismantle metal cades IF you took the combat technician support kit. And one of the tools needed to dismantle walls.

    -WIRECUTTERS: Allows you to remove barbed wire from cades and cut wires, removed barbed wire can then be reinstalled on cades. Printable on the autolathe.
    Also used to dismantle walls.

    -MULTITOOL: Allows you to disarm claymores to then be placed elsewhere. Printable on the autolathe.

    -BLOWTORCH: Allows you to weld closed doors/vents MAKE SURE TO USE WELDING HELMET/GOOGLES UNLESS YOU WANT TO GO BLIND can also be used to destroy purple sacs instantly.
    Additionally used to repair/dismantle walls. And if you took the combat technician support kit, to repair metal/plasteel cades too. Can be refilled on the welderpack, welderkit, and fuel tanks.
    Also used to repair damaged MGs/sentries.

    -WELDING HELMET: Can be flipped up/down, is a normal sized item, goes to the helmet slot. Mandatory for using blowtorch more than limited amount of times before you go blind. Can be printed on autolathe.

    -EXTINGUISHER: The big extinguisher, is a normal sized item to the small extinguisher's small. Contains 40% more water than the small extinguisher, don't forget to turn off the safety.
    Printable on the autolathe, refill on water tanks.

    -HAND LABELER: Used to label items, usually backpacks of stuff. Printable on the autolathe.

    -STATION BOUNCED RADIO: Lets you talk to the general channel when communications are down, which usually means other station bounced radios and powered intercoms. Printable on the autolathe.

    OTHER (These items can usually be found in the specified locations)

    -WELDING GOOGLES: Can be flipped up/down, is a small sized item, goes to the eyes slot. Mandatory for using blowtorch more than limited amount of times. Can be acquired from HPR kits and combat technician support kits.

    -ENTRENCHING TOOL: Also known as e-tool, used to fill empty sandbags by clicking on dirt/sand and then the empty sandbags, fits on toolbelts/tool pouches, turns into normal-size item when folded.
    Available from requisitions and the combat technician support kit.
    Also used to dismantle sandbag cades, be on anything EXCEPT HARM INTENT and click on them with this on hand to dismantle them.

    -METAL FLASK: Available from the food vendors near cryo, allows you to store 60u of liquid, usually with really useful drugs from medbay if available. Each sip takes 10u from it.

    -TACTICAL BINOCULARS: Available from JTAC kits at req, allows you to see as far as rail scopes, ctrl+click to laze, right click the binocs to change the option between lazing for CAS or for coordinates which can be used for OBs or supply drops.
    Not really useful on its own due to the need to communicate with POs (which are usually only on JTAC channel which is only available if you slot in the JTAC radio key from the JTAC kit most of the time) for CAS, or with SOs (who may or may not be hearing you) for OBs or supply drops, also CTs or RO for supply drop also.
    Make sure to laze really far away and yell at people to not run into the OB if you do call in an OB, as it does have really large explosion (larger than the size of the screen, which is 15x15 tiles by default)

    -FULTON PACK: Available only from intel kit at req, allows you to fulton dead bodies, including xeno bodies, and or crates to be picked up by a dropship with fulton module to be transported into the ship/LZ for DEFCON.
    The intel radio key which comes with the intel kit is usually mandatory for this in order to yell at the PO to pick up your fultons. Fultoned bodies/crates only stays on air for around 5 minutes after which it would fall back down to where it was before.

    -INTEL DETECTOR: Available only from intel kit at req, lets you detect intel items. Using this in combination with document pouch lets you basically play as an IO without having to be one, though if you die with intel on you would make said intel to be really hard to find due to lack of way to determine whether or not a dead body is carrying an intel or not without taking their gear off first. Use the document pouch and fulton, along with the intel radio key if you really insist on using this and pretend to be an IO.
    Once you do find intel items, you would need to store them on racks inside the intel room aboard the ship, and or decrypt disks using passwords from folders if available.
    Dead bodies goes to the morgue on the ship, you do not need to put them on the morgue trays. The morgue is usually not accessible to a PFC though, meaning you'd have to shoot the door open if you want to drag bodies into it.
    Dead xeno bodies goes to containment cells on research, which is even more harder to personally get to than the morgue. You can of course shoot the door open as well if you really want to, as long as you don't get arrested.

    -MB-6 FOLDING BARRICADE: Available from req, usually seen inside HPR kits but they do have it outside of said kits. As tough as sandbag cades which are already pretty tough, and as easy to deploy, is also unclimbable through like wired cades.
    Unlike wired cades, does not hurt xenos that slashes them, can be dismantled by anyone by dragging its sprite into you, faster to dismantle with wrench and crowbar but requires actual squad engineer to dismantle with them, also repairable by anyone without engineering skill by using blowtorch.

    -SIGNAL FLARES: Only available from req. Like lazing for CAS but in flare form, can also be used to call CAS for areas that CANNOT be lazed, such as areas with weak roofs that CAN be CASed but not lazed.
    Make sure to coordinate with the PO to ensure you call the CAS exactly where you want it to be, that means the JTAC radio key is almost essential to use this unless the PO is tuned into squad channels.

    -FLARE GUN: Only available from the JTAC kit. Can only shoot REGULAR flares, has a built in miniscope.
    Not much to say, all it does is let you shoot regular flares farther than you can throw them, you can also fill the flare gun belt holster just by clicking it with the flare pack, that's about it.

    -BLACK/BROWN WEBBING: Like the webbing but limited to carrying 5 small items and no magazines, usually shotgun shells. or tools
    Available only from requisitions.
    Last edited by Ttly; 02-22-2020 at 11:20 AM.

  4. #4
    Junior Member
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    The message on my screen was clear that i didn't known to repair the cade, also i tested on generator and didn't known either
    As of now the engi kit is a big scam
    As for medic kit, despite the lack of belt it still pretty good, but there is a lack of pills like qc and delaxin
    Last edited by Halo9662; 02-12-2019 at 02:52 AM.

  5. #5
    Senior Member Chaznoodles's Avatar
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    m e d i c k i t

  6. #6
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    Just go to Medbay and ask for a Medical rig, they have a bunch of spares.

  7. #7
    Admin AcuteCircle's Avatar
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    tl;dr medic good, rest not
    Synthetic Council Term 3 and 4. DM for Synthetic - related queries or contact on Discord Melody#6969

    Spoiler Spoiler:

    ~Staff History~
    Mentor - 12/23/2018 | Senior Mentor - 3/10/2019 | Trial Senior Moderator - 5/11/2019 | Senior Moderator - 5/27/2019 | Trial Admin - 10/2/2019 | Admin - 11/4/2019

  8. #8
    Member Dolth's Avatar
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    Quote Originally Posted by Chaznoodles View Post
    m e d i c k i t

  9. #9
    Junior Member Gnorse's Avatar
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    okay but are we just going to ignore the fact that practically every PFC can get a flamer ?
    if you're not forming a firing line with 7 flamers you're doing something very wrong.

    On a completely unrelated note, Ravagers are now more useful.
    -local suicidal delta PFC. No, not murry, the other one- : Oussama 'DOA' Neghiz

    Occasional commander, Part-time smartgunner and Full-time PFC.

  10. #10
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    Well they literally did minievents with shitton of flamers in prep before and it changed jack and shit for the round, I think it was just them testing out the water if everyone has the opportunity to get a flamer.

    And the results were that it doesn't matter much if everyone gets them or not.

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