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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

    PREFACE

    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.)

    -COMBAT TECHNICIAN SUPPORT KIT:
    Disappointing niche, the pamphlet gives you 1 construction and engineering skill, what this skill lets you do is build metal cades, and repair metal/plasteel/walls/folding cades with blowtorch which can then be refilled on the welderpack.
    The set of tools are mostly used for repairing cades (blowtorch) or dismantling/moving them (screwdriver, wrench, crowbar), the only thing the wirecutters is good for is to cut barbed wires/fences.
    Insulated gloves lets you open shocked doors without getting shocked, but other than that it has less armor than regular marine gloves which already has little to none anyway.
    The folding barricade is as tough as sandbags and cannot be climbed over, it is a direct upgrade over metal cades and you can store it on your back (not recommended) or just carry it on hand and place it down on the FOB.

    Lastly, the heavy machinegun, the main reason anyone takes this kit.
    You can place it down and then use a screwdriver on it to make it usable.
    After that, you can drag the machine gun's sprite into your character while standing next to it to fire with it, CTRL+Click the sprite while manning it to toggle between burst/single fire, I recommend single fire since you're not really going to hit much with burst anyway. The big deal about the machine gun is that it does decent damage against ANY xenos on account of its AP ammo, and it has 700 shots before needing to be reloaded with an MG drum, which are kind of rare and hard to get, but you'll hardly run out of ammo for it unless you deliberately waste it too often.
    The HMG can also be stored on your back while dismantled. To dismantle it, use a screwdriver on a finished emplacement, you can also rotate it with a wrench, and repair it with a blowtorch.
    Another thing you can do with this kit is using a miniflamer and refilling it with the welderpack, just don't forget an extinguisher.
    Very underwhelming in practice on account of being immobile and high bullet damage/accuracy falloff which makes it useless for shooting distant things.

    -FIRST RESPONSE MEDICAL SUPPORT KIT:
    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, don't bother with the advanced kits, you'll only get immediate healing of 3 damage in addition to enabling 0.1 damage regeneration which is identical to gauze/ointment.
    In summary, the kit gives you drugs that allows you to heal yourself or someone else quickly without a medic, but not from uncommon injuries such as organ, oxygen, or toxin damage.

    -FRONTLINE M40 GRENADIER KIT:
    Meh, contains a grenade belt (holds eight grenades, starts with 2 HIDPs, 3 HEDPs), and explosive pouch (holds three 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, they also barely do any damage to anything set on fire other than marines.
    I seriously recommend throwing away the belt and pouch and just storing the grenades inside your backwear or somewhere. You're only buying this kit for the nades, nothing else.
    You can also blow up xeno tunnels with three HEDP grenades.


    -L42A SNIPER KIT (30 POINTS):
    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.

    -M240 PYROTECHNICIAN SUPPORT KIT:
    Good to niche, comes with a backpack fueltank (350u of napalm), three incinerator tank (one of them preloaded on the flamer), one gel fuel tank, and a mini extinguisher.
    The flamethrower is nice to have for defense and or clearing resin/jungle vines, 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 if you're not gonna carry two guns.
    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, or lit a xeno on fire and then chase them with your actual gun.
    The gel fuel, only burns for 1-3 seconds while having range up to 6 tiles, this means that you can use them in offense for burning resin without blocking pushes.
    The damage from gel fuel on the other hand is very low, even against other marines, so don't expect to actually kill with it.
    You can also refill the empty gel tank with regular napalm once you used it up, it still keeps the 200u 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, or just carry a second gun.

    -PERSONAL SELF DEFENSE KIT:
    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 shoots like the revolver except without heavy ammo and is totally not worth 45 points. Even the Mod88 is better than this.

    -VETERAN KIT (30 POINTS):
    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 and mostly inferior stat to MK2.
    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 four bullets.
    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.

    ATTACHMENTS

    -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.
    -UNDERBARREL EXTINGUISHER: Cargo doesn't have a lot of these. The only people that have business using them (flamers) usually already gets them, and they are actually very niche and low in demand most of the time.

    AMMUNITION

    -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.
    -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.

    GEAR

    -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: Good, like webbing but goes into a pouch slot instead, better buy than webbing due to cargo not having them, but just get the free magazine pouch if you're only storing magazines in 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 the satchel or this.
    -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.
    -LARGE MAGAZINE POUCH: Highly recommended. Like the large general pouch but can only store magazines. Except, it has FOUR slots and buying them is pretty much the only way to get them.

    FREE (Items that you get for free)

    STANDARD EQUIPMENT:
    -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, stores a bayonet or holdout pistol if you can find one, also has 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 as much as medium armor does, also makes you practically immune to decapitation and allows command staff to watch where you are.
    -GLOVES: 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.
    -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, it has 11x11 light radius):
    -LIGHT: Slows you down less, awful against bullets and slashes.
    -MEDIUM: Slows you down, has three item slots for magazines/small items while the other armors has only two, just okay against bullets, doesn't protect your hand and foot.
    -HEAVY: Slows you bit more, good against bullets and explosions, not so much slashes. Reduces chance for organ damage and fractures, most xenos just slashes your hand/feet which aren't covered, so it's not that good.

    BACKWEAR:
    -SATCHEL: Very easy to use, just click it on the back slot while it's worn, 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, more storage. Drag the backpack into your hand slot to take it off then switch hands and click on it to open. 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.

    BELTS:
    -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, SMGs with folding stock fits on this with no need to fold it. Mostly used by people with unusual loadouts. Certain attachments that increases weapon size prevents SMG from fitting.
    -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.

    POUCHES:
    -BAYONET SHEATH: Stores three variety of knives and bayonet, not something anyone takes on regular basis.
    -DOCUMENT POUCH: Stores seven small 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. You can also just pick the magazine pouch for literally the same functionality.
    -PISTOL POUCH: Stores a sidearm. Seems neat, but isn't worth taking over other pouches due to pistols having very small magazines in the first place.
    -MAGAZINE POUCH: Good, stores three magazines or any other ammo on a pouch slot for free.

    MASK:
    -GAS MASK: Looks cool, also allows oxygen tanks to be used.
    -HEAT ABSORBENT COIF: Looks cool, discount balaclava.
    Last edited by Ttly; 09-24-2020 at 11:13 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.

    WEAPONS

    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 unless it's a defender, 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 45 brute to unarmored people, so don't FF with them too much.

    -L42A BATTLE RIFLE: A mostly gimmicky weapon, does higher damage per hit tan the M41. Can use the smartscope to let you shoot through friendly marines, also has no falloff on its bullet damage, meaning that you can shoot distant targets that are offscreen without doing less damage like you would with the M41.
    Being able to use smartscope does make it really easy to use for people that tends to FF others, just remember that it's only available with the SMARTscope, not regular scopes.
    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 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, in return you'll get faster wield movespeed, faster rate of fire, 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. You can shoot it one handedly if you FOLD the stock, pretty much acting as an oversized pistol.

    -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: Stuns whatever it hits, won't really kill anything on its own due to how slow the shotgun fires though.
    =Flechette: Like buckshot but does no stun and less damage but has more range in return, has some uses against xenos that have armor.
    =Buckshot: *THE* main reason people uses this, it only has 3 tile range but does a lot of damage, disappointingly not that effective against armored xenos but is still the best way to do direct damage to them.

    -M41AE2 HEAVY PULSE RIFLE: A direct upgrade over the Mk1 has 300 ammo magazines that are VERY space efficient and can use more attachment variations than it, mostly a sidegrade to the Mk2 used by people that want to carry stuff other than magazines.

    -M41A PULSE RIFLE: Also known as the Mk1, has a very limited attachment choice but gets 95 ammo magazines which does not have an AP variant, a sidegrade that is mostly inferior to the Mk2 and a downgrade to the HPR, available from the veteran kit.
    You can obviously refill the magazines with bullets from Mk2 magazines after you empty them, so collect them if you want to bother with that.

    -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. Ocassionaly also used with slugs, can also attach a miniscope for a slightly more effective sniping than the L42.
    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.
    Napalm fuel has 5 tile range and does actual damage and blocks paths, gel fuel has 6 tile range and is only good for burning weeds due to its pathetic damage and short burn time.

    SECONDARIES (weapons which has fewer restrictions on where you can store them, usually this means you can store them in satchels. They can also be fired at the accurately whether one handed or two handed.)

    -88 MOD 4 COMBAT PISTOL: Also known as Mod88, has a rather slow rate of fire and lower damage than the M4A3. Statwise, it is quite literally a better M41A loaded with AP per bullet though.
    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 and hard, 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.
    Also it can use the bayonet for whacking stuff with or opening doors.

    -M4A3 SERVICE PISTOL: Shoots REALLY FAST, basically letting you magdump on something to great effect, as long as you can hit them that is, pretty much the best pistol for actually killing something.
    If you can get M4A3 AP mags from requisitions which are pretty rare, you can refill them with ammo from Mod88 magazines.

    -VP-78 PISTOL: Does the most damage per hit as far as pistols (not revolver) 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. Worse than most of the other pistols on this list statwise, it shoots slow like a revolver but doesn't have the gimmicks of it.

    -SU-6 SMARTPISTOL: Does disappointing 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 as high than 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 starts with these pre-attached. While extended, you can fire the M39 accurately. While folded, acts as a discount armbrace, only being worse in bursts than the actual armbrace.
    -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 can be used to open unpowered doors like with crowbar except it's a timed action. Also obviously used to whack resin structures with.
    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 due to the playstyle.
    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 20 tiles ahead, also increases accuracy (only while zoomed) and decreases damage falloff, 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 on M41 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, it still can be useful on pushes though.
    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.
    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: Foldable stock, only fits on the M44 revolver, obviously used to snipe with it while extended. Unlike the SMG stock, it takes time to extend/fold the stock.

    -SUBMACHINEGUN ARM BRACE: Allows the SMG to be used on one hand like the folded stock while folded, and gimping it while wielded with two hands, unlike the gyro stabilizer which has more downsides than this.
    The only reason to use this over the folded folding stock would be to burstfire one handed.
    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 for each damage type each 3 seconds, lasts four minutes with 15u, healing for 32 damage of each type per injector.
    Mostly good for when you're hurt everywhere for small amount.
    CAN BE RESTOCKED BY DRAGGING THE EXPENDED INJECTOR SPRITE INTO THE NANOMED OR HITTING POWERED NANOMEDS WITH EXPENDED INJECTOR
    OVERDOSES BEYOND 30u, CAUSING BRAIN DAMAGE

    -PAIN-STOP INJECTOR: Contains 15u of tramadol, lets you resist pain up to around 80 damage, lasts for about eight minutes. Pain makes you move slower, this makes you not move as slow when hurt.
    CAN BE RESTOCKED BY DRAGGING THE EXPENDED INJECTOR SPRITE INTO THE NANOMED OR HITTING POWERED NANOMEDS WITH EXPENDED INJECTOR
    OVERDOSES BEYOND 30u, CAUSING TOXIN DAMAGE


    -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 unless the limb gets damaged again, better than nothing.
    You can restock a partial stack of it on a nanomed and vend it again as a full stack by dragging the partial stack into the nanomed.

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

    -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.
    POTENTIAL FRACTURE MESSAGE DOES NOT NECESSARILY MEANS FRACTURE ON THE CHEST, AND OR HEAD, AND OR GROIN
    UNKNOWN FRACTURE LOCATION DETECTED MEANS ACTUAL FRACTURE ON THE CHEST, AND OR HEAD, AND OR GROIN


    -MEDICAL SPLINTS: Arguably one of the most important item on the nanomed that everyone should carry, you can splint fractured limbs in order to prevent organ damage (chest, head, and groin fracture), or restore 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. Self splinting takes 20 seconds, other people splinting you is faster.
    YOU CAN DUPLICATE SPLINTS BY SEPARATING THE STACK WITH EMPTY HAND AND RESTOCKING THEM ON NANOMEDS BY DRAGGING THE SEPARATED STACKS INTO THE NANOMED

    TOOLS AND MISCELLANEOUS UTILITIES

    AUTOLATHE (You can use the autolathe on lower engineering, the doors are open to everyone.)

    -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.
    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)
    As a PFC, you take twenty seconds to laze, which takes FOREVER, I seriously recommend signal flares instead for CAS.

    -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 3 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 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 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.
    Cannot be picked up once lit and thrown.

    -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 filled with shotgun shells or tools.
    Available only from requisitions in limited amount.

    -ROLLER BED: Available on medbay or from first responder kit. You can buckle one dead/alive people, or T1/T2 xeno to this thing and drag it a lot faster than by hand.
    Drag a dead body to the roller bed's sprite while it is under the body to buckle it into, click the roller bed with empty hand to unbuckle the body , drag an empty deployed roller bed's sprite to your own sprite to fold it.

    -G8-A POUCH: Available from requisitions in limited amounts. Can be worn on belt or suit storage, stores three items of any kind up to normal-size, meaning that you can store anything from pistols, first aid kit boxes, to big extinguishers on these. Though, as a PFC you won't really have a lot of reason to use these.

    -M15 GRENADE: Available from requisitions in limited amounts. Like the M40 HEDP grenade except with bigger explosion and cannot be used with the UGL.

    -M20 CLAYMORE: Available from requisitions. Can be placed and then blows up anyone and any dead bodies over it that isn't a marine.
    Does not do much damage on xenos by itself so make sure to watch over it to actually get kills with it. Disarmed with a security access tuner.

    -M40 HIDP: Available from requisitions. Incendiary grenade, mostly useless on xenos due to how weak the flames are and how short they last, can be useful in burning hive weeds due to that fact.

    -M40 HSDP: Available from requisitions. Smoke grenade, totally useless outside of HvH events since xenos can see through them just fine. You can try using it to block a queen's screech if you really want to.

    -M07 TRAINING GRENADE: Available from firing range. Training grenades that do not explode and are meant to be used to mess around with, still fits on UGLs if you want to mess around with that.

    -LARGE PISTOL MAGAZINE POUCH: Available from requisitions. Stores six pistol magazines on a pouch, pretty handy if you bother bringing a pistol and the ammo for it.

    -MEDKIT POUCH: Available from requisitions. Stores a first aid kit box of any type, the most space efficient way to store medical items but is a bother to use.
    You can find first aid kit boxes around medical.
    Last edited by Ttly; 09-24-2020 at 11:43 PM.

  4. #4
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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
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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
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    tl;dr medic good, rest not
    Former staff, also former Synthetic senator.

    Now just a shitposter and lurker.

  8. #8
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    Quote Originally Posted by Chaznoodles View Post
    m e d i c k i t
    That.

  9. #9
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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.

  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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