Rigga's SL Guide: Part One

Player-made guides on how stuff works.
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sw4gbag
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Rigga's SL Guide: Part One

Post by sw4gbag » 05 Dec 2018, 20:51

GRAMMAR/TYPOS should be expected, I'm not very good with english, PM or post what needs to be fixed

Rigga’s Guide to being an SL and more.
PART ONE
1. Introduction.
2. Special equipment
3. The four squads

Introduction
So you want to be a respected, well-known SL? You’ll have to jump through hurdles of the CM community and prove yourself in someway, or simply be liked by the community, even if your performance can be subpar.
1.0 Being an SL who’s new, seen as bald, or not respected isn’t always the best experience to play in CM. A squad leader with this status or simply being inexperienced is like being a teacher in a pre-school full of children, with the children being cats you have to herd together in a group and order around. While a good majority of players new or old will follow your orders if you're new, being experienced and well known is much more better in my experience. There are a few different groups of experienced marines, mainly in Charlie/Delta, that will follow your orders differently depending how on they view you, this will be covered in the squads section.

1.1 Do not expect all your squadies to follow all orders or to stay with your squad. Additionally, you can gain a respected status by many things, but you can also gain a bad status by MANY more things. I’d recommend starting off as a PFC, CPL, or a SGT in an easy spec role and foster up as many kills as you can (this is most important in squads such as Delta and Charlie) and remember, be humble and brag your kills when appropriate, and continue practice using the M41A and shotgun as a PFC until you feel confident in your capabilities.

1.2 You’ll also need to learn when and when not to fight. There is certain fights you cannot win either 1v1 or with a handful of marines versus an equal amount of xenos. Be aware of your surroundings and double check any time you cross an empty space, lurkers usually attack people on the nexus/hydro road, prison hallways, road to the Solaris bar, etc. Avoid getting close to sentinels, spitters, and praetorians unless you have cover and a M41A or slugs. Learn and practice to side-stepping, it takes more of an acquired fast reaction rather than skill to learn.

1.3 There are a few things you should keep in mind when treating your squad.
1. Be humble, do not treat your men like shit or yell at them telling them they’re idiots. Doing anything like this will quickly upset your squad and eventually they might stop following orders or not bothering to save you when you need a help or a revive.

1.4. Be strong, many privates rely on their squad leader for morale and orders, especially on the frontline, do not charge in like an idiot, but do not be a coward either. Stay behind cades, issue orders, and motivate your men by getting a kill when possible. If you need to lead a charge, you need to be in the front initially, once you capture ground, move to the middle and start issuing orders and using your binocs to check your flanks. Prepare your men, motivate them, and decide either to push or hold, see section on tactics.

-Tips for charging. (Personal preferences)
0. Use your motion detector on long range mode to get an estimate of where and how many xenomorphs you should encounter. Plan your strategy around this and if possible, try to blow a flank via wall with C4, or ask command to send another squad to attack from another direction.
1. Do not charge in until the boiler gas hits and disappears, immediately charge in the moment it’s gone, but be wary that the next gas could hit and trap you in to your death.
2. Buckshot is very useful as most charges occur in cramped spaces on Prison hallways, Solaris caves and research buildings, and LV-624 caves. Try to point blank with buckshot(harm intent, then click on your target when it’s directly adjacent to you) when possible.
3. Issue a move order as soon as you charge to move faster and decrease the chance of xeno neruotoxin/acid spit to hit you and the marines in your sight. You can also issue a HOLD order to benefit marines with a small painkiller and damage resistance effect, the pain killing effect isn’t as strong as tramadol, but it should be enough for a few marines with minor acid burns.
4. Get cades up as soon as you capture an area like the ETA/Lambda courtyard, Ice elevator near LZ2, LV624 cave entrance, or prison civ hallways, etc.
5. Quickly tend to any injured marines with only burns/brute damage with your pill bottles.

___________________________________________________________________________________
2 Equipment
ImageB12 armor. B12 armor is one of your most important pieces of equipment, it allows you to move much faster than a marine in standard M3 armor. It offers some better protection, which will spare you from fractures time to time, occasionally absorb lurker/runner slashes to the chest.
ImageM11 helmet.
Not much of a difference in protection, but it can save you from getting a head fracture time to time.

Your vendor has 45 points and contains equipment that is either hard or inaccessible to get from req.
The most important of these vendor items is the motion detector (5p) and flamethrower (12p), 60 unit M240 tank (3p)

ImageThe motion detector has two settings, short range mode and long range mode, you can change it by right-clicking the sprite in your hand. Short range mode has a shorter range, mostly limited to the areas you can see by default, however it pings faster and picks up changes in movement faster, the long range mode picks up targets beyond what you can see on the screen, but pings less, not allowing you to pick up movements that have moved somewhere as fast. If you want to use it without having it in your hand, you can put it in your belt slot, some smart gunners will ask for motion detectors, SPECIAL EQUIPMENT TO TRY As SL, Requisitions and CT’s will usually give you equipment in low supply, like barrel chargers and the few special items they have in their southern vendors. Special Equipment:
M4A3 (.45) and M15
► Show Spoiler
M240A1 and medical equipment
► Show Spoiler
PART 3
Alpha, Bravo, Charlie, Delta, and how they differ and act.

Each squad acts differently, and if you decide to main one squad, you should know the basics of how they act. This part will go into basic detail of each squad.
► Show Spoiler
(These are my personal opinions of each squad, and they may not align with your views of each squad, if you have any suggestions for this part or any other part of the guide, post what you should feel could be fixed or better.)


What part two will cover:
4. Advance tactics
5: How to combat certain xeno castes and classes
6: How to best use certain weapons and ammo.
Last edited by sw4gbag on 05 Dec 2018, 22:01, edited 7 times in total.
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sw4gbag
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Re: Rigga's SL Guide: Part One

Post by sw4gbag » 05 Dec 2018, 20:56

TYPOS and shit will be fixed soon, sorry if the guide doesn't have the best formatting at the moment
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Sora9567
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Re: Rigga's SL Guide: Part One

Post by Sora9567 » 05 Dec 2018, 22:11

Thanks for the writeup. I'll be sure to adjust my current tactics and vendor purchases.
Usually playing as Darwin 'D.J.' Jefferson, PFC (Private: Flare Carrier), or Smartgunner almost always out of ammo. Occasionally an RO who yearns for death, dealing with rampant jackassery of his coworkers.
Against my better judgement I decided to start making Youtube videos involving Colonial Marines. Channel
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