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==The Xenomorphs==
==The Xenomorphs==
The Aliens see several major changes to their playstyle in order to suit this game mode. These changes are as follows.
The Aliens or Xenomorphs see several major changes to their playstyle in order to suit this game mode. These changes are as follows.




* The Aliens do not get a Queen, or any Facehuggers. More Aliens will spawn every single wave. Aliens are expected to throw themselves at the Marine defences. In order to play as an Alien you must manually take control of a body when they spawn.
* The Aliens do not get a Queen, Carriers, or any Facehuggers. More Aliens will spawn every single wave. Aliens are expected to throw themselves at the Marine defences. In order to play as an Alien you must manually take control of a body when they spawn.
* More powerful Aliens will spawn in later waves. Early waves will see the Aliens stuck with young level Runners and Sentinels. Later rounds will see later tiers of Xenomorphs spawning. The final waves usually see a large amount of Elite and Ancient Aliens spawn among all tiers.
* More powerful Aliens will spawn in later waves.
* Aliens do not heal on weeds outside of healing out of critical damage. Retreating does you no good.
** From waves 1 to 6, they'll often spawn with Tier One young and (and to a lesser extent) mature Aliens with lower health on lower waves.
* Aliens cannot evolve or upgrade their Aliens. You play as what you spawned in as.
** From waves 8 to 12, later Tiers of Xenomorphs will spawn either in a matured upgrade or an elite. This is where the aliens will start to breach Marine defenses.
** From waves 13 and above, aliens spawn in large hordes, and they'll start at elite up to ancient upgrade. This will overwhelm Marines to make their last stand.
** From wave 15 and above, a special group of aliens will spawn, reinforcing the overwhelming odds of the alien force.
* If there too many aliens, the wave will be "delayed", costing the aliens one wave and making the marines hold the outpost much easier.
* Aliens do not heal nor rest on weeds outside of healing out of critical damage.
* Aliens cannot evolve nor upgrade. You play as what you spawned in as.




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The Aliens must wipe out the Marine force before an hour elapses. If the Aliens succeed they will ward off any further Marine forces from landing, fail and the planet will be assaulted by the USS warship's veteran marine forces to re-take the military compound.
The Aliens must wipe out the Marine force before an hour elapses. If the Aliens succeed they will ward off any further Marine forces from landing, fail and the planet will be assaulted by the USS warship's veteran marine forces to re-take the military compound.


=Whiskey Outpost Event Mode=
=Whiskey Outpost Event Mode=

Revision as of 13:42, 13 November 2018

Whiskey Outpost is an alternative map and game mode featured on Colonial Marines server. On this map, instead of playing as a USCM Marine in the battalion 'Falling Falcons' of the 4th brigade and the USS Almayer, you'll play as a USCM Marine from the 3rd Battalion 'Dust Raiders', led by Captain Hans Naiche, who are previously in charge of keeping the peace of the Tychon Rift sector. It takes place five years before the arrival of the USS Almayer in the Tychon Rift sector. The Dust Raiders had established a USCM presence in one of the major locations of the sector, including Whiskey Outpost.

However, they were soon under attack by unrecognized alien forces, with several patrols of marine units wiped out before the main invasion begins. The Dust Raider Marines have no other choice but to send a distress signal to alert the remaining USCM reinforcements to their location, by doing that will take a long setup time. The Marines must hold out for 60 to 90 minutes or longer until reinforcements arrive to rescue them, the Aliens must wipe out the Marine force before more Marines arrive to their world. This is a fight for survival, and neither side can afford to give one quarter.


Whiskey Outpost

Whiskey Outpost was part of the Tychon Rift Sector. It is an outpost that is a heavily fortified military base. It is well situated as any attacks can only assault from the south of the base. The base is well equipped with a large array of automated sentry guns and mannable Smartgun weapon posts, however the base is not fully fortified for a incoming assault. The Marine forces will need to spend their time rapidly establishing barricades and similar defences before the vanguard alien forces arrive.


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Below this point is outdated except for the Eventmode section.


There are three main routes into the base. The west side, through a heavy jungle environment, the central area which is a mix of rivers, jungle and open terrain, and the east side through mostly open terrain broken up by dropship debris. Each entry way has two lines of defence, the first line which consists of barricades and manned Smartguns, and a second line which consists of a line of barricades and automated Sentry Guns.

Whiskey outpost.png


The outpost itself is centred around a central medbay/command post. Surrounded by engineering areas and barracks. The outer perimeter of the outpost is surrounded by barricades and manned Smartgun emplacements. The medbay/command post entrance is guarded by an array of Sentry Guns and a Smartgun emplacement. The west side of the base also contains a resupply pad that will receive resupply crates.


The Marines

Unlike the Falling Falcons Marines who are stationed at the Almayer, the Dust Raider Marines are stationed at planetside - and will have different job changes. Much of the common roles remains unchanged and some are just renamed, however, there are a few roles that completely changes the role one way or another. Below here, are the major and minor changes between the roles.

Take note that after the first wave of Xenomorphs arrive, you are not able to latejoin this round as a marine.

Renamed Roles:

Chief Medical Officer > Head Surgeon
Medical Doctor > Surgeon
Researcher > Chemist
Executive Officer > Lieutendant Commander [sic]
Chief Engineer > Bunker Crew Master
Requisitions Officer > Quartermaster


Jobs: Description:
Commander.png

Commander (Ground Commander)

Requires a Whitelisted CO - As the Ground Commander you'll be in charge of designating where your Outpost is going to be built and issuing orders to the Squad Leaders for defense similar to a normal round.
RO.png

Mortar Crewman

This role replaces the Pilot Officers in the Whiskey Outpost map.
You are in charge of operating the M202 mortar system at the specialized mortar pit.
WarrantOfficer.png

Honor Guard Squad Leader

This role replaces the CMP in the Whiskey Outpost map.
Lead and oversee the Honor Guard in all available tasks, protect the Ground Commander and the bunker above all else.
MilitaryPolice.png

Honor Guard Specialist

This role replaces the Tank Crewmen in the Whiskey Outpost map.
With the knowledge of heavy equipment to date, Honor Guard Specialists are incharged of guarding the bunker and protecting the Ground Commander whenever in danger.
MilitaryPolice.png

Veteran Honor Guard

This role replaces the Staff Officers in the Whiskey Outpost map.
In addition to the protection of the bunker, Veteran Honor Guards can perform regular Overwatch duties to the frontlines.
MilitaryPolice.png

Honor Guard

This role replaces the MP officers in the Whiskey Outpost map.
As a Honor Guard you're in charge of keeping the Ground Commander alive to the end of the mission. Good luck.
Synth.png

Synthetic (Outpost Synthetic)

Requires a Whitelisted Synthetic - Play like a normal round but with the added pressure of defending the designated outpost.
MaintTech.png

Maintenance Technician (Outpost Engineer)

As the Outpost Engineer you'll be in charge of reinforcing defenses around the main outpost and making sure that there aren't any weaknesses in the defensive line.
SL.png

Dust Raider Squad Leader

Work-In-Progress
  • Laser Designator binoculars Laser Designator.png have 2 modes. Remote Mortar Fire, (Doesn't require an engineer to be manning the mortar) and Air strikes. Both modes cause high amounts of damage in a large area.
B18.png

Dust Raider Specialist

Specialists spawn with some of the essential marine equipment. In addition to this, they'll also start off with a Specialist Kit, allowing the Specialist to choose any of the 5 kits available to them. There can only be two Specialists who use the same specialist equipment.
  • Spec Kit.png Use this spec kit box in your active hand to bring up a selection of spec equipment choices for you to choose from.
CombatEngi.png

Dust Raider Engineer

Work-In-Progress
Medic.png

Dust Raider Medic

Work-In-Progress
Standard.png

Dust Raider Marine

Marines start off with one of the three basic weapons (M41AMK2, M39, M37A2) along with a medical and flare pouch and their respective ammo belt. Inside their backpack/satchel will be a box containing three random attachments.

The Dust Raider Marine forces must hold out for a hour against the Xenomorph assault. If successful they will be evacuated by the USCM warship, and shortly afterwards the planet will be assaulted by the USCM warship's veteran marine forces to re-take the military compound. The Dust Raiders then secure LV-624 and the entire Tychon's Rift sector.

Supplies

Supplies in the outpost are generally limited to handheld firearms, medical supplies and engineering equipment, each spread out in different pillboxes as well as the main outpost. From each wave, crates containing random assortments of supplies (such as ammo, attachments, constructables, etc.) are given out in Requisitions inside the bunker. The outpost's Quartermaster or Logistics crew will deliver the supplies out from the main outpost to the pillboxes in the front. They are either dragged through or delivered by the pipe chute.

Close Air Support

Squad Leaders can also order airstrikes in addition to mortar bombardments using their Laser Designators.

The Xenomorphs

The Aliens or Xenomorphs see several major changes to their playstyle in order to suit this game mode. These changes are as follows.


  • The Aliens do not get a Queen, Carriers, or any Facehuggers. More Aliens will spawn every single wave. Aliens are expected to throw themselves at the Marine defences. In order to play as an Alien you must manually take control of a body when they spawn.
  • More powerful Aliens will spawn in later waves.
    • From waves 1 to 6, they'll often spawn with Tier One young and (and to a lesser extent) mature Aliens with lower health on lower waves.
    • From waves 8 to 12, later Tiers of Xenomorphs will spawn either in a matured upgrade or an elite. This is where the aliens will start to breach Marine defenses.
    • From waves 13 and above, aliens spawn in large hordes, and they'll start at elite up to ancient upgrade. This will overwhelm Marines to make their last stand.
    • From wave 15 and above, a special group of aliens will spawn, reinforcing the overwhelming odds of the alien force.
  • If there too many aliens, the wave will be "delayed", costing the aliens one wave and making the marines hold the outpost much easier.
  • Aliens do not heal nor rest on weeds outside of healing out of critical damage.
  • Aliens cannot evolve nor upgrade. You play as what you spawned in as.


Overall, Aliens are a lot more expendable in Whiskey Outpost than standard play. You are expected to throw yourself at the Marine defences, though try and exploit weak points in the Human defences. Don't be afraid to die as you'll be dying a lot as an Alien in this game mode.

Alien Strategy

The game can roughly be divided into three parts. The Early Game (scouting phase), the Mid Game (offensive phase) and the End Game (annihilation phase).

In the Early Game the Xeno forces consist only of scouting xenomorphs, large amounts of Runners and some Sentinels and Drones that reached the Human base first. Eventually being joined by light amounts of Hunters and Spitters. In the Early Game the Aliens should focus on pressuring the outer Human defences and trying to kill as many Humans as they can, the more dead Humans, the more people that will be playing as a Xeno. In this stage of the game the Alien forces are very weak and won't likely overrun the Human defenders.

The Mid Game begins roughly when the "Vanguard" Alien forces arrive, this occurs after the mid-game lull occurs (Marine bombers delay xeno spawns, giving Marines a moment or relief). At this point the Xeno forces consist entirely of Lurkers, Spitters, Defenders, Warriors and Drones with some Sentinel and Runner support. At this point of the game the Aliens become a very dangerous force, unprepared the Aliens can quickly overrun underdefended outposts and many Xenos can easily slip by and harass the central base. Eventually tier 3 Aliens will begin to appear, adding to the threat of the Alien forces. In this stage of the game the Aliens should focus on overrunning the forward defensive lines and opening up the map to Alien movement.

The End Game begins when the full Alien force arrives, and usually occur within the last ten to twenty minutes of the round. At this point most Aliens will spawn in as Elite or Ancient, and you'll start to see a ridiculous amount of Tier 3 xenos, such as dozens of Ancient Crushers, Boilers, Ravagers and Praetorians. At this junction the Xenomorphs are so powerful that they can quickly roll over the remaining Marine defenders in most cases. There is little strategy at this stage, your only goal now is to try and kill the remaining Marines before their reinforcements arrive.


The Aliens must wipe out the Marine force before an hour elapses. If the Aliens succeed they will ward off any further Marine forces from landing, fail and the planet will be assaulted by the USS warship's veteran marine forces to re-take the military compound.

Whiskey Outpost Event Mode

The Whiskey Outpost Event Mode can be triggered on any of the currently available maps by an admin+. Once the Event Mode is triggered late-joining will not not be available for that round and there will not be any Human Response Teams as reinforcements, so you'll be stuck observing or deciding to play as an alien if you didn't ready up in time.


Available Jobs

Similar to the Whiskey Outpost Gamemode there is only a select set of allowed marine jobs for this event.

Not readying up as one of the following jobs will force you to be a Squad Marine:


Jobs: Description:
Commander.png

Commander (Ground Commander)

Requires a Whitelisted CO - As the Ground Commander you'll be in charge of designating where your Outpost is going to be built and issuing orders to the Squad Leaders for defense similar to a normal round.
MilitaryPolice.png

Military Police (Honor Guard)

As a Honor Guard you're in charge of keeping the Ground Commander alive to the end of the mission. Good luck.
Synth.png

Synthetic (Outpost Synthetic)

Requires a Whitelisted Synthetic - Play like a normal round but with the added pressure of defending the designated outpost.
MaintTech.png

Maintenance Technician (Outpost Engineer)

As the Outpost Engineer you'll be in charge of reinforcing defenses around the main outpost and making sure that there aren't any weaknesses in the defensive line.
MD.png

Medical Doctor

Tending to the Injured and dead in the designated medbay of the outpost.
SL.png

Dust Raider Squad Leader

Get your squad to build and man defenses to stop the oncoming xenomorph tide and hopefully hold out until the end.

  • Laser Designator binoculars Laser Designator.png have 2 modes. Remote Mortar Fire, (Doesn't require an engineer to be manning the mortar) and Air strikes. Both modes cause high amounts of damage in a large area.
B18.png

Dust Raider Specialist

Kill the enemy and protect your fellow squad members.

  • Spec Kit.png Use this spec kit box in your active hand to bring up a selection of spec equipment choices for you to choose from.
Spec.png

Dust Raider Smartgunner

Kill the enemy and protect your fellow squad members.
CombatEngi.png

Dust Raider Engineer

Help build outpost defenses and lay mines. Repair the outpost defenses and synths when needed. Remember to also kill the enemy and protect your fellow squad members.
Medic.png

Dust Raider Medic

Treat any wounded/injured and get them to the medbay for surgery if required.
Standard.png

Dust Raider Marine

Kill the enemy and protect your fellow squad members.



Round Start Setup

A selection of Boxes will be spawned in at round start for the marines to move around and setup their ideal and desired Outpost, complete with a functioning medbay. Follow the Ground Commanders orders on where the Outpost should be made. Note that you can examine the boxes to see what machines/supplies are in them.

Box Piles: Description:
WO Materials Crate.png

Engineering Boxes

A set amount of engineering machines (Floodlights, Recyclers, a Plasma Generator and Powerloader, etc) and engineering supplies (Metal, Plasteel, Sandbags). To setup these engineering machines just drag their box to the desired location of the Outpost/Supply area then crowbar the box open and the machine will be fully setup and useable.
WO Medical Crate.png

Medical Boxes

A set amount of medical machines (Autodocs, Sleepers, Body Scanners, Medivendors, Surgery Table, etc). To setup these medical machines just drag their box to the desired location of the field hospital then crowbar the box open and the machine will be fully setup and useable.
WO Weapon and Turret Crates.png

Turret Boxes

A set amount of Turrets and Ammo (M56D, Sentry and corresponding ammo).
WO Weapon and Turret Crates.png

Weapon Boxes

A set amount of Weapons (M41A, M37A2 Shotgun, M39, Incinerators, Heavy Pulse Rifle, etc) and defense supplies (Mines and the Mortar Kit).
WO Ammo Crate.png

Ammunition Boxes

A set amount of Ammunition (M41A Magazines, M37A2 Shotgun Boxes, M39 Magazines, etc).
Large Crate.png

Food Boxes

A set amount of MREs.

Round Progression

Once the marines have established their outpost the xenomorph waves will start to appear with brief intervals between. Due to the plethora of xenomorphs attacking each wave the marines have been given Special supply beacons WO Supply Beacon.png that once activated allow the user to select what supplies they require and automatically call it in. These will drop in the form of supply kits. Note that supply kits will also randomly spawn after each wave with random supplies.


As a xenomorph keep in mind that with later waves comes more powerful xenos; so waiting to mature is deterimental to your goal, as it is easier to respawn later as a higher tier xeno, and there is no limit on timers; once you die as a xeno, you can jump right back in.