More actions
XSlayer300 (talk | contribs) |
|||
Line 64: | Line 64: | ||
'''USCM Headset''' | '''USCM Headset''' | ||
|style="border: 2px solid black; padding: 5px;"| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. | |style="border: 2px solid black; padding: 5px;"| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:MRE.png|64px]] | |||
'''MRE''' | |||
|style="border: 2px solid black; padding: 5px;"| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy. | |||
|} | |} | ||
</tab> | </tab> | ||
<tab name="Armor"> | <tab name="Armor"> | ||
{| style="border: 2px solid black; class="mw-collapsible" | {| style="border: 2px solid black; class="mw-collapsible" | ||
! style="background-color:#A9A9A9; width:130px;"|''' | ! style="background-color:#A9A9A9; width:130px;"|'''Armor:''' | ||
! style="background-color:#A9A9A9;"|'''Description:''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:M3 light armor.png]] | |||
'''M3 Light Armor''' | |||
|style="border: 2px solid black; padding: 5px;" |Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]] | ||
Line 75: | Line 85: | ||
'''M3 Pattern Marine Armor''' | '''M3 Pattern Marine Armor''' | ||
|style="border: 2px solid black; padding: 5px;"|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat. | |style="border: 2px solid black; padding: 5px;"|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File:M3 heavy armor.png]] | |style="border: 2px solid black; padding: 5px;" |[[File:M3 heavy armor.png]] | ||
Line 143: | Line 148: | ||
! style="background-color:#A9A9A9; width:130px;"|'''Pouch:''' | ! style="background-color:#A9A9A9; width:130px;"|'''Pouch:''' | ||
! style="background-color:#A9A9A9;"|'''Description:''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="border: 2px solid black; padding: 5px;"| [[File:Knife-pouch.png|64px]]<br>'''Bayonet Pouch''' | ||
|style="border: 2px solid black; padding: 5px;"| Can hold | |style="border: 2px solid black; padding: 5px;"| A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers. | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:Document-pouch.png|64px]]<br>'''Document Pouch''' | |||
|style="border: 2px solid black; padding: 5px;"|A pouch used to hold documents for safe keeping. Can hold 21 items. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch''' | |style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch''' | ||
|style="border: 2px solid black; padding: 5px;"| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships. | |style="border: 2px solid black; padding: 5px;"| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships. | ||
{| border="1" class="wikitable style="width: 30%;" | {| border="1" class="wikitable style="width: 30%;" | ||
|[[File:Ointment.png|48px]] | |[[File:Ointment.png|48px]] | ||
Line 165: | Line 167: | ||
'''Gauze''' | '''Gauze''' | ||
|} | |} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch''' | |||
|style="border: 2px solid black; padding: 5px;"| Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Medium-gen-pouch.png|64px]]<br>'''Medium General Pouch''' | |||
|style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry small items and also magazines. Contains 2 slot. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:pistol-mag-pouch.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:pistol-mag-pouch.png|64px]] | ||
Line 201: | Line 209: | ||
! style="background-color:#A9A9A9;"|'''Description:''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File: | |style="border: 2px solid black; padding: 5px;"|[[File:Mini_Pyro_kit.png|64px]] | ||
'''Mini Pyro kit''' | '''Mini Pyro kit''' | ||
Line 213: | Line 221: | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File: | |style="border: 2px solid black; padding: 5px;"|[[File:Mini_Engie_kit.png|64px]] | ||
'''Mini | '''Mini Engineer kit''' | ||
|style="border: 2px solid black; padding: 5px;"|'''Contains:''' | |style="border: 2px solid black; padding: 5px;"|'''Contains:''' | ||
* Engineering Pamphlet | * Engineering Pamphlet | ||
Line 235: | Line 233: | ||
* 15 sandbags | * 15 sandbags | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File: | |style="border: 2px solid black; padding: 5px;"|[[File:Mini_Medic_kit.png|64px]] | ||
'''Mini Medic kit''' | '''Mini Medic kit''' | ||
|style="border: 2px solid black; padding: 5px;"|'''Contains:''' | |style="border: 2px solid black; padding: 5px;"|'''Contains:''' | ||
Line 262: | Line 261: | ||
! style="background-color:#A9A9A9;"|'''Description:''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File: | |style="border: 2px solid black; padding: 5px;"|[[File:Large-gen-pouch.png|64px]] | ||
''' | '''Large General Pouch'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. | |style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:webbing.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:webbing.png|64px]] | ||
'''Webbing''' | '''Webbing'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items. | |style="border: 2px solid black; padding: 5px;"|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:H5_pattern_M2132_machete_scabbard.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:H5_pattern_M2132_machete_scabbard.png|64px]] | ||
'''H5 Pattern M2132 Machete Scabbard''' | '''H5 Pattern M2132 Machete Scabbard'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor. | |style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]] | ||
'''Mini Extinguisher''' | '''Mini Extinguisher'''<br> Costs:5 points | ||
|style="border: 2px solid black; padding: 5px;"|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. | |style="border: 2px solid black; padding: 5px;"|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]<br>'''M39 Armor Piercing Magazine''' | |style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]<br>'''M39 Armor Piercing Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. | |style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:M39mag.png|64px]]<br>'''M39 Extended Magazine''' | |style="border: 2px solid black; padding: 5px;"| [[File:M39mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. | |style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:L41A extended mag.png|64px]]<br>'''L41A Extended Magazine'''<br> Costs:10 points | |||
|style="border: 2px solid black; padding: 5px;"| Holds thirty five (35) 10x20mm rounds. Holds more ammunition than the standard magazines. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:L41A AP mag.png|64px]]<br>'''L41A Armor Piercing Magazine'''<br> Costs:10 points | |||
|style="border: 2px solid black; padding: 5px;"| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]] | |style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]] | ||
'''M41A Armor Piercing Magazine''' | '''M41A Armor Piercing Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. | |style="border: 2px solid black; padding: 5px;"| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:M41Amag.png|64px]] | |style="border: 2px solid black; padding: 5px;"| [[File:M41Amag.png|64px]] | ||
'''M41A Extended Magazine''' | '''M41A Extended Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | |style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File:M40 HEDP.png|64px]] | |style="border: 2px solid black; padding: 5px;" |[[File:M40 HEDP.png|64px]] | ||
'''M40 HEDP Grenade''' | '''M40 HEDP Grenade'''<br> Costs:10 points | ||
|style="border: 2px solid black; padding: 5px;" |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds. | |style="border: 2px solid black; padding: 5px;" |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds. | ||
Both the '''Demolition Specialist''' and '''Heavy Grenadier Specialist''' has these grenades in their vendors at round start. More can be ordered in Cargo. | Both the '''Demolition Specialist''' and '''Heavy Grenadier Specialist''' has these grenades in their vendors at round start. More can be ordered in Cargo. | ||
Line 304: | Line 309: | ||
|style="border: 2px solid black; padding: 5px;" |[[File:M50 HEFA.png|64px]] | |style="border: 2px solid black; padding: 5px;" |[[File:M50 HEFA.png|64px]] | ||
'''M40 HEFA Grenade''' | '''M40 HEFA Grenade'''<br> Costs:10 points | ||
|style="border: 2px solid black; padding: 5px;" | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand. | |style="border: 2px solid black; padding: 5px;" | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand. | ||
|} | |} | ||
Line 314: | Line 319: | ||
! style="background-color:#A9A9A9; width:450px;"|'''Drawbacks:''' | ! style="background-color:#A9A9A9; width:450px;"|'''Drawbacks:''' | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:M37_stock.png|64px]]<br>'''Shotgun Stock''' | |style="border: 2px solid black; padding: 5px;"| [[File:M37_stock.png|64px]]<br>'''Shotgun Stock'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"| | ||
{| border="1" | {| border="1" | ||
Line 357: | Line 362: | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:Smg_Stock.png|64px]]<br>'''Submachinegun Stock''' | |style="border: 2px solid black; padding: 5px;"| [[File:Smg_Stock.png|64px]]<br>'''Submachinegun Stock'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"| | ||
{| border="1" | {| border="1" | ||
Line 399: | Line 404: | ||
|style="border: 2px solid black; padding: 5px;"|[[File:m41astock.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:m41astock.png]] | ||
'''M41A Skeleton Stock''' | '''M41A Skeleton Stock'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"| | ||
Line 446: | Line 451: | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:Reddot.png|64px]]<br>'''Red-Dot Sight''' | |style="border: 2px solid black; padding: 5px;"| [[File:Reddot.png|64px]]<br>'''Red-Dot Sight'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"| | ||
{| border="1" | {| border="1" | ||
Line 467: | Line 472: | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:Laser_sight.png|64px]]<br>'''Laser Sight''' | |style="border: 2px solid black; padding: 5px;"| [[File:Laser_sight.png|64px]]<br>'''Laser Sight'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"| | ||
{| border="1" | {| border="1" | ||
Line 490: | Line 495: | ||
|style="border: 2px solid black; padding: 5px;"|[[File:forwardgrip.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:forwardgrip.png|64px]] | ||
'''Vertical Grip''' | '''Vertical Grip'''<br> Costs:15 points | ||
Line 532: | Line 537: | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Angled_Grip.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:Angled_Grip.png|64px]] | ||
'''Angled Grip''' | '''Angled Grip'''<br> Costs:15 points | ||
Line 563: | Line 568: | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Gyro.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:Gyro.png|64px]] | ||
'''Gyroscopic Stabilizer''' | '''Gyroscopic Stabilizer'''<br> Costs:15 points | ||
Revision as of 14:39, 4 March 2019
Difficulty: Easy Supervisors: Squad Leader Rank: Not defined Duties: Follow orders. Don't get yourself killed. Don't shoot your squadmates. Guides: Bullet Paths and Friendly Fire Unlock Requirements: Not available. Detailed Description: Not defined |__________| |
"How do I get out of this chickenshit outfit?"- Hudson, Aliens
You're in the United States Colonial Marine Corps. Follow your sergeant's orders and don't ask too many questions. Whether you've been to Hell and back or you're fresh out of Boot, you're expected to maintain a level of professionalism. Do your job, follow orders, and maybe you'll go home in one piece.
This guide assumes you have finished the Marine Quickstart Guide and will hopefully help you transit out from being a baldie.
Your Squad
Once you have your earpiece on, you will see the Squad HUD. Your squad is led by Squad Leader , try to stay in his vision so SL can see you too. Second in command is Squad Specialist , try to distant yourself a few tiles away from the Spec and don't be in front of them, as they tend to be too focused on the targets in sight and friendly fire the marines in front. Squad Medic are prime targets for the enemies, stay near them to guard them (and the wounded) when you are not pushing the enemy, same goes to Squad Engineer . Squad Smartgunner can shoot pass marines so try to be in front of them to protect them during an assault. If they are ahead of everyone, point at them (shift + middle click) to remind them they are out of position.
Automated Closet
|
The Weapons
In Marine Quickstart Guide, M41A is recommended as the weapon of choice due to its versatility and ease of use. However, you may find other firearms more appealing to use. Below is a list of standard weapons to choose from, just click expand.
|
Loadouts
Your playstyle will be determined by the weapons you carry, the attachments on them and the items you have in your bag. Everyone's got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don't like.
Attachment
The RO may hand out two or more attachments, a webbing, a holster/scabbard and two grenades. Some RO's may hand out more equipment/attachments if they are feeling generous.
Secondary weapon
You should have a secondary weapon in your suit storage, ideally with a Rail Flashlight and Bayonet attached, be it a M41A, M37 or a flamer. The Rail Flashlight has no drawback while vastly improving your light range so it's always good to take. Additionally a angled grip is a good compliment for a secondary weapon as it reduces the wield delay.
Adjust your loadouts
Reflect what limitations you faced in the previous rounds. Ran out of ammo? Get a webbing from requisitions, and use a backpack . Ran out of flares? Use a backpack and fill it with 7 flare packs.
In the field
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, and terrain.
Lighting
To overcome low visibility of the battlefield, you need a rail flashlight and flares.
Inventory management
Notable items to recover are:
- Squad Leader: Tactical Binoculars, Motion Detector, Whistle, B12 armor and M11 helmet
- Squad Engineer: Building materials, explosives, just take them out from backpack/pouches and give/drop them to other engineers
- Squad Medic: Roller Bed, first aid kit (keep one or two advanced kit, standards can use them)
- Squad Specialist: Battle Sights, they have limited night vision capacity
- Recover empty AP magazines, they can be refilled with AP ammo box (click the ammo box with the magazine in hand).
Logistics
Everyone who outranks you has their own tasks to handle, leaving only standards free enough to handle supplies.
The flow of supplies
Move supplies (supply crates, ammo bags, etc) onto the dropship, and transport them to the FOB upon landing at the LZ. Remember to also move wounded marines, empty crates, empty Smartgunner powerpacks onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag or pull a crate of supplies (if the front is established and you have few marines protecting the transport route).
Organization
To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a labeller. Stockpile the empty bags out of the way to reduce clutter.
Recover empty crates
Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the RO can send them down the elevator for supply points. Use (:i) to tell RO there are crates in hanger.
First aid
Helping others
Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it's safe. If the marine is conscious (not seems to be asleep), shake them with Help intent to get them up, get them to a medic if he doesn't get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can't revive with armor on).
- Get splints , you can split the stack by holding it in the active hand then click it with another hand, restock the new stack (one splint) to a NanoMed then you keep the rest.
- Get a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).
- Marines whose revive timer ran out, without a head, chestbursted and turned gray (aka husked, too much burn damage) are unrevivable.
Your Skillset
To find out about how the skill system works head over to the skills system page.
Tips
- Only take what you need. You're going to need atleast one to two armor piercing magazines in the field for heavily armored enemies. For everything else, soft point, hollowpoint and incendiary ammunition is superior.
- Stick with your squad at all times, a lone Marine is a dead Marine.
- Follow the chain of command. If someone tells you jump, you'd better ask how high on the way up.
- Use appropriate titles. Your Squad Leader is Staff Sergeant, or Squad Leader. He's not an officer so don't call him "Sir" and he's not in the Army so don't call him "Sarge."
- Be useful. Offer to carry extra engineering, medical, or some specialist/smartgunner supplies. Those guys are already carrying more weight than you'll ever be able to.
- Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what's going on. Do you see movement outside the perimeter? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a grenade? Let your squad leader know. Did your staff sergeant just get his head taken off by incoming artillery? Let command know.
- Stay in the light. There ain't many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you're stopped for more than a moment.
- Use single fire for long to medium ranges and burstfire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.