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| {| class="wikitable"
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| ! style="background-color:#A9A9A9;" width=150|Defensive Equipment:
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| ! style="background-color:#A9A9A9;" |Description:
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| ![[File:SentryGun.png|64px]]<br>Sentry Gun
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| |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine laws as they lay down supressing fire. Comes with various options, such as 360 degree mode, burst fire, and the ability to take control of it. Has 300 bullets.
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| '''How to construct it:''' Construct Turret Frame with Plasteel -> Wrench it -> Apply Cable -> Add Turret Piece -> Add Turret Sensor -> Apply Metal -> Weld it -> Add bigger battery if needed. Rotate with wrench, screwdriver to make it movable. Weld to repair it.
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| ![[File:M56D.png|64px]]<br>M56D Mounted Smartgun
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| |The M56D HMG is an emplacement that a marine will have to man in order to fire it. It fires heavier smartgun bullets that have increased penetration, at the downside of being immobile and not having IFF, allowing it to friendly fire. With CTRL-Click, you'll be able to toggle on burst fire. Holds 700 rounds.'''
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| '''How to construct it:''' Click on the mount once it's in your hand -> Wrench it -> Mount the Gun -> Screwdriver it -> Apply Ammo Drum. Rotate with wrench, deconstruct with screwdriver.
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| |}
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| As you can only pick one, discuss with your fellow engineering comrade for the one that best suits your needs. Moving on, the most important equipment, your tools as an engineer:
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| {| class="wikitable"
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| ! style="background-color:#A9A9A9;"|Image
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| ! style="background-color:#A9A9A9;"|Name
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| ! style="background-color:#A9A9A9;"|Function
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| |[[File:Screwdriver.png]]||Screwdriver||Used for securing and unsecuring sentries, Also used to open panels on vendors and doors.
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| |[[File:Welder.gif]]||Blowtorch||Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.
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| |[[File:Crowbar.png]] ||Crowbar||Used for Opening unpowered doors and displacing girders so you can move them.
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| |[[File:Wrench.png]]||Wrench|| Used to rotate sentries, disassemble certain objects, unsecure and secure vendors and girders.
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| |[[File:CableCoils.png]]||Cable coil||Used for fixing robotics and placing wire on the ground.
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| |[[File:Multitool.png]]||Multitool||Used to hack doors and vendors, or for disarming mines.
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| |[[File:Wirecutters.png]]||Wirecutter||Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.
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| |}
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| The door bolts look down - Means that the bolts are currently down, and you will be unable to open the door. Pulsing this wire will open or lower it.
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| The door bolt lights are off - Indicates when bolts are up or down. Off means you won't be able to tell it's bolted
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| The test light is off. - The power wire. There are two of these. If the test light is off, you can crowbar it open.
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| The 'AI control allowed' light is off - Allows control for the AI. Functionally useless in CM
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| The 'Check Wiring' light is on - No use
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| The 'Check Timing Mechanism' light is on. - How fast the door closes. If it's on, it will close instantly, crushing people under it.
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| Orange Light - Electricity wire. If this is on, whenever the vendor is used it will shock the user.
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| Red Light - Firing wire. If this this on, it will launch the contents of the vendor at nearby people.
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| Green Light - Contraband wire. Turning this wire on means non-standard gear will be avaliable.
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| Purple Light - Access wire. Turning this wire off changes it to a yellow light, making it so anyone can dispense the contacts.
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