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==== Cog In The Machine ==== | ==== Cog In The Machine ==== | ||
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As a Standard Marine you will be assigned to one of four squads, | As a Standard Marine you will be assigned to one of four squads. Each squad has a color: Alpha is RED, Bravo is ORANGE, Charlie is PINK, Delta is BLUE. You start the round having just woken up from cryogenic sleep, you'll need to get something to eat before going to gear up. To eat and drink, hold food or drink in an active hand and click yourself in the center of the screen. | ||
<br><br> | <br><br> | ||
===== This is my rifle ===== | ===== This is my rifle ===== | ||
Once you've | Once you've eaten, your next task will be to suit up and prepare for the mission. Go down to your team's locker room and open any locker. Put everything on. Once you've suited up, get back to the weapon vendors and start gearing up. | ||
<br><br> | <br><br> | ||
As a standard marine you have access to five firearms, two primary, one secondary and two sidearms. You can only easily carry one primary weapon but can carry multiple secondary and | As a standard marine you have access to five firearms, two primary, one secondary and two sidearms. You can only easily carry one primary weapon but can carry multiple secondary and sidearms. Your primary weapons are two-handed meaning you must carry them in both hands in order to fire them (unless you use a gyroscopic attachment). To wield a weapon with two hands, click it while it's in your active hand. Secondary weapons and sidearms are one handed. In addition, your primary weapons will only fit in your armour slot, you cannot put them in your backpack. You can sling a primary weapon on your backpack slot, which is not a bad idea since you can use webbing and your Marine belt to carry ammo. This allows you to carry two primary or secondary weapons into battle, such as a SMG and a M41A. | ||
<br><br> | <br><br> | ||
* [[File:M4a3.png|32px]] Pistol -- '''Sidearm.''' Easily carryable sidearm this weapon has a slow rate of fire and deals mediocre damage, but is a reliable fallback weapon in a worst case scenario can can be placed in your pockets or other small containers. 12 Bullets | * [[File:M4a3.png|32px]] Pistol -- '''Sidearm.''' Easily carryable sidearm this weapon has a slow rate of fire and deals mediocre damage, but is a reliable fallback weapon in a worst case scenario can can be placed in your pockets or other small containers. 12 Bullets | ||
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===== Your Squad ===== | ===== Your Squad ===== | ||
As a Marine your squad is your lifeblood | As a Marine your squad is your lifeblood. If you go out alone, you will die quickly. You may not like it, but do whatever you can to stick togther with your team's [[Squad Leader]] at all times. Your Squad Leader can communicate directly with high command, allowing him to quickly relay orders to you. In addition he can order in orbital supply drops and orbital artillery strikes. | ||
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===== [[Marine_Equipment#Weapon_Attachments|Attachments]] ===== | ===== [[Marine_Equipment#Weapon_Attachments|Attachments]] ===== | ||
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Again, because you're a Standard Marine you have the '''LOWEST''' priority in weapon attachments, this means virtually everyone above you in roll has priority access to more valuable attachments. Do not expect to get the good stuff, items such as the Barrel Charger or Red Dot Sight are all but out of your reach. | Again, because you're a Standard Marine you have the '''LOWEST''' priority in weapon attachments, this means virtually everyone above you in roll has priority access to more valuable attachments. Do not expect to get the good stuff, items such as the Barrel Charger or Red Dot Sight are all but out of your reach. | ||
<br><br> | <br><br> | ||
Listed below are some simple attachment set- | Listed below are some simple attachment set-ups to start you off. These are for the M41A Rifle, but you can customise virtually any weapon. | ||
<br><br> | <br><br> | ||
* ''Bayonet/Rail Light'' - This loadout is free, in that you do not need to order these attachments from cargo. The Bayonet can be made by attaching some wires to a Combat Knife, while the Rail Light can be made be using a screwdriver on a stock Flashlight (check the briefing room for these). | * ''Bayonet/Rail Light'' - This loadout is free, in that you do not need to order these attachments from cargo. The Bayonet can be made by attaching some wires to a Combat Knife, while the Rail Light can be made be using a screwdriver on a stock Flashlight (check the briefing room for these). | ||
* ''Bayonet/Red Dot sight/Forward Magazine Grip'' - While it might take a hard dice roll to squeeze a Red Dot Sight from the RO, this loadout is a stock and simple loadout that maximizes your accuracy, thus allowing you to | * ''Bayonet/Red Dot sight/Forward Magazine Grip'' - While it might take a hard dice roll to squeeze a Red Dot Sight from the RO, this loadout is a stock and simple loadout that maximizes your accuracy, thus allowing you to accurately hit even the smallest of Xenos at the longest of ranges, while allowing you to deal a respectable amount of melee damage. | ||
* ''Extended Barrel/Rail Light/Gyroscopic Stabilizer''- This loadout allows you to fire your M41A with one hand instead of two, thus granting you a massive tactical advantage, | * ''Extended Barrel/Rail Light/Gyroscopic Stabilizer''- This loadout allows you to fire your M41A with one hand instead of two, thus granting you a massive tactical advantage. For example, you can still fire you weapon even if you lose a arm. The Gyro Stabilizer serves to make the weapon one handed while the Extended Barrel cancels out the accuracy penalty of the Stabilizer. | ||
<br><br> | <br><br> | ||
Be sure to examine the [[Marine_Equipment#Weapon_Attachments|attachments page]] to get a overview of all the attachments in the game | Be sure to examine the [[Marine_Equipment#Weapon_Attachments|attachments page]] to get a overview of all the attachments in the game. When you feel comfortable (and you promote yourself to a more difficult role), experiment with weapon attachments for your guns. | ||
<br><br> | <br><br> | ||
==== Center Mass For Fuck's Sake ==== | ==== Center Mass For Fuck's Sake ==== | ||
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==== Standard Marine Tactics ==== | ==== Standard Marine Tactics ==== | ||
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# Stick with your squad at all times, a lone Marine is a easily ambushed Marine. | # Stick with your squad at all times, a lone Marine is a easily ambushed Marine. Your first priority is to stay alive. | ||
# Consider offering to help out other more specialized marines, such as offering to carry extra engineering, medical or specialist supplies. | # Consider offering to help out other more specialized marines, such as offering to carry extra engineering, medical, or specialist supplies. | ||
# Talk a lot | # Talk a lot! The more you communicate with your squad, the more information your squad AND command gets. Command has a hard time understanding the situation on the ground. Help those eggheads out. | ||
# Consider taking a Tricordazine Injector to help you get on your feet if you get attacked and swiped/shot. | # Consider taking a Tricordazine Injector to help you get on your feet if you get attacked and swiped/shot. | ||
# In combat avoid getting stuck in | # In combat, avoid getting stuck in tight quarters or darkness. Use your weapon to shoot away resin walls and open up the combat area. Aliens are less deadly if they're forced to fight in open ground or bright light. Fighting in a open arena gives you more room to dodge. |
Revision as of 21:07, 31 August 2016
You are a grunt marine of the United States Colonial Marine Corps, you follow your superiors orders and don't ask too many questions.
Cog In The Machine
As a Standard Marine you will be assigned to one of four squads. Each squad has a color: Alpha is RED, Bravo is ORANGE, Charlie is PINK, Delta is BLUE. You start the round having just woken up from cryogenic sleep, you'll need to get something to eat before going to gear up. To eat and drink, hold food or drink in an active hand and click yourself in the center of the screen.
This is my rifle
Once you've eaten, your next task will be to suit up and prepare for the mission. Go down to your team's locker room and open any locker. Put everything on. Once you've suited up, get back to the weapon vendors and start gearing up.
As a standard marine you have access to five firearms, two primary, one secondary and two sidearms. You can only easily carry one primary weapon but can carry multiple secondary and sidearms. Your primary weapons are two-handed meaning you must carry them in both hands in order to fire them (unless you use a gyroscopic attachment). To wield a weapon with two hands, click it while it's in your active hand. Secondary weapons and sidearms are one handed. In addition, your primary weapons will only fit in your armour slot, you cannot put them in your backpack. You can sling a primary weapon on your backpack slot, which is not a bad idea since you can use webbing and your Marine belt to carry ammo. This allows you to carry two primary or secondary weapons into battle, such as a SMG and a M41A.
- Pistol -- Sidearm. Easily carryable sidearm this weapon has a slow rate of fire and deals mediocre damage, but is a reliable fallback weapon in a worst case scenario can can be placed in your pockets or other small containers. 12 Bullets
- Magnum -- Sidearm Powerful pistol capable of dealing a lot of damage, but suffers from having similar weight to the SMG. Consider getting a holster webbing to carry this on your jumpsuit if you take one, however this weapon is oft used by Specialists wielding very heavy weapons. 7 Bullets
- SMG -- Secondary Usually used as a primary weapon for Specialists, this can make a acceptable fallback weapon in a pinch. Suffers from dealing low damage to targets and being ineffective against high tier aliens. 35 Rounds
- Shotgun -- Primary Good for close encounters. Powerful weapon that can deal a lot of damage to any target. Suffers from having to reload each shell individually as well as having to cock the gun after each shot. 8 Shells
- Pulse Rifle -- Primary Overall robust and effective long arm. Deals good damage against most targets and is overall a reliable gun, upgrades from attachments can further increase the power of this weapon.. 30 Rounds.
Your Squad
As a Marine your squad is your lifeblood. If you go out alone, you will die quickly. You may not like it, but do whatever you can to stick togther with your team's Squad Leader at all times. Your Squad Leader can communicate directly with high command, allowing him to quickly relay orders to you. In addition he can order in orbital supply drops and orbital artillery strikes.
Attachments
As a Standard Marine you are given the privilege of having access to two attachments from Cargo, to get these attachments you must go to the Cargo bay, located to the east of the mess hall, AFTER you have suited up in your gear, Cargo will not serve you if you rock up in your pyjamas.
Again, because you're a Standard Marine you have the LOWEST priority in weapon attachments, this means virtually everyone above you in roll has priority access to more valuable attachments. Do not expect to get the good stuff, items such as the Barrel Charger or Red Dot Sight are all but out of your reach.
Listed below are some simple attachment set-ups to start you off. These are for the M41A Rifle, but you can customise virtually any weapon.
- Bayonet/Rail Light - This loadout is free, in that you do not need to order these attachments from cargo. The Bayonet can be made by attaching some wires to a Combat Knife, while the Rail Light can be made be using a screwdriver on a stock Flashlight (check the briefing room for these).
- Bayonet/Red Dot sight/Forward Magazine Grip - While it might take a hard dice roll to squeeze a Red Dot Sight from the RO, this loadout is a stock and simple loadout that maximizes your accuracy, thus allowing you to accurately hit even the smallest of Xenos at the longest of ranges, while allowing you to deal a respectable amount of melee damage.
- Extended Barrel/Rail Light/Gyroscopic Stabilizer- This loadout allows you to fire your M41A with one hand instead of two, thus granting you a massive tactical advantage. For example, you can still fire you weapon even if you lose a arm. The Gyro Stabilizer serves to make the weapon one handed while the Extended Barrel cancels out the accuracy penalty of the Stabilizer.
Be sure to examine the attachments page to get a overview of all the attachments in the game. When you feel comfortable (and you promote yourself to a more difficult role), experiment with weapon attachments for your guns.
Center Mass For Fuck's Sake
When engaging hostile targets ALWAYS AIM FOR THE CHEST. Your marine armour is designed to block incoming bullets, meaning if accidently fire on a friendly (which will happen a lot versus Aliens) you'll deal little to no damage against fellow marines. However if you aim for the head you'll deal significant damage as a marine's helmet offers little protection against ballistic attacks.
Being shot in the head usually forces the victim to be pulled of the battlefield and be sent off for a surgical operation to correct the wound. Whereas being shot in the chest is usually just an annoyance, you can still break bones and cause organ damage however...
Aliens DO take additional damage from head shots, but you should still try to aim to the chest instead of head
Standard Marine Tactics
- Stick with your squad at all times, a lone Marine is a easily ambushed Marine. Your first priority is to stay alive.
- Consider offering to help out other more specialized marines, such as offering to carry extra engineering, medical, or specialist supplies.
- Talk a lot! The more you communicate with your squad, the more information your squad AND command gets. Command has a hard time understanding the situation on the ground. Help those eggheads out.
- Consider taking a Tricordazine Injector to help you get on your feet if you get attacked and swiped/shot.
- In combat, avoid getting stuck in tight quarters or darkness. Use your weapon to shoot away resin walls and open up the combat area. Aliens are less deadly if they're forced to fight in open ground or bright light. Fighting in a open arena gives you more room to dodge.