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Your positioning with the rifle is key. The enemy must be beyond 2 tiles away from you to use this weapon effectively. Because if they get into melee range, that's where the shotgun or the under barrel shotgun comes into play. The rifle is best suited at peppering the enemy with enough bullets to hopefully kill them or at best, push them back to heal | Your positioning with the rifle is key. The enemy must be beyond 2 tiles away from you to use this weapon effectively. Because if they get into melee range, that's where the shotgun or the under barrel shotgun comes into play. The rifle is best suited at peppering the enemy with enough bullets to hopefully kill them or at best, push them back to retreat and heal. | ||
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! style="background-color:#A9A9A9; width:150px;"|'''Equipment:''' | ! style="background-color:#A9A9A9; width:150px;"|'''Equipment:''' | ||
! style="background-color:#A9A9A9;"|'''Loadout:''' | ! style="background-color:#A9A9A9;"|'''Loadout:''' | ||
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M10_pattern_marine_helmet.png|64px]] | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M10_pattern_marine_helmet.png|64px]] | ||
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Though that's just me. You can do whatever you want with it as well as the space that is now free since you used it up. Put some shotgun shells in there or something. | Though that's just me. You can do whatever you want with it as well as the space that is now free since you used it up. Put some shotgun shells in there or something. | ||
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File: | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:MedicHud.png|64px]] | ||
''' | '''SensorMate Medical Hud''' | ||
15 Point Buyable | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Having a Medical Hud allows you to better judge where your health is. It also allows you to see which marines are revivable, who needs CPR done, who's a goner and if necessary, who's currently in need of emergency medical help. | |||
For such a small investment to be able to see every marine's health. It helps you make some judgement calls on what to do with it. | |||
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:B12_Pattern_Personal_Armour.png|64px]] | |||
'''B12 Pattern Personal Armor''' | |||
30 Point Buyable | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
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The | The B12 Pattern Armour is the upgraded jack of all trades that is more protective than the normal medium M3. It protects the wearer a bit more from melee damage and gives a higher threshold before bone breaks occur. You're still as slow as the medium armour, but you'll stay a bit longer with a slightly higher chance to not fracture your bones. | ||
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:M276_Pattern_Ammo_Load_Rig.png|64px]] | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:M276_Pattern_Ammo_Load_Rig.png|64px]] | ||
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Same thing with the belt's quick tip. But I advise against it. Cause when you do use your shotgun shells up. You'll run into the problem of accidentally putting your medical supplies or other small things into your webbing. And if you forget to keep track of what's in the webbing, at an inopportune time you might pull out something that wasn't shotgun shells. So I advise to keep it on the default storage method of opening up the webbing and manually taking out the shells to avoid confusion. | |||
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Flare-pouch.png|64px]] | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Flare-pouch.png|64px]] | ||
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To effectively utilise this, before you go into battle. Inject one of each chemical only once. Repeat once you're out of combat and know you won't overdose. Refill them all in the Nano/WY medical vendors. | To effectively utilise this, before you go into battle. Inject one of each chemical only once. Repeat once you're out of combat and know you won't overdose. Refill them all in the Nano/WY medical vendors. | ||
To get the skill-less tricord injector, vend the Splints/Gauze/Ointment First Aid Pouch and get the refillable injector one as the second option or from the join prep room. | |||
'''Storage Slots''' | '''Storage Slots''' | ||
{| border="1" class="wikitable style="width: auto;" | {| border="1" class="wikitable style="width: auto;" |
Revision as of 23:33, 7 March 2022
Overview
Welcome Muffin's loadouts. A selection of marine loadouts that are tailored to a very specific style of play. Found here will be a variety of equipment and strategies I use when playing as the standard grunt marine.
Squad Marine Loadouts
Jack of all Trades Rifleman
This loadout is aimed at covering as many areas as possible when fighting any target at normal screen range. Your main strengths are that you can adapt to whatever the enemy throws at you but you won't be able to specialise into any specific scenario.
Rifleman loadout
Weapon: | Loadout: | |||||
---|---|---|---|---|---|---|
M41A Pulse Rifle MK2 |
Attachments Used
Strategy Your M41A Pulse Rifle is your primary weapon. This will be used to shoot at pretty much everything outside of shotgun range. Just like the squad marine itself, this weapon is versatile.
Your positioning with the rifle is key. The enemy must be beyond 2 tiles away from you to use this weapon effectively. Because if they get into melee range, that's where the shotgun or the under barrel shotgun comes into play. The rifle is best suited at peppering the enemy with enough bullets to hopefully kill them or at best, push them back to retreat and heal.
The attachment of either the angled grip or the under barrel shotgun is up to you. I prefer to use the angled grip most of the time because I don't like wield delay. But the utility of the under barrel shotgun allows you to breach into resin walls and doors very easily. Since resin structures are so prevalent on the field I would recommend the under barrel shotgun for clearing them out. The Rail Light is objectively good with no downsides as it allows you to see more of the darkness. Because being able to see your enemy allows you to shoot them.
The bayonet is solely for helping you clear weed nodes and resin structures in place of the under barrel shotgun if it is out of ammo. Do not try to kill a xeno with it. It won't end well, most of the time. | |||||
M37A2 Pump Shotgun |
Attachments Used Strategy This is your true friend for those close encounters. This is your secondary weapon for when the enemy is within 2 tiles of you. If you're skilled and quick enough, you can holster your rifle into your back slot by pressing E twice. Once to put the rifle away and again to bring out your shotgun.
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