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__TOC__ | |||
= Overview = | = Overview = | ||
Welcome Muffin's loadouts. A selection of marine loadouts that are tailored to a very specific style of play. | 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. | Found here will be a variety of equipment and strategies I use when playing as the standard grunt marine or any other marine role. | ||
== [[File:USCM_Standard_Marine.png]] Squad Marine Loadouts [[File:USCM_Standard_Marine.png]] == | == [[File:USCM_Standard_Marine.png]] Squad Marine Loadouts [[File:USCM_Standard_Marine.png]] == | ||
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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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'''Attachments Used''' | '''Attachments Used''' | ||
Version A: | |||
{| border="1" class="wikitable style="width: auto;" | {| border="1" class="wikitable style="width: auto;" | ||
| [[File:Magnetic harness.png]] | | [[File:Magnetic harness.png]] | ||
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[[Marine_Equipment#Underbarrel|Mini Flamethrower]] | [[Marine_Equipment#Underbarrel|Mini Flamethrower]] | ||
|} | |} | ||
'''Strategy''' | |||
Version B: | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Magnetic harness.png]] | |||
[[Marine_Equipment#Rail|Magnetic Harness]] | |||
||[[File:Extended_barrel.png|64px]] | |||
[[Marine_Equipment#Muzzle|Extended Barrel]] | |||
|| [[File:Angled_Grip.png|64px]] | |||
[[Marine_Equipment#Underbarrel|Angled Grip]] | |||
|} | |||
'''Strategy and tactics''' | |||
This depends on what you're going to be using the shotgun for. You want an instant pocket fuck off gun by your side or do you want the shotgun to be used in a more active role. | |||
'''Strategy A: Using Buckshot''' | |||
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. | 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. | ||
Switch to harm intent, click on their sprite and with a bit of luck, you'll be able to point blank them in the face, either stunning them, allowing for follow up shots or causing enough damage to kill them (AKA Runners). | Switch to harm intent, click on their sprite and with a bit of luck, you'll be able to point blank them in the face, either stunning them, allowing for follow up shots or causing enough damage to kill them (AKA Runners). | ||
The mini flamethrower isn't meant to be used offensively. It's a deterrence tool that blocks the path of xenomorphs and causes them to flee in panic. It's always something xenomorphs don't ''usually'' expect. To suddenly be on fire from what looked to be just a marine with a shotgun. The fire by itself isn't strong at all. Yet, if a xenomorph is on fire, they emit light, which is a good way to allow you to track and hunt them down. Fire is still dangerous and can hurt, not a lot in the mini flamethrower's case but every little helps. | The mini flamethrower isn't meant to be used offensively. It's a deterrence tool that blocks the path of xenomorphs and causes them to flee in panic. It's always something xenomorphs don't ''usually'' expect. To suddenly be on fire from what looked to be just a marine with a shotgun. The fire by itself isn't strong at all. Yet, if a xenomorph is on fire, they emit light, which is a good way to allow you to track and hunt them down. Fire is still dangerous and can hurt, not a lot in the mini flamethrower's case but every little helps. | ||
Just try not to walk or get pulled into your own flames. | Just try not to walk or get pulled into your own flames. | ||
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The bayonet is solely for helping you clear weed nodes and resin structures. Do not try to kill a xeno with it. It won't end well, most of the time. | The bayonet is solely for helping you clear weed nodes and resin structures. Do not try to kill a xeno with it. It won't end well, most of the time. | ||
'''Strategy B: Using Slugs''' | |||
This is using the shotgun with a more proactive role in combat. You load it with '''SLUGS''' and not buckshot. The utility of long ranged stun is very useful. The way I use it is holding the shotgun in my active hand and a motion detector on the off hand. Once I detect something or see anything in visual range, I immediately wield the shotgun and deliver a 1.5 second stun and a slow down on the target. | |||
Instantly drop the shotgun, switch to the rifle and start blasting. You might secure a kill, you might not, really depends on how accurate you are. | |||
The idea with this type of strategy is to get the early advantage against xenos gain the upper hand. | |||
This also comes in handy with fucking over warrior grabs. Slugs have a 6 tile range for knockback and can save a marine from dying to xenos dragging them. | |||
With the extended barrel, this will make all slugs reach their target instantly. So there's no need for leading the target most of the time. | |||
|} | |} | ||
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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:''' | ||
|- | |- | ||
|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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|} | |} | ||
The helmet's storage slot is usually free space. I use the emergency auto injector right before combat kicks off during my firsts engagement of the round so that I have a good amount of healing chems right before shit hits the fan. Is it a waste? Probably. Could I have used it at a more optimal time? | |||
Also probably. But then there's the ''save it for later'' mentality. You and I usually don't know when that will be most of the time. So I just pop it off now rather than later. | |||
The amount of times I've scavenged marine bodies with first aid pouches containing a fully loaded emergency injector, is common enough for me to say, fuck it, I'll pop the emergency injector and head straight to battle. | |||
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. | |||
|- | |- | ||
|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. | |||
|- | |||
|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 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. | |||
|- | |- | ||
|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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|} | |} | ||
Just a nice tip. If you right click your belt and click Switch Storage Method. You can make it so when you click the belt, you instantly take out a magazine rather than opening up its inventory. | |||
There's 3 modes to it. | |||
Default: It's where you click on the belt and open the inventory up. | |||
First Item: It's where you click the belt and take out the first item you put in. | |||
Last Item: It's where you click the belt and take out the last item you put in. | |||
I advise you switch it to the Last Item, because if you're collecting AP magazines or the like, you probably don't want to accidentally take out an empty magazine you just put in and forgot about. | |||
|- | |- | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Brown_webbing_vest.png|64px]] | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Brown_webbing_vest.png|64px]] | ||
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{| border="1" class="wikitable style="width: auto;" | {| border="1" class="wikitable style="width: auto;" | ||
| [[File:Buckbox.png]] || 5 x Handfuls of Buckshot | | [[File:Buckbox.png]] || 5 x Handfuls of Buckshot | ||
| OR | |||
|[[File:Slugbox.png]] || 5 x Handfuls of Slugs | |||
|} | |} | ||
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. | |||
|- | |- | ||
|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]] | ||
'''Flare Pouch''' | '''Flare Pouch''' | ||
POUCH OPTION A | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
Having flares allows you to extend your viewable range and decreases the darkness around you and your fellow marines. | Having flares allows you to extend your viewable range and decreases the darkness around you and your fellow marines. | ||
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Removing their concealment allows you to shoot at them making it so an advantage they have is lost. | Removing their concealment allows you to shoot at them making it so an advantage they have is lost. | ||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Sling_pouch.png|64px]] | |||
'''Sling Pouch''' | |||
POUCH OPTION B | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Motion_Detector.gif]] | |||
|} | |||
Did you know that certain items go into the Sling Pouch? Did you also know that if you try to drop the items on the ground, they go into the Sling Pouch? Well this is what it was made for. | |||
The Motion Detector doesn't show you the pings while it's in the pouch, but it does stay on and you can very easily click on the pouch to take it out. | |||
Very nice to detect xenos around places. Assuming they moved between pings. | |||
|- | |- | ||
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Taking the refillable injectors First Aid Pouch allows you to recover from a fight without the need to rely on medics to heal you. It isn't a replacement for medics, as they and anyone with medical skill 2 or above are the only ones able to revive you. | Taking the refillable injectors First Aid Pouch allows you to recover from a fight without the need to rely on medics to heal you. It isn't a replacement for medics, as they and anyone with medical skill 2 or above are the only ones able to revive you. | ||
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 joint prep room. | |||
'''Storage Slots''' | '''Storage Slots''' | ||
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[[#Tramadol|Tramadol]] | [[#Tramadol|Tramadol]] | ||
|} | |} | ||
|} | |||
=== The Ultimate Badass Loadout === | |||
This loadout is aimed at covering ''EVERYTHING'' you could potentially fight in a battle against the xenos. This loadout is where you min max the SHIT out of every available option a standard marine. Healing yourself up? No problem. Pitch dark out there? Entire place will look like day time. Buddy in crit and needs to be transported back? Roller bed for this situation. Friend on fire? Fire extinguisher ready. | |||
This is the most min maxed loadout I can think of with no consideration of how you'll get a few bits and bobs gear. | |||
==== I have come here to kick ass and conquer ==== | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Weapon:''' | |||
! style="background-color:#A9A9A9;"|'''Loadout:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:M41amk1.png|64px]] | |||
'''M41A Pulse Rifle MK1''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Attachments Used''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
|[[File:mountedflash.png]] | |||
[[Marine_Equipment#Rail|Rail Flashlight]] | |||
|| [[File:knife.png|64px]] | |||
[[Marine_Equipment#Muzzle|Bayonet]] | |||
|| [[File:UndernadeMK1.png|64px]][[Marine_Equipment#MK1_Underslung_Grenade_Launcher|MK1 Under barrel grenade launcher]] | |||
|} | |||
'''Strategy''' | |||
Your M41A Pulse Rifle MK1 is your primary weapon. This will be used to shoot at pretty much everything. Just like the squad marine itself, this weapon is versatile but the MK1 comes with more ammunition in each magazine. | |||
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 is the god blessed MK1 Under barrel grenade launcher. Loaded with HEDP grenades or AGM-S Starshell Grenades. | |||
HEDP are just good on its own. But with the grenade launcher, you can fire these behind retreating xenos which will stun them and will more than likely cause them to die from the subsequent bullets you're feeding it. | |||
AGM-S Starshell grenades are a good alternative to flares if no HEDP is available. Highly underrated but they don't last too long. Light up any are that will have xenos in it and every other marine can now suddenly see some targets. Useful in nearly every situation. | |||
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 with the holy light of GOD/ALLAH. | |||
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. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M37_Variants.gif|64px]] | |||
'''M37A2 Pump Shotgun''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Attachments Used''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Magnetic harness.png]] | |||
[[Marine_Equipment#Rail|Magnetic Harness]] | |||
|| [[File:knife.png|64px]] | |||
[[Marine_Equipment#Muzzle|Bayonet]] | |||
|| [[File:Underflame.png|64px]] | |||
[[Marine_Equipment#Underbarrel|Mini Flamethrower]] | |||
|} | |||
'''Strategy and tactics''' | |||
This is using the shotgun with a more proactive role in combat. You load it with '''SLUGS''' and not buckshot. The utility of long ranged stun is very useful. The way I use it is holding the shotgun in my active hand and a motion detector on the off hand. Once I detect something or see anything in visual range, I immediately wield the shotgun and deliver a 1.5 second stun and a slow down on the target. | |||
Instantly drop the shotgun, switch to the rifle and start blasting. You might secure a kill, you might not, really depends on how accurate you are. | |||
The idea with this type of strategy is to get the early advantage against xenos gain the upper hand. | |||
This also comes in handy with fucking over warrior grabs. Slugs have a 6 tile range for knockback and can save a marine from dying to xenos dragging them. | |||
The mini flamethrower isn't meant to be used offensively. It's a deterrence tool that blocks the path of xenomorphs and causes them to flee in panic. It's always something xenomorphs don't ''usually'' expect. To suddenly be on fire from what looked to be just a marine with a shotgun. The fire by itself isn't strong at all. Yet, if a xenomorph is on fire, they emit light, which is a good way to allow you to track and hunt them down. Fire is still dangerous and can hurt, not a lot in the mini flamethrower's case but every little helps. | |||
Just try not to walk or get pulled into your own flames. | |||
The bayonet is solely for helping you clear weed nodes and resin structures. Do not try to kill a xeno with it. It won't end well, most of the time. | |||
|} | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Equipment:''' | |||
! style="background-color:#A9A9A9;"|'''Loadout:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M10_pattern_marine_helmet.png|64px]] | |||
'''M10 Pattern Helmet''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Emergency_Auto_injector.png]] | |||
[[Guide_to_Medicine#Emergency Auto-injector|Emergency Auto-Injector]] | |||
|| '''FREE SLOT''' | |||
|} | |||
The helmet's storage slot is usually free space. I use the emergency auto injector right before combat kicks off during my firsts engagement of the round so that I have a good amount of healing chems right before shit hits the fan. Is it a waste? Probably. Could I have used it at a more optimal time? | |||
Also probably. But then there's the ''save it for later'' mentality. You and I usually don't know when that will be most of the time. So I just pop it off now rather than later. | |||
The amount of times I've scavenged marine bodies with first aid pouches containing a fully loaded emergency injector, is common enough for me to say, fuck it, I'll pop the emergency injector and head straight to battle. | |||
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. | |||
|- | |||
|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. | |||
|- | |||
|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;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:M41AMK1-AP-mag.png|64px]] | |||
2 x MK1 AP magazines | |||
|| [[File:RollerBed.png|64px]] | |||
Roller Bed | |||
|} | |||
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. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:M276_pattern_M82F_flare_gun_holster_rig.png|64px]] | |||
'''M82F Flare Gun Holster''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Flare_Gun.png]] The M82F Flare Gun | |||
|} | |||
This may come as a shock to people. To have a belt of flares and said flare gun instead of you know, ammunition. | |||
But since this loadout is using the Pulse Rifle MK1 rather than the MK2. Ammunition isn't as much of a problem. Cause just from the MK1 gun case, you get 3 magazines in total, which includes the one in the gun. That's 95 x 3, which is 285 bullets. That's almost an entire HPR box magazine, which is 300 rounds. And the jack of all trades loadout has 240 rifle rounds in total not counting extended magazines. You'll be fine for ammunition. | |||
The flares last a while. Which means you can effectively light up an entire battlefield with them. And the amount of flares you can carry is 17 flares plus 1 in the flare gun. You could effectively ruin a xeno's night by making it day time. | |||
Did you also know, that if you use '''unique-action''' on a loaded flare gun, you can fire a flare into the air providing more light than just throwing one? | |||
Same goes for shooting it normally which produces a brighter flare, somehow. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Brown_webbing_vest.png|64px]] | |||
'''Brown Webbing Vest''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
|[[File:Slugbox.png]] || 5 x Handfuls of Slugs | |||
|} | |||
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. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Sling_pouch.png|64px]] | |||
'''Sling Pouch''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Motion_Detector.gif]] | |||
|} | |||
Did you know that certain items go into the Sling Pouch? Did you also know that if you try to drop the items on the ground, they go into the Sling Pouch? Well this is what it was made for. | |||
The Motion Detector doesn't show you the pings while it's in the pouch, but it does stay on and you can very easily click on the pouch to take it out. | |||
Very nice to detect xenos around places. Assuming they moved between pings. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Medkit-pouch.png|64px]] | |||
'''Medkit Pouch''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Did you know that you middle click a medkit pouch to open the medkit inside of it? Crazy right? And you can take items out of the medkit without even taking the medkit into your hand. The wonders of futuristic technology. | |||
Stuff the medkit with the basic gauze, ointment (though it can be replaced with the health scanner), splints and all skill less auto injectors. | |||
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 joint prep room. | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
|[[File:Splint.png]] | |||
[[Guide_to_Medicine#Splints|Splints]] | |||
|[[File:Ointment.png|64px]] | |||
[[Guide_to_Medicine#Ointment|Ointment]] | |||
|[[File:Gauze.png|64px]] | |||
[[Guide_to_Medicine#Gauze|Gauze]] | |||
|[[File:Bicaridine.png|64px]] | |||
[[#Bicaridine|Bicaridine]] | |||
|[[File:Kelotane.png|64px]] | |||
[[#Kelotane|Kelotane]] | |||
|[[File:Tricord.png|64px]] | |||
[[#Tricord|Tricord]] | |||
|[[File:Tramadol_Injector.png|64px]] | |||
[[#Tramadol|Tramadol]] | |||
|} | |||
|} | |||
=== Mobile Squad Automatic Weapon Fire Support=== | |||
The idea behind this loadout is entirely based around firing as many bullets down range, suppressing the enemy's position, supporting the marine's advance and landing as many bullets as possible into any would be idiot to charge you down. | |||
==== Heavy Pulse Rifle Loadout==== | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Weapon:''' | |||
! style="background-color:#A9A9A9;"|'''Loadout:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:M41ae2.png|64px]] | |||
'''M41AE2 Heavy Pulse Rifle''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Attachments Used''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
|[[File:mountedflash.png]] | |||
[[Marine_Equipment#Rail|Rail Flashlight]] | |||
|| [[File:Bipod.png|64px]] | |||
[[Marine_Equipment#Underbarrel|Bipod]] | |||
|| [[File:Angled_Grip.png|64px]] | |||
[[Marine_Equipment#Underbarrel|Angled Grip]] | |||
|} | |||
'''Strategy''' | |||
This is your primary damage dealer. It's a glorified Pulse Rifle on its own with a giant 300 round box magazine. Usually the role of the Squad Automatic Weapon goes to the Smartgunner since they can switch from non AP to AP ammunition in an instant, fire as fast as you and has more ammo than you. But there's usually just 4 of them (5 if you count the CO). This is where you come in. | |||
You're going to be somewhat up into the thick of it. It doesn't really matter how many bullets you shoot. The entire point of this gun is to spray and pray you hit anything that aren't your own marines. It's 300 rounds of ammunition, just keep breaking your mouse on single fire OR use the burst. Either works. | |||
An ideal situation is when the queen screeches and a bunch of marines are knocked down. What you can do is rush in just out of neuro range and rain a hail of bullets at the xenos trying to rush in. This helps suppress the enemy's advance to reconsider as they're taking a lot of firepower from you. Just try not to get targeted with a neuro stun knockdown. Bonus points if you have holo targeting rounds loaded. | |||
It is also viable to use the bipod on defence. Sets your single fire rate to 600 RPM and 444 RPM on burst fire. You could essentially hold off the xenos with the amount of bullets you're spraying alone if you manage to land them. | |||
A tip. Before you move off of a bipod position, manually undeploy the bipod. This makes it so you don't get the bipod slowdown when you move off normally. The slow down is a death sentence to deal with if you've caught yourself falling back or retreating. A slow marine is a dead marine. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M37_Variants.gif|64px]] | |||
'''M37A2 Pump Shotgun''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Attachments Used''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Magnetic harness.png]] | |||
[[Marine_Equipment#Rail|Magnetic Harness]] | |||
|| [[File:knife.png|64px]] | |||
[[Marine_Equipment#Muzzle|Bayonet]] | |||
|| [[File:Underflame.png|64px]] | |||
[[Marine_Equipment#Underbarrel|Mini Flamethrower]] | |||
|} | |||
'''Strategy''' | |||
This is your true friend for those ''close encounters''. This is your backup 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 main weapon away and again to bring out your shotgun. | |||
Switch to harm intent, click on their sprite and with a bit of luck, you'll be able to point blank them in the face, either stunning them, allowing for follow up shots or causing enough damage to kill them (AKA Runners). | |||
The mini flamethrower isn't meant to be used offensively. It's a deterrence tool that blocks the path of xenomorphs and causes them to flee in panic. It's always something xenomorphs don't ''usually'' expect. To suddenly be on fire from what looked to be just a marine with a shotgun. The fire by itself isn't strong at all. Yet, if a xenomorph is on fire, they emit light, which is a good way to allow you to track and hunt them down. Fire is still dangerous and can hurt, not a lot in the mini flamethrower's case but every little helps. | |||
Just try not to walk or get pulled into your own flames. | |||
The bayonet is solely for helping you clear weed nodes and resin structures. Do not try to kill a xeno with it. It won't end well, most of the time. | |||
|} | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Equipment:''' | |||
! style="background-color:#A9A9A9;"|'''Loadout:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M10_pattern_marine_helmet.png|64px]] | |||
'''M10 Pattern Helmet''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Emergency_Auto_injector.png]] | |||
[[Guide_to_Medicine#Emergency Auto-injector|Emergency Auto-Injector]] | |||
|| '''FREE SLOT''' | |||
|} | |||
Since you're not going to be in face to face combat that much. You can save the emergency auto injector for an actual emergency. My best advice to when to use it, is when you're going to be pushed back HARD and you have no chance of escaping. Lifeboats last stands and holds come to mind. Use it at your discretion | |||
|- | |||
|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. | |||
|- | |||
|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;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:M41AE2_holo_magazine.png|64px]] | |||
M41AE2 Holo Magazine | |||
|| [[File:M41AE2_Magazine.png|64px]] | |||
M41AE2 Magazine | |||
|| '''FREE SLOT''' | |||
|} | |||
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. | |||
For the free slot, I recommend taking one more holo targeting magazine. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Motion_Detector.gif|64px]] | |||
'''Motion Detector''' | |||
15 Point Buyable or get it from Requisitions | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
You can put the Motion Detector on your belt slot and it will actively spot and show movement on screen. It works just as if you were holding it in your hand. I use it because it allows me to fire off bullets in that direction with the bipod up to hopefully cause some form of suppressing fire. | |||
And sometimes, when you see movement behind a solid wall. You can setup the bipod and prepare to unload 100s of rounds into the unsuspecting foes face. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Brown_webbing_vest.png|64px]] | |||
'''Brown Webbing Vest''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Buckbox.png]] || 2 x Handfuls of Buckshot | |||
|| [[File:Splint.png]] | |||
[[Guide_to_Medicine#Splints|Splints]] | |||
|| [[File:Ointment.png|64px]] | |||
[[Guide_to_Medicine#Ointment|Ointment]] | |||
|| [[File:Gauze.png|64px]] | |||
[[Guide_to_Medicine#Gauze|Gauze]] | |||
|} | |||
In this case, you're keeping both the shotgun shells and medical supplies in here. You're not going be using the shotgun much. That is your backup weapon. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Flare-pouch.png|64px]] | |||
'''Flare Pouch''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Having flares allows you to extend your viewable range and decreases the darkness around you and your fellow marines. | |||
Reducing the darkness around you removes concealment, which is an advantage xenos have. You can not see the enemy if they are in the dark, but they can certainly see you. | |||
Removing their concealment allows you to shoot at them making it so an advantage they have is lost. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Aid-pouch.png|64px]] | |||
'''First Aid Pouch (Injectors)''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Taking the refillable injectors First Aid Pouch allows you to recover from a fight without the need to rely on medics to heal you. It isn't a replacement for medics, as they and anyone with medical skill 2 or above are the only ones able to revive you. | |||
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 joint prep room. | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
|[[File:Bicaridine.png|64px]] | |||
[[#Bicaridine|Bicaridine]] | |||
|[[File:Kelotane.png|64px]] | |||
[[#Kelotane|Kelotane]] | |||
|[[File:Tricord.png|64px]] | |||
[[#Tricord|Tricord]] | |||
|[[File:Tramadol_Injector.png|64px]] | |||
[[#Tramadol|Tramadol]] | |||
|} | |||
|} | |||
=== A Menace to (Warrior) Society === | |||
Do you hate Warriors? Do you hate it when they instantly lunge a marine making them get a near instant win? WELL I HAVE THE LOADOUT FOR YOU! | |||
INTRODUCING THE MENACE TO SOCIETY LOADOUT! | |||
This loadout is entirely revolving around the MOU53 Break Action shotgun. But instead of trying to gigachad double juggle kill armoured xenos with flechette rounds it's going to be '''ENTIRELY LOADED WITH SLUGS'''. Yes dear reader, you read that right. You're going to fill the 3 barrels of the MOU53 '''WITH SLUGS'''. | |||
Stun '''ANYTHING''' (Medium sized or smaller) that is even remotely on screen with slugs. Both slowing them down AND disabling their abilities for a hot second. | |||
'''ESPECIALLY WARRIORS.''' | |||
==== Causing Warriors And Everyone to have Salt Loadout ==== | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Weapon:''' | |||
! style="background-color:#A9A9A9;"|'''Loadout:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:MOU53.png|64px]] | |||
'''MOU53''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Attachments Used''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
|[[File:Magnetic harness.png]] [[Marine_Equipment#Rail|Magnetic Harness]] || OR || [[File:Mini_Scope.png|64px]] [[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] | |||
|| [[File:knife.png|64px]] | |||
[[Marine_Equipment#Muzzle|Bayonet]] | |||
|| [[File:Angled_Grip.png|64px]][[Marine_Equipment#Underbarrel|Angled Grip]] | |||
|} | |||
'''Strategy''' | |||
As stupid as this loadout and gun sounds. It actually is fun and somewhat useful to see xenos immediately get stunned from range against slugs. Your main objective is to shoot anything that is a Tier 2 xeno and below. If you're purely here to fuck over Warriors, stay just behind all of the marines and try not to get hard focused on by any Warriors that realise you're using slugs. | |||
Once they lunge a marine, immediately blast the bastard with Slugs. This will drop their grip on the marine and stun them for a split second. Unload the other two barrels filled with slugs and either pray another marine finishes off the job or kill them with a follow up weapon of your choice. | |||
It's also just useful in general to push back xenos and ambush castes like Runners and Lurkers. Those two xenos are dead against slugs if you land them. Runners may be a bit too difficult, but Lurkers if they pounce on a marine OR you got the drop on them first. | |||
Now, since they ''re-added'' the Mini Scope to the MOU53, you can also just plink away slightly off screen against xenos to annoy them further. They probably won't get stunned, but it'll be fun to annoy them. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Your choice for another weapon''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Reasoning''' | |||
Since I've solely focused on using the MOU53 to annoy xenos and hopefully not slug marines in the back of the head. The secondary or follow up weapon is entirely up to you. I used to pair this with the M39 SMG but the damage is to be desired and the spray is god awful. You can still use it like old, just don't expect it to secure you kills that often. | |||
I suggest using the L42A without a stock, no bullet fall off and high alpha damage to give chase to whoever you just slugged in the face. | |||
A shotgun works too filled with buckshot with an angled grip. | |||
|} | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Equipment:''' | |||
! style="background-color:#A9A9A9;"|'''Loadout:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M10_pattern_marine_helmet.png|64px]] | |||
'''M10 Pattern Helmet''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Emergency_Auto_injector.png]] | |||
[[Guide_to_Medicine#Emergency Auto-injector|Emergency Auto-Injector]] | |||
|| '''FREE SLOT''' | |||
|} | |||
The helmet's storage slot is usually free space. I use the emergency auto injector right before combat kicks off during my firsts engagement of the round so that I have a good amount of healing chems right before shit hits the fan. Is it a waste? Probably. Could I have used it at a more optimal time? | |||
Also probably. But then there's the ''save it for later'' mentality. You and I usually don't know when that will be most of the time. So I just pop it off now rather than later. | |||
The amount of times I've scavenged marine bodies with first aid pouches containing a fully loaded emergency injector, is common enough for me to say, fuck it, I'll pop the emergency injector and head straight to battle. | |||
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. | |||
|- | |||
|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. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:M3_light_armor.png|64px]] | |||
'''M3 Light Armor''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Splint.png]] | |||
[[Guide_to_Medicine#Splints|Splints]] | |||
|| [[File:Gauze.png|64px]] | |||
[[Guide_to_Medicine#Gauze|Gauze]] | |||
|} | |||
You want to be moving VERY quickly with the MOU53 in order to best catch up and utilise that slowdown effect you just caused on the xeno. You want to follow up with your chase weapon and what better armour to do it with than the M3 Light Armour. | |||
I'ma be real with you chief. You're entirely relying on your speed and positioning to get out of a jam. This thing ain't gonna protect shit. Surprisingly, if you die quick enough you might not get a bone that breaks. You're dead though, so that's the downside until you get revived by a medic. | |||
But as an old saying goes, the best defence against taking damage, is to avoid getting hit in the first place. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Shotgun_belt.png|64px]] | |||
'''Shotgun Shell Load Rig''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Slugbox.png]] || Fill it to the brim with slugs and maybe flechette if you want | |||
|} | |||
Just a nice tip. If you right click your belt and click Switch Storage Method. You can make it so when you click the belt, you instantly take out a handful of shells rather than opening up its inventory. | |||
There's 3 modes to it. | |||
Default: It's where you click on the belt and open the inventory up. | |||
First Item: It's where you click the belt and take out the first item you put in. | |||
Last Item: It's where you click the belt and take out the last item you put in. | |||
Use the Last Item mode cause that means you'll always take out a full handful of shells. Just remember to reorganise all of the handfuls when you've got some downtime to avoid pulling up handfuls of less than two. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" | | |||
'''Entirely up to you''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Reasoning''' | |||
It is entirely up to you for what you want to have webbing wise. Whatever you like or think will help you. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Sling_pouch.png|64px]] | |||
'''Sling Pouch''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Motion_Detector.gif]] | |||
|} | |||
Did you know that certain items go into the Sling Pouch? Did you also know that if you try to drop the items on the ground, they go into the Sling Pouch? Well this is what it was made for. | |||
The Motion Detector doesn't show you the pings while it's in the pouch, but it does stay on and you can very easily click on the pouch to take it out. | |||
Very nice to detect xenos around places. Assuming they moved between pings. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Aid-pouch.png|64px]] | |||
'''First Aid Pouch (Injectors)''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Taking the refillable injectors First Aid Pouch allows you to recover from a fight without the need to rely on medics to heal you. It isn't a replacement for medics, as they and anyone with medical skill 2 or above are the only ones able to revive you. | |||
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 joint prep room. | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
|[[File:Bicaridine.png|64px]] | |||
[[#Bicaridine|Bicaridine]] | |||
|[[File:Kelotane.png|64px]] | |||
[[#Kelotane|Kelotane]] | |||
|[[File:Tricord.png|64px]] | |||
[[#Tricord|Tricord]] | |||
|[[File:Tramadol_Injector.png|64px]] | |||
[[#Tramadol|Tramadol]] | |||
|} | |||
|} | |} | ||
== | == [[File:USCM_Squad_Engie.png|64px]] Squad Combat Technician Loadout [[File:USCM_Squad_Engie.png|64px]] == |
Latest revision as of 22:27, 18 November 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 or any other marine role.
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.
| ||||||
M37A2 Pump Shotgun |
Attachments Used Version A: Version B: Strategy and tactics This depends on what you're going to be using the shotgun for. You want an instant pocket fuck off gun by your side or do you want the shotgun to be used in a more active role. Strategy A: Using Buckshot 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.
Instantly drop the shotgun, switch to the rifle and start blasting. You might secure a kill, you might not, really depends on how accurate you are. The idea with this type of strategy is to get the early advantage against xenos gain the upper hand. This also comes in handy with fucking over warrior grabs. Slugs have a 6 tile range for knockback and can save a marine from dying to xenos dragging them. With the extended barrel, this will make all slugs reach their target instantly. So there's no need for leading the target most of the time. |
The Ultimate Badass Loadout
This loadout is aimed at covering EVERYTHING you could potentially fight in a battle against the xenos. This loadout is where you min max the SHIT out of every available option a standard marine. Healing yourself up? No problem. Pitch dark out there? Entire place will look like day time. Buddy in crit and needs to be transported back? Roller bed for this situation. Friend on fire? Fire extinguisher ready.
This is the most min maxed loadout I can think of with no consideration of how you'll get a few bits and bobs gear.
I have come here to kick ass and conquer
Weapon: | Loadout: | |||
---|---|---|---|---|
M41A Pulse Rifle MK1 |
Attachments Used
Strategy Your M41A Pulse Rifle MK1 is your primary weapon. This will be used to shoot at pretty much everything. Just like the squad marine itself, this weapon is versatile but the MK1 comes with more ammunition in each magazine.
| |||
M37A2 Pump Shotgun |
Attachments Used Strategy and tactics This is using the shotgun with a more proactive role in combat. You load it with SLUGS and not buckshot. The utility of long ranged stun is very useful. The way I use it is holding the shotgun in my active hand and a motion detector on the off hand. Once I detect something or see anything in visual range, I immediately wield the shotgun and deliver a 1.5 second stun and a slow down on the target. Instantly drop the shotgun, switch to the rifle and start blasting. You might secure a kill, you might not, really depends on how accurate you are. The idea with this type of strategy is to get the early advantage against xenos gain the upper hand. This also comes in handy with fucking over warrior grabs. Slugs have a 6 tile range for knockback and can save a marine from dying to xenos dragging them.
|
Equipment: | Loadout: | |||||||
---|---|---|---|---|---|---|---|---|
M10 Pattern Helmet |
Storage Slots
The helmet's storage slot is usually free space. I use the emergency auto injector right before combat kicks off during my firsts engagement of the round so that I have a good amount of healing chems right before shit hits the fan. Is it a waste? Probably. Could I have used it at a more optimal time? Also probably. But then there's the save it for later mentality. You and I usually don't know when that will be most of the time. So I just pop it off now rather than later. The amount of times I've scavenged marine bodies with first aid pouches containing a fully loaded emergency injector, is common enough for me to say, fuck it, I'll pop the emergency injector and head straight to battle. 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. | |||||||
SensorMate Medical Hud 15 Point Buyable |
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. | |||||||
B12 Pattern Personal Armor 30 Point Buyable |
Storage Slots
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. | |||||||
M82F Flare Gun Holster |
Storage Slots
This may come as a shock to people. To have a belt of flares and said flare gun instead of you know, ammunition. But since this loadout is using the Pulse Rifle MK1 rather than the MK2. Ammunition isn't as much of a problem. Cause just from the MK1 gun case, you get 3 magazines in total, which includes the one in the gun. That's 95 x 3, which is 285 bullets. That's almost an entire HPR box magazine, which is 300 rounds. And the jack of all trades loadout has 240 rifle rounds in total not counting extended magazines. You'll be fine for ammunition.
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Brown Webbing Vest |
Storage Slots
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. | |||||||
Sling Pouch |
Storage Slots Did you know that certain items go into the Sling Pouch? Did you also know that if you try to drop the items on the ground, they go into the Sling Pouch? Well this is what it was made for. The Motion Detector doesn't show you the pings while it's in the pouch, but it does stay on and you can very easily click on the pouch to take it out. Very nice to detect xenos around places. Assuming they moved between pings. | |||||||
Medkit Pouch |
Did you know that you middle click a medkit pouch to open the medkit inside of it? Crazy right? And you can take items out of the medkit without even taking the medkit into your hand. The wonders of futuristic technology. Stuff the medkit with the basic gauze, ointment (though it can be replaced with the health scanner), splints and all skill less auto injectors. 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 joint prep room. Storage Slots |
Mobile Squad Automatic Weapon Fire Support
The idea behind this loadout is entirely based around firing as many bullets down range, suppressing the enemy's position, supporting the marine's advance and landing as many bullets as possible into any would be idiot to charge you down.
Heavy Pulse Rifle Loadout
Weapon: | Loadout: | |||
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M41AE2 Heavy Pulse Rifle |
Attachments Used Strategy This is your primary damage dealer. It's a glorified Pulse Rifle on its own with a giant 300 round box magazine. Usually the role of the Squad Automatic Weapon goes to the Smartgunner since they can switch from non AP to AP ammunition in an instant, fire as fast as you and has more ammo than you. But there's usually just 4 of them (5 if you count the CO). This is where you come in.
A tip. Before you move off of a bipod position, manually undeploy the bipod. This makes it so you don't get the bipod slowdown when you move off normally. The slow down is a death sentence to deal with if you've caught yourself falling back or retreating. A slow marine is a dead marine. | |||
M37A2 Pump Shotgun |
Attachments Used Strategy This is your true friend for those close encounters. This is your backup 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 main weapon away and again to bring out your shotgun.
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Equipment: | Loadout: | |||||
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M10 Pattern Helmet |
Storage Slots
Since you're not going to be in face to face combat that much. You can save the emergency auto injector for an actual emergency. My best advice to when to use it, is when you're going to be pushed back HARD and you have no chance of escaping. Lifeboats last stands and holds come to mind. Use it at your discretion | |||||
SensorMate Medical Hud 15 Point Buyable |
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. | |||||
B12 Pattern Personal Armor 30 Point Buyable |
Storage Slots
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. For the free slot, I recommend taking one more holo targeting magazine. | |||||
Motion Detector 15 Point Buyable or get it from Requisitions |
You can put the Motion Detector on your belt slot and it will actively spot and show movement on screen. It works just as if you were holding it in your hand. I use it because it allows me to fire off bullets in that direction with the bipod up to hopefully cause some form of suppressing fire.
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Brown Webbing Vest |
Storage Slots
In this case, you're keeping both the shotgun shells and medical supplies in here. You're not going be using the shotgun much. That is your backup weapon. | |||||
Flare Pouch |
Having flares allows you to extend your viewable range and decreases the darkness around you and your fellow marines. Reducing the darkness around you removes concealment, which is an advantage xenos have. You can not see the enemy if they are in the dark, but they can certainly see you. Removing their concealment allows you to shoot at them making it so an advantage they have is lost. | |||||
First Aid Pouch (Injectors) |
Taking the refillable injectors First Aid Pouch allows you to recover from a fight without the need to rely on medics to heal you. It isn't a replacement for medics, as they and anyone with medical skill 2 or above are the only ones able to revive you. 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 joint prep room. Storage Slots |
A Menace to (Warrior) Society
Do you hate Warriors? Do you hate it when they instantly lunge a marine making them get a near instant win? WELL I HAVE THE LOADOUT FOR YOU!
INTRODUCING THE MENACE TO SOCIETY LOADOUT! This loadout is entirely revolving around the MOU53 Break Action shotgun. But instead of trying to gigachad double juggle kill armoured xenos with flechette rounds it's going to be ENTIRELY LOADED WITH SLUGS. Yes dear reader, you read that right. You're going to fill the 3 barrels of the MOU53 WITH SLUGS.
Stun ANYTHING (Medium sized or smaller) that is even remotely on screen with slugs. Both slowing them down AND disabling their abilities for a hot second.
ESPECIALLY WARRIORS.
Causing Warriors And Everyone to have Salt Loadout
Weapon: | Loadout: | |||||
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MOU53 |
Attachments Used
Strategy As stupid as this loadout and gun sounds. It actually is fun and somewhat useful to see xenos immediately get stunned from range against slugs. Your main objective is to shoot anything that is a Tier 2 xeno and below. If you're purely here to fuck over Warriors, stay just behind all of the marines and try not to get hard focused on by any Warriors that realise you're using slugs. Once they lunge a marine, immediately blast the bastard with Slugs. This will drop their grip on the marine and stun them for a split second. Unload the other two barrels filled with slugs and either pray another marine finishes off the job or kill them with a follow up weapon of your choice. It's also just useful in general to push back xenos and ambush castes like Runners and Lurkers. Those two xenos are dead against slugs if you land them. Runners may be a bit too difficult, but Lurkers if they pounce on a marine OR you got the drop on them first. Now, since they re-added the Mini Scope to the MOU53, you can also just plink away slightly off screen against xenos to annoy them further. They probably won't get stunned, but it'll be fun to annoy them. | |||||
Your choice for another weapon |
Reasoning Since I've solely focused on using the MOU53 to annoy xenos and hopefully not slug marines in the back of the head. The secondary or follow up weapon is entirely up to you. I used to pair this with the M39 SMG but the damage is to be desired and the spray is god awful. You can still use it like old, just don't expect it to secure you kills that often.
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Equipment: | Loadout: | ||||
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M10 Pattern Helmet |
Storage Slots
The helmet's storage slot is usually free space. I use the emergency auto injector right before combat kicks off during my firsts engagement of the round so that I have a good amount of healing chems right before shit hits the fan. Is it a waste? Probably. Could I have used it at a more optimal time? Also probably. But then there's the save it for later mentality. You and I usually don't know when that will be most of the time. So I just pop it off now rather than later. The amount of times I've scavenged marine bodies with first aid pouches containing a fully loaded emergency injector, is common enough for me to say, fuck it, I'll pop the emergency injector and head straight to battle. 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. | ||||
SensorMate Medical Hud 15 Point Buyable |
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. | ||||
M3 Light Armor |
Storage Slots You want to be moving VERY quickly with the MOU53 in order to best catch up and utilise that slowdown effect you just caused on the xeno. You want to follow up with your chase weapon and what better armour to do it with than the M3 Light Armour.
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Shotgun Shell Load Rig |
Storage Slots
Just a nice tip. If you right click your belt and click Switch Storage Method. You can make it so when you click the belt, you instantly take out a handful of shells rather than opening up its inventory.
Default: It's where you click on the belt and open the inventory up. First Item: It's where you click the belt and take out the first item you put in. Last Item: It's where you click the belt and take out the last item you put in.
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Entirely up to you |
Reasoning It is entirely up to you for what you want to have webbing wise. Whatever you like or think will help you. | ||||
Sling Pouch |
Storage Slots Did you know that certain items go into the Sling Pouch? Did you also know that if you try to drop the items on the ground, they go into the Sling Pouch? Well this is what it was made for. The Motion Detector doesn't show you the pings while it's in the pouch, but it does stay on and you can very easily click on the pouch to take it out. Very nice to detect xenos around places. Assuming they moved between pings. | ||||
First Aid Pouch (Injectors) |
Taking the refillable injectors First Aid Pouch allows you to recover from a fight without the need to rely on medics to heal you. It isn't a replacement for medics, as they and anyone with medical skill 2 or above are the only ones able to revive you. 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 joint prep room. Storage Slots |