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|imagebgcolor = lightgrey | |imagebgcolor = lightgrey | ||
|img = USCM_Standard_Marine.png | |img = USCM_Standard_Marine.png | ||
|jobtitle = | |jobtitle = Rifleman | ||
|difficulty = Easy | |difficulty = Easy | ||
|rank = Private | |rank = Private [Under 10hrs] / Private First Class [10hrs] / Lance Corporal [70hrs] | ||
|superior = Squad Leader | |superior = [[Squad Leader]] | ||
|duties = Follow orders. Don't get yourself killed. Don't shoot your squadmates. | |duties = Follow orders. Don't get yourself killed. Don't shoot your squadmates. | ||
|unlock = Starting role, | |unlock = Starting role, ten hours on squad role for PFC. | ||
|guides = | |guides = This one | ||
|description = Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room.<br>You are a rank-and-file soldier of the USCM, and that is your strength.<br>What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah! | |description = Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room.<br>You are a rank-and-file soldier of the USCM, and that is your strength.<br>What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah! | ||
}} | }} | ||
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== Your Squad == | == Your Squad == | ||
Once you have your earpiece on, you will see the Squad HUD. Your squad is led by its '''[[Squad Leader]]''' [[File:Squad_leader_icon.png]], also known as the SL. Listen for his and your Squad Overwatch's instructions over the radio. Don't be afraid to ask for help. Try to stay where you can see Squad Leader so he can see you. The '''[[ | Once you have your earpiece on, you will see the Squad HUD. Your squad is led by its '''[[Squad Leader]]''' [[File:Squad_leader_icon.png]], also known as the SL. Listen for his and your Squad Overwatch's instructions over the radio. Don't be afraid to ask for help. Try to stay where you can see Squad Leader so he can see you. The '''[[Fireteam Leader]]''' [[File:RTO_Icon.png]], or FL, is your team leader if you are put in a fire team who also has the capabilities in coordinating with aerial and orbital fire support. They are the first in line to take command of the squad should the SL perish. Listen to your FLs, the SL, and command for warnings about fire support close to you. The '''[[Weapons Specialist]]''' [[File:Squad_specialist_icon.png]], also known as the Spec has a unique weapon. Try to stay behind him so as not to get in his line of fire. The '''[[Smartgunner]]''' [[File:Smartgunner_icon.png]] has a powerful smartgun that can fire past marines without causing friendly fire. Try to stay in front of him so he can support you. Remind him not to be in the front! The '''[[Hospital Corpsman]]''' [[File:Squad_medic_icon.png]], also known as medics, treat the wounded and revive the dead. Try to keep them safe so they can help you later. Similarly, the '''[[Combat Technician|Combat Technicians]]''' [[File:Squad_engineer_icon.png]], also known as engineers or engies, construct defensive structures and fix colony equipment to support your squad. Try to keep them safe as well. | ||
'''Note:''' When you first start playing as a | '''Note:''' When you first start playing as a rifleman you will be a Private ( PVT ). Once you have played rifleman for 10 hours, you will be playing as a Private First Class ( PFC ). | ||
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'''M10 Pattern Marine Helmet''' | '''M10 Pattern Marine Helmet''' | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|{{M10 Pattern Marine Helmet}} | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:Squad_Gloves.gif|64px]] | |style="border: 2px solid black; padding: 5px;"| [[File:Squad_Gloves.gif|64px]] | ||
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|style="border: 2px solid black; padding: 5px;" |[[File:M3 light armor.png]] | |style="border: 2px solid black; padding: 5px;" |[[File:M3 light armor.png]] | ||
'''M3 | '''M3-L Pattern Armor''' | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" |{{M3-L Pattern Light Armor}} | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]] | ||
'''M3 Pattern Marine Armor''' | '''M3 Pattern Marine Armor''' | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|{{M3 Medium Armor}} | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File:M3 heavy armor.png]] | |style="border: 2px solid black; padding: 5px;" |[[File:M3 heavy armor.png]] | ||
'''M3 Heavy Armor''' | '''M3 EOD Pattern Heavy Armor''' | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" |{{M3 EOD Armor}} | ||
|- | |- | ||
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|style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch''' | |style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch''' | ||
|style="border: 2px solid black; padding: 5px;"| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | |style="border: 2px solid black; padding: 5px;"| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:Document-pouch.png|64px]]<br>'''Small Document Pouch''' | |||
|style="border: 2px solid black; padding: 5px;"| A smaller version of the document pouch. Can hold papers, folders, disks, technical manuals and clipboards. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:medmag-pouch.png|64px]]<br>'''Magazine Pouch''' | |style="border: 2px solid black; padding: 5px;"| [[File:medmag-pouch.png|64px]]<br>'''Magazine Pouch''' | ||
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! style="background-color:#A9A9A9;"|'''Description:''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File: | |style="border: 2px solid black; padding: 5px;" |[[File:Gasmask.png|64px]]<br>'''Gas Mask''' | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" |{{Gas Mask}} | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat Absorbent Coif''' | |style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat Absorbent Coif''' | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" |{{Heat Absorbent Coif Description}} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:Rebreather.png|64px]]<br>'''Rebreather''' | |||
|style="border: 2px solid black; padding: 5px;" | A close fitting device that instantly heats or cools down air when you inhale it so it doesn't damage your lungs. | |||
|} | |} | ||
</tab> | </tab> | ||
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|- | |- | ||
|style="border: 2px solid black;padding: 5px;" | [[File:mini Sniper kit.png]]<br>''' | |style="border: 2px solid black;padding: 5px;" | [[File:mini Sniper kit.png]]<br>'''M4RA-MK1 Sniper Kit'''<br> Costs:30 points | ||
|style="border: 2px solid black; padding: 5px;"|'''Contains:''' | |style="border: 2px solid black; padding: 5px;"|'''Contains:''' | ||
* | * M4RA Battle Rifle, comes pre-loaded with standard rifle munitions | ||
* Scope | * Scope | ||
* Extended Barrel | * Extended Barrel | ||
* Suppressor | * Suppressor | ||
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|- | |- | ||
{{TabsItem | {{TabsItem | ||
|Description = {{M79 Guncase}} | |Description = {{M79 Guncase}} | ||
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|Icon = agm_incendiary_airburst_packet | |Icon = agm_incendiary_airburst_packet | ||
|Title = M74 AGM-Incendiary Airburst Packet | |Title = M74 AGM-Incendiary Airburst Packet | ||
}} | |||
|- | |||
{{TabsItem | |||
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-S]] Smoke grenades. | |||
'''Costs 15 points.''' | |||
|Icon = Agm_smoke_airburst_packet | |||
|Title = M74 AGM-Smoke Airburst Packet | |||
}} | }} | ||
|- | |- | ||
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|- | |- | ||
{{TabsItem | {{TabsItem | ||
|Description = Contains three [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[ | |Description = Contains three [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare. | ||
'''Costs 20 points.''' | '''Costs 20 points.''' | ||
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! style="background-color:#A9A9A9; width:150px;"|'''Ammunition:''' | ! style="background-color:#A9A9A9; width:150px;"|'''Ammunition:''' | ||
! style="background-color:#A9A9A9;"|'''Description:''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:M4RA-AP-mag.png|64px]]<br>'''M4RA Armor Piercing Magazine'''<br> Costs:10 points | |||
|style="border: 2px solid black; padding: 5px;"| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage. | |||
|- | |- | ||
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|style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:15 points | |style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. | |style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. | ||
|- | |- | ||
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'''M41A Extended Magazine'''<br> Costs:15 points | '''M41A Extended Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | |style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | ||
|- | |- | ||
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'''B12 Pattern Armor'''<br> Costs:30 points | '''B12 Pattern Armor'''<br> Costs:30 points | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|{{B12 Armor}} | ||
{{B12 | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Range_Finders.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:Range_Finders.png|64px]] | ||
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'''Motion Detector'''<br> Costs:15 points | '''Motion Detector'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or | |style="border: 2px solid black; padding: 5px;"| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode). | ||
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*'''Short Range:''' The motion tracker covers a smaller amount of your screen but detects movement at a faster rate. | *'''Short Range:''' The motion tracker covers a smaller amount of your screen but detects movement at a faster rate. | ||
|} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Data_Detector.png|64px]] | |||
'''Data Detector'''<br> Costs:15 points | |||
|style="border: 2px solid black; padding: 5px;"|The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things. You can switch modes with Alt+Click. | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Data Detector Range Modes:''' | |||
| You can cycle through two different range modes, '''Long Range''' and '''Short Range''' by right clicking the Data Detector and then clicking on ''Toggle Range Mode''. | |||
*'''Long Range:''' The Data Detector will detect movement on your whole screen and further at a slow rate. | |||
*'''Short Range:''' The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate. | |||
|} | |} | ||
|- | |- | ||
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'''Large Shotgun Shell Pouch'''<br> Costs:10 points | '''Large Shotgun Shell Pouch'''<br> Costs:10 points | ||
|style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}} | |style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Rtobackpack.png|64px]] | |||
'''USCM Radio Telephone Pack'''<br> Costs:15 points | |||
|style="border: 2px solid black; padding: 5px;"|A heavy-duty pack, used for telecommunications between central command. Normally issued to Fireteam Leaders. | |||
|} | |} | ||
</tab> | </tab> | ||
<tab name="Radio Keys"> | <tab name="Radio Keys"> | ||
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center> | <center><big>'''Note:You have 45 points to spend on additional items.'''</big></center> | ||
{| style="border: 2px solid black; class="mw-collapsible" | {| style="border: 2px solid black; class="mw-collapsible" | ||
! style="background-color:#A9A9A9; width:150px;"|'''Radio Keys:''' | ! style="background-color:#A9A9A9; width:150px;"|'''Radio Keys:''' | ||
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|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the engineering channel with :n. | |style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the engineering channel with :n. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:tactics_key.png|64px]]<br>''' | |style="border: 2px solid black; padding: 5px;"| [[File:tactics_key.png|64px]]<br>'''Intel Radio Encryption Key'''<br> Costs:5 points | ||
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the | |style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the intel channel with :t. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:JTAC_key.png|64px]]<br>'''JTAC Radio Encryption Key'''<br> Costs:5 points | |style="border: 2px solid black; padding: 5px;"| [[File:JTAC_key.png|64px]]<br>'''JTAC Radio Encryption Key'''<br> Costs:5 points | ||
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|style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M4A3mag.png]] <big>'''High Supply Ammunition:'''</big> [[File:M4A3-AP-mag.png]] | |style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M4A3mag.png]] <big>'''High Supply Ammunition:'''</big> [[File:M4A3-AP-mag.png]] | ||
|- | |- | ||
|style="width:490px | |style="width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|A reliable fallback weapon that uses 9mm handgun ammunition in a 12 round magazine. | ||
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The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | ||
|style=" | |style="border-top:solid 2px grey;"|[[File:M4A3mag.png]] | ||
'''M4A3 Magazine:''' | '''M4A3 Magazine:''' | ||
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|style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M44SL.png]] <big>'''High Supply Ammunition:'''</big> [[File:M44-MM-SL.png]] | |style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M44SL.png]] <big>'''High Supply Ammunition:'''</big> [[File:M44-MM-SL.png]] | ||
|- | |- | ||
|style="width:490px | |style="width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|Deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed loaders, and holds a maximum of 7 bullets. You can duel wield them but your accuracy will be heavily decreased. | ||
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The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | ||
|style=" | |style="border-top:solid 2px grey;"|[[File:M44SL.png]] | ||
'''M44 Speed Loader:''' | '''M44 Speed Loader:''' | ||
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|style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M39_Variants.gif|64px]] <big>'''High Supply Ammunition:'''</big> [[File:M39-AP-mag.png]] | |style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M39_Variants.gif|64px]] <big>'''High Supply Ammunition:'''</big> [[File:M39-AP-mag.png]] | ||
|- | |- | ||
|style="width:490px | |style="width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|Allows you to have high mobility but lacks raw power and armor penetration. Good for chasing down fleeing enemies. You can duel wield them but your accuracy will be heavily decreased. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode. | ||
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The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | ||
|style=" | |style="border-top:solid 2px grey;"|[[File:M39mag.png]] | ||
'''M39 Magazine:''' | '''M39 Magazine:''' | ||
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|style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M41Amag.png]] <big>'''High Supply Ammunition:'''</big> [[File:M41A-AP-mag.png]] | |style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M41Amag.png]] <big>'''High Supply Ammunition:'''</big> [[File:M41A-AP-mag.png]] | ||
|- | |- | ||
|style="width:490px | |style="width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|A reliable, robust and overall effective standard issue weapon, comes with a 3-round burstfire capability as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with HEDP grenades (ask RO for grenades). | ||
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The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | ||
|style=" | |style="border-top:solid 2px grey;"|[[File:M41Amag.png]] | ||
'''M41A Magazine:''' | '''M41A Magazine:''' | ||
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{| style="border: 2px solid grey; | {| style="border: 2px solid grey; | ||
|style="height:100px; text-align:center;"|[[File: | |style="height:100px; text-align:center;"|[[File:M4RA.png|64px]] <big>'''M4RA Battle Rifle'''</big> [[File:M4RA.png|64px]] | ||
|style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File: | |style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M4RAmag.png]] <big>'''High Supply Ammunition:'''</big> [[File:M4RA-AP-mag.png]] | ||
|- | |- | ||
|style="width:490px | |style="width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|An accurate battle rifle meant for fire support. It uses the same ammo as the M41A, but it does not come with burstfire capabilities nor compatible with most underbarrel attachments. It has a few unique attachments to enhance the rifle even further. | ||
'''Reloading:''' | '''Reloading:''' | ||
If you have just vended the | If you have just vended the M4RA Battle rifle, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine. | ||
After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the | After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4RA Battle Rifle to load the magazine in. | ||
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The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | ||
|style=" | |style="border-top:solid 2px grey;"|[[File:M4RAmag.png]] | ||
''' | '''M4RA Magazine:''' | ||
Single Projectile. Average damage. Use on low armored targets for maximum effect. | Single Projectile. Average damage. Use on low armored targets for maximum effect. | ||
[[File: | [[File:M4RA-AP-mag.png]] | ||
''' | '''M4RA Armor Piercing Magazine:''' | ||
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect. | Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect. | ||
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|style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:Slugbox.png]] <big>'''High Supply Ammunition:'''</big> [[File:Buckbox.png]] | |style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:Slugbox.png]] <big>'''High Supply Ammunition:'''</big> [[File:Buckbox.png]] | ||
|- | |- | ||
|style="width:490px | |style="width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, though users should still keep in mind that the M37A2 must be pumped after every shot. You can duel wield them but your accuracy will be heavily decreased. | ||
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The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | ||
|style=" | |style="border-top:solid 2px grey;"|[[File:Slugbox.png]] | ||
'''Slug shells:''' | '''Slug shells:''' | ||
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|style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:IncineratorTanks.png]] <big>'''High Supply Ammunition:'''</big> [[File:IncineratorTanks.png]] | |style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:IncineratorTanks.png]] <big>'''High Supply Ammunition:'''</big> [[File:IncineratorTanks.png]] | ||
|- | |- | ||
|style="width:490px | |style="width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|The incinerator is good at incinerating hostiles and clearing unwanted vegetation with a moderate range of 5 tiles. Squad Leaders may hand out the two incinerators that are in their vendor (with 8 fuel tanks in total). Welder fuel is weaker than the original thick sticky napthal fuel that the incinerators start with. More incinerators can be ordered from requisitions. | ||
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The attachments for this weapon can be viewed [[Marine_Equipment#Restricted_Weapons| here.]] | The attachments for this weapon can be viewed [[Marine_Equipment#Restricted_Weapons| here.]] | ||
|style=" | |style="border-top:solid 2px grey;"|[[File:IncineratorTanks.png]] | ||
'''Incinerator Tank:''' | '''Incinerator Tank:''' | ||
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== In the field == | == In the field == | ||
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, and terrain. | You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, weather, and terrain. | ||
=== Lighting === | === Lighting === | ||
[[File:Shoulder_light_range.png| | To overcome low visibility of the battlefield, you need a rail flashlight and flares. Flares burn out after some time, but all flashlights have a battery life so long that it won't run out during the operation. Flares are better for general use as they have better storage options. Flashlights are better suited to lighting up defendable areas due to their bulkier nature. Flares and flashlights both still continue to emit light in any weather condition a marine might face. Use them wisely to illuminate the battlefield! | ||
-- | |||
[[File:Shoulder_light_range.png|frame|left|''Shoulder Lamp Range'']] [[File:Rail_flashlight_range.png|frame|right|''Rail Flashlight Range'']] | |||
<div style="clear: both"></div> | |||
=== Inventory management === | |||
[[File:What_to_strip.png|thumb|left|''What to recover from a dead marine'']] | |||
<div style="clear: both"></div> | |||
Notable items to recover are: | |||
* [[Squad Leader]]: Laser Designator[[File:Tactical_Binoculars.png|32px]], Motion Detector[[File:Motion_Detector.gif|32px]], Whistle[[File:Whistle.png|32px]], B12 armor and M11 helmet. All useful in their own way. | |||
* [[Fireteam Leader]]: Laser Designator[[File:Tactical_Binoculars.png|32px]], Motion Detector[[File:Motion_Detector.gif|32px]], Whistle[[File:Whistle.png|32px]], M4 armor and M12 helmet. Gear similar to the squad leader. | |||
* [[Combat Technician]]: Building materials[[File:Metal.png|32px]][[File:Plasteel.png|32px]][[File:Sandbag_Empty.png|32px]] and explosives[[File:M20_mine_box.png|32px]][[File:M20_claymore.png|32px]][[File:Incingrenade.png|32px]]. Materials are scarce in the battlefield! | |||
* [[Hospital Corpsman]]: Roller Bed, Medkits, Autoinjectors, and Stasis bags for the unfortunate facehugged teamates. | |||
* [[Weapons Specialist]]: Battle Sights[[File:M42scoutsight.png|32px]]as they have full night vision capacity and the M3G4 Helmet due to its face hugger blocking capabilities | |||
* Recover empty AP magazines[[File:M41A-AP-mag.png|32px]], they can be refilled with AP ammo box[[File:Big_Ammo_Box_AP_M41A.png|32px]] (click the ammo box with the magazine in hand on {{Intent|Help}} intent). | |||
=== Logistics === | === Logistics === | ||
Everyone who outranks you has their own tasks to handle, leaving only | Everyone who outranks you has their own tasks to handle, leaving only riflemen free enough to handle supplies. It is faster to push crates than to pull them, but you can both push and pull crates at the same time! Remember '''''"Infantry wins battles, logistics win wars"''.''' | ||
==== The flow of supplies ==== | |||
Move supplies (supply crates, ammo bags, etc.) onto the dropship, and transport them to the FOB upon landing at the LZ. Or wait for requisitions to launch them after coordinates have been given to them over the telephone (as comms won't be up yet during this initial phase). | |||
Remember to also move wounded marines, empty crates, empty Smart gunner power packs onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag. | |||
Enemies typically ambush supply routes, so ensure they are well guarded, lit, and have sufficient cover and space to engage any possible hostiles! | |||
Medical supplies are hard to come by, so use them sparingly and leave the medical work to medics and synthetics unless the situation calls for it. | |||
Lastly! Never throw away your magazines willy-nilly once you're done with it! Put them back in the pouch where they came from so you can resupply your ammo at the FOB. This may seem obvious now, but the battlefield usually is littered with empty magazines! | |||
==== Organization ==== | ==== Organization ==== | ||
To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a | To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a labeler. Stockpile the empty bags out of the way to reduce clutter. | ||
When placing down ammo, supplies, and other gear make sure to try and keep them all localized in one area. Shotgun shells and rifle ammo in one part of FOB, and down the line its engineering gear like the power cells box and the metal bag. This will help make finding things much easier. | |||
Additionally, ensure to dispose of or fold up any used up ammo/supply boxes to make space for supplies. Space at the FOB is limited, and a sprawling ammo stockpile is just waiting for a cookoff. Try to make sure used up flares, half eaten MREs, empty un-refillable magazines, and other miscellaneous garbage is chucked underneath the dropship as it lands where it can be crushed and disposed of. '''Be warned however'''! Items placed under the dropship when it lands are destroyed permanently! Only do this with items you know have no use in any meaningful capacity. | |||
==== Recover empty crates ==== | ==== Recover empty crates ==== | ||
Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the | Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the requisition team can send them down the elevator for extra cash which can be used to purchase additional supplies. Use your radio (;) to tell requisitions there are crates in the hangar, they won't automatically check it every time you bring them in! | ||
== First aid == | == First aid == | ||
==== Medical supplies and where to find them ==== | |||
So begins your foray into basic medical training! Medical supplies are most commonly found in vendors. There are splints and other medical supplies are in limited amounts. NanoMeds [[File:NanoMed.png]] such as those in the dropship or standing powered Weymeds typically hold medical supplies for you to use. As you've noticed, these vendors also have a reagent bar which only refills if they're attached to the ground at specific spots on the ship. Movable vendors like Weymeds need to be attached to these spots to refill the reagent bar and **only** the reagent bar. Single use medical supplies like splints, gauze, ointment, and pill bottles cannot be restocked at these stations. Only autoinjectors, and not their emergency variants. Putting items with incomplete stacks in these vendors puts an "*" next to the stock number. | |||
==== How should I be carrying them? ==== | |||
The best thing you can do is to carry the basic medical supplies given to you by the vendors. Such as the first aid pouches [[File:Aid-pouch.png|32px]]. It is best to carry them somewhere always accessible like in the pouch slots in the pouches they come in or the colored webbings due to their increased space[[File:Brown webbing vest.png|32px]], as you wouldn't want to bleed out before getting to your gauze deep in your backpack. The helmet can also fit your usual medical supplies, bar the splints of course. | |||
==== Helping others ==== | ==== Helping others ==== | ||
Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it's safe. If the marine is conscious (not <span style="color: red;">''seems to be asleep''</span>), shake them with | Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it's safe. If the marine is conscious (not <span style="color: red;">''seems to be asleep''</span>), shake them with {{Intent|Help}} intent to get them up, get them to a medic if he doesn't get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can't revive with armor on). | ||
* Whenever you have shrapnel injuring you, take out your [[File:knife.png]] from your [[File:Boots.png]] and press the Z key on key on your | * Whenever you have shrapnel injuring you, take out your [[File:knife.png|32px]] from your [[File:Boots.png|32px]] and press the Z key on key on your keyboard to remove the shrapnel from your person. Knife substitutes such as PICTs, screwdrivers, and shards of broken glass also work. | ||
* Get splints [[File:Splint.png]], you can split the stack by holding it in the active hand then click it with another hand | * Get splints [[File:Splint.png|32px]], you can split the stack by holding it in the active hand then click it with another hand. | ||
* Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac). | * Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac). | ||
* Marines whose revive timer ran out, without a head, | * Marines whose revive timer ran out (indicated by a skull if you have a medhud on your helmet) , without a head, and chest bursted are unrevivable. | ||
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== Tips == | == Tips == | ||
* Only take what you need. You're going to need | * Only take what you need. You're going to need at least one to two armor piercing magazines in the field for [[Crusher|heavily]] [[Ravager|armored]] [[Queen|enemies]]. For everything else, standard ammo will have to do. Budget cuts are always a pain. | ||
* Stick with your squad at all times, [[Marine Quickstart Guide#Dead|a lone Marine is a dead Marine]]. | * Stick with your squad at all times, [[Marine Quickstart Guide#Dead|a lone Marine is a dead Marine]]. | ||
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* Follow the [[Rank|chain of command]]. If someone tells you jump, you'd better ask how high on the way up. | * Follow the [[Rank|chain of command]]. If someone tells you jump, you'd better ask how high on the way up. | ||
* Use appropriate titles. Your [[Squad Leader]] is | * Use appropriate titles. Your [[Squad Leader]] is Sergeant, or Squad Leader. He's not an officer so don't call him "Sir" and he's not in the Army so don't call him "Sarge." | ||
* Be useful. Offer to carry extra engineering, medical, or some specialist/smartgunner supplies. Those guys are already carrying more weight than you'll ever be able to. | * Be useful. Offer to carry extra engineering, medical, or some specialist/smartgunner supplies. Those guys are already carrying more weight than you'll ever be able to. |
Latest revision as of 09:47, 6 December 2024
Difficulty: Easy Supervisors: Squad Leader Rank: Private [Under 10hrs] / Private First Class [10hrs] / Lance Corporal [70hrs] Duties: Follow orders. Don't get yourself killed. Don't shoot your squadmates. Guides: This one Unlock Requirements: Starting role, ten hours on squad role for PFC. Detailed Description: Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room. You are a rank-and-file soldier of the USCM, and that is your strength. What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah! |__________| |
"How do I get out of this chickenshit outfit?"- Hudson, Aliens
You're in the United States Colonial Marine Corps. Follow your sergeant's orders and don't ask too many questions. Whether you've been to Hell and back or you're fresh out of Boot, you're expected to maintain a level of professionalism. Do your job, follow orders, and maybe you'll go home in one piece.
This guide assumes you have finished the Marine Quickstart Guide and will hopefully help you transit out from being a baldie.
Your Squad
Once you have your earpiece on, you will see the Squad HUD. Your squad is led by its Squad Leader , also known as the SL. Listen for his and your Squad Overwatch's instructions over the radio. Don't be afraid to ask for help. Try to stay where you can see Squad Leader so he can see you. The Fireteam Leader , or FL, is your team leader if you are put in a fire team who also has the capabilities in coordinating with aerial and orbital fire support. They are the first in line to take command of the squad should the SL perish. Listen to your FLs, the SL, and command for warnings about fire support close to you. The Weapons Specialist , also known as the Spec has a unique weapon. Try to stay behind him so as not to get in his line of fire. The Smartgunner has a powerful smartgun that can fire past marines without causing friendly fire. Try to stay in front of him so he can support you. Remind him not to be in the front! The Hospital Corpsman , also known as medics, treat the wounded and revive the dead. Try to keep them safe so they can help you later. Similarly, the Combat Technicians , also known as engineers or engies, construct defensive structures and fix colony equipment to support your squad. Try to keep them safe as well.
Note: When you first start playing as a rifleman you will be a Private ( PVT ). Once you have played rifleman for 10 hours, you will be playing as a Private First Class ( PFC ).
Automated Closet
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The Weapons
In Marine Quickstart Guide, M41A is recommended as the weapon of choice due to its versatility and ease of use. However, you may find other firearms more appealing to use. Below is a list of standard weapons to choose from, just click expand.
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Loadouts
Your playstyle will be determined by the weapons you carry, the attachments on them and the items you have in your bag. Everyone's got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don't like.
Attachment
The RO may hand out two or more attachments, a webbing, a holster/scabbard and two grenades. Some RO's may hand out more equipment/attachments if they are feeling generous.
Secondary weapon
You should have a secondary weapon in your suit storage, ideally with a Rail Flashlight and Bayonet attached, be it a M41A, M37 or a flamer. The Rail Flashlight has no drawback while vastly improving your light range so it's always good to take. Additionally a angled grip is a good compliment for a secondary weapon as it reduces the wield delay.
Adjust your loadouts
Reflect what limitations you faced in the previous rounds. Ran out of ammo? Get a webbing from requisitions, and use a backpack . Ran out of flares? Use a backpack and fill it with 7 flare packs.
In the field
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, weather, and terrain.
Lighting
To overcome low visibility of the battlefield, you need a rail flashlight and flares. Flares burn out after some time, but all flashlights have a battery life so long that it won't run out during the operation. Flares are better for general use as they have better storage options. Flashlights are better suited to lighting up defendable areas due to their bulkier nature. Flares and flashlights both still continue to emit light in any weather condition a marine might face. Use them wisely to illuminate the battlefield!
Inventory management
Notable items to recover are:
- Squad Leader: Laser Designator, Motion Detector, Whistle, B12 armor and M11 helmet. All useful in their own way.
- Fireteam Leader: Laser Designator, Motion Detector, Whistle, M4 armor and M12 helmet. Gear similar to the squad leader.
- Combat Technician: Building materials and explosives. Materials are scarce in the battlefield!
- Hospital Corpsman: Roller Bed, Medkits, Autoinjectors, and Stasis bags for the unfortunate facehugged teamates.
- Weapons Specialist: Battle Sightsas they have full night vision capacity and the M3G4 Helmet due to its face hugger blocking capabilities
- Recover empty AP magazines, they can be refilled with AP ammo box (click the ammo box with the magazine in hand on
Help intent).
Logistics
Everyone who outranks you has their own tasks to handle, leaving only riflemen free enough to handle supplies. It is faster to push crates than to pull them, but you can both push and pull crates at the same time! Remember "Infantry wins battles, logistics win wars".
The flow of supplies
Move supplies (supply crates, ammo bags, etc.) onto the dropship, and transport them to the FOB upon landing at the LZ. Or wait for requisitions to launch them after coordinates have been given to them over the telephone (as comms won't be up yet during this initial phase).
Remember to also move wounded marines, empty crates, empty Smart gunner power packs onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag.
Enemies typically ambush supply routes, so ensure they are well guarded, lit, and have sufficient cover and space to engage any possible hostiles!
Medical supplies are hard to come by, so use them sparingly and leave the medical work to medics and synthetics unless the situation calls for it.
Lastly! Never throw away your magazines willy-nilly once you're done with it! Put them back in the pouch where they came from so you can resupply your ammo at the FOB. This may seem obvious now, but the battlefield usually is littered with empty magazines!
Organization
To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a labeler. Stockpile the empty bags out of the way to reduce clutter.
When placing down ammo, supplies, and other gear make sure to try and keep them all localized in one area. Shotgun shells and rifle ammo in one part of FOB, and down the line its engineering gear like the power cells box and the metal bag. This will help make finding things much easier.
Additionally, ensure to dispose of or fold up any used up ammo/supply boxes to make space for supplies. Space at the FOB is limited, and a sprawling ammo stockpile is just waiting for a cookoff. Try to make sure used up flares, half eaten MREs, empty un-refillable magazines, and other miscellaneous garbage is chucked underneath the dropship as it lands where it can be crushed and disposed of. Be warned however! Items placed under the dropship when it lands are destroyed permanently! Only do this with items you know have no use in any meaningful capacity.
Recover empty crates
Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the requisition team can send them down the elevator for extra cash which can be used to purchase additional supplies. Use your radio (;) to tell requisitions there are crates in the hangar, they won't automatically check it every time you bring them in!
First aid
Medical supplies and where to find them
So begins your foray into basic medical training! Medical supplies are most commonly found in vendors. There are splints and other medical supplies are in limited amounts. NanoMeds such as those in the dropship or standing powered Weymeds typically hold medical supplies for you to use. As you've noticed, these vendors also have a reagent bar which only refills if they're attached to the ground at specific spots on the ship. Movable vendors like Weymeds need to be attached to these spots to refill the reagent bar and **only** the reagent bar. Single use medical supplies like splints, gauze, ointment, and pill bottles cannot be restocked at these stations. Only autoinjectors, and not their emergency variants. Putting items with incomplete stacks in these vendors puts an "*" next to the stock number.
How should I be carrying them?
The best thing you can do is to carry the basic medical supplies given to you by the vendors. Such as the first aid pouches . It is best to carry them somewhere always accessible like in the pouch slots in the pouches they come in or the colored webbings due to their increased space, as you wouldn't want to bleed out before getting to your gauze deep in your backpack. The helmet can also fit your usual medical supplies, bar the splints of course.
Helping others
Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it's safe. If the marine is conscious (not seems to be asleep), shake them with Help intent to get them up, get them to a medic if he doesn't get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can't revive with armor on).
- Whenever you have shrapnel injuring you, take out your from your and press the Z key on key on your keyboard to remove the shrapnel from your person. Knife substitutes such as PICTs, screwdrivers, and shards of broken glass also work.
- Get splints , you can split the stack by holding it in the active hand then click it with another hand.
- Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).
- Marines whose revive timer ran out (indicated by a skull if you have a medhud on your helmet) , without a head, and chest bursted are unrevivable.
Your Skillset
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To find out about how the skill system works head over to the skills system page.
Tips
- Only take what you need. You're going to need at least one to two armor piercing magazines in the field for heavily armored enemies. For everything else, standard ammo will have to do. Budget cuts are always a pain.
- Stick with your squad at all times, a lone Marine is a dead Marine.
- Follow the chain of command. If someone tells you jump, you'd better ask how high on the way up.
- Use appropriate titles. Your Squad Leader is Sergeant, or Squad Leader. He's not an officer so don't call him "Sir" and he's not in the Army so don't call him "Sarge."
- Be useful. Offer to carry extra engineering, medical, or some specialist/smartgunner supplies. Those guys are already carrying more weight than you'll ever be able to.
- Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what's going on. Do you see movement outside the perimeter? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a grenade? Let your squad leader know. Did your staff sergeant just get his head taken off by incoming artillery? Let command know.
- Stay in the light. There ain't many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you're stopped for more than a moment.
- Use single fire for long to medium ranges and burst-fire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.
- When entering alien infested territory, it's recommended that you clear the resin nodes as they will automatically clear out the weeds if there is no other resin nodes connected to it. This will allow you to walk at normal pace rather than be slowed down by the weeds and it denies the alien places to build on.