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Tophatpenguin is a donkpocket | |||
=Tools of the Trade= | =Tools of the Trade= | ||
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'''How to construct it:''' Click on the mount once it's in your hand -> Wrench it -> Mount the Gun -> Screwdriver it -> Apply Ammo Drum. Rotate with wrench, deconstruct with screwdriver. | '''How to construct it:''' Click on the mount once it's in your hand -> Wrench it -> Mount the Gun -> Screwdriver it -> Apply Ammo Drum. Rotate with wrench, deconstruct with screwdriver. | ||
|- | |||
|[[File:M20_mine_box.png|64px]]<br>'''M20 Mine Box''' | |||
||A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box. | |||
'''How to deploy mines:''' Take a M20 mine out of the box, once its in your hand stand on top of the tile you want to place the mine onto, from there, face the tile you want the mine to detect enemies on. Once done, click on the mine in your active hand; after a few seconds you'll have the mine placed and armed on your tile. Any mob that enters the mine's tile, or the tiles it's facing, living or dead, will cause the mine to detonate if it doesn't have an appropriate ID (usually Xenos). When the mine detonates, it damages and knocks prone mobs in a cross pattern. | |||
'''How to retrieve mines:''' Use a multitool on the deployed mine. | |||
|} | |} | ||
==Fortifications of the Trade== | ==Fortifications of the Trade== |
Revision as of 16:22, 31 October 2017
Tophatpenguin is a donkpocket
Tools of the Trade
Image | Name | Function |
---|---|---|
Screwdriver | Used for securing and unsecuring sentries, Also used to open panels on vendors and doors. | |
Blowtorch | Used for cutting through walls and fixing sentries. Has 20 units of fuel inside. | |
Crowbar | Used for Opening unpowered doors and displacing girders so you can move them. | |
Wrench | Used to rotate sentries, disassemble certain objects, unsecure and secure vendors and girders. | |
Cable coil | Used for fixing robotics and placing wire on the ground. | |
Multitool | Used to hack doors and vendors, or for disarming mines. | |
Wirecutter | Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors. | |
Light Replacer | Used to replace lights quickly. Feed with glass to refill. | |
File:Pipepeeper.png | T-Ray Scanner | A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes. |
The Basics
Power Duty
As an Engineer, you'll be given a various amount of duties. Generally one of the first two duties is FOB or Power Duty. To setup power, you'll want to locate the geothermal generators and assess the damage. Depending on the sprite, the generator will need different steps:
APC Maintenance
If the APC hasn't been blown up or destroyed during a gunfight always check the apcs wires by unscrewing the apc frame and click on the apc with your wirecutters, if the wires come up with a mend option, mend the wires with the wirecutters. (Click on mend while holding wirecutters in your active hand.) If someone blew up the apc or blasted it into another dimension follow the steps below.
So, someone decided to throw a grenade next to the APC or you just arrived to a broken APC and your SL has tasked you with fixing it whilst the squad holds off the incoming xeno tide. No need to panic as this section will get you to quickly repair that APC.
- First you'll want to whack off the cover; to do this just hit the APC with any sort of weapon, generally a combat knife is good for this.
- Take out the battery (Power cell) in the APC once the cover is off with an empty hand.
- Use a screwdriver on the APC.
- Use wirecutters on the APC.
- Use a crowbar on the APC.
- Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.
- Use wires (Cable Coil) on the APC.
- Click on the APC with a power control module in hand.
- Use a screwdriver on the APC.
- Place a new battery (Power cell) in the APC. (Just click on the APC with the battery in hand.)
- Use a crowbar on the APC.
- Open up the APC pop up window once you've completed all previous steps and turn on the breaker.
Hacking
Doors
Wires: | Description: |
---|---|
The door bolts look down | Means that the bolts are currently down, and you will be unable to open the door. Pulsing this wire will open or lower it. |
The door bolt lights are off | Indicates when bolts are up or down. Off means you won't be able to tell it's bolted |
The test light is off | The power wire. There are two of these. If the test light is off, you can crowbar it open. |
The AI control allowed light | Allows control for the AI. Functionally useless in CM |
The Check Wiring light | No use. |
The Check Timing Mechanism light | How fast the door closes. If it's on, it will close instantly, crushing people under it. |
Vendors
Wires: | Description: |
---|---|
Orange Light | Electricity wire. If this is on, whenever the vendor is used it will shock the user. |
Red Light | Firing wire. If this this on, it will launch the contents of the vendor at nearby people. |
Green Light | Contraband wire. Turning this wire on means non-standard gear will be avaliable. |
Purple Light | Access wire. Turning this wire off changes it to a yellow light, making it so anyone can dispense the contacts. |