More actions
(→FOB Guides: to squad engineer) |
(overhaul) |
||
Line 1: | Line 1: | ||
=Tools of the Trade= | ==Tools of the Trade== | ||
{| style="border: 2px solid black; | {| style="border: 2px solid black; | ||
! style="background-color:orange;"|Tool | ! style="background-color:orange;"|Tool | ||
! style="background-color:orange;"|Function | ! style="background-color:orange;"|Function | ||
|- | |- | ||
|style="border: 2px solid black;|[[File:Screwdriver.png]]<br>'''Screwdriver''' | |style="border: 2px solid black;|[[File:Screwdriver.png|48px]]<br>'''Screwdriver''' | ||
|style="border: 2px solid black;|Used for securing and unsecuring sentries, Also used to open panels on vendors and doors. | |style="border: 2px solid black;|Used for securing and unsecuring sentries, Also used to open panels on vendors and doors. | ||
|- | |- | ||
|style="border: 2px solid black;|[[File:Welder.gif]]<br>'''Blowtorch''' | |style="border: 2px solid black;|[[File:Welder.gif|48px]]<br>'''Blowtorch''' | ||
|style="border: 2px solid black;|Used for cutting through walls and fixing sentries. Has 20 units of fuel inside. | |style="border: 2px solid black;|Used for cutting through walls and fixing sentries. Has 20 units of fuel inside. | ||
|- | |- | ||
|style="border: 2px solid black;|[[File:Crowbar.png]]<br>'''Crowbar''' | |style="border: 2px solid black;|[[File:Crowbar.png|48px]]<br>'''Crowbar''' | ||
|style="border: 2px solid black;|Used for Opening unpowered doors and displacing girders so you can move them. | |style="border: 2px solid black;|Used for Opening unpowered doors and displacing girders so you can move them. | ||
|- | |- | ||
|style="border: 2px solid black;|[[File:Wrench.png]]<br>'''Wrench''' | |style="border: 2px solid black;|[[File:Wrench.png|48px]]<br>'''Wrench''' | ||
|style="border: 2px solid black;|Used to rotate sentries, disassemble certain objects, unsecure and secure vendors and girders. | |style="border: 2px solid black;|Used to rotate sentries, disassemble certain objects, unsecure and secure vendors and girders. | ||
|- | |- | ||
|style="border: 2px solid black;|[[File:CableCoils.png]]<br>'''Cable coil''' | |style="border: 2px solid black;|[[File:CableCoils.png|48px]]<br>'''Cable coil''' | ||
|style="border: 2px solid black;|Used for fixing robotics and placing wire on the ground. | |style="border: 2px solid black;|Used for fixing robotics and placing wire on the ground. | ||
|- | |- | ||
|style="border: 2px solid black;|[[File:Multitool.png]]<br>'''Multitool''' | |style="border: 2px solid black;|[[File:Multitool.png|48px]]<br>'''Multitool''' | ||
|style="border: 2px solid black;|Used to hack doors and vendors, or for disarming mines. | |style="border: 2px solid black;|Used to hack doors and vendors, or for disarming mines. | ||
|- | |- | ||
|style="border: 2px solid black;|[[File:Wirecutters.png]]<br>'''Wirecutters''' | |style="border: 2px solid black;|[[File:Wirecutters.png|48px]]<br>'''Wirecutters''' | ||
|style="border: 2px solid black;|Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors. | |style="border: 2px solid black;|Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors. | ||
|- | |- | ||
|style="border: 2px solid black;|[[File:Lightreplacer.png]]<br>'''Light Replacer''' | |style="border: 2px solid black;|[[File:Lightreplacer.png|48px]]<br>'''Light Replacer''' | ||
|style="border: 2px solid black;|Used to replace lights quickly. Feed with glass to refill. | |style="border: 2px solid black;|Used to replace lights quickly. Feed with glass to refill. | ||
|- | |- | ||
|style="border: 2px solid black;|[[File:T-Ray_Scanner.png]]<br>'''T-Ray Scanner''' | |style="border: 2px solid black;|[[File:T-Ray_Scanner.png|48px]]<br>'''T-Ray Scanner''' | ||
|style="border: 2px solid black;|A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes. | |style="border: 2px solid black;|A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes. | ||
|- | |- | ||
|} | |} | ||
== Power Duty == | |||
To setup power, you'll want to locate the geothermal generators [[File:Geothermal.png|32px]] and assess the damage. Depending on the sprite, the generator will need different steps: | To setup power, you'll want to locate the geothermal generators [[File:Geothermal.png|32px]] and assess the damage. Depending on the sprite, the generator will need different steps: | ||
[[File:Geothermal_Destroyed.png|48px]] = [[File:Welder.gif|48px|link=|Welder]] -> [[File:Wirecutters.png|48px|link=|Wirecutters]] -> [[File:Wrench.png|48px|link=|Wrench]] | |||
[[File:Geothermal_Broken.png|48px]] = [[File:Wirecutters.png|48px|link=|Wirecutters]] -> [[File:Wrench.png|48px|link=|Wrench]] | |||
[[File:Geothermal_Damaged.png|48px]] = [[File:Wrench.png|48px|link=|Wrench]] | |||
With this done, you'll want to turn it on and set up the Superconducting Magnetic Energy Storages, (SMESes) which can be setup by clicking on them and setting '''input to 250,000W''' and '''output to 200,000W'''. This'll ensure that they are recieving more charge than they are giving out. Do this for all three, and make sure that the SMESes are charging before you head to your next objective. SMES units are used to store power, and then output it to the colony. If you setup power without setting the SMES units, power will not be stored and be wasted. There are two kinds of SMES units to be setup: | |||
On shipside, there will be a total of five SMES units to setup, with one optional one near requisitions, three on the lower floor and two on the upper floor. For the ship, you'll want to tinker with the settings to get the most optimal setup. One simple rule is to make sure the charge is higher than the output, and that all SMES units are equal. You'll want to use the power monitoring computers to see how much to allocate per SMES. | |||
== APC Maintenance== | |||
If the APC is green (fully charged) or blue (charging), it is good. | |||
---- | |||
===Replace Powercell[[File:APC_Red.png|48px]]=== | |||
If the APC is not broken and the Power is down (For example Tcomms upon first deployment), you can replace the powercell by: | |||
# Click the APC, swipe your ID card to unlock the interface. | |||
# Disengage the cover lock in the interface. | |||
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to open the cover. | |||
# Take out the empty powercell out with an empty hand. | |||
# [[File:Powercell.png|32px]] Put a new powercell in the APC. | |||
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to close the cover. | |||
# Re-engage the cover lock. | |||
# Swipe your ID card to secure the interface. | |||
---- | |||
===Broken[[File:APC_Broken.png|48px]]=== | |||
# Click the APC | |||
# [[File:Wirecutters.png|32px]] Mend all wires with wirecutters. | |||
# [[File:Screwdriver.png|32px]] Fix the cover with a screwdriver. | |||
Upon following the above steps the APC will be fixed don't worry if it still doesn't have power because it'll take time to recharge (if generators are up). Replace the powercell with a new one if you require the APC to be active straight away. | |||
---- | |||
===Blown up or destroyed=== | |||
You click the APC but no window shows up, meaning someone blew up the APC or blasted it into another dimension follow the steps below. | |||
# First you'll want to whack off the cover; to do this just hit the APC with any sort of weapon, generally a boot knife is good for this. (Don't be disheartened if it takes a while, just keep whacking it.) | |||
# Take out the powercell in the APC once the cover is off with an empty hand. | |||
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC. | |||
# [[File:Wirecutters.png|32px]] Use wirecutters on the APC. | |||
# [[File:Crowbar.png|32px]] 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. | |||
# [[File:CableCoils.png|32px]] Use cable coil on the APC. | |||
# [[File:Circuitboard.png|32px]] Use a power control module on the APC. | |||
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC. | |||
# [[File:Powercell.png|32px]] Put a new powercell in the APC. | |||
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC. | |||
# Open up the APC pop up window once you've completed all previous steps and turn on the breaker. | |||
* Alternatively, you can also [[Guide_to_construction#Wall_Mountings|construct a new APC]] in the area to achieve the same result. | |||
==Hacking== | |||
To begin hacking a machine, follow these steps: | |||
# [[File:Screwdriver.png|32px]] Use a screwdriver to open the maintenance panel. | |||
# | # Click on the machine to open the wire window. | ||
# [[File:Multitool.png|32px]][[File:Wirecutters.png|32px]] With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result. | |||
# Memorize the wire which produced that outcome for future reference. | |||
# | |||
# | |||
# | |||
* If you accidentally turn off a machine's power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire. | |||
* The wires which govern a machine's functions will be randomized each round, but are the same for all machines of the same type. | |||
* It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for [[Military Police|MP's]] before you accidentally cause trouble. | |||
For savvy Engineers, you can rig wires with signallers that will pulse the wire they're attached to when emitting or receiving as a multitool. This can be used to create traps, such as closing and bolting a door, shocking it, or causing it to open and close rapidly. These traps will often serve to confine an enemy in a disadvantageous place where it cannot escape. This often works best when the target is forced to remain within the line of fire of a sentry. | |||
== | ===Door Wire Functions=== | ||
{| class="wikitable" | {| class="wikitable" | ||
! style="background-color:#A9A9A9;" width=150|Wires: | ! style="background-color:#A9A9A9;" width=150|Wires: | ||
Line 108: | Line 121: | ||
|} | |} | ||
===Vendors Wire Functions=== | |||
{| class="wikitable" | {| class="wikitable" | ||
! style="background-color:#A9A9A9;" width=150|Wires: | ! style="background-color:#A9A9A9;" width=150|Wires: | ||
Line 132: | Line 128: | ||
|Orange Light||Electricity wire. If this is on, whenever the vendor is used it will shock the user. Cut and remend to stop the shocking. | |Orange Light||Electricity wire. If this is on, whenever the vendor is used it will shock the user. Cut and remend to stop the shocking. | ||
|- | |- | ||
|Red Light||Firing wire. If | |Red Light||Firing wire. If 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 | |Green Light||Contraband wire. Turning this wire on means non-standard gear will be available. | ||
|- | |- | ||
|Purple Light||Access wire. Turning this wire off changes it to a yellow light, making it so anyone can dispense the contacts. | |Purple Light||Access wire. Turning this wire off changes it to a yellow light, making it so anyone can dispense the contacts. | ||
|- | |- | ||
|} | |} | ||
Revision as of 16:26, 14 February 2018
Tools of the Trade
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:
With this done, you'll want to turn it on and set up the Superconducting Magnetic Energy Storages, (SMESes) which can be setup by clicking on them and setting input to 250,000W and output to 200,000W. This'll ensure that they are recieving more charge than they are giving out. Do this for all three, and make sure that the SMESes are charging before you head to your next objective. SMES units are used to store power, and then output it to the colony. If you setup power without setting the SMES units, power will not be stored and be wasted. There are two kinds of SMES units to be setup:
On shipside, there will be a total of five SMES units to setup, with one optional one near requisitions, three on the lower floor and two on the upper floor. For the ship, you'll want to tinker with the settings to get the most optimal setup. One simple rule is to make sure the charge is higher than the output, and that all SMES units are equal. You'll want to use the power monitoring computers to see how much to allocate per SMES.
APC Maintenance
If the APC is green (fully charged) or blue (charging), it is good.
Replace Powercell
If the APC is not broken and the Power is down (For example Tcomms upon first deployment), you can replace the powercell by:
- Click the APC, swipe your ID card to unlock the interface.
- Disengage the cover lock in the interface.
- Use a crowbar on the APC to open the cover.
- Take out the empty powercell out with an empty hand.
- Put a new powercell in the APC.
- Use a crowbar on the APC to close the cover.
- Re-engage the cover lock.
- Swipe your ID card to secure the interface.
Broken
Upon following the above steps the APC will be fixed don't worry if it still doesn't have power because it'll take time to recharge (if generators are up). Replace the powercell with a new one if you require the APC to be active straight away.
Blown up or destroyed
You click the APC but no window shows up, meaning someone blew up the APC or blasted it into another dimension follow the steps below.
- First you'll want to whack off the cover; to do this just hit the APC with any sort of weapon, generally a boot knife is good for this. (Don't be disheartened if it takes a while, just keep whacking it.)
- Take out the powercell 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 cable coil on the APC.
- Use a power control module on the APC.
- Use a screwdriver on the APC.
- Put a new powercell in the APC.
- Use a screwdriver on the APC.
- Open up the APC pop up window once you've completed all previous steps and turn on the breaker.
- Alternatively, you can also construct a new APC in the area to achieve the same result.
Hacking
To begin hacking a machine, follow these steps:
- Use a screwdriver to open the maintenance panel.
- Click on the machine to open the wire window.
- With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result.
- Memorize the wire which produced that outcome for future reference.
- If you accidentally turn off a machine's power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire.
- The wires which govern a machine's functions will be randomized each round, but are the same for all machines of the same type.
- It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for MP's before you accidentally cause trouble.
For savvy Engineers, you can rig wires with signallers that will pulse the wire they're attached to when emitting or receiving as a multitool. This can be used to create traps, such as closing and bolting a door, shocking it, or causing it to open and close rapidly. These traps will often serve to confine an enemy in a disadvantageous place where it cannot escape. This often works best when the target is forced to remain within the line of fire of a sentry.
Door Wire Functions
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. Cut and remend to turn it back on. |
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. |
The Shock Wire | Determines if the door will shock people. No text to show it's on or off, shoots out sparks when activated. Cut and remend to stop the shocking. |
Vendors Wire Functions
Wires: | Description: |
---|---|
Orange Light | Electricity wire. If this is on, whenever the vendor is used it will shock the user. Cut and remend to stop the shocking. |
Red Light | Firing wire. If 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 available. |
Purple Light | Access wire. Turning this wire off changes it to a yellow light, making it so anyone can dispense the contacts. |