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Combat Technician: Difference between revisions

From CM-SS13 - Wiki
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* If the sentry is knocked over click on it with an empty hand to right it.
* If the sentry is knocked over click on it with an empty hand to right it.
* During its construction, you can examine the half-finished Sentry to see what part is missing.
* During its construction, you can examine the half-finished Sentry to see what part is missing.
* The default powercell doesn't last long, use a High-Capacity Powercell instead.
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Revision as of 02:16, 19 February 2018

MARINE
CombatEngi.png
Squad Engineer
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Set up defenses, babysit sentry guns, open doors and spam barbed wire.
Guides: Construction, Guide to Engineering
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they'll come in handy. ―Corporal Hicks, Aliens

As a Squad Engineer, you main goals will be fixing power, getting through doors, and setting up fortifications for a FOB (Forward Operating Base) that'll be used for defence and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.

You'll have two different playstyles you can experiment with. One, as a FOB building and Utility Engineer, who sets up defences and makes sure power is running. Another way to play Engineer is to be a Combat Engineer, breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is an FOB that will be able to be defended, and if there is one, make sure marines will be able to effectively make it from building to building.


Equipment and Gear

Metal and Sandbags

At round start, there are 30 plasteel sheets, 100 metal sheets and 100 empty sandbags in the prep room. Plasteel is in short supply due to its high cost at Requisitions, it is advised to split the stack with your fellow Squad Engineers. You can do so by having the stack in one hand then click it with the empty hand, moves one sheet per click. Don't hoard loads of building supplies otherwise you might find fellow Squad Engineers unable to perform their jobs.

Sentry and M56D

You'll have to make a choice on what defensive equipment to vend. Keep in mind you can only pick one so it’s worth discussing with your fellow engineer (if you have one) for the one that best suits your needs. Vend the coin then insert the coin to unlock the equipment.

Defensive Equipment: Description:
SentryGun.png
UA 571-C Sentry
The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Comes with various options, such as burst fire, single shot and the ability to take control of it. Has 500 bullets.
Ammunition:
RotatingAmmoDrum .png
M30 Box Magazine (10x28mm Caseless)
Contains 500 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
Construction and Maintenance:
How To Construct It:
  • Plasteel.png Construct Turret Frame with Plasteel,
  • Wrench.png Wrench it,
  • CableCoils.png Apply Cable,
  • Add Turret Piece,
  • Metal.png Apply Metal,
  • Welder.gif Weld it,
  • Add Turret Sensor,
  • Click on the sentry with an empty hand to open the control interface and turn it on.

Maintenance:

  • Wrench.png Wrench for unanchoring the sentry, making it moveable. BUG: As soon unanchoring is finished, it will start securing it to the ground, so you need to move away from the Sentry once you finished unanchoring to stop the securing. You will also hit Sentry when doing this, so you need to repair the Sentry afterwards.
  • Screwdriver.png Screwdriver for taking out powercell and rotating (after turning off). You need to take out and put back powercell before and after rotating.
  • Welder.gif Welder for repairing.
  • If the sentry is knocked over click on it with an empty hand to right it.
  • During its construction, you can examine the half-finished Sentry to see what part is missing.
  • The default powercell doesn't last long, use a High-Capacity Powercell instead.
M56D.png
M56D Mounted Smartgun
The M56D HMG is an emplacement that a marine will have to man in order to fire it. It fires heavier smartgun bullets that have increased penetration, at the downside of being immobile and not having IFF, allowing it to friendly fire. With CTRL-Click, you'll be able to toggle on burst fire. Holds 700 rounds.
Construction and Maintenance:
How To Construct It:
  • Click on the mount once it's in your hand,
  • Wrench.png Wrench it,
  • Mount the Gun,
  • Screwdriver.png Screwdriver it,
  • Apply Ammo Drum.
  • Drag the gun on yourself to man it

Maintenance:

  • To toggle burst fire, Ctrl-click the M56D before manning it
  • Screwdriver.png Screwdriver for disassembling.
  • Wrench.png Wrench for rotating.
  • Welder.gif Welder for repairing.

Your Gear

Get your gear from the Squad Engineer prep room. Most notable gear are:

  • Goggles.png Welding Goggles are used to avoid eye damage when welding. Remember to flip them down before you start.
  • Webbing.png Webbings can be found in your vendor to help carry additional items, apply the webbing to your jumpsuit. Holds 3 normal size items.
  • Insulated Gloves.png The gloves in your locker are insulated gloves. If you lose them, get another pair from the vendor.
  • For backpacks, you can choose from these two out of the vendor:
    • Welderpack.png Welderpack that holds 5 normal size items with 260 welding fuel.
    • Engineering backpack that holds 7 normal size items.
  • M276 Pattern Toolbelt Rig.png Toolbelt, see the table below for details:
Toolbelt tools
Item: Function
Screwdriver.png
Screwdriver
Used for securing and unsecuring sentries, also used to open maintenance panels for hacking.
Welder.gif
Blowtorch
Used for cutting through walls and fixing sentries. Has 20 units of fuel inside. Refillable with fuel tank, welder pack or welding tank (turn off before refilling).
Crowbar.png
Crowbar
Used for Opening unpowered doors and displacing girders so you can move them.
Wrench.png
Wrench
Used for securing most objects to the ground including girders,vendors, also has another use to rotate sentries. Easily the most used tool in your arsenal.
CableCoils.png
Cable coil
Used for fixing robotics and diverting power to other areas.
Multitool.png
Multitool
Used to hack doors/ vendors along with disabling mines.
Wirecutters.png
Wirecutter
Used for cutting cable coil and barbed wire, and mending it.

Vendor

Item Function
Incingrenade.png
M40 HIDP Incendiary Grenade (2x)
Used for setting an area ablaze as area denial.
C4.png
C4 (4x)
Used for exploding through walls or through people. Mostly used to blow into the CIC to mutiny.
M20 mine box.pngM20 claymore.png
Minebox (1x)
Used for exploding aliens who run over it. Mostly used for killing survivors and exploding dead aliens. Contains 4 mines.
Deployment and Deactivation:
How To Deploy A Mine:
  • Take a M20 mine out of the box with an empty hand,
  • Stand on top of the tile you want to place the mine on,
  • Face the tile you want the mine to detect enemies on,
  • Click on the mine in your active hand.

Keep in mind that any mob that enters the mine's tile, or the tiles it's facing, living or dead, will cause the mine to detonate, unless they have an appropriate ID, an example being that the crew of the USS Almayer won't set off armed mines.

How To Deactivate Mines:

  • Multitool.png Use a multitool on the deployed mine.
Circuitboard.png
Circuit Boards (10x)
Used for fixing various things that need circuit boards, such as airlocks, APCs, and or air alarms.
File:Mesons.png
Optical Mesons (2x)
Used for seeing the layout through walls.
Lightreplacer.png
Light Replacer (2x)
Used to replace lightubes and light bulbs quickly. 50 uses, feed with glass to refill.
Entrenching Tool Unfolded.png
Entrenching Tool (3x)
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
Powercell.png
High-Capacity Powercell (10x)
Used for powering various devices that require power. 10,000W.

In the field

Power and TComs

Upon the first deployment, you are likely to be tasked to either fixing the Power, fixing the Tcoms (APC) or FOB duty.


Overcoming obstacle

  • Crowbar.png Use crowbar to pry open powered down doors.
  • Hack to power down/unbolt doors for crowbar to pry open.
  • C4.png C4 down door/walls.


Lighting up the place

Fix the APC's and replace broken lights with the light replacer along the way as you advance.

Floodlight Repair

While you may have fixed the power for the colony, the xenomorphs will have most likely broken floodlights around the place which you'll need to fix. To fix a floodlight you'll want to use the following steps:

Broken Floodlight.png = Screwdriver -> Crowbar -> Welder -> CableCoils.png -> Screwdriver

  • Floodlight can be unwrenched and be moved around.


Wall and lights

You can construct a wall in the open and mount light fixtures on it, then use the light replacer to install the lightubes. By constructing these along





Securing flanks/supply route

It's crucial to secure the supply route from FOB to the front. Otherwise, reinforcements, Medics and wounded marines will be easy targets to be picked off and the front will risk being cut off and encircled. Since material supply is limited so you can't barricade all the way. Instead, you need to focus on the choke points like doorways, to secure as many sections you can with the little materials you have. You can save some materials by simply welding doors shut along the way. And once marines have learnt that Xenos use vents, you can weld the vents shut to deny their usage. You can also use vendors/cabinets as blockades to save more materials but they block bullets as well, resulting in a potential cover for aliens.

  • Welder.gif Use blowtorch on the vents/doors. (Goggles.png Flip down before you start.)
  • Wrench.png Use wrench to move vendors/cabinets as blockades.

Frontline FOB

Without a frontline FOB, Medics and the wounded will be harassed constantly and supply melted. And in the event of counterattack, marines will likely to be routed without a place to fall back to. Frontline FOB doesn't need to be big, often parts of the FOB will be left unguarded and melted. A good frontline FOB would need enough killing zone between the cade line to the nearest corners/covers Xeno can hide. Otherwise, they will keep hitting the cades yet you can't kill them.


Barricade as marines push

Boiler gas and Crusher charge are deadly in choke points and corridors, putting barricades between them and marines helps. Sandbags are particularly well suited for this job, as they can be built by marines and the build time is short. Metal barricades (with barbed wire) work too, though instead of standing in the front and build there, it's much safer to build it just behind the front then use Screwdriver.png and Wrench.png to move them to the front (use Wrench.png and Screwdriver.png to secure them again). If you are out of Plasteel at this point, you can just build them in the middle of the corridor (e.g. middle 2 tiles out of 4 tiles), then the sides tiles in further one tile. This way, you can provide protection against gas and charge without hindering marines' push too much.

Robotic limbs repairing

Target the damaged limb and use:

  • Welder.gif Blowtorch for brute damage.
  • CableCoils.png Cable coils for burn damage.

FOB Duty

As an Engineer on FOB duty, you'll be setting up the base that the marines will primarily use to organize, to heal up, to retreat to, and to make a final last stand at. To make a good FOB, you'll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is the difference between losing the round and holding off long enough to make a push back and finally win the round since it provides a safe place for marines to rest, resupply and recover at.

Another important aspect of your FOB is looking out for flanks. The enemy can and will use these to their advantage, either to sneak in and harass wounded, or the burst in and slaughter the entire FOB. As well, you'll want to keep a look out for walls that have acid sprayed over them. This means in time another opening will present itself, and you'll want to throw up more barricades to compensate.


Fortifications of the Trade

See Guide to construction for how to construct and deconstruct.

Image Name Material Needed Function
WoodenBarricade.png Wood Barricade Wood Used for a hasty defence against aliens. Mostly seen prespawned.
Metal Barricade.png Metal Barricade Metal Used for constructing auxiliary fortifications. Third most durable fortification. Can be repaired with a blowtorch if not overtly damaged.
Sandbag Full.png Sandbags Sandbags Used for making directional defences, multiple can be applied to a tile. Needs to be filled up with empty sandbags and an entrenching tool. 25 in a filled stack. Second most durable fortification. Can't be repaired. Can be dismantled with an entrenching tool.
Plasteel barricade.png Plasteel Barricade Plasteel Used to allow passage by closing it, and providing heavy protection. Can be repaired with the blowtorch if not overtly damaged. Most durable fortification. Can be repaired with a blowtorch if not overtly damaged.
Barbed Wire.png Barbed Wire Metal Used to make barricades and sandbags stronger, and making it so they can't be ran or climbed over. Also damages any thing that attacks it.
Wall.png Wall Metal Used to fully block off an area.

FOB Construction Quick Tips

Barricade Placement

Barricade Placement Description
WIKIFOB.png

This is an example of what not to do when constructing a defensive position.

In the picture on the left you'll see that the xenomorphs are able to hit the barricade without being shot due to it's forward position and as such the xeno will be able to break through and kill that marine with ease.

WIKIFOB2.png

This is an example of what you should do when constructing a defensive position.

To rectify the above barricade placement errors you'll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot xenomorphs who are attacking them.


Barbed Wire

Barbed Wire.pngBarbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself.

Barbed Wire Tactics Description
Barbedwirenone.png
In the picture you'll see that the engineer was killed due to the xeno being able to pounce over the barricade.
Barbedwireyes.png

Due to the engineer placing barbed wire onto the barricades the xenomorph was unable to jump over.


FOB Space

How To: Fob Space Description
BadFOBspace.png

This is an example of what not to do when constructing a defensive position.

In the picture you'll see that the FOB has very little space for the marines to move around in which will lead to:

  • Friendly fire.
  • Shuffling of positions.
  • Preventing wounded marines from entering.
  • Hindering the movement of supplies.
Goodmovement.png

This is an example of what you should do when constructing a defensive position.

In the picture you'll see that the FOB has ample space to move which means:

  • The reduction of friendly fire.
  • Less shuffling of positions.
  • Ease of access for wounded traffic.
  • Free movement of supplies.


Fixing Breaches in Defences

Fixing Defensive Breaches Description
Bad breaches.png

This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.

In the picture you'll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly, and will give you less time to react if multiple xenos decide to push the defensive line.

FIXINGBREACHES.png

This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.

In the picture you'll see that it shows the optimal way of repairing a breach in your defences if xenos are nearby.

To perform this fixing manoeuvre, you'll want to:

  • Build a barricade a few tiles back,
  • Screwdriver the freshly built barricade,
  • Wrench it, to allow it to be moved,
  • Pull the barricade (Ctrl + Click or open up the right click menu) and then pull it to the tile below you (By clicking on the tile), and then finally the breached tile as demonstrated in the photo.


This will force the xenomorphs to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it's weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.


Misc. FOB tips

Fob Tips Description
Windows.png

In the picture you'll see that it demostrates that windows, even if reinforced, are not an acceptable replacement for a line of all-american steel barricades.
Windows as a defence:

  • Provide no firing lines
  • Are Weak

In summary, avoid using them as a defence.

Repairingbarricades.png

Barricades will end up damaged due to the ravages of war and incompetence, and if it isn't horribly damaged, you'll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades.Note that if a barricade is too damaged you will be unable to fix it.

Each time you repair a barricade it will consume one unit of welder fuel.


Your Skillset

Engineer skill set.png

To find out about how the skill system works head over to the skills system page.

Tips

  • Don't hoard loads of building supplies otherwise you might find fellow Squad Engineers unable to perform their jobs.

Guides

[WIP] Useful FOB engineering 101 by Challenger on 22 Jul 2017