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= The Weapons = | = 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 | 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. | ||
{| border="1" class="mw-collapsible mw-collapsed" | |||
|+ style="text-align:left;"|'''Basic Weapon List:''' | |||
| | |||
{| style="border: 2px solid grey; | |||
|style="height:100px; text-align:center;"|[[File:M4a3.png]] <big>'''M4A3 Service Pistol'''</big> [[File:M4a3.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; background-color: white; 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. | |||
''' | '''Reloading:''' | ||
If you have just vended the M4A3 Service Pistol, 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 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 M4A3 Service Pistol to load the magazine in. | |||
'''Attachments:''' | |||
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | |||
|style="background-color: white; border-top:solid 2px grey;"|[[File:M4A3mag.png]] | |||
'''M4A3 Magazine:''' | |||
Single Projectile. Average damage. Use on low armored targets for maximum effect. | |||
[[File:M4A3-AP-mag.png]] | |||
'''M4A3 Armor Piercing Magazine:''' | |||
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect. | |||
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]] | |||
|} | |||
{| style="border: 2px solid grey; | |||
|style="height:100px; text-align:center;"|[[File:44magnum.png]] <big>'''M44 Combat Revolver'''</big> [[File:44magnum.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; background-color: white; 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. | |||
'''Reloading:''' | |||
Click the revolver with an empty hand to open the revolving cylinder, vend a fresh speed loader, click the revolver with the speed loader in your active hand, click the revolver again with an empty hand to close the revolving cylinder. | |||
'''Attachments:''' | |||
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | |||
|style="background-color: white; border-top:solid 2px grey;"|[[File:M44SL.png]] | |||
'''M44 Speed Loader:''' | |||
Single Projectile. Average damage. Use on low armored targets for maximum effect. | |||
[[File:M44-MM-SL.png]] | |||
'''M44 Marksman Speed Loader:''' | |||
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect. | |||
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]] | |||
|} | |||
{| style="border: 2px solid grey; | |||
|style="height:100px; text-align:center;"|[[File:M39.png]] <big>'''M39 Submachine Gun'''</big> [[File:M39.png]] | |||
|style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M39mag.png]] <big>'''High Supply Ammunition:'''</big> [[File:M39-AP-mag.png]] | |||
|- | |||
|style="width:490px; background-color: white; 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. | |||
'''Reloading:''' | |||
If you have just vended the M39 Submachine gun, 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 M39 Submachine Gun to load the magazine in. | |||
'''Attachments:''' | |||
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | |||
|style="background-color: white; border-top:solid 2px grey;"|[[File:M39mag.png]] | |||
'''M39 Magazine:''' | |||
Single Projectile. Average damage. Use on low armored targets for maximum effect. | |||
[[File:M39-AP-mag.png]] | |||
'''M39 Armour Piercing Magazine:''' | |||
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect. | |||
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]] | |||
|} | |||
{| style="border: 2px solid grey; | |||
|style="height:100px; text-align:center;"|[[File:M41a.png]] <big>'''M41A Mk2 Pulse Rifle'''</big> [[File:M41a.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; background-color: white; 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). | |||
'''Reloading:''' | |||
If you have just vended the M41A Mk2 Pulse 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 M41A Mk2 Pulse Rifle to load the magazine in. | |||
'''Attachments:''' | |||
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | |||
|style="background-color: white; border-top:solid 2px grey;"|[[File:M41Amag.png]] | |||
'''M41A Magazine:''' | |||
Single Projectile. Average damage. Use on low armored targets for maximum effect. | |||
[[File:M41A-AP-mag.png]] | |||
'''M41A Armour Piercing Magazine:''' | |||
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect. | |||
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]] | |||
|} | |||
{| style="border: 2px solid grey; | |||
|style="height:100px; text-align:center;"|[[File:Shotgun.png]] <big>'''M37A2 Shotgun'''</big> [[File:Shotgun.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; background-color: white; 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 Xenomorph 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. | |||
'''Reloading:''' | |||
Hold the shotgun shell box with one hand, then swap to your other hand and click the shell box to take out a handful of shells. Drop the shell box and pick up your shotgun and load it with the shells one by one (M37 can hold eight shells plus one in the chamber). '''Pump the shotgun''' with Unique Action Button [[File:Use-Unique-Action.png|32px]], you need to pump it after each firing. Using [[Macros]] to bind a hotkey for it is a must to use shotgun effectively. | |||
'''Attachments:''' | |||
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | |||
|style="background-color: white; border-top:solid 2px grey;"|[[File:Slugbox.png]] | |||
'''Slug shells:''' | |||
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. | |||
[[File:Buckbox.png]] | |||
'''Buckshot shells:''' | |||
Fires multiple small projectiles. Powerful in close range. Massive damage, with a rapid damage fall-off at range. Fires in a 15-degree radius. | |||
* If you're looking to use the most effective ammo variant as deemed by the community, see the latest replies to this thread: [http://www.colonial-marines.com/viewtopic.php?f=135&t=10052 Buckshot vs Slug: The final debate. ] | |||
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]] | |||
|} | |||
{| style="border: 2px solid grey; | |||
|style="height:100px; text-align:center;"|[[File:Flamethrower.png]] <big>'''M240 Incinerator Unit'''</big> [[File:Flamethrower.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; background-color: white; 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. | |||
'''Reloading:''' | |||
Incinerator Units can only be refuelled once a tank is completely out of fuel. Once emptied, pull out the Incinerator Tank[[File:IncineratorTanks.png|32px]]by either unloading the weapon or clicking the incinerator unit with an empty hand, then clicking on a fuel tank, welder pack or welding tank with the tank in your hand. Once refuelled just click on the incinerator unit with the fresh tank. | |||
'''Attachments:''' | |||
The attachments for this weapon can be viewed [[Marine_Equipment#Restricted_Weapons| here.]] | |||
|style="background-color: white; border-top:solid 2px grey;"|[[File:IncineratorTanks.png]] | |||
'''Incinerator Tank:''' | |||
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. | |||
|} | |||
|} | |||
= Attachments and Requisitions = | = Attachments and Requisitions = | ||
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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, and terrain. | ||
== Lighting == | == Lighting == | ||
[[File:Shoulder_light_range.png|thumb|'' | [[File:Shoulder_light_range.png|thumb|left|''Shoulder Lamp Range'']][[File:Rail_flashlight_range.png|thumb|''Rail Flashlight Range'']]To overcome low visibility of the battlefield, you need a rail flashlight and flares. Rail flashlights not only extend your light range, it also extends your throw range (you can only throw/shoot at tiles that are lit), allowing you to throw flares further thus even more light. Rail flashlight increases your throw range from 3 tiles to 6 tiles. | ||
---- | |||
= First aid = | = First aid = | ||
=== Helping others === | === Helping others === |
Revision as of 21:01, 1 May 2018
Difficulty: Easy Supervisors: Squad Leader Rank: Not defined Duties: Follow orders. Don't get yourself killed. Don't shoot your squadmates. Guides: Bullet Paths and Friendly Fire Unlock Requirements: Not available. Detailed Description: Not defined |__________| |
"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
As a Standard Marine you will be assigned to one of four squads. Each squad has a colour to make them easily identifiable: Alpha is RED, Bravo is YELLOW, Charlie is PURPLE, Delta is BLUE.. Examining your ID or checking about the role when you spawn will tell you what squad you're in.
See those chrome-domes, snowcones, and badass wannabes over there? Those ass-hats are your fellow squaddies. Stay near them and you might not go home in a box. Stay on comms and let your squad know if you see anything out of the ordinary. If you find yourself standing around with some other jackasses who aren't wearing the same color as you, you fucked up. Go find your squad. That hardass with the funny stripes on his helmet? That's your Squad Leader. The squad leader's orders are the will of God and should be treated as such. The morons with the big guns? That's your Squad Specialist and your Squad Smartgunner. Leave them alone. Don't fuck with the corpsmen and the com-techs and they won't fuck with you. Okay, Grunt, time for a recap. Do what you're told and don't shoot your squad.
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.
|
Attachments and Requisitions
Now you may have heard of that mythical land where special equipment, grenades and weapon mods flow like it's motherfucking Christmas. That place is called Requisitions and it ain't no Mount Olympus and that sweaty guy over there ain't Zeus. He's the RO. Rule motherfucking one: Don't fuck with the Requisitions Officer. If he says you don't get attachments, guess what, Boot? You don't get attachments. If he says so, the MPs will throw you in the fucking brig. So don't go screaming and trying to bash your way into cargo because you couldn't get a third red dot for the M39. Now, the RO answers to "On-High" and "On-High" has deemed it acceptable for you to request two to four attachments and probably 2 pieces of special equipment (such as webbing and grenades) from Requisitions, depending on how the RO sees it. To get these attachments you're treating like holy fucking relics, you must go to the requisitions line, located aft of the briefing room. Now, remember, the RO has a low tolerance for bullshit so if you show up in your underwear he'll refuse to serve you. Then your "buddies" will throw your ass out of the line. Then the MPs will kick your ass out of boredom.
Alright, you've managed to wake up, eat breakfast, get dressed, let your squad leader know you exist, and wait in a single file line for a little over three minutes. Aren't you fucking special? Think again! Your ass is still bottom of the food chain so don't hold your breath over getting anything good but seeing as you're holding some sort of weapon, I guess there's still hope for you yet. 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.
In the field
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, and terrain.
Lighting
To overcome low visibility of the battlefield, you need a rail flashlight and flares. Rail flashlights not only extend your light range, it also extends your throw range (you can only throw/shoot at tiles that are lit), allowing you to throw flares further thus even more light. Rail flashlight increases your throw range from 3 tiles to 6 tiles.
First aid
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).
- Get splints , you can split the stack by holding it in the active hand then click it with another hand, restock the new stack (one splint) to a NanoMed then you keep the rest.
- Get 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, chestbursted and turned gray (aka husked, too much burn damage) are unrevivable.
Your Skillset
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 somewhere between zero and one armor piercing magazine in the field for heavily armored enemies and probably more if you see tin men in the field. For everything else, soft point ammunition to hollowpoint to incendiary is superior.
- 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 Staff 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 burstfire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.