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*M4A3 Pistol | *M4A3 Pistol | ||
*M44 Combat Revolver | |||
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Revision as of 13:17, 16 March 2017
"I'm ready, man. Check it out! I am the ultimate badass! State of the badass art! You do not want to fuck with me. Check it out! Hey, Ripley, don't worry. Me and my squad of ultimate badasses will protect you! Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks..."- Private Hudson, Aliens
The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.
Standard Marine Weapons
The marines get the choice of five weapons. They range from pistol to a heavy M41A. The marines get equipped with guns for any situation they encounter, no matter what the threat will be.When using any weapon it is best to aim for the chest this is because in case you accidentally hit a marine with a stray bullet they will take less damage,On a side note aiming for the head only increases damage against ravagers so unless you are 1v1ing a ravager aim at the chest always because aiming anywhere else results in an accuracy penalty (that stacks with other ones). Armor Piercing ammo is unique in that it does moderately less damage overall in exchange for increased armor piercing. It is only effective against armored foes, using it against unarmored foes will result in a large drop in damage instead. It also has a very high chance to break bones and rupture internal organs, which is ineffective against xenos but extremely deadly against humans.
M4A3 Pistol
M44 Revolver
M39 SMG
M41A Pulse Rifle
M41A Magazine
M41A Magazine -- Standard Mag. Forty (40) 10mm rounds.
M41A Armour Piercing Magazine
M41A AP Mag -- Armour Piercing Mag. Forty (40) 10mm AP rounds. Has better armor penetration, but lower overall damage.
M37 Shotgun
Slug Rounds
Slug Rounds -- Single Slug Projectile. Effective in ranged combat. Armor piercing. Lesser damage.
Buckshot Rounds
Buckshot Rounds -- Multiple Projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range, fires in a 15 degree radius.
Incendiary Slug Rounds
Incendiary Slug Rounds -- Single Slug Projectile. Effective in Ranged Combat. Deals burn damage, very effective on Xenomorphs. Rare, found in Sulaco Armoury & some Planet bound shotguns.
M11 Combat Bayonet
Restricted Marine Weapons
These marine weapons are uncommon and usually are only used by specialists or high ranking marine officers.
Tactical Shotgun
Description: A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate. Can be found in the Military Police armoury. |
M42A Scout Rifle
M92 Grenade Launcher
SADAR
Description: Specialist only. A reloadable, single shot, rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either high explosive or Armor piercing rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable.Start's pre-loaded with a HE rocket. |
SADAR Ammunition
File:SADAR HE.png High Explosive (HE) -- Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armored targets.
File:SADAR AP.png Anti-Armor (AA or AP) -- Deals massive damage to any target hit directly by rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armored targets.
File:SADAR PHS.png Phosphorous [PHS] -- Generates very high heat levels on target. High Heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for a extended period, Human or otherwise. Effective against heavily armored targets.
M56 Smartgun
Flamethrower
M4A3 Commander Pistol
Description: Unique varient of the M4A3 issued and only used by the Commander. Has a unique sprite but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds and an AP magazine can be found in the Commander's quarters. |
Grenades
M40 HEDP grenade
M15 fragmentation grenade
M40 HIDP incendiary grenade
C4
Restricted Marine Equipment
Sentry Gun
Mercenary or Black Ops Equipment
Any equipment listed here is non-exhaustive. This list details classified or otherwise weapons or equipment employed by mercenary and black op teams.
M41C Pulse Rifle
M42c Anti-Tank Rifle
MAR-40
Description: Freelancer Mercenaries and Dutch's dozen Only, Can Be Found Elsewhere. While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. Originally created by the USSR as a quickly deployable rifle in any form of exoplanet environment, it gained a great positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance. |
M41A/2 Battle Rifle
M39B/2 SMG
Miscellaneous Equipment
A list of miscellaneous weapons and equipment that can be found in one of many unique scenarios. These items are either non-standard weapons of the USMC or are random non-specific weapons found throughout known Human space.
CMB Spearhead AutoRevolver
Description: .uses .357 rounds. Weaker then the standard .44 magnum, but has a 3 round burstfire. Standard sidearm of the colonial marshals. |
KT-42 Revolver
Description: uses .44 rounds and holds 7 rounds per clip |
Skorpion Machine Pistol
Description: Uses .32 ACP caliber rounds. Holds 20 bullets. |
88 Mod 4
VP-78 Pistol
Description: A massive, formidable automatic handgun chambered in 9mm squash-head rounds. Commonly seen in the hands of wealthy Weyland Yutani members. |
Mateba Revolver
MP27 SMG
Description: Holds 30 rounds, uses 4.6x30mm |
FN FP9000
Description: Uses 5.7x28mm ammo. holds 50 rounds. |
Minigun
Description: It's a minigun. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you might be fine. Possibly. |
Vintage Desert Eagle
Description: Clip holds 12 rounds, uses .50. Comes in standard and gold plated. Worlds most powerful gun, now with 100% more HappyGunFunTime. |
M41AE2 Pulse Rifle
M41A/M Marksman Rifle
HG Pump Shotgun
Double Barrel Shotgun
N-Y Revolver
Description: Reliable revolver often found in the hands of mercenaries or criminals, can hold eight rounds. Can be found on the planet. Uses 7.62mm revolver ammunition. |
Holdout Pistol
Weapon Attachments
Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer located on the east side of the Sulaco. Most ROs usually only give one or two attachments to most marines, though some may grant more to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.
Most guns have three attachment locations: the rail, under barrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.
Muzzle Attachments
Rail Attachments
Underbarrel Attachments
Attachment | Benefits | Drawbacks | Useable With | Image |
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Forward Grip |
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Gyroscopic Stabilizer |
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File:Gyro.gif |
Bipod |
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Underslung Grenade Launcher |
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Mini Flamethrower |
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Masterkey Shotgun |
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Burst Fire Assembly |
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Stock Attachments
Standard Marine Clothing
Helmet - Provides a light amount of protection for your head. There are several variants of helmets available.
Marine Armor - This armor protects from most damage. Do try to avoid friendly fire, however marine Armor will block most damage dealt from a bullet. There are several variants of Armor available. Comes installed with a toggle suit light.
Combat boots - Basic boots that give feet a small amount of protection. A sheath allows a knife to be stored in them.
Jumpsuit - This can vary depending on the current squad. Gives a small amount of protection
Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead. Gives a small amount of protection
File:Belt.png Marine Belt - It holds 6 slots worth of ammo.
Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flares and keep them in your pocket. If you see a flare lying on the ground and you need light you can always pull it behind you.
Marine Armor
There are several different kinds of Armor available to marines, depending on which role a marine is fulfilling.
M3 Armor
Description: Standard Issue Armor used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet will stop exactly one alien facehugger attack before breaking.
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B12 Armor
M2 Armor
B18 Experimental Armor
M4 Armor
Description: A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries. |
X-13 Apesuit
Description: A prototype combat armor worn by the Weyland-Yutani Commando unit. It is the most powerful personal armor available, it has an extremely high armor value that makes it very resistant to melee and projectile attacks, in addition the armor is utterly acid proof. The helmet is specifically designed to resist facehugging attempts, it will take dozens of facehugger attempts to even break the protective seals. |
Engineer Extra Clothing
Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :
When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).
File:Mesons.png Meson Goggles - Meson Goggles are very useful especially when slicing down walls due to how they allow you to see the layout of the planet/station even in pitch black.
Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.
Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks,Wear them at all times.
Medic Extra Clothing
- This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.
- The Medical Hud Allows the player to see the vitals of fellow players, which is useful to you as it means you know who you will need to focus on It also allows you to see when players are within the time window to be defibbed and revived.