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The helmet's storage slot is usually free space. I use the emergency auto injector right before combat kicks off during my firsts engagement of the round so that I have a good amount of healing chems right before shit hits the fan. Is it a waste? Probably. Could I have used it at a more optimal time? | |||
Also probably. But then there's the ''save it for later'' mentality. You and I usually don't know when that will be most of the time. So I just pop it off now rather than later. | |||
The amount of times I've scavenged marine bodies with first aid pouches containing a fully loaded emergency injector, is common enough for me to say, fuck it, I'll pop the emergency injector and head straight to battle. | |||
Though that's just me. You can do whatever you want with it as well as the space that is now free since you used it up. Put some shotgun shells in there or something. | |||
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The M3 Medium Armour is the jack of all trades that is protective enough to make it so you won't fracture a bone from a few slashes and you are just slowed down enough that your slower speed won't kill you. It's not perfect, but it will do. | |||
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:M276_Pattern_Ammo_Load_Rig.png|64px]] | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:M276_Pattern_Ammo_Load_Rig.png|64px]] | ||
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Just a nice tip. If you right click your belt and click | |||
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Brown_webbing_vest.png|64px]] | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Brown_webbing_vest.png|64px]] | ||
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Removing their concealment allows you to shoot at them making it so an advantage they have is lost. | Removing their concealment allows you to shoot at them making it so an advantage they have is lost. | ||
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Aid-pouch.png|64px]] | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Aid-pouch.png|64px]] | ||
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Taking the refillable injectors First Aid Pouch allows you to recover from a fight without the need to rely on medics to heal you. It isn't a replacement for medics, as they and anyone with medical skill 2 or above are the only ones able to revive you. | Taking the refillable injectors First Aid Pouch allows you to recover from a fight without the need to rely on medics to heal you. It isn't a replacement for medics, as they and anyone with medical skill 2 or above are the only ones able to revive you. | ||
To effectively utilise this, before you go into battle. Inject one of each chemical only once. Repeat once you're out of combat and know you won't overdose. Refill them all in the Nano/WY medical vendors. | |||
'''Storage Slots''' | '''Storage Slots''' |
Revision as of 23:10, 7 March 2022
Overview
Welcome Muffin's loadouts. A selection of marine loadouts that are tailored to a very specific style of play. Found here will be a variety of equipment and strategies I use when playing as the standard grunt marine.
Squad Marine Loadouts
Jack of all Trades Rifleman
This loadout is aimed at covering as many areas as possible when fighting any target at normal screen range. Your main strengths are that you can adapt to whatever the enemy throws at you but you won't be able to specialise into any specific scenario.
Rifleman loadout
Weapon: | Loadout: | |||||
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M41A Pulse Rifle MK2 |
Attachments Used
Strategy Your M41A Pulse Rifle is your primary weapon. This will be used to shoot at pretty much everything outside of shotgun range. Just like the squad marine itself, this weapon is versatile.
Your positioning with the rifle is key. The enemy must be beyond 2 tiles away from you to use this weapon effectively. Because if they get into melee range, that's where the shotgun or the under barrel shotgun comes into play. The rifle is best suited at peppering the enemy with enough bullets to hopefully kill them or at best, push them back to heal
The attachment of either the angled grip or the under barrel shotgun is up to you. I prefer to use the angled grip most of the time because I don't like wield delay. But the utility of the under barrel shotgun allows you to breach into resin walls and doors very easily. Since resin structures are so prevalent on the field I would recommend the under barrel shotgun for clearing them out. The Rail Light is objectively good with no downsides as it allows you to see more of the darkness. Because being able to see your enemy allows you to shoot them.
The bayonet is solely for helping you clear weed nodes and resin structures in place of the under barrel shotgun if it is out of ammo. Do not try to kill a xeno with it. It won't end well, most of the time. | |||||
M37A2 Pump Shotgun |
Attachments Used Strategy This is your true friend for those close encounters. This is your secondary weapon for when the enemy is within 2 tiles of you. If you're skilled and quick enough, you can holster your rifle into your back slot by pressing E twice. Once to put the rifle away and again to bring out your shotgun.
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