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=== Heavy Pulse Rifle Fire Support === | === Heavy Pulse Rifle Fire Support === | ||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Weapon:''' | |||
! style="background-color:#A9A9A9;"|'''Loadout:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:M41ae2.png|64px]] | |||
'''M41AE2 Heavy Pulse Rifle''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Attachments Used''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
|[[File:mountedflash.png]] | |||
[[Marine_Equipment#Rail|Rail Flashlight]] | |||
|| [[File:Bipod.png|64px]] | |||
[[Marine_Equipment#Underbarrel|Bipod]] | |||
|} | |||
'''Strategy''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M37_Variants.gif|64px]] | |||
'''M37A2 Pump Shotgun''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Attachments Used''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Magnetic harness.png]] | |||
[[Marine_Equipment#Rail|Magnetic Harness]] | |||
|| [[File:knife.png|64px]] | |||
[[Marine_Equipment#Muzzle|Bayonet]] | |||
|| [[File:Underflame.png|64px]] | |||
[[Marine_Equipment#Underbarrel|Mini Flamethrower]] | |||
|} | |||
'''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. | |||
Switch to harm intent, click on their sprite and with a bit of luck, you'll be able to point blank them in the face, either stunning them, allowing for follow up shots or causing enough damage to kill them (AKA Runners). | |||
The mini flamethrower isn't meant to be used offensively. It's a deterrence tool that blocks the path of xenomorphs and causes them to flee in panic. It's always something xenomorphs don't ''usually'' expect. To suddenly be on fire from what looked to be just a marine with a shotgun. The fire by itself isn't strong at all. Yet, if a xenomorph is on fire, they emit light, which is a good way to allow you to track and hunt them down. Fire is still dangerous and can hurt, not a lot in the mini flamethrower's case but every little helps. | |||
Just try not to walk or get pulled into your own flames. | |||
The bayonet is solely for helping you clear weed nodes and resin structures. Do not try to kill a xeno with it. It won't end well, most of the time. | |||
|} |
Revision as of 23:47, 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: | |||||
---|---|---|---|---|---|---|
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 retreat and 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.
|
Heavy Pulse Rifle Fire Support
Weapon: | Loadout: | |||
---|---|---|---|---|
M41AE2 Heavy Pulse Rifle |
Attachments Used Strategy | |||
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.
|