More actions
XSlayer300 (talk | contribs) |
XSlayer300 (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
'' | ''"In our attempts to establish a base on this planet, several of our patrols were wiped out by hostile creatures. We're setting up a distress call, but we need you to hold Whiskey Outpost in order for our engineers to set up the relay. [...] If they overrun your position, we will be wiped out with no way to call for help. '''Hold the line or we all die'''."'' ― Captain Hans Naiche | ||
However, | |||
'''Whiskey Outpost''' is an alternative map and game mode featured on CM-SS13 server. On this map, instead of playing the [[Marines|USCM]] in the battalion [[Lore#The United States Colonial Marines|'Falling Falcons']] of the 4th brigade and the [[USS Almayer]], you'll play as a USCM from the 3rd Battalion [[The Colonial Liberation Front#Backstory|'Dust Raiders']], led by Captain Hans Naiche (Alternatively spelled as Naich) and Major Ike Saker in Planet LV-624, who are previously in charge of keeping the peace of the Tychon Rift sector. It takes place five years before the arrival of the USS Almayer in the Tychon Rift sector, taking place in 2181. The Dust Raiders had established a USCM presence in one of the major locations of the sector, including Whiskey Outpost. | |||
However, the forces in LV-624 were soon under attack by [[Aliens|unrecognized alien forces]], with several patrols of marine units wiped out before the main invasion in Whiskey Outpost begins. The Dust Raider garrison stationed in LV-624 have no other choice but to send a distress signal to alert the remaining USCM reinforcements to their location, by doing that will take a long setup time. The Marines must hold out for 60 to 90 minutes or longer until engineers set up the relay so that reinforcements from Whiskey Outpost arrive to rescue the marines in LV-624, the Aliens must wipe out the Marine force before they set up the relays and repel the alien invasion force in LV-624. This is a fight for survival, and neither side can afford to give one quarter. | |||
Line 20: | Line 23: | ||
==The Marines== | ==The Marines== | ||
Unlike the Falling Falcons Marines who are stationed at the Almayer, the Dust Raider Marines are stationed at planetside - and will have different job changes. Much of the common roles remains unchanged and some are just renamed, however, there are a few roles that completely changes the role one way or another. Below here, are the major and minor changes between the roles. | Unlike the Falling Falcons Marines who are stationed at the Almayer, the Dust Raider Marines are stationed at planetside - and will have different job changes. Much of the common roles remains unchanged and some are just renamed, however, there are a few roles that completely changes the role one way or another. Below here, are the major and minor changes between the roles. | ||
Reinforcements from the 7th "Falling Falcons" Battalion will arrive during wave 7, which is the break wave. Each consisting a basic combat squad. | |||
'''Take note that after the first wave of Xenomorphs arrive, you are not able to latejoin this round as a marine.''' | '''Take note that after the first wave of Xenomorphs arrive, you are not able to latejoin this round as a marine.''' | ||
Line 94: | Line 99: | ||
|} | |} | ||
The goal of the Dust Raider garrison is to hold out within 60 to 90 minutes in order to establish a signal with the USS Alistoun to alert the remaining Dust Raider marines about the dire situation in the Dust Raider garrison in LV-624. If the Whiskey Outpost garrison survives the onslaught, the remaining Dust Raiders will shortly converge and reinforce the marine garrison in LV-624 and successfully repel the alien invasion force. The Dust Raiders then secure [http://cm-ss13.com/wiki/images/6/6f/LV624.png LV-624] and the entire Tychon's Rift sector, establishing peace for years to come. | |||
===Supplies=== | ===Supplies=== | ||
Supplies in the outpost are generally limited to handheld firearms, medical supplies and engineering equipment, each spread out in different pillboxes as well as the main outpost. From each wave, crates containing random assortments of supplies (such as ammo, attachments, constructables, etc.) are given out in Requisitions inside the bunker. The outpost's Quartermaster or Logistics crew will deliver the supplies out from the main outpost to the pillboxes in the front. They are either dragged through or delivered by the pipe chute. | Supplies in the outpost are generally limited to handheld firearms, medical supplies and engineering equipment, each spread out in different pillboxes as well as the main outpost. From each wave, crates containing random assortments of supplies (such as ammo, attachments, constructables, etc.) are given out in Requisitions inside the bunker. The outpost's Quartermaster or Logistics crew will deliver the supplies out from the main outpost to the pillboxes in the front. They are either dragged through or delivered by the pipe chute. | ||
Line 103: | Line 106: | ||
=== Close Air Support === | === Close Air Support === | ||
Squad Leaders can also order airstrikes in addition to mortar bombardments using their Laser Designators. | Squad Leaders can also order airstrikes in addition to mortar bombardments using their Laser Designators. | ||
{{Outdated}} | |||
'''Below this point is outdated except for the Eventmode section.''' | |||
==The Xenomorphs== | ==The Xenomorphs== | ||
Line 132: | Line 138: | ||
Like in a normal round, the Alien's goal is to annihilate the entire marine force. If this happens, the forces in Whiskey Outpost are wiped out and the distress signal from LV-624 will be intercepted, allowing the aliens to overrun the marine garrison in LV-624. This event would later cause the USS Almayer and the rest of the "Falling Falcons" battalion to arrive in the sector five years later, with their fate in question. | |||
=Whiskey Outpost Event Mode= | =Whiskey Outpost Event Mode= |
Revision as of 14:21, 19 December 2018
"In our attempts to establish a base on this planet, several of our patrols were wiped out by hostile creatures. We're setting up a distress call, but we need you to hold Whiskey Outpost in order for our engineers to set up the relay. [...] If they overrun your position, we will be wiped out with no way to call for help. Hold the line or we all die." ― Captain Hans Naiche
Whiskey Outpost is an alternative map and game mode featured on CM-SS13 server. On this map, instead of playing the USCM in the battalion 'Falling Falcons' of the 4th brigade and the USS Almayer, you'll play as a USCM from the 3rd Battalion 'Dust Raiders', led by Captain Hans Naiche (Alternatively spelled as Naich) and Major Ike Saker in Planet LV-624, who are previously in charge of keeping the peace of the Tychon Rift sector. It takes place five years before the arrival of the USS Almayer in the Tychon Rift sector, taking place in 2181. The Dust Raiders had established a USCM presence in one of the major locations of the sector, including Whiskey Outpost.
However, the forces in LV-624 were soon under attack by unrecognized alien forces, with several patrols of marine units wiped out before the main invasion in Whiskey Outpost begins. The Dust Raider garrison stationed in LV-624 have no other choice but to send a distress signal to alert the remaining USCM reinforcements to their location, by doing that will take a long setup time. The Marines must hold out for 60 to 90 minutes or longer until engineers set up the relay so that reinforcements from Whiskey Outpost arrive to rescue the marines in LV-624, the Aliens must wipe out the Marine force before they set up the relays and repel the alien invasion force in LV-624. This is a fight for survival, and neither side can afford to give one quarter.
Whiskey Outpost
Whiskey Outpost was part of the Tychon Rift Sector. It is an outpost that is a heavily fortified military base. It is well situated as any attacks can only assault from the south of the base. The base is well equipped with a large array of automated sentry guns and mannable Smartgun weapon posts, however the base is not fully fortified for a incoming assault. The Marine forces will need to spend their time rapidly establishing barricades and similar defences before the vanguard alien forces arrive.
The territory is divided into 3 major areas and 2 minor areas. The west side, Pillbox Burbon, which is guarded by sentry guns and smartguns through a canal-based jungle environment, the east side, Pillbox Margarita, is guarded with sandbags through a open terrain with a crashed dropship acting as cover. and the central side, Pillbox Beer, is where most of the action takes place though a open, heavily guarded environment guarded by several smartguns and a few automated turrets. Pillbox Beer is divided into two minor pillboxes, being Pillbox Wine (through the west) and Pillbox Wodka (through the east), both of which are guarded with only sentry guns, metal and plasteel barricades. The middle area between Pillbox Beer and the former two pillboxes is the Triage pillbox, for emergency medical care.
The Outpost itself - Whiskey - is at the northern side of the map, heavily guarded with Honor Guards to clear sneaky threats, entry turrets to guard the entrance and the outpost as a whole, and several smartgun emplacements to destroy the vanguard alien force. The perimeter is protected by metal barricades and plasteel barricades, as well as sandbags protecting the shore and outside of the outpost. Inside the base, at the entrance are the armory to the east and Requisitions to the west. A three-way intersection from left, middle and right are the Medical section, the Canteen and the Mortar Pit respectively. Further to the east, is the Engineering section and the Combat Information Center.
Unlike the Almayer, each room of the Outpost are fitted with most readjustments that makes it unique from the Almayer itself. For instance, while Requisitions cannot order crates or give out attachments via vendor, they'll be constantly resupplied with a random crate of any assortment per wave. Medical has four autodoc stations rather than one, due to the hectic firefight that takes place there. Engineering has four reactors that power the outpost for the same reason, as engineers are largely focused in defending the outpost. There are not much differences in CIC, but the Communication consoles can only support announcements and medal recommendations.
For the Xenomorphs, they start from the south of the map, covered in vine and grass, Here be Dragons.
The Marines
Unlike the Falling Falcons Marines who are stationed at the Almayer, the Dust Raider Marines are stationed at planetside - and will have different job changes. Much of the common roles remains unchanged and some are just renamed, however, there are a few roles that completely changes the role one way or another. Below here, are the major and minor changes between the roles.
Reinforcements from the 7th "Falling Falcons" Battalion will arrive during wave 7, which is the break wave. Each consisting a basic combat squad.
Take note that after the first wave of Xenomorphs arrive, you are not able to latejoin this round as a marine.
Renamed Roles:
Chief Medical Officer > Head Surgeon
Medical Doctor > Surgeon
Researcher > Chemist
Executive Officer > Lieutendant Commander [sic]
Chief Engineer > Bunker Crew Master
Requisitions Officer > Quartermaster
The goal of the Dust Raider garrison is to hold out within 60 to 90 minutes in order to establish a signal with the USS Alistoun to alert the remaining Dust Raider marines about the dire situation in the Dust Raider garrison in LV-624. If the Whiskey Outpost garrison survives the onslaught, the remaining Dust Raiders will shortly converge and reinforce the marine garrison in LV-624 and successfully repel the alien invasion force. The Dust Raiders then secure LV-624 and the entire Tychon's Rift sector, establishing peace for years to come.
Supplies
Supplies in the outpost are generally limited to handheld firearms, medical supplies and engineering equipment, each spread out in different pillboxes as well as the main outpost. From each wave, crates containing random assortments of supplies (such as ammo, attachments, constructables, etc.) are given out in Requisitions inside the bunker. The outpost's Quartermaster or Logistics crew will deliver the supplies out from the main outpost to the pillboxes in the front. They are either dragged through or delivered by the pipe chute.
Close Air Support
Squad Leaders can also order airstrikes in addition to mortar bombardments using their Laser Designators.
Below this point is outdated except for the Eventmode section.
The Xenomorphs
The Aliens or Xenomorphs see several major changes to their playstyle in order to suit this game mode. These changes are as follows.
- The Aliens do not get a Queen, Carriers, or any Facehuggers. More Aliens will spawn every single wave. Aliens are expected to throw themselves at the Marine defences and attempt to breach into them.
- As for this, there are no cooldowns when respawning as an Alien.
- More powerful Aliens will spawn in later waves.
- From waves 1 to 6, they'll often spawn with Tier One young and (and to a lesser extent) mature Aliens with lower health on lower waves.
- From waves 8 to 12, later Tiers of Xenomorphs will spawn either in a matured upgrade or an elder upgrade. This is where the aliens will start to breach Marine defenses.
- From waves 13 and above, aliens spawn in large hordes, and they'll start at elder upgrade up to ancient upgrade. This will overwhelm Marines to make their last stand.
- From wave 15 and above, a special group of aliens will spawn, reinforcing the overwhelming odds of the alien force.
- If there too many aliens, the wave will be "delayed", costing the aliens one wave and making the marines hold the outpost much easier.
- Aliens do not heal nor rest on weeds outside of healing out of critical damage, they'll immediately bleed out and die.
- Aliens cannot evolve, talk in the hivemind nor upgrade. You play as what you spawned in as.
Overall, Aliens are a lot more expendable in Whiskey Outpost than standard play. You are expected to throw yourself at the Marine defences, though try and exploit weak points in the Human defences. Don't be afraid to die as you'll be dying a lot as an Alien in this game mode.
Alien Strategy
The game can roughly be divided into three parts. The Early Game (scouting phase), the Mid Game (offensive phase) and the End Game (annihilation phase).
In the Early Game the Xeno forces consist only of scouting xenomorphs, large amounts of Runners and some Sentinels and Drones that reached the Human base first. Eventually being joined by light amounts of Hunters and Spitters. In the Early Game the Aliens should focus on pressuring the outer Human defences and trying to kill as many Humans as they can, the more dead Humans, the more people that will be playing as a Xeno. In this stage of the game the Alien forces are very weak and won't likely overrun the Human defenders.
The Mid Game begins roughly when the "Vanguard" Alien forces arrive, this occurs after the mid-game lull occurs (Marine bombers delay xeno spawns, giving Marines a moment or relief). At this point the Xeno forces consist entirely of Lurkers, Spitters, Defenders, Warriors and Drones with some Sentinel and Runner support. At this point of the game the Aliens become a very dangerous force, unprepared the Aliens can quickly overrun underdefended outposts and many Xenos can easily slip by and harass the central base. Eventually tier 3 Aliens will begin to appear, adding to the threat of the Alien forces. In this stage of the game the Aliens should focus on overrunning the forward defensive lines and opening up the map to Alien movement.
The End Game begins when the full Alien force arrives, and usually occur within the last ten to twenty minutes of the round. At this point most Aliens will spawn in as Elite or Ancient, and you'll start to see a ridiculous amount of Tier 3 xenos, such as dozens of Ancient Crushers, Boilers, Ravagers and Praetorians. At this junction the Xenomorphs are so powerful that they can quickly roll over the remaining Marine defenders in most cases. There is little strategy at this stage, your only goal now is to try and kill the remaining Marines before their reinforcements arrive.
Like in a normal round, the Alien's goal is to annihilate the entire marine force. If this happens, the forces in Whiskey Outpost are wiped out and the distress signal from LV-624 will be intercepted, allowing the aliens to overrun the marine garrison in LV-624. This event would later cause the USS Almayer and the rest of the "Falling Falcons" battalion to arrive in the sector five years later, with their fate in question.
Whiskey Outpost Event Mode
The Whiskey Outpost Event Mode can be triggered on any of the currently available maps by an admin+. Once the Event Mode is triggered late-joining will not not be available for that round and there will not be any Human Response Teams as reinforcements, so you'll be stuck observing or deciding to play as an alien if you didn't ready up in time.
Available Jobs
Similar to the Whiskey Outpost Gamemode there is only a select set of allowed marine jobs for this event.
Not readying up as one of the following jobs will force you to be a Squad Marine:
Round Start Setup
A selection of Boxes will be spawned in at round start for the marines to move around and setup their ideal and desired Outpost, complete with a functioning medbay. Follow the Ground Commanders orders on where the Outpost should be made. Note that you can examine the boxes to see what machines/supplies are in them.
Round Progression
Once the marines have established their outpost the xenomorph waves will start to appear with brief intervals between. Due to the plethora of xenomorphs attacking each wave the marines have been given Special supply beacons that once activated allow the user to select what supplies they require and automatically call it in. These will drop in the form of supply kits. Note that supply kits will also randomly spawn after each wave with random supplies.
As a xenomorph keep in mind that with later waves comes more powerful xenos; so waiting to mature is deterimental to your goal, as it is easier to respawn later as a higher tier xeno, and there is no limit on timers; once you die as a xeno, you can jump right back in.