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! style="background-color:#A9A9A9;"|'''Description:''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
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|style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]<br>'''M39 Armor Piercing Magazine'''<br> Costs:15 points | |style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]<br>'''M39 Armor Piercing Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. | |style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:15 points | |style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. | |style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;" |[[File:M40 HEDP.png|64px]] | ||
'''M40 HEDP Grenade'''<br> Costs:10 points | |||
|style="border: 2px solid black; padding: 5px;" |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds. | |||
Both the '''Demolition Specialist''' and '''Heavy Grenadier Specialist''' has these grenades in their vendors at round start. More can be ordered in Cargo. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:M50 HEFA.png|64px]] | |||
'''M40 HEFA Grenade'''<br> Costs:10 points | |||
|style="border: 2px solid black; padding: 5px;" | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]] | |style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]] | ||
'''M41A Armor Piercing Magazine'''<br> Costs:15 points | '''M41A Armor Piercing Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. | |style="border: 2px solid black; padding: 5px;"| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-extended-mag.png|64px]] | |style="border: 2px solid black; padding: 5px;"| [[File:M41A-extended-mag.png|64px]] | ||
'''M41A Extended Magazine'''<br> Costs:15 points | '''M41A Extended Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | |style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:SU6 Smart Pistol_Magazine.png|64px]] | |style="border: 2px solid black; padding: 5px;"| [[File:SU6 Smart Pistol_Magazine.png|64px]] | ||
'''SU6 Smart Pistol Magazine'''<br> Costs:15 points | '''SU6 Smart Pistol Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds fifteen (15) rounds. Has specially made bullets for IFF capabilities. | |style="border: 2px solid black; padding: 5px;"| Holds fifteen (15) rounds. Has specially made bullets for IFF capabilities. | ||
|- | |- | ||
''' | |style="border: 2px solid black; padding: 5px;"| [[File:L41A_AP_mag.png|64px]]<br>'''L42A Armor Piercing Magazine'''<br> Costs:10 points | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;"| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage. | ||
|- | |- | ||
''' | |style="border: 2px solid black; padding: 5px;"| [[File:M44-HR-SL.png|64px]]<br>'''M44 Heavy speed Loader'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;"| Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect. | ||
</tab> | </tab> |
Revision as of 19:16, 2 February 2020
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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, What to buy as PFC Unlock Requirements: Not available. Detailed Description: Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room. You are a rank-and-file soldier of the USCM, and that is your strength. What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah! |__________| |
"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
Once you have your earpiece on, you will see the Squad HUD. Your squad is led by Squad Leader , try to stay in his vision so SL can see you too. Second in command is Squad Specialist
, try to distant yourself a few tiles away from the Spec and don't be in front of them, as they tend to be too focused on the targets in sight and friendly fire the marines in front. Squad Medic
are prime targets for the enemies, stay near them to guard them (and the wounded) when you are not pushing the enemy, same goes to Squad Engineer
. Squad Smartgunner
can shoot pass marines so try to be in front of them to protect them during an assault. If they are ahead of everyone, point at them (shift + middle click) to remind them they are out of position.
Automated Closet 
|
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.
Loadouts
Your playstyle will be determined by the weapons you carry, the attachments on them and the items you have in your bag. 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.
Attachment
The RO may hand out two or more attachments, a webbing, a holster/scabbard and two grenades. Some RO's may hand out more equipment/attachments if they are feeling generous.
Secondary weapon
You should have a secondary weapon in your suit storage, ideally with a Rail Flashlight and Bayonet attached, be it a M41A, M37 or a flamer. The Rail Flashlight has no drawback while vastly improving your light range so it's always good to take. Additionally a angled grip is a good compliment for a secondary weapon as it reduces the wield delay.
Adjust your loadouts
Reflect what limitations you faced in the previous rounds. Ran out of ammo? Get a webbing from requisitions, and use a backpack
. Ran out of flares? Use a backpack
and fill it with 7 flare packs.
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.
Inventory management
Notable items to recover are:
- Squad Leader: Tactical Binoculars
, Motion Detector
, Whistle
, B12 armor and M11 helmet
- Squad Engineer: Building materials
, explosives
, just take them out from backpack/pouches and give/drop them to other engineers
- Squad Medic: Roller Bed, first aid kit (keep one or two advanced kit
, standards can use them)
- Squad Specialist: Battle Sights
, they have limited night vision capacity, M3G4 Helmet due to it's facehugger blocking capabilites
- Recover empty AP magazines
, they can be refilled with AP ammo box
(click the ammo box with the magazine in hand).
Logistics
Everyone who outranks you has their own tasks to handle, leaving only standards free enough to handle supplies.
The flow of supplies
Move supplies (supply crates, ammo bags, etc) onto the dropship, and transport them to the FOB upon landing at the LZ. Remember to also move wounded marines, empty crates, empty Smartgunner powerpacks onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag or pull a crate of supplies (if the front is established and you have few marines protecting the transport route).
Organization
To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a labeller. Stockpile the empty bags out of the way to reduce clutter.
Recover empty crates
Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the RO can send them down the elevator for supply points. Use (:i) to tell RO there are crates in hanger.
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).
- Whenever you have shrapnel injuring you, take out your
from your
and press the Z key on key on your Keyboard to remove the shrapnel from your person.
- 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 atleast one to two armor piercing magazines in the field for heavily armored enemies. For everything else, soft point, hollowpoint and incendiary ammunition 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.