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Muffin's Loadouts: Difference between revisions

From CM-SS13 - Wiki
Sargeantmuffinman (talk | contribs)
Sargeantmuffinman (talk | contribs)
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'''Attachments Used'''
'''Attachments Used'''
{| border="1" class="wikitable style="width: 80%;"
{| border="1" class="wikitable style="width: auto;"
|[[File:mountedflash.png]]
|[[File:mountedflash.png]]
[[Marine_Equipment#Rail|Rail Flashlight]]
[[Marine_Equipment#Rail|Rail Flashlight]]
|| [[File:knife.png|64px]]
|| [[File:knife.png|64px]]
[[Marine_Equipment#Muzzle|Bayonet]]
[[Marine_Equipment#Muzzle|Bayonet]]
|| [[File:Angled_Grip.png|64px]]
|| [[File:Angled_Grip.png|64px]][[Marine_Equipment#Underbarrel|Angled Grip]]
[[Marine_Equipment#Underbarrel|Angled Grip]]
||'''OR'''
||[[File:Undershot.png|64px]] [[Marine_Equipment#Underbarrel|U7 Underbarrel Shotgun]]  
|}
|}


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'''Attachments Used'''
'''Attachments Used'''
{| border="1" class="wikitable style="width: 80%;"
{| border="1" class="wikitable style="width: auto;"
| [[File:Magnetic harness.png]]
| [[File:Magnetic harness.png]]
[[Marine_Equipment#Rail|Magnetic Harness]]
[[Marine_Equipment#Rail|Magnetic Harness]]
Line 59: Line 60:


'''Storage Slots'''
'''Storage Slots'''
{| border="1" class="wikitable style="width: 80%;"
{| border="1" class="wikitable style="width: auto;"
| [[File:Emergency_Auto_injector.png]]
| [[File:Emergency_Auto_injector.png]]
[[Guide_to_Medicine#Emergency Auto-injector|Emergency Auto-Injector]]
[[Guide_to_Medicine#Emergency Auto-injector|Emergency Auto-Injector]]
Line 71: Line 72:


'''Storage Slots'''
'''Storage Slots'''
{| border="1" class="wikitable style="width: 80%;"
{| border="1" class="wikitable style="width: auto;"
| [[File:Splint.png]]
| [[File:Splint.png]]
[[Guide_to_Medicine#Splints|Splints]]
[[Guide_to_Medicine#Splints|Splints]]
Line 107: Line 108:
Reducing the darkness around you removes concealment, which is an advantage xenos have. You can not see the enemy if they are in the dark, but they can certainly see you.
Reducing the darkness around you removes concealment, which is an advantage xenos have. You can not see the enemy if they are in the dark, but they can certainly see you.


Removing their concealment allows you to shoot at them making it so their initial advantage is lost.
Removing their concealment allows you to shoot at them making it so an advantage they have is lost.
 
 


|-
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Aud-pouch.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Aid-pouch.png|64px]]
'''First Aid Pouch (Injectors)'''
'''First Aid Pouch (Injectors)'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
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.


'''Storage Slots'''
'''Storage Slots'''
{| border="1" class="wikitable style="width: auto;"
{| border="1" class="wikitable style="width: auto;"
| [[File:Buckbox.png]] || 5 x Handfuls of Buckshot
|[[File:Bicaridine.png|64px]]
|}
[[#Bicaridine|Bicaridine]]
 
|[[File:Kelotane.png|64px]]
[[#Kelotane|Kelotane]]
 
|[[File:Tricord.png|64px]]
[[#Tricord|Tricord]]
 
|[[File:Tramadol_Injector.png|64px]]
[[#Tramadol|Tramadol]]
|}


|}
|}

Revision as of 21:47, 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.

Weapons and Equipment

Rifleman loadout A
Weapon: Loadout:

M41A Pulse Rifle MK2

Attachments Used

Rail Flashlight

Bayonet

Angled Grip OR U7 Underbarrel Shotgun

M37A2 Pump Shotgun

Attachments Used

Magnetic Harness

Bayonet

Mini Flamethrower


Equipment: Loadout:

M10 Pattern Helmet

Storage Slots

Emergency Auto-Injector

FREE SLOT

M3 Pattern Personal Armor

Storage Slots

Splints

Ointment

Gauze

M276 Pattern Ammo Load Rig

Storage Slots

5 x M41A Magazines (Any type)

Brown Webbing Vest

Storage Slots

5 x Handfuls of Buckshot

Flare Pouch

Having flares allows you to extend your viewable range and decreases the darkness around you and your fellow marines. Reducing the darkness around you removes concealment, which is an advantage xenos have. You can not see the enemy if they are in the dark, but they can certainly see you.

Removing their concealment allows you to shoot at them making it so an advantage they have is lost.

First Aid Pouch (Injectors)

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.

Storage Slots

Bicaridine

Kelotane

Tricord

Tramadol