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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. | 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. | ||
|} | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Equipment:''' | |||
! style="background-color:#A9A9A9;"|'''Loadout:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M10_pattern_marine_helmet.png|64px]] | |||
'''M10 Pattern Helmet''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Emergency_Auto_injector.png]] | |||
[[Guide_to_Medicine#Emergency Auto-injector|Emergency Auto-Injector]] | |||
|| '''FREE SLOT''' | |||
|} | |||
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. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:MedicHud.png|64px]] | |||
'''SensorMate Medical Hud''' | |||
15 Point Buyable | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Having a Medical Hud allows you to better judge where your health is. It also allows you to see which marines are revivable, who needs CPR done, who's a goner and if necessary, who's currently in need of emergency medical help. | |||
For such a small investment to be able to see every marine's health. It helps you make some judgement calls on what to do with it. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:B12_Pattern_Personal_Armour.png|64px]] | |||
'''B12 Pattern Personal Armor''' | |||
30 Point Buyable | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Splint.png]] | |||
[[Guide_to_Medicine#Splints|Splints]] | |||
|| [[File:Ointment.png|64px]] | |||
[[Guide_to_Medicine#Ointment|Ointment]] | |||
|| '''FREE SLOT''' | |||
|} | |||
The B12 Pattern Armour is the upgraded jack of all trades that is more protective than the normal medium M3. It protects the wearer a bit more from melee damage and gives a higher threshold before bone breaks occur. You're still as slow as the medium armour, but you'll stay a bit longer with a slightly higher chance to not fracture your bones. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Motion_Detector.gif|64px]] | |||
'''Motion Detector''' | |||
15 Point Buyable or get it from Requisitions | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
X | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Brown_webbing_vest.png|64px]] | |||
'''Brown Webbing Vest''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Buckbox.png]] || 2 x Handfuls of Buckshot | |||
|| [[File:Splint.png]] | |||
[[Guide_to_Medicine#Splints|Splints]] | |||
|| [[File:Ointment.png|64px]] | |||
[[Guide_to_Medicine#Ointment|Ointment]] | |||
|| [[File:Gauze.png|64px]] | |||
[[Guide_to_Medicine#Gauze|Gauze]] | |||
|} | |||
In this case, you're keeping both the shotgun shells and medical supplies in here. You're not going be using the shotgun much. That is your backup weapon. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Flare-pouch.png|64px]] | |||
'''Flare Pouch''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
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. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Aid-pouch.png|64px]] | |||
'''First Aid Pouch (Injectors)''' | |||
|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. | |||
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. | |||
To get the skill-less tricord injector, vend the Splints/Gauze/Ointment First Aid Pouch and get the refillable injector one as the second option or from the joint prep room. | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
|[[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 23:52, 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.
|
Equipment: | Loadout: | |||||
---|---|---|---|---|---|---|
M10 Pattern Helmet |
Storage Slots
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.
| |||||
SensorMate Medical Hud 15 Point Buyable |
Having a Medical Hud allows you to better judge where your health is. It also allows you to see which marines are revivable, who needs CPR done, who's a goner and if necessary, who's currently in need of emergency medical help. For such a small investment to be able to see every marine's health. It helps you make some judgement calls on what to do with it. | |||||
B12 Pattern Personal Armor 30 Point Buyable |
Storage Slots
The B12 Pattern Armour is the upgraded jack of all trades that is more protective than the normal medium M3. It protects the wearer a bit more from melee damage and gives a higher threshold before bone breaks occur. You're still as slow as the medium armour, but you'll stay a bit longer with a slightly higher chance to not fracture your bones. | |||||
Motion Detector 15 Point Buyable or get it from Requisitions |
X | |||||
Brown Webbing Vest |
Storage Slots
In this case, you're keeping both the shotgun shells and medical supplies in here. You're not going be using the shotgun much. That is your backup weapon. | |||||
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. 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. To get the skill-less tricord injector, vend the Splints/Gauze/Ointment First Aid Pouch and get the refillable injector one as the second option or from the joint prep room. Storage Slots |