Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Muffin's Loadouts: Difference between revisions

From CM-SS13 - Wiki
Line 206: Line 206:
|[[File:mountedflash.png]]
|[[File:mountedflash.png]]
[[Marine_Equipment#Rail|Rail Flashlight]]
[[Marine_Equipment#Rail|Rail Flashlight]]
|| [[File:Bipod.png|64px]]
|| [[File:Bipod.png|64px]]
[[Marine_Equipment#Underbarrel|Bipod]]
[[Marine_Equipment#Underbarrel|Bipod]]
Line 286: Line 285:
'''Storage Slots'''
'''Storage Slots'''
{| border="1" class="wikitable style="width: auto;"
{| border="1" class="wikitable style="width: auto;"
| [[File:Splint.png]]
| [[File:M41AE2_holo_magazine.png|64px]]
[[Guide_to_Medicine#Splints|Splints]]
|| [[File:M41AE2_Magazine.png|64px]]
|| [[File:Ointment.png|64px]]
[[Guide_to_Medicine#Ointment|Ointment]]
|| '''FREE SLOT'''
|| '''FREE SLOT'''
|}
|}

Revision as of 23:54, 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.

USCM Standard Marine.png Squad Marine Loadouts USCM Standard Marine.png

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 Variants.gif

M41A Pulse Rifle MK2

Attachments Used

Mountedflash.png

Rail Flashlight

Knife.png

Bayonet

Angled Grip.pngAngled Grip OR Undershot.png U7 Underbarrel Shotgun

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.

M37 Variants.gif

M37A2 Pump Shotgun

Attachments Used

Magnetic harness.png

Magnetic Harness

Knife.png

Bayonet

Underflame.png

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.


Equipment: Loadout:
M10 pattern marine helmet.png

M10 Pattern Helmet

Storage Slots

Emergency Auto injector.png

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.


MedicHud.png

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 Armour.png

B12 Pattern Personal Armor

30 Point Buyable

Storage Slots

Splint.png

Splints

Ointment.png

Ointment

Gauze.png

Gauze

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.

M276 Pattern Ammo Load Rig.png

M276 Pattern Ammo Load Rig

Storage Slots

M41Amag.png 5 x M41A Magazines (Any type)

Just a nice tip. If you right click your belt and click Switch Storage Method. You can make it so when you click the belt, you instantly take out a magazine rather than opening up its inventory.


There's 3 modes to it.

Default: It's where you click on the belt and open the inventory up.

First Item: It's where you click the belt and take out the first item you put in.

Last Item: It's where you click the belt and take out the last item you put in.


I advise you switch it to the Last Item, because if you're collecting AP magazines or the like, you probably don't want to accidentally take out an empty magazine you just put in and forgot about.

Brown webbing vest.png

Brown Webbing Vest

Storage Slots

Buckbox.png 5 x Handfuls of Buckshot

Same thing with the belt's quick tip. But I advise against it. Cause when you do use your shotgun shells up. You'll run into the problem of accidentally putting your medical supplies or other small things into your webbing. And if you forget to keep track of what's in the webbing, at an inopportune time you might pull out something that wasn't shotgun shells. So I advise to keep it on the default storage method of opening up the webbing and manually taking out the shells to avoid confusion.

Flare-pouch.png

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.

Aid-pouch.png

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

Bicaridine.png

Bicaridine

Kelotane.png

Kelotane

Tricord.png

Tricord

Tramadol Injector.png

Tramadol

Heavy Pulse Rifle Fire Support

Weapon: Loadout:
M41ae2.png

M41AE2 Heavy Pulse Rifle

Attachments Used

Mountedflash.png

Rail Flashlight

Bipod.png

Bipod

Strategy

M37 Variants.gif

M37A2 Pump Shotgun

Attachments Used

Magnetic harness.png

Magnetic Harness

Knife.png

Bayonet

Underflame.png

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.


Equipment: Loadout:
M10 pattern marine helmet.png

M10 Pattern Helmet

Storage Slots

Emergency Auto injector.png

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.


MedicHud.png

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 Armour.png

B12 Pattern Personal Armor

30 Point Buyable

Storage Slots

M41AE2 holo magazine.png M41AE2 Magazine.png 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.

Motion Detector.gif

Motion Detector

15 Point Buyable or get it from Requisitions

X

Brown webbing vest.png

Brown Webbing Vest

Storage Slots

Buckbox.png 2 x Handfuls of Buckshot Splint.png

Splints

Ointment.png

Ointment

Gauze.png

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.

Flare-pouch.png

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.

Aid-pouch.png

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

Bicaridine.png

Bicaridine

Kelotane.png

Kelotane

Tricord.png

Tricord

Tramadol Injector.png

Tramadol