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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. | 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. | ||
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Revision as of 00:37, 8 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 or any other marine role.
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: | |||||
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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.
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Mobile Squad Automatic Weapon Fire Support
The idea behind this loadout is entirely based around firing as many bullets down range, suppressing the enemy's position, supporting the marine's advance and landing as many bullets as possible into any would be idiot to charge you down
Heavy Pulse Rifle Loadout
Weapon: | Loadout: | |||
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M41AE2 Heavy Pulse Rifle |
Attachments Used Strategy This is your primary damage dealer. It's a glorified Pulse Rifle on its own with a giant 300 round box magazine. But since the bipod attachment I put on it gives the gun IFF, this becomes a very powerful squad support weapon. Usually the role of the Squad Automatic Weapon goes to the Smartgunner since they can switch from non AP to AP ammunition in an instant, fire as fast as you and has more ammo than you. But there's usually just 4 of them (5 if you count the CO). This is where you come in.
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M37A2 Pump Shotgun |
Attachments Used Strategy This is your true friend for those close encounters. This is your backup 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 main weapon away and again to bring out your shotgun.
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Equipment: | Loadout: | |||||
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M10 Pattern Helmet |
Storage Slots
Since you're not going to be in face to face combat that much. You can save the emergency auto injector for an actual emergency. My best advice to when to use it, is when you're going to be pushed back HARD and you have no chance of escaping. Lifeboats last stands and holds come to mind. Use it at your discretion | |||||
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 |
You can put the Motion Detector on your belt slot and it will actively spot and show movement on screen. It works just as if you were holding it in your hand. I use it because it allows me to fire off bullets in that direction with the bipod up to hopefully cause some form of suppressing fire.
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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 |
A Menace to (Warrior) Society
Do you hate Warriors? Do you hate it when they instantly lunge a marine making them get a near instant win? WELL I HAVE THE LOADOUT FOR YOU!
INTRODUCING THE MENACE TO SOCIETY LOADOUT! This loadout is entirely revolving around the MOU53 Break Action shotgun. But instead of trying to gigachad double juggle kill armoured xenos with flechette rounds it's going to be ENTIRELY LOADED WITH SLUGS. Yes dear reader, you read that right. You're going to fill the 3 barrels of the MOU53 WITH SLUGS.
Stun ANYTHING that is even remotely on screen with slugs. Both slowing them down AND disable their abilities for a hot second.
ESPECIALLY WARRIORS.