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=== The Ultimate Badass Loadout === | |||
This loadout is aimed at covering ''EVERYTHING'' you could potentially fight in a battle against the xenos. This loadout is where you min max the SHIT out of every available option a standard marine. Healing yourself up? No problem. Pitch dark out there? Entire place will look like day time. Buddy in crit and needs to be transported back? Roller bed for this situation. Friend on fire? Fire extinguisher ready. | |||
This is the most min maxed loadout I can think of with no consideration of how you'll get a few bits and bobs gear. | |||
==== I have come here to kick ass and conquer ==== | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Weapon:''' | |||
! style="background-color:#A9A9A9;"|'''Loadout:''' | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:M41amk1.png|64px]] | |||
'''M41A Pulse Rifle MK1''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Attachments Used''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
|[[File:mountedflash.png]] | |||
[[Marine_Equipment#Rail|Rail Flashlight]] | |||
|| [[File:knife.png|64px]] | |||
[[Marine_Equipment#Muzzle|Bayonet]] | |||
|| [[File:UndernadeMK1.png|64px]][[Marine_Equipment#MK1_Underslung_Grenade_Launcher|MK1 Under barrel grenade launcher]] | |||
|} | |||
'''Strategy''' | |||
Your M41A Pulse Rifle MK1 is your primary weapon. This will be used to shoot at pretty much everything. Just like the squad marine itself, this weapon is versatile but the MK1 comes with more ammunition in each magazine. | |||
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 is the god blessed MK1 Under barrel grenade launcher. Loaded with HEDP grenades or AGM-S Starshell Grenades. | |||
HEDP are just good on its own. But with the grenade launcher, you can fire these behind retreating xenos which will stun them and will more than likely cause them to die from the subsequent bullets you're feeding it. | |||
AGM-S Starshell grenades are a good alternative to flares if no HEDP is available. Highly underrated but they don't last too long. Light up any are that will have xenos in it and every other marine can now suddenly see some targets. Useful in nearly every situation. | |||
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 with the holy light of GOD/ALLAH. | |||
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. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M37_Variants.gif|64px]] | |||
'''M37A2 Pump Shotgun''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Attachments Used''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Magnetic harness.png]] | |||
[[Marine_Equipment#Rail|Magnetic Harness]] | |||
|| [[File:knife.png|64px]] | |||
[[Marine_Equipment#Muzzle|Bayonet]] | |||
|| [[File:Underflame.png|64px]] | |||
[[Marine_Equipment#Underbarrel|Mini Flamethrower]] | |||
|} | |||
'''Strategy and tactics''' | |||
This is using the shotgun with a more proactive role in combat. You load it with '''SLUGS''' and not buckshot. The utility of long ranged stun is very useful. The way I use it is holding the shotgun in my active hand and a motion detector on the off hand. Once I detect something or see anything in visual range, I immediately wield the shotgun and deliver a 1.5 second stun and a slow down on the target. | |||
Instantly drop the shotgun, switch to the rifle and start blasting. You might secure a kill, you might not, really depends on how accurate you are. | |||
The idea with this type of strategy is to get the early advantage against xenos gain the upper hand. | |||
This also comes in handy with fucking over warrior grabs. Slugs have a 6 tile range for knockback and can save a marine from dying to xenos dragging them. | |||
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. | |||
|} | |||
{| 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:M41AMK1-AP-mag.png|64px]] | |||
2 x MK1 AP magazines | |||
|| [[File:RollerBed.png|64px]] | |||
Roller Bed | |||
|} | |||
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:M276_pattern_M82F_flare_gun_holster_rig.png|64px]] | |||
'''M82F Flare Gun Holster''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Flare_Gun.png]] The M82F Flare Gun | |||
|} | |||
This may come as a shock to people. To have a belt of flares and said flare gun instead of you know, ammunition. | |||
But since this loadout is using the Pulse Rifle MK1 rather than the MK2. Ammunition isn't as much of a problem. Cause just from the MK1 gun case, you get 3 magazines in total, which includes the one in the gun. That's 95 x 3, which is 285 bullets. That's almost an entire HPR box magazine, which is 300 rounds. And the jack of all trades loadout has 240 rifle rounds in total not counting extended magazines. You'll be fine for ammunition. | |||
The flares last a while. Which means you can effectively light up an entire battlefield with them. And the amount of flares you can carry is 17 flares plus 1 in the flare gun. You could effectively ruin a xeno's night by making it day time. | |||
Did you also know, that if you use '''unique-action''' on a loaded flare gun, you can fire a flare into the air providing more light than just throwing one? | |||
Same goes for shooting it normally which produces a brighter flare, somehow. | |||
|- | |||
|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:Slugbox.png]] || 5 x Handfuls of Slugs | |||
|} | |||
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. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Sling_pouch.png|64px]] | |||
'''Sling Pouch''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| | |||
'''Storage Slots''' | |||
{| border="1" class="wikitable style="width: auto;" | |||
| [[File:Motion_Detector.gif]] | |||
|} | |||
Did you know that certain items go into the Sling Pouch? Did you also know that if you try to drop the items on the ground, they go into the Sling Pouch? Well this is what it was made for. | |||
The Motion Detector doesn't show you the pings while it's in the pouch, but it does stay on and you can very easily click on the pouch to take it out. | |||
Very nice to detect xenos around places. Assuming they moved between pings. | |||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |[[File:Medkit-pouch.png|64px]] | |||
'''Medkit Pouch''' | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Did you know that you middle click a medkit pouch to open the medkit inside of it? Crazy right? And you can take items out of the medkit without even taking the medkit into your hand. The wonders of futuristic technology. | |||
Stuff the medkit with the basic gauze, ointment (though it can be replaced with the health scanner), splints and all skill less auto injectors. | |||
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: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]] | |||
|[[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]] | |||
|} | |||
|} | |||
=== Mobile Squad Automatic Weapon Fire Support=== | === Mobile Squad Automatic Weapon Fire Support=== |
Latest revision as of 22:27, 18 November 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
The Ultimate Badass Loadout
This loadout is aimed at covering EVERYTHING you could potentially fight in a battle against the xenos. This loadout is where you min max the SHIT out of every available option a standard marine. Healing yourself up? No problem. Pitch dark out there? Entire place will look like day time. Buddy in crit and needs to be transported back? Roller bed for this situation. Friend on fire? Fire extinguisher ready.
This is the most min maxed loadout I can think of with no consideration of how you'll get a few bits and bobs gear.
I have come here to kick ass and conquer
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
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 (Medium sized or smaller) that is even remotely on screen with slugs. Both slowing them down AND disabling their abilities for a hot second.
ESPECIALLY WARRIORS.
Causing Warriors And Everyone to have Salt Loadout