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| ===Logistics===
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| Everyone who outranks you has their own tasks to handle, leaving only riflemen free enough to handle supplies. It is faster to push crates than to pull them, but you can both push and pull crates at the same time! Remember '''''"Infantry wins battles, logistics win wars"''.'''
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| ====The flow of supplies====
| | = Your Skills = |
| Move supplies (supply crates, ammo bags, etc.) onto the dropship, and transport them to the FOB upon landing at the LZ. Or wait for requisitions to launch them after coordinates have been given to them over the telephone (as comms won't be up yet during this initial phase).
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| Remember to also move wounded marines, empty crates, empty Smart gunner power packs onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag.
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| Enemies typically ambush supply routes, so ensure they are well guarded, lit, and have sufficient cover and space to engage any possible hostiles!
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| Medical supplies are hard to come by, so use them sparingly and leave the medical work to medics and synthetics unless the situation calls for it.
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| Lastly! Never throw away your magazines willy-nilly once you're done with it! Put them back in the pouch where they came from so you can resupply your ammo at the FOB. This may seem obvious now, but the battlefield usually is littered with empty magazines!
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| ====Organization====
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| To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a labeler. Stockpile the empty bags out of the way to reduce clutter.
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| When placing down ammo, supplies, and other gear make sure to try and keep them all localized in one area. Shotgun shells and rifle ammo in one part of FOB, and down the line its engineering gear like the power cells box and the metal bag. This will help make finding things much easier.
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| Additionally, ensure to dispose of or fold up any used up ammo/supply boxes to make space for supplies. Space at the FOB is limited, and a sprawling ammo stockpile is just waiting for a cookoff. Try to make sure used up flares, half eaten MREs, empty un-refillable magazines, and other miscellaneous garbage is chucked underneath the dropship as it lands where it can be crushed and disposed of. '''Be warned however'''! Items placed under the dropship when it lands are destroyed permanently! Only do this with items you know have no use in any meaningful capacity.
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| ====Recover empty crates====
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| Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the requisition team can send them down the elevator for extra cash which can be used to purchase additional supplies. Use your radio (;) to tell requisitions there are crates in the hangar, they won't automatically check it every time you bring them in!
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| ==First aid==
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| ====Medical supplies and where to find them====
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| So begins your foray into basic medical training! Medical supplies are most commonly found in vendors. There are splints and other medical supplies are in limited amounts. NanoMeds [[File:NanoMed.png]] such as those in the dropship or standing powered Weymeds typically hold medical supplies for you to use. As you've noticed, these vendors also have a reagent bar which only refills if they're attached to the ground at specific spots on the ship. Movable vendors like Weymeds need to be attached to these spots to refill the reagent bar and **only** the reagent bar. Single use medical supplies like splints, gauze, ointment, and pill bottles cannot be restocked at these stations. Only autoinjectors, and not their emergency variants. Putting items with incomplete stacks in these vendors puts an "*" next to the stock number.
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| ====How should I be carrying them?====
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| The best thing you can do is to carry the basic medical supplies given to you by the vendors. Such as the first aid pouches [[File:Aid-pouch.png|32px]]. It is best to carry them somewhere always accessible like in the pouch slots in the pouches they come in or the colored webbings due to their increased space[[File:Brown webbing vest.png|32px]], as you wouldn't want to bleed out before getting to your gauze deep in your backpack. The helmet can also fit your usual medical supplies, bar the splints of course.
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| ====Helping others====
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| Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it's safe. If the marine is conscious (not <span style="color: red;">''seems to be asleep''</span>), shake them with {{Intent|Help}} intent to get them up, get them to a medic if he doesn't get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can't revive with armor on).
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| *Whenever you have shrapnel injuring you, take out your [[File:knife.png|32px]] from your [[File:Boots.png|32px]] and press the Z key on key on your keyboard to remove the shrapnel from your person. Knife substitutes such as PICTs, screwdrivers, and shards of broken glass also work.
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| *Get splints [[File:Splint.png|32px]], you can split the stack by holding it in the active hand then click it with another hand.
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| *Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).
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| *Marines whose revive timer ran out (indicated by a skull if you have a medhud on your helmet) , without a head, and chest bursted are unrevivable.
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| ==Your Skillset==
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| {{MarineSkills | | {{MarineSkills |
| |firearms=1 | | |firearms=1 |
| |endurance=1 | | |endurance=2 |
| }} | | |fireman=3|powerloader=1|piloting=1|engineering=2|construction=2|vehicles=1|jtac=1}} |
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| To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. | | To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. |
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| ==Tips== | | ==Tips== |
| *Only take what you need. You're going to need at least one to two armor piercing magazines in the field for [[Crusher|heavily]] [[Ravager|armored]] [[Queen|enemies]]. For everything else, standard ammo will have to do. Budget cuts are always a pain. | | * |
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| *Stick with your squad at all times, [[Marine Quickstart Guide#Dead|a lone Marine is a dead Marine]].
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| *Follow the [[Rank|chain of command]]. If someone tells you jump, you'd better ask how high on the way up.
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| *Use appropriate titles. Your [[Squad Leader]] is Sergeant, or Squad Leader. He's not an officer so don't call him "Sir" and he's not in the Army so don't call him "Sarge."
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| *Be useful. Offer to carry extra engineering, medical, or some specialist/smartgunner supplies. Those guys are already carrying more weight than you'll ever be able to.
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| *Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what's going on. Do you see [[Runner|movement outside the perimeter]]? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a [[Marine Equipment#Explosives|grenade]]? Let your squad leader know. Did your staff sergeant just get his head taken off by [[Staff Officer|incoming artillery]]? Let command know.
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| *[[Marine Quickstart Guide#Lighting|Stay in the light]]. There ain't many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you're stopped for more than a moment.
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| *Use single fire for long to medium ranges and burst-fire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.
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| *When entering alien infested territory, it's recommended that you clear the resin nodes as they will automatically clear out the weeds if there is no other resin nodes connected to it. This will allow you to walk at normal pace rather than be slowed down by the weeds and it denies the alien places to build on.
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