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''Currently WIP.'' | ''Currently WIP.'' | ||
=Pre-Alpha Trivia= | =Pre-Alpha Trivia= | ||
*Ravagers for a brief period of time could slash through walls and doors due to having a two tile slash. | *Ravagers for a brief period of time could slash through walls and doors due to having a two tile slash. It was removed because many players think that was overpowered. | ||
*Colonial Marines use have text to speech, but it was removed because of heavy lag. | *Colonial Marines use have text to speech, but it was removed because of heavy lag. | ||
*Aliens could strip marines in their nests of certain clothes and items. | *Aliens could strip marines in their nests of certain clothes and items, it does not really make any sense that Aliens could do that. | ||
*If you stood one tile directly in front of the HMG there was a bug which allowed you to not be hit by the bullets as they only appeared on the second tile in front of the HMG not the first. | *If you stood one tile directly in front of the HMG there was a bug which allowed you to not be hit by the bullets as they only appeared on the second tile in front of the HMG not the first. The bug was fixed that time. | ||
*Custom events were plentiful, some of which being: Necromorphs, The Re-enactment of 1812, Space Marines, Aka Bruva Spess, Borers, Zombies and more. | *Custom events were plentiful, some of which being: Necromorphs, The Re-enactment of 1812, Space Marines, Aka Bruva Spess, Borers, Zombies and more. | ||
*Firing a taser at a xeno would slow it down. Now firing a tazer against a Xeno would be useless. | *Firing a taser at a xeno would slow it down. Now firing a tazer against a Xeno would be useless. |
Revision as of 10:50, 3 July 2017
Currently WIP.
Pre-Alpha Trivia
- Ravagers for a brief period of time could slash through walls and doors due to having a two tile slash. It was removed because many players think that was overpowered.
- Colonial Marines use have text to speech, but it was removed because of heavy lag.
- Aliens could strip marines in their nests of certain clothes and items, it does not really make any sense that Aliens could do that.
- If you stood one tile directly in front of the HMG there was a bug which allowed you to not be hit by the bullets as they only appeared on the second tile in front of the HMG not the first. The bug was fixed that time.
- Custom events were plentiful, some of which being: Necromorphs, The Re-enactment of 1812, Space Marines, Aka Bruva Spess, Borers, Zombies and more.
- Firing a taser at a xeno would slow it down. Now firing a tazer against a Xeno would be useless.
Pre-Alpha Marines
These are how the Marines look like during Pre-Alpha stage.
Pre-Alpha Marine Equipment
Weapon: | Description: |
---|---|
Colt 1911 Service Pistol |
The Colt M1911 was the predecessor of most pistols on CM and was used as the standard sidearm players should carry. It functions much like the M4A3 Pistol currently in that respect. Post-Alpha Weapon: M4A3 Service Pistol Ammunition: Colt 1911 Magazine |
S&W Revolver |
The S&W was the predecessor of revolvers on CM and preserved for most Military Officers. Post-Alpha Weapon: M44 Revolver
|
M39 Submachine Gun (Pre-Alpha) |
The M39 was a classic SMG during the time of Pre-Alpha stage. It is one of the three choices that Marines can get. Post-Alpha Weapon: M39 SMG (Post-Alpha)
|
M37 Shotgun (Pre-Alpha) |
The traditional shotgun used during Pre-Alpha times of CM. It is one of the three choices that Marines can get. Post-Alpha Weapon: M37 Shotgun (Post-Alpha)
|
File:M41A with ammo.png M41A Pulse Rifle (Pre-Alpha) |
An iconic Pulse Rifle that lived on throughout CM's history. Although it began as a CR20 Pulse Rifle. It is one of the three choices that Marines can get. Post-Alpha Weapon: M41A Pulse Rifle Mk2 (Post-Alpha)
|
L6 SAW Light Machine Gun |
The L6 SAW was the only LMG in Pre-Alpha stage and could be used in one hand in combination with a Riot Shield which was often seen players with it. Post-Alpha Weapon: M41AE2 Heavy Pulse Rifle((?))
|
M56D((?)) Heavy Machine Gun |
The HMG was the backbone of the Marines during Pre-Alpha stage, before Sentry Guns were implimented to the game. It functions similar to the recent version today. Post-Alpha Weapon: M56D Mounted Smartgun
|
Heavy Infantry Team
Before Emergancy Response Teams were introduced, the Marines can call in a Heavy Infantry Team (HIT). The HIT was the only Response Team available during the Pre-Alpha stage and these people were armed advanced laser weaponry, riot shields and other special weapons that were in par with W-Y Commandos today. They're a group of specially trained Marines, trained with the knowledge learned from their advanced training courses. They're usually called in when the Marines cannot complete the assigned mission on their own. Many players who are new to SS13 in general may think that this is a Deathsquad that is there to exterminate whatever is in this station.
Goal
Like every Response Team today, the HIT's objectives is to find the Marine's Commanding Officer for their objectives then assist the marines in their mission whenever possible and protect them as they complete their mission. Likewise, they obey the Marine's In-Game knowledge of RP, meaning that HIT's DO NOT know aliens and they were sent because of a distress signal sent by the station. Like the ERT today, this ERT was rarely called due to certain circumstance that must be met in order to call them. These circumstances are that:
- The evacuation shuttle has not been called.
- The Aliens outnumber the Marines at a certain ratio.
- There must be about five or more ghosts (dead players) to join the HIT.
- High Command (Admins) is informed about receiving the message.
Pre-Alpha Aliens
Tier 1 Evolution
You have a choice of three castes of xenomorph: the Runner, the Sentinel, or the Drone. After that, advanced evolutions become available as long as the hive has a living Queen. Each caste has its pros and cons.
Job | Role | Difficulty |
---|---|---|
Drone |
Support: Grow the hive and support the Queen. | Medium |
Sentinel |
Defence: Defend the hive,guard captured prey and eliminate and deter threats from range. | Medium |
Runner |
Offence: The fastest Xeno with the most constant speed (besides the Crusher). Leap over tables with ease and pounce on the enemy. Capture and harass prey. Recon threats. | Hard |
Tier 2 Evolution
Job | Role | Difficulty |
---|---|---|
Spitter |
Defence: Defend the hive, employ your more powerful acid to better stun targets and break down fortifications. | Hard |
Warrior |
Offence: Capture and harass prey. Use stealth to turn nearly invisible and set up ambushes or assault prey positions. | Hard |
Hivelord |
Support: The ultimate support. Very large plasma capacity for spreading weeds and resin. Dig holes into the ground to create pathways for other Xenos to travel between. | Medium |
Carrier |
Support: Carry a pile of facehuggers and throw them at prey, or use them as area denial. | Hard |
Tier 3 Evolution
Job | Role | Difficulty |
---|---|---|
Corroder |
Defence: Very strong and quick-firing acid. Able to melt space itself. Is the embodiment of marine fear. | Hard |
Ravager |
Offence: The bringer of death. Very powerful claws, and able to charge to close short distances. | Hard |
Tier 4 Evolution
Job | Role | Difficulty |
---|---|---|
File:PA-Queen.png Queen |
Lead the hive. | Very Hard |
Supermatter Engine
Basic Setup
The Supermatter Engine was the Engine during Pre-Alpha and Alpha stages, before the USS Almayer was introduced. It is mostly set up already and ready to provide power the USS Sulaco. There are just a few additional steps a player should undertake before flipping that Emitter on. But first, put on a handy pair of Optical Meson Scanners and put on a Radiation Suit and Radiation Hood. Remember, the SM (White) will ruin one's eyes if you look at it without Mesons and you will receive radiation damage without the suit simply from being too close to an active supermatter core.
The SM Engine Area
1. Ensure cooling loop is functional
Check on the computer (blue) and refresh until it shows that the SM chamber is 'Injecting' coolant at a rate of 700 L/s. The output pressure should then be toggled to 'Open'. Make sure that the input is maximized and open because otherwise the coolant loop will not function properly.
2. Prep the radiation collectors
The radiation collectors (magenta) are what powers the Sulaco once the SM is active. First go to the phoron tanks (in orange) and fill them to the maximum 1013 kPa capacity using the phoron canister; (orange) To do this first grab a phoron tank in hand then click the phoron canister, (orange) the phoron tank should then be inserted into the canister (you will know if it is inside because a black mark will appear on the side of the canister if it is) after that set the kPa to 1013, then open the release valve, when the tank is full close the release valve and eject the phoron tank. Open the blast doors to the collector and put one full phoron tank into each collector. Make sure click on all eight of the collectors to activate them.
3. Turn on the Engine Room SMES
Turn both the input and output of the SMES (yellow) to maximum and set the input to Auto.
4. Fire the emitter
Open the blast door to the SM chamber using the handy toggle. Fire the emitter (red) 10 times. Emitters fire four shots before a longer pause so count carefully; the audio cue helps here. Turn the emitter off and close the blast door.
5. Maintain an eye on the SM
Use the engine chamber console (blue) to check that the temperature and pressure remain stable. A good safe goal to shoot for is a core temperature of under 500K. After you have done these steps the temperature and pressure should stabilize, which then tells you that you are all safe to walk away, do remember to check up on the SM every once in a while though to see if the temperature/pressure is dropping or rising.
On a side note this SM Engine setup will last you 6 hours and more.
Alpha Maps
Sulaco
The USS Sulaco is a Conestoga-class troop transport employed by the 2nd Battalion of the United States Colonial Marines. The Conestoga-class ships are manufactured by the Weyland-Yutani corporation with their dry-dock division, knitted specially for the USCM corps, containing everything to serve the USCMCs mission: To serve as "force-in-readiness" and operate independently in environments far from home for extended periods of time without any support and alone, fighting specially colonial rebels, pirates and raiders. The USS Sulaco has been missing since 2179 and it is unknown whether the crew aboard the vessel are still alive or worse.
The ship has two decks, the upper is the operational part of the ship while the lower is the hangar and maintenance.
The upper deck is the main part of the USS Sulaco, it contains the bridge of the ship - where the command crew stays - the medical bay, the brig - where criminal marines are locked by the Military Police, the barracks, armory, cantina, the cargo bay with the logisitics divion, engineering -where the engine and atmospherics of the ship are located- and the escape pods. This deck is the most important of the two, containing the facilities necessary to conduct the operations on the ground and mantain the integrity of the ship. Losing any part of this deck will mean that the Sulaco is in danger of destruction, the engine is one of the most sensitive parts of the ship and the lost of it will mean bad news for the crew.
In contrast, the lower deck is less important then the upper deck, altough it's the main point where it can be boarded. It contains the Research/cloning, Morgue, Telecommunications, the Hangar with the two ships that the Sulaco has - The Rasputin and the Vindictaor - and the lower maintenance part