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Marine Quickstart Guide: Difference between revisions

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=== Team Work ===
=== Team Work ===
[[File:Isolatedclicktosee.png|thumb|link=https://www.youtube.com/watch?v=psCvrt6RGkg|[https://www.youtube.com/watch?v=psCvrt6RGkg ''Click to see the video (30s)'']]]Foolishly stumbling out into the darkness alone is one of the easiest ways to get dragged off and killed, or worse. An effective and protected marine is one who sticks with as many fellow marines as possible. For your first game, you may want to play a little safer and stay alive longer to get used to the experience, so try to hang around the back or find a well-lit, well-populated area to guard. There's no shame in being terrified of your enemies.
[[File:Isolatedclicktosee.png|thumb|link=https://www.youtube.com/watch?v=psCvrt6RGkg|[https://www.youtube.com/watch?v=psCvrt6RGkg ''Click to see the video (30s)'']]]Foolishly stumbling out into the darkness alone is one of the easiest ways to get dragged off and killed, or worse. An effective and protected marine is one who sticks with as many fellow marines as possible. For your first game, you may want to play a little safer and stay alive longer to get used to the experience, so try to hang around the back or find a well-lit, well-populated area to guard. There's no shame in being terrified of your enemies.
* If you are reinforcing the front, don't be in the very front, as you don't know about the enemy number/position and the terrain, stay inside the parameter first.
* If you are reinforcing the front and you see marines retreating en masse, ask them if the front is lost, fall back with them if yes.
* If you see marines retreating en masse, ask them if the front is lost, fall back with them if yes.
* After arriving the front, don't be in the very front, as you don't know about the enemy number/position and the terrain, stay inside the parameter first.


= First Aid =
= First Aid =

Revision as of 14:25, 14 April 2018

So you've just joined for the first time as a Marine? No idea what you're doing? Our Space Station 13 Guide is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch! If you have any questions, just A-help (F1 -> gameplay issue) and one of the server's mentors will be happy to help you.

As a foreword, rounds on this server may last between two to three hours! Make sure you have the time commitment to sit a full round (provided that your character survived that long).

The Rules

Read the rules! Colonial Marines is a medium role-play server and you are expected to abide by the rules established by the server staff. If a staff member says do something, do it. If they tell you to stop doing something, stop. It will save both you and the staff a lot of trouble and effort. There is no excuse for not reading the rules. If you have been banned, fairly or unfairly, you may appeal on the ban appeal section of the forums. You have been warned. Thank you and enjoy the game.

Character Setup

This is simple for the most part. You will create your character on the setup character page.

Do take note of the 'occupation' roles. For now you'll want to set only 'Marine' to "High", and everything else to "Never", and the bottom option to "Join as Squad Marine if preference unavailable." Other roles (even those that might appear familiar to other servers, such as Cargo Technician) require a robust knowledge of how the Marines operate. For your first round, try and join a round before it starts. It's no big deal to join in the middle, but starting a round will ensure you aren't kicked out of the freezer into a difficult or deadly situation. First, we'll discuss some basics.

Who Orders Who

As a Standard Marine you're at the bottom of the chain of command. You take orders from all ranks above you, but should focus on sticking to your squad, led by your Squad Leader and Staff Officer. You are assigned to one of four squads at round start - Alpha, Bravo, Charlie, or Delta.

Should your Squad Leader be unavailable to lead, command of the squad will be passed down to the Specialist or anyone named by the outgoing Squad Leader or Staff Officer. You are expected to obey any legal orders given to you by higher ranking marines, especially by your Squad Leader, at all times.

Marine Law

In rare cases, you may be given illegal orders. There is a big difference between orders that violate Marine Law versus orders that violate the RULES. Orders that break Marine Law are considered an In Character (IC) issue and are thus something you may resolve in game so long as the situation is roleplayed. Orders that break the server rules are an Out Of Character (OOC) affair. Should you be given orders that would violate the rules then you should contact the staff via A-Help (F1). It's better to be thrown in the brig because you wouldn't murder someone the Squad Leader didn't like, than being banned for doing so.

Waking Up

Cryogenics Bay

At the start of a deployment, you'll wake up in the ship's cryosleep quarters alongside all the other Marines aboard the USS Almayer (Click here for the map). The first thing you'll want to do is to look at the chat log in the right to see which squad you're in. The colour-coded arrows on the floor guide the Alphas and Bravos north, and the Charlies and Deltas south.

For example: Squad assigned.png Then go to the northern canteen.

Arrows-North.png Cryoarrow.png Arrows-South.png


The below image shows us the southern canteen, which is identical to the northern canteen. There are some vending machines at the south-west corner of the room. Click on the food vendors and vend some food for yourself, then click on the food to hold it in your active hand, and finally, eat it by clicking on your character in the middle of the screen. Once you've had your fill, you'll want to head out the door on the left and go to the prep rooms to get geared.

Canteen.png

Preparations Room

One key to success is ensuring that you are well equipped. Attacking without a weapon may result in catastrophe. These next steps should prepare you for combat.

  1. Go to an equipment lockerPrepLocker.pngin your squad's room (click it twice with an empty hand to open) and equip all of its contents (press E in hotkey mode). If all the lockers have already been emptied out, take one of everything from the two Surplus Uniform Vendors Surplus Vendor.png in the west (the middle two in among the ten racks).
  2. Weapons rack.png Head to one of the ColMarTech Automated Weapons rack.
  3. M41a.png Get a M41A Pulse Rifle. Load it with an M41A magazineM41Amag.pngby clicking on the rifle with the magazine. The Rack offers a good basic attachment, Rail FlashlightMountedflash.png. Take one and attach it to your rifle just like you reload then click Toggle Rail Flashlight Toggle-Rail-Flashlight.png at the bottom right to turn it on. Place it onto your suit storage (E).
  4. M276 Pattern Ammo Load Rig.png Fill your ammo rig with 5 M41A magazines M41Amag.png.
  5. M4a3.png Get a M4A3 Service Pistol. Load it with an M4A3 magazine M4A3mag.png. Attach a Rail Flashlight, turn it on then place the M4A3 pistol in your Satchel USCM satchel.png.
  6. Flare-pouch.png Get a Flare Pouch to your pocket slot. See Combat section for its use.
  7. Aid-pouch.png Get a First-Aid Pouch to the other pocket slot. See First Aid section for its use.
  8. Knife.png Get a M5 Survival Knife. Sheath it inside your combat boots.
  9. M3 Pattern Personal Armor.png There are two slots in your armour, you can put more magazines in it.
  10. USCM satchel.png Fill your Satchel with 4 M94 Flares PacksM94FlarePack.png. Flares Packs are used to refill your Flare pouch.
  • If your armor is Snow Armor M3 pattern marine snow armor.png, you are going to Ice Colony, meaning you need a heat absorbent coif Heat absorbent coif.png. Get one from Weapons rack Weapons rack.png (at bottom of the menu) then equip it to the mask slot Hud-Mask.png.
What your equipments should be like.

There are many more options for weaponry and gear in the vendor, but it's best to keep things simple and effective while you're still learning the rest of the game.

Communication

F3 or T to talk

Use F3, T (in hotkey mode), or the chat box at the bottom of the screen (you need to type Say before your message if you use the chat box at the bottom). You can also press F2 to talk in local out of character (LOOC) to ask questions about the game and how to do things.


Once you've geared up and put on your radio earpiece, you should start hearing radio communications. It is very important in this game to communicate with others. As a squad marine, you'll have your squad channel on your earpiece, you can talk on it by typing ; before your message. Your squad channel can be heard by everyone in your squad.


Intercoms.png

There are intercoms around the ship. To use them, stand next to one, add :i in front of your message. You can also click the intercom to open it's interface then engage the mic.


Requisitions Bay

After gearing up, you may choose to go to the requisitions office (west of cryo, east of briefing) and line up to receive your optional attachments. The Requisitions Officer and Cargo Techs are not obligated or guaranteed to serve you, but they will usually dispense two attachments, two grenades, and small amounts of extra backroom gear to you - a Standard Marine with the rank of Private First Class. Being polite to the requisitions staff makes things easier for everyone, including saying please and thank you.


How to use attachments

  • Click Activate Weapon Attachment Activate-Weapon-Attachment.png at the bottom right to activate (Underslung Grenade Launcher/Mini Flamethrower/Masterkey Shotgun, etc). You can bind a hotkey for it with Macros. The UGL on M41A comes unloaded.
  • Reloading weapon attachments: activate the attachment Activate-Weapon-Attachment.png then feed the attachment with its ammo type. Underbarrel grenade launchers take M40 grenades, Masterkey Shotguns take buckshot shells, and Mini Flamethrowers take flamethrower tanks.
  • Using Rail Scope: other than Activate Weapon Attachment Activate-Weapon-Attachment.png, Toggle Rail Flashlight Toggle-Rail-Flashlight.png also works for it.
  • Removing attachments: click field strip weapon to select which attachment to remove, or install another attachment to replace it.

Briefing Room

  • If you joined in late in the game, there will be no briefing thus you should head straight for the hangar.

If you woke up at the start of the round, there will usually be a briefing in the briefing room, opposite requisitions to the west. Find a seat in your squad's colour-coded seating area. The acting Commander will be along soon to describe the situation and his/her overall game plan, and will issue your squad their initial orders. Remember to behave yourself. Listen to what your Commander has to say, listen to your Squad Leader, and overall watch your fellow Marines' backs. Stay with the team and you'll do fine.


The Dropships to the Surface

Once briefing ends, head west of the briefing room to the hangar with the rest of your squad. There are two dropships to the surface, Dropship One ("Alamo"), deploying to Landing Zone 1 (LZ1), and Dropship Two ("Normandy") deploying to Landing Zone 2 (LZ2). Take the dropship your squad is assigned to, or whichever one drops you closest to your squad if you joined late. Ask your squad on the radio what to do if you're unsure. The ride isn't smooth, so you'll want to sit down and buckle in by standing on top of a chair and dragging your Marine's sprite to the chair. To unbuckle yourself, click the chair with an empty hand or click Resist Hud-resist.png.

In the field

It's highly recommended you read the bullet path guide so that you understand how the bullet mechanics work on this server. In regards of friendly fire, apologise to them and call a medic over or if the person you shot is heavily injured, drag them to one.


Lighting

A flare can cover a 7x7 area so spread them out

Light and vision are vital to your success. There are three main ways to see further into the darkness.

  • Hud-togglestate.png
    Turn on your shoulder lamp by clicking the armour icon in the top left corner. This provides a consistent but short range of light.
  • Turn on a rail flashlight attachment by clicking the activate rail flashlight button on the bottom right of the UI Toggle-Rail-Flashlight.png. This provides more light than your shoulder lamp (it also works when the weapon is equipped at waist).
  • Toss flares Flare.gif around to illuminate the area around you. To use flares, click the Flare Pouch with an empty hand to take a flare out, clicking the flare (or press Z) to activate it, then either throw it (R) or drop it (Q). If you are pushing and run out of flares, you can pick up flares which are already on the ground and throw them.
  • Turning on floodlights, click the floodlight with an empty hand.

Movement

Help intent kills

Stick with your squad, stay away from positions that could easily get you isolated, like corners or being half screen away from your squad, catch up if you lagged behind, wait if you went ahead. If you get isolated and dragged away, you are gone. When engage, watch others' positions and firing lanes, don't move into their firing lanes and stop shooting when others move into yours.


Avoid using Help intent (top left, 1) Intent-Wheel.gif during combat, use Grab intent (bottom right, 3) instead. The reason being it replaces shoving with pushing when there is another marine in your way. Though, don't push others into danger (fire, acid globs). Harm intent (bottom left, 4) is also a good choice as it allows you to point blank enemies next to you if you click on them.


Overcoming obstacles
  • Climb.gif
    Climb: drag yourself onto the obstacle (barricades without barbed wire, window frames and tables).
  • Move marines over obstacles: click them with Grab intent or right-click -> pull a marine, then click UP-GRADE.png (Z) two times (few seconds cooldown in between) to upgrade it to DISARM-KILL.png. Then click the unbarbed wire barricades/window frame/table next to you. You can also use throw Hud-throw.png to throw them up to 7 tiles away and over unbarbed wire barricades but not over window frames/tables.
  • Flip table.gif
    Flip tables: drag the table to the direction you want to flip toward then release, or right-click -> flip table. Reverse the drag or right-click -> flip table again to set the table back.
Ladders & Wall Holes
  • Click the ladder to go up or down
  • Look up or down a ladder or through a wall hole: drag the ladder or wall sprite onto your character, to cancel this view you can either walk away from the ladder or click Cancel camera view in the OOC tab (you can bind a hotkey for it with Macros).
  • Throw a flare up or down a ladder or through a wall hole: activate the flare then click on the ladder/wall hole. Also applies to flashlights.
  • Throw a grenade up or down a ladder or through a wall hole: without priming the grenade, click on the ladder/wall hole with a grenade in your hand, the grenade will be automatically primed and thrown.

Weapon handling

The pulse rifle takes two hands to shoot properly. If fired in one hand, the accuracy will be severely reduced, and recoil and spread is greatly increased, meaning that you would have a hard time hitting the target with it. To wield it with both hands, click on the rifle in your active hand (Z). You'll know you've wielded your rifle when your other hand shows that it's occupied, your character's graphic readies the rifle, and you move slower. To shoot the rifle, just point the cursor at a spot and click. Be very careful not to shoot fellow Marines. Aim for centre mass Hud-target.png, so a friendly fire will not be too deadly. To lower the rifle again, click it (Z) in your active hand.


You will eventually need to reload your rifle once it runs out of ammo. If you hear a long beeping sound, your rifle's automatically ejected its magazine. You can also unload the magazine early by clicking the rifle with your other hand or by clicking the eject magazine button Eject-Magazine.png in the bottom right. Then you can reload the gun as usual. You can reload the gun with one hand (Tactical Reload) by dragging a magazine onto the weapon in your hand.

How to reload other types of firearms
  • Reloading a shotgun: Hold shotgun shell box with one hand, click it with another hand to take out the shells. Take the shotgun in one hand, load it the shells one by one (M37 can hold eight shells plus one pumped in chamber). Pump the shotgun with Unique Action Button Use-Unique-Action.png, you need to pump it after each firing (you can bind a hotkey for it with Macros).
  • Reloading revolver: click it (or Z) to open the revolving cylinder, load the speedloader, click the revolver to close the revolving cylinder
  • Refilling Incinerator Tanks: once emptied, clicking on a fuel tank, welder pack or welding tank with the tank in your hand.
Tips
  • Walk mode to improve accuracy: your accuracy will improve moderately when you toggle to walking mode. Walking also let you go over wet tiles without issue, instead of slipping and falling over.
  • Turn on/off gun's safety: alt-click the gun.
Grenade
  • Throwing: Priming (Z) then click the place you want to throw to (priming automatically sets it to throw). Though, it's better to use the UGL. Do NOT throw/fire grenades (directly/diagonally) if there is a marine/wall next to you in the firing direction, it will bounce back to you.
M56D mounted smartgun
  • Man the gun: drag the gun onto yourself.
  • Toggle burst fire: ctrl-click it.
  • Don't stand in the red crosses. If you are manning the gun. don't burst if there are marines in the red crosses, spray rounds will hit them'
    Do not stand in front of the M56D, if you want to move pass it, point it (shift + middle click) to alert the gunner then ask them to let you pass.
  • If someone is standing in the red crosses, point them to urge them move away.
Reasons that your firearm is not firing

*Click*

  • The weapon is out of ammo or a loaded magazine/shell/rocket has not been loaded. Hold a gun and its respective ammo with two hands and click the weapon while your ammo is in the active hand, this will load the weapon or using any reloading methods listed above with their respective weapon. If the weapon does not have an auto-unload system (the gun blares beeps to signify the weapon ran out of ammo), you unload the empty magazine manually by clicking on the unload magazine button.
  • A shell from a recently fired pump-action shotgun is not 'pumped' or loaded. Activate Unique action to the shotgun to unload the spent shell and load a new one.
  • A bullet inside the revolver is not in the right chamber. Either pull the trigger (fire) or activate Unique Action to the weapon a few times until the bullet is in the chamber.

You need a more secure grip to fire the weapon!

  • You're using a two handed weapon with one hand. Two hands are required to fire two handed weapons (Like sniper rifles, flamethrowers, rocket launchers, etc.), use the two handed gun to wield it with both hands.
  • Rifles, shotguns, SMGs and such weapons on the other hand can be fired with one hand, but firing such weapons will have their recoil increased majorly, which throws off your cursor's aim.
  • However, pistols, machine pistols and revolvers can be wielded properly with one hand, as such, you can fire these weapons without the risk of a lot recoil.
  • A Gyroscopic Stabilizer attachment will make a two-handed weapon greatly decrease recoil and increase accuracy while firing one handed.

You don't know how to use [Weapon]...

  • You're either holding a Smartgun or a Specialist Weapon with a role that does not have the knowledge to use this weapon. Only a Smartgunner (as well as a Commander) and a Specialist can use these weapons respectively. A simple squad marine cannot use the Smartgun without smartgun training, a Smartgunner cannot use the M5 RPG without heavy weapons training and so on.

Inventory management

  • View a container's content: drag the backpack, belt, box, etc onto yourself. This works for containers on the floor or equipped on you, though backpacks will have to be in your hand, or on the floor.
  • Remove equipment from other marines: drag their sprites onto yours to open their equipment window, click the item names to strip. If the weapon has Magnetic Harness attached, remove their armor. Remeber to Remove Accessory to take the webbingWebbing.png (apply it to your uniform) which often contains ammo or other valuable items.
  • To check a pile of items in a tile, alt + click the tile next to you to open the floor tab (next to Stats tab), allowing you to view and pick up the items in a big list, instead of right clicking the tile.
  • Restocking/refill items: drag them onto an appropriate vendor. Useful restockable items are Autoinjectors to Nanomed, hot drinks to hotdrink vendors and Smartgun Powerpacks to Smartgun vendors.
  • M10 pattern marine helmet.pngYour helmet can take two tiny items (protein bar Protein bar.png , throwing knife, etc) into it.
  • USCM infantry backpack.pngBackpack can hold 7 normal size items (2 more than Satchel) but you can't access its content when it's on your back.

Team Work

Foolishly stumbling out into the darkness alone is one of the easiest ways to get dragged off and killed, or worse. An effective and protected marine is one who sticks with as many fellow marines as possible. For your first game, you may want to play a little safer and stay alive longer to get used to the experience, so try to hang around the back or find a well-lit, well-populated area to guard. There's no shame in being terrified of your enemies.

  • If you are reinforcing the front and you see marines retreating en masse, ask them if the front is lost, fall back with them if yes.
  • After arriving the front, don't be in the very front, as you don't know about the enemy number/position and the terrain, stay inside the parameter first.

First Aid

First-Aid Pouch

In the First-Aid Pouch (Aid-pouch.png), there are:

  • Tramadol Injector.png An one-use Pain-stop autoinjector to help against pain. (self use only)
  • Tricord.png An one-use First-aid autoinjector for minor brute and burn damage. (self use only)
  • Gauze.png Ten-use gauze for bleeding and brute damage.
  • Ointment.png Ten-use ointment for acid/fire burns.

Gauze and ointment need to be targeted to the specific injured body part, you can do this by selecting the body part Hud-target.png at the bottom right. Expended autoinjectors can be restocked at NanoMedNanoMed.pngon Almayer and Dropships by dragging them to the NanoMed.

Helping yourself

You can examine yourself for injuries by clicking yourself with an empty hand with Help intent (top left) Intent-Wheel.gif.

Examine injuries.png

The levels of injury are

  • Brute damage: bruised -> battered -> mangled -> MISSING.
  • Burn damage: numb -> blistered -> peeling away.

If you catch on fire, click Resist Hud-resist.png to roll on the floor and extinguish the flames (you can bind a hotkey for it with Macros).

If your health went to flashing CRITHud-health.gif, disengage, apply first aid and seek a medic. Otherwise, you will collapse mid-fight.

If you feel a sharp pain/broken bone moving in a body part, stop moving unless you must, as moving with fracture/shrapnel will cause futher internal damage. Medics can't treat the them other than applying a splint Splint.png, if a Medic tells you to evac, do it. You can splint yourself too but you are likely to fumble and fail, instead, you should ask another marine to splint you. Likewise, you can splint other marines.

If your health worsens/vision goes blurry without being attacked, you might have organ damage, seek a Medic and evac if told to do so.

Helping others

You can examine (Shift + Click or Right click -> Examine) other marines to see their visible injuries. If the marine has blood soaking through from under his _____, it means he is bleeding. Use gauzeGauze.pngon the body parts Hud-target.png to stop the bleeding.

It is vital to move fellow marines out of danger and pull them to a Medic (Medics can revive dead marines). One less marine being left behind and captured means one less xeno to be dealt with in the future. To pull, you can:

  • Ctrl + Click (in hotkey mode, you don't need to switch to the empty hand with this method)
  • Click with an empty hand using Grab intent
  • Right Click -> Pull.

To help put out the fire on a marine, click them with an empty hand using Help intent.

If a marine has fallen over, you can help get them up by clicking on them with an empty hand using Help intent. It works for neurotoxin spit, facehugger (after fallen off) and pain (if not critical).

Dead

Once your character is dead you have two options:

  • Stay in your body and wait for revival.
  • Ghost in the OOC tab, then observe the round (Medics can still revive you if you Re-enter Corpse in the Ghost tab).
  • To play as Xeno, click Toggle SpecialRole Candidacy in the Prefernces tab, then turn on Xeno preference, you will get this message: You will now be considered for Xenomorph events (where possible). You can also click Join as Xeno in the Ghost tab to see if there is any SSD (i.e. away from keyboard) Xeno you can take up.


Tips

  • Check out the FAQ for more information (how to throw grenades, move a marine over a window frame/barricades, look up/down ladders, etc).
  • See Collective small tips thread
  • Don't panic.
  • Follow orders.
  • Stay with the Squad Leader unless otherwise ordered.
  • Never go anywhere alone.
  • Communicate as much as possible with your squad. It would be hard to talk too much.
  • Report all enemy contact.
  • Damage is relatively realistic and getting wounded sucks. Don't rambo around or charge in.
  • Be safe, fall back, stay alive.
  • Stay one tile behind barricades.

See also

The following are some links that go further into explaining details and some other Marine roles:

Other combat roles