Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Combat Technician

From CM-SS13 - Wiki
MARINE
CombatEngi.png
Squad Engineer
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Set up defenses, babysit sentry guns, open doors and spam barbed wire.
Guides: Construction, Guide to Engineering
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they'll come in handy. ―Corporal Hicks, Aliens

As a Squad Engineer, you main goals will be fixing power, getting through doors, and setting up fortifications for a FOB (Forward Operating Base) that'll be used for defence and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.

You'll have two different playstyles you can experiment with. One, as a FOB building and Utility Engineer, who sets up defences and makes sure power is running. The second way to play Engineer is to be a Combat Engineer, breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is an FOB that will be able to be defended, and if there is one, make sure marines will be able to effectively make it from building to building.


Equipment and Gear

Metal and Sandbags

At round start, there are 30 plasteel sheets, 100 metal sheets and 100 empty sandbags in the prep room. Plasteel is in short supply due to its high cost at Requisitions, it is advised to split the stack with your fellow Squad Engineers. You can do so by having the stack in one hand then click it with the empty hand, moves one sheet per click. Don't hoard loads of building supplies otherwise you might find fellow Squad Engineers unable to perform their jobs.

Sentry and M56D

You'll have to make a choice on what defensive equipment to vend. Keep in mind you can only pick one so it’s worth discussing with your fellow engineer (if you have one) for the one that best suits your needs. Vend the coin then insert the coin into the vendor to unlock the equipment.

Defensive Equipment: Description:
SentryGun.png
UA 571-C Sentry
The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Comes with various options, such as burst fire, single shot and the ability to take control of it. Has 500 bullets.
  • The default powercell has only 1,000W which won't last long, get a High-Capacity Powercell (10,000W) from the engineer prep vendor to replace it.
Ammunition:
RotatingAmmoDrum .png
M30 Box Magazine (10x28mm Caseless)
Contains 500 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
Construction and Maintenance:
How To Construct It:
  • Plasteel.png Construct Turret Frame with Plasteel,
  • Wrench.png Wrench it,
  • CableCoils.png Apply Cable,
  • Add Turret Piece,
  • Metal.png Apply Metal,
  • Welder.gif Weld it,
  • Add Turret Sensor,
  • Click on the sentry with an empty hand to open the control interface and turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Crowbar.png Crowbar for taking out powercell (after turning off).
  • Screwdriver.png Screwdriver for rotating the sentry (after turning off).
  • Welder.gif Welder for repairing.
  • If the sentry is knocked over click on it with an empty hand to right it.
  • During its construction, you can examine the half-finished Sentry to see what part is missing.
  • The default powercell doesn't last long, use a High-Capacity Powercell instead.
M56D.png
M56D Mounted Smartgun
A deployable, mounted smartgun that fires specialized tungsten rounds for increased armor penetration. The M56D HMG is an emplacement that a marine will have to man in order to fire it. M56D does not have IFF features, allowing it to friendly fire. Burst fire can be toggled with Ctrl-click. Holds 700 rounds.
Construction and Maintenance:
How To Construct It:
  • Click on the mount once it's in your hand,
  • Wrench.png Wrench it,
  • Mount the Gun,
  • Screwdriver.png Screwdriver it,
  • Apply Ammo Drum.
  • Drag the gun on yourself to man it

Maintenance:

  • Ctrl-click to toggle burst fire.
  • Screwdriver.png Screwdriver for disassembling.
  • Wrench.png Wrench for rotating.
  • Welder.gif Welder for repairing.


Your Gear

Get your gear from the Squad Engineer prep room. Most notable gear are:

  • Goggles.png Welding Goggles are used to avoid eye damage when welding. Remember to flip them down before you start.
  • Webbing.png Webbings can be found in your vendor to help carry additional items, apply the webbing to your jumpsuit. Holds 3 normal size items.
  • Insulated Gloves.png The gloves in your locker are insulated gloves. If you lose them, get another pair from the vendor.
  • For backpacks, you can choose from these two out of the vendor:
    • Welderpack.png Welderpack that holds 5 normal size items with 260 welding fuel.
    • Engineering backpack that holds 7 normal size items.
  • M276 Pattern Toolbelt Rig.png Toolbelt, see the table below for details:
Toolbelt tools
Item: Function
Screwdriver.png
Screwdriver
Used for securing and unsecuring sentries, also used to open maintenance panels for hacking.
Welder.gif
Blowtorch
Used for cutting through walls and fixing sentries. Has 20 units of fuel inside. Refillable with fuel tank, welder pack or welding tank (turn off before refilling).
Crowbar.png
Crowbar
Used for Opening unpowered doors and displacing girders so you can move them.
Wrench.png
Wrench
Used for securing most objects to the ground including girders,vendors, also has another use to rotate sentries. Easily the most used tool in your arsenal.
CableCoils.png
Cable coil
Used for fixing robotics and diverting power to other areas.
Multitool.png
Multitool
Used to hack doors/ vendors along with disabling mines.
Wirecutters.png
Wirecutter
Used for cutting cable coil and barbed wire, and mending it.


Vendor

Item Function
Incingrenade.png
M40 HIDP Incendiary Grenade (2x)
Used for setting an area ablaze as area denial.
C4.png
C4 (4x)
Used for exploding through walls or through people. Mostly used to blow into the CIC to mutiny.
M20 mine box.pngM20 claymore.png
Minebox (1x)
Used for exploding aliens who run over it. Mostly used for killing survivors and exploding dead aliens. Contains 4 mines.
Deployment and Deactivation:
How To Deploy A Mine:
  • Take a M20 mine out of the box with an empty hand,
  • Stand on top of the tile you want to place the mine on,
  • Face the tile you want the mine to detect enemies on,
  • Click on the mine in your active hand.

Keep in mind that any mob that enters the mine's tile, or the tile it's facing, living or dead, will cause the mine to detonate, unless they have an appropriate USCM/W-Y ID.

How To Deactivate Mines:

  • Multitool.png Use a multitool on the deployed mine.
Tactics:
  • Deploy the mines at where marines will likely be present/guarding (and within view range), thus more likely to result in a kill.
  • The trigger area is two tiles, the mine's tile and the tile it's facing. Cover the whole two tiles corridor instead of leaving one tile open.
  • Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.
  • Deploy the mines facing north or west, because they can easily be concealed with a lit flare.
Circuitboard.png
Circuit Boards (10x)
Used for fixing various things that need circuit boards, such as airlocks, APCs, and or air alarms.
File:Mesons.png
Optical Mesons (2x)
Used for seeing the layout through walls.
Lightreplacer.png
Light Replacer (2x)
Used to replace lightubes and light bulbs quickly. 50 uses, feed with glass to refill.
Entrenching Tool Unfolded.png
Entrenching Tool (3x)
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
Powercell.png
High-Capacity Powercell (10x)
Used for powering various devices that require power. 10,000W.


In the field

Power and TComs

Upon the first deployment, you are likely to be tasked to either fixing the Power, fixing the Tcoms (APC) or FOB duty.

Overcoming obstacles

  • Crowbar.png Use a crowbar to pry open powered down doors.
  • Hack doors to open previously locked passageways.
  • C4.png C4 doors/walls if you don't have time to hack/deconstruct.


Lighting up the place

Fix the APC's and replace broken lights with the light replacer along the way as you advance.

Floodlight Repair

While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch Colony Floodlight Switch.gif), the xenomorphs will have most likely broken floodlights around the place which you'll need to fix. To fix a floodlight you'll want to use the following steps:

Broken Floodlight.png = Screwdriver -> Crowbar -> Welder -> Cable Coil -> Screwdriver

  • Floodlight can be unwrenched and be moved around.


Wall and lights

Wall and light.png

You can construct a wall in the open and mount light fixtures on it, then use the light replacer to install the lightubes. By constructing these around the FOB, you can save flares for the frontline.





Make use of vendors

  • Wrench.png Use a wrench to move useful vendors like medical vendor to a FOB then Hack them to allow medics and marines to vendor the items.

Securing flanks/supply route

It's crucial to secure the supply route from FOB to the front. Otherwise, reinforcements, Medics and wounded marines will be easy targets to be picked off and the front will risk being cut off and encircled. Since material supply is limited so you can't barricade all the way. Instead, you need to focus on the choke points like doorways, to secure as many sections you can with the little materials you have. You can save some materials by simply welding doors shut along the way. And once marines have learnt that Xenos use vents, you can weld the vents shut to deny their usage. You can also use vendors/cabinets as blockades to save more materials but they block bullets as well, resulting in a potential cover for aliens.

  • Welder.gif Use blowtorch on the vents/doors. (Goggles.png Flip down before you start.)
  • Wrench.png Use wrench to move vendors/cabinets/hydro trays as blockades, though vendor can be pushed down and hydro trays don't block Runner.


In the Front

This is where the combat engineer shines and determines whether or not the marines will gain a foothold or be routed after the their initial push. There are three main types of barricade lines you can build in the front, but there are some principles that apply to all.

  • Build the barricades inward for more firing space and bigger kill zone
  • Force the enemy into the choke point/corridor so fewer of them can attack at once (and block each other when they retreat)
  • Distant the barricades to enemies' nearest corners/covers, thus exposing them with more firepower before they can reach the barricades and when they retreat
  • Build the barricades with marines standing one tile behind in mind


Barricade Layout: Description:
Killingzone.png The original barricade line makes a small chokepoint which can't effectively utilise the full power of the marines in the area; to fix this the barricade defence could've been constructed on the red line to allow for additional marines to fire or even further back on the blue line to use the xenos cover against them and create a two tile chokepoint, while also keeping the defending marines at a safe distance.


✔ Large kill zone.

✔ Forces the enemy into the choke point.

✔ Two tiles from the enemies nearest position with cover. (Meaning they have to expose themselves to push)

✔ Marines standing one tile behind the barricaded position so they can't be slashed but can still hold the barricade itself.

Inward3.png This is an example of what not to do when constructing a barricade position.

By having the barricades extend outwards it places the defending marines into the chokepoint giving them a disadvantage during combat.

Inward4.png This is an example of what you should do when constructing a barricade position.

By having the barricades extend inwards it utilises the chokepoint making it harder for the xenos to push through.


Frontline FOB/Outpost

A secured space slightly behind the front for marines to resupply, triage and casevac. Without a frontline FOB, Medics and the wounded will be harassed constantly and supply melted. And in the event of counterattack, marines will likely to be routed without a place to fall back to. Frontline FOB doesn't need to be big (a 6x6 space will do, bigger if high pop), otherwise, parts of the FOB likely be left unguarded and be melted.

Secured barricade line

Build at a choke point, apply the principles and you get a decent defensive position. To reinforce a barricade line, build barricades one tile in front of the barricade line not behind.

Unsecured barricades

Mostly seen when you want to build a secured barricade line but ran out of plasteel so you have to leave some gaps. While they are not fully secured, they are still useful to hinder counter attacks and block off Boiler gas and Crusher charge. To avoid hindering marines' push, you can build them in the middle of the corridor (e.g. middle 2 tiles out of 4 tiles), then the sides tiles in further one tile.

Barricade as marines push

Sandbags are particularly well suited for this job, as they can be built by marines and the build time is short. Metal barricades (with barbed wire) work too, though instead of standing in the front and build there, it's much safer to build it just behind the front then move them to the front (See this table for how to move barricades).

Set up Sentry/M56D

The Sentry is effective at to holding off counter attacks and providing support while the M56D is good for offence due to its high damage rounds, also good for clearing out unwanted walls.

Robotic limbs repairing

Target the damaged limb and use:

  • Welder.gif Blowtorch for brute damage.
  • CableCoils.png Cable coils for burn damage.


FOB Duty

As an Engineer on FOB duty, you'll be setting up the base that the marines will primarily use to organize, resupply, to retreat to, and to make a final last stand at. To make a good FOB, you'll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is the difference between losing the round and holding off long enough to make a push back and finally win the round.

Principles

Ghost and see where isn't vital after FOB has fallen
One breach is all it takes
One is enough
Fancy and bad
Block2.png

You don't need a mega FOB

LZ/FOB will only see poking most of the round until siege happens because FOB is a hard target. Thus, Hunters/Runners are likely to focus on marine's unsecured sections of the supply route. Focusing your effort solely on FOB means using a large amount of material to counter a token force while ignoring the threat targeting the more vulnerable areas. Instead, you need to secure flanks/supply route too.

Barricade where enemy can't bypass

While Xeno will definitely try to flank you, your job is to make them a hard time to do so. If you build barricades in where they don't matter (not part of the supply route/no marine will be there), you will do Xeno a favour as there will be fewer defences in where that do matter.

It is the weakest point that matters

It doesn't matter there are three layers of barricades in Nexus if the one layer metal barricades at LZ is breached, the wounded and the supply will be killed and melted. Even worse, Xeno can ignore Nexus entirely and focus on LZ then everything in Nexus will be wasted.

Use materials wisely

Plasteel is expensive, 40 points for 30 plasteel (6 doors) vs 20 points for 50 metal (8 barricades with barbed wire). Yet plasteel is crucial to how many secure spaces you can create. If you are out of plasteel, you are forced to keep an opening in the cade line, thus compromising the effect of the barricade line.

A corridor with traffic? A plasteel barricade with barbed wire. No traffic but a high threat (e.g. Crusher charge/constant poking)? Sandbags barricades with barbed wire. No traffic and just want to keep Runners out? Metal barricades with barbed wire. And try to save materials by

  • Welder.gif Use blowtorch on the vents/doors. (Goggles.png Flip down before you start.)
  • Wrench.png Use wrench to move vendors/cabinets/hydro trays as blockades (hydro trays don't block Runner).
  • Then build barricades behind them if it's high treat and you can spare


Anything other than a straight line or inward L shape is usually bad

In the example, the protruding barricades acted as barricades for the enemy, blocking bullets fired between the lines, creating a blind spot in the barricade line. It also violated the principle of distant the barricades away from corners/covers, thus allow the enemy to hit and run easily.


Fortifications of the Trade

Fortification Material Function
WoodenBarricade.png
Wood Barricade
5 Wooden Planks Planks.png Used for a hasty defence against aliens. Mostly seen prespawned.

Deconstruct: Bash the wooden barricade to break it. Give back 3 wooden planks Planks.png.

Metal Barricade.png
Metal Barricade
4 MetalMetal.png The least durable among the three main types of barricades (20 points for 50 sheets). Can be repaired with a blowtorch if not overtly damaged.

To unsecure: Screwdriver.png -> Wrench.png (To secure: Wrench.png -> Screwdriver.png) Deconstruct: Screwdriver.png -> Wrench.png -> Crowbar.png

Sandbag Full.png
Sandbags
5 Sandbags Dig up dirt with an entrenching tool to fill up the empty sandbags. Second most durable fortification, the shortest build time by far, and can built by any marines. Ratively cheap (20 points for 50 empty sandbags). Can't be repaired.

Deconstruct: Entrenching Tool Unfolded.png Use Entrenching Tool. Give back 5 sandbags (fewer if barricade is damaged).

Plasteel barricade.png
Plasteel Barricade
5 PlasteelPlasteel.png Functions as a gate. The most durable fortification with longest build time. The most expensive barricade (40 points for 30 sheets). Can be repaired with a blowtorch if not overtly damaged.

To unsecure: Screwdriver.png -> Wrench.png (To secure: Wrench.png -> Screwdriver.png) Deconstruct: Screwdriver.png -> Wrench.png -> Crowbar.png

Barbed Wire.png
Barbed Wire
2 MetalMetal.png Makes the barriade more durable and prevent them to be pounced and climbed over. Damages mobs that melee attack without a weapon. Deconstruct: Wirecutters.png Use wirecutter to remove Barbed Wire from barricade.
Wall.png
Wall
12 Metal Used to fully block off an area. See Guide to construction for how to construct and deconstruct.


FOB Construction Quick Tips

Barricade Placement

Barricade Placement Description
WIKIFOB.png

This is an example of what not to do when constructing a defensive position.

In the picture on the left you'll see that the xenomorphs are able to hit the barricade without being shot due to it's forward position and as such the xeno will be able to break through and kill that marine with ease.

WIKIFOB2.png

This is an example of what you should do when constructing a defensive position.

To rectify the above barricade placement errors you'll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot xenomorphs who are attacking them.


Barbed Wire

Barbed Wire.pngBarbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself.

Barbed Wire Tactics Description
Barbedwirenone.png
In the picture you'll see that the engineer was killed due to the xeno being able to pounce over the barricade.
Barbedwireyes.png

Due to the engineer placing barbed wire onto the barricades the xenomorph was unable to jump over.


FOB Space

How To: Fob Space Description
BadFOBspace.png

This is an example of what not to do when constructing a defensive position.

In the picture you'll see that the FOB has very little space for the marines to move around in which will lead to:

  • Friendly fire.
  • Shuffling of positions.
  • Preventing wounded marines from entering.
  • Hindering the movement of supplies.
Goodmovement.png

This is an example of what you should do when constructing a defensive position.

In the picture you'll see that the FOB has ample space to move which means:

  • The reduction of friendly fire.
  • Less shuffling of positions.
  • Ease of access for wounded traffic.
  • Free movement of supplies.


Fixing Breaches in Defences

Fixing Defensive Breaches Description
Bad breaches.png

This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.

In the picture you'll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly, and will give you less time to react if multiple xenos decide to push the defensive line.

FIXINGBREACHES.png

This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.

In the picture you'll see that it shows the optimal way of repairing a breach in your defences if xenos are nearby.

To perform this fixing manoeuvre, you'll want to:

  • Build a barricade a few tiles back,
  • Screwdriver the freshly built barricade,
  • Wrench it, to allow it to be moved,
  • Pull the barricade (Ctrl + Click or open up the right click menu) and then pull it to the tile below you (By clicking on the tile), and then finally the breached tile as demonstrated in the photo.


This will force the xenomorphs to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it's weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.


Misc. FOB tips

Fob Tips Description
Windows.png

In the picture you'll see that it demostrates that windows, even if reinforced, are not an acceptable replacement for a line of all-american steel barricades.
Windows as a defence:

  • Provides no firing lines
  • Weak

In summary, avoid using them as a defence.

Frontnotbehind.png
If you have a secured barricade line and you want to strengthen it, put the extra barricades in front of the secured barricade line not behind, and don't block the plasteel barricades.
Repairingbarricades.png

Barricades will end up damaged due to the ravages of war and incompetence, and if it isn't horribly damaged, you'll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades.Note that if a barricade is too damaged you will be unable to fix it.

Each time you repair a barricade it will consume one unit of welder fuel.

Alighdoors.png

Align the plasteel barricades to reduce traffice jam.

Doortoside.png

Place the plateel barricade at the side reduce the chance retreating marines blocking defensive fire.

Inward.png

Build the corner (usually the weak point) inward, makes it harder to be reached and avoid the marine at the corner being blocked by nearby marines when gas cloud/Queen comes.


Your Skillset

Engineer skill set.png

To find out about how the skill system works head over to the skills system page.

Guides