Muffin's Loadouts

From CM-SS13 - Wiki

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.

USCM Standard Marine.png Squad Marine Loadouts USCM Standard Marine.png

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

Weapon: Loadout:
M41A Variants.gif

M41A Pulse Rifle MK2

Attachments Used

Mountedflash.png

Rail Flashlight

Knife.png

Bayonet

Angled Grip.pngAngled Grip OR Undershot.png U7 Underbarrel Shotgun

Strategy

Your M41A Pulse Rifle is your primary weapon. This will be used to shoot at pretty much everything outside of shotgun range. Just like the squad marine itself, this weapon is versatile.


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 heal


The attachment of either the angled grip or the under barrel shotgun is up to you. I prefer to use the angled grip most of the time because I don't like wield delay. But the utility of the under barrel shotgun allows you to breach into resin walls and doors very easily. Since resin structures are so prevalent on the field I would recommend the under barrel shotgun for clearing them out. 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.


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.

M37 Variants.gif

M37A2 Pump Shotgun

Attachments Used

Magnetic harness.png

Magnetic Harness

Knife.png

Bayonet

Underflame.png

Mini Flamethrower

Strategy

This is your true friend for those close encounters. This is your secondary weapon for when the enemy is within 2 tiles of you. If you're skilled and quick enough, you can holster your rifle into your back slot by pressing E twice. Once to put the rifle away and again to bring out your shotgun.

Switch to harm intent, click on their sprite and with a bit of luck, you'll be able to point blank them in the face, either stunning them, allowing for follow up shots or causing enough damage to kill them (AKA Runners).

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.


Equipment: Loadout:
M10 pattern marine helmet.png

M10 Pattern Helmet

Storage Slots

Emergency Auto injector.png

Emergency Auto-Injector

FREE SLOT
M3 Pattern Personal Armor.png

M3 Pattern Personal Armor

Storage Slots

Splint.png

Splints

Ointment.png

Ointment

Gauze.png

Gauze

M276 Pattern Ammo Load Rig.png

M276 Pattern Ammo Load Rig

Storage Slots

M41Amag.png 5 x M41A Magazines (Any type)
Brown webbing vest.png

Brown Webbing Vest

Storage Slots

Buckbox.png 5 x Handfuls of Buckshot
Flare-pouch.png

Flare Pouch

Having flares allows you to extend your viewable range and decreases the darkness around you and your fellow marines. Reducing the darkness around you removes concealment, which is an advantage xenos have. You can not see the enemy if they are in the dark, but they can certainly see you.

Removing their concealment allows you to shoot at them making it so an advantage they have is lost.

Aid-pouch.png

First Aid Pouch (Injectors)

Taking the refillable injectors First Aid Pouch allows you to recover from a fight without the need to rely on medics to heal you. It isn't a replacement for medics, as they and anyone with medical skill 2 or above are the only ones able to revive you.

Storage Slots

Bicaridine.png

Bicaridine

Kelotane.png

Kelotane

Tricord.png

Tricord

Tramadol Injector.png

Tramadol

Strategy