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|imagebgcolor = lightgrey | |imagebgcolor = lightgrey | ||
|img = USCM_Standard_Marine.png | |img = USCM_Standard_Marine.png | ||
|jobtitle = | |jobtitle = Rifleman | ||
|difficulty = Easy | |difficulty = Easy | ||
|rank = Private (9:59 hours of playtime and below) / Private First Class (10 hours+) | |rank = Private (9:59 hours of playtime and below) / Private First Class (10 hours+) | ||
|superior = Squad Leader | |superior = Squad Leader | ||
|duties = Follow orders. Don't get yourself killed. Don't shoot your squadmates. | |duties = Follow orders. Don't get yourself killed. Don't shoot your squadmates. | ||
|unlock = Starting role, | |unlock = Starting role, ten hours on squad role for PFC. | ||
|guides = [http://cm-ss13.com/viewtopic.php?f=94&t=10755 Bullet Paths and Friendly Fire], [https://cm-ss13.com/forums/showthread.php?826-A-Guide-on-what-to-buy-as-PFC What to buy as PFC] | |guides = [http://cm-ss13.com/viewtopic.php?f=94&t=10755 Bullet Paths and Friendly Fire], [https://cm-ss13.com/forums/showthread.php?826-A-Guide-on-what-to-buy-as-PFC What to buy as PFC] | ||
|description = Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room.<br>You are a rank-and-file soldier of the USCM, and that is your strength.<br>What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah! | |description = Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room.<br>You are a rank-and-file soldier of the USCM, and that is your strength.<br>What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah! | ||
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== Your Squad == | == Your Squad == | ||
Once you have your earpiece on, you will see the Squad HUD. Your squad is led by '''[[Squad Leader]]''' [[File:Squad_leader_icon.png]], | Once you have your earpiece on, you will see the Squad HUD. Your squad is led by its '''[[Squad Leader]]''' [[File:Squad_leader_icon.png]], also known as the SL. Listen for his and your Squad Overwatch's instructions over the radio. Don't be afraid to ask for help. Try to stay where you can see Squad Leader so he can see you. The '''[[Fireteam Leader]]''' [[File:RTO_Icon.png]], or FL, is your team leader if you are put in a fire team who also has the capabilities in coordinating with aerial and orbital fire support. They are the first in line to take command of the squad should the SL perish. Listen to your FLs, the SL, and command for warnings about fire support close to you. The '''[[Weapons Specialist]]''' [[File:Squad_specialist_icon.png]], also known as the Spec has a unique weapon. Try to stay behind him so as not to get in his line of fire. The '''[[Smartgunner]]''' [[File:Smartgunner_icon.png]] has a powerful smartgun that can fire past marines without causing friendly fire. Try to stay in front of him so he can support you. Remind him not to be in the front! The '''[[Hospital Corpsman]]''' [[File:Squad_medic_icon.png]], also known as medics, treat the wounded and revive the dead. Try to keep them safe so they can help you later. Similarly, the '''[[Combat Technician|Combat Technicians]]''' [[File:Squad_engineer_icon.png]], also known as engineers or engies, construct defensive structures and fix colony equipment to support your squad. Try to keep them safe as well. | ||
'''Note:''' When you first start playing as a | '''Note:''' When you first start playing as a rifleman you will be a Private ( PVT ). Once you have played rifleman for 10 hours, you will be playing as a Private First Class ( PFC ). | ||
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'''M10 Pattern Marine Helmet''' | '''M10 Pattern Marine Helmet''' | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|{{M10 Pattern Marine Helmet}} | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:Squad_Gloves.gif|64px]] | |style="border: 2px solid black; padding: 5px;"| [[File:Squad_Gloves.gif|64px]] | ||
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|style="border: 2px solid black; padding: 5px;" |[[File:M3 light armor.png]] | |style="border: 2px solid black; padding: 5px;" |[[File:M3 light armor.png]] | ||
'''M3 | '''M3-L Pattern Armor''' | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" |{{M3-L Pattern Light Armor}} | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]] | ||
'''M3 Pattern Marine Armor''' | '''M3 Pattern Marine Armor''' | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|{{M3 Medium Armor}} | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File:M3 heavy armor.png]] | |style="border: 2px solid black; padding: 5px;" |[[File:M3 heavy armor.png]] | ||
'''M3 Heavy Armor''' | '''M3 EOD Pattern Heavy Armor''' | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" |{{M3 EOD Armor}} | ||
|- | |- | ||
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|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M40_HEDP.png|64px]]<br>'''M276 Pattern M40 HEDP Rig''' | |style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M40_HEDP.png|64px]]<br>'''M276 Pattern M40 HEDP Rig''' | ||
|style="border: 2px solid black; padding: 5px;"| {{M276 Pattern M40 HEDP Rig Description}} | |style="border: 2px solid black; padding: 5px;"| {{M276 Pattern M40 HEDP Rig Description}} | ||
|} | |} | ||
</tab> | </tab> | ||
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|style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch''' | |style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch''' | ||
|style="border: 2px solid black; padding: 5px;"| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | |style="border: 2px solid black; padding: 5px;"| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:Document-pouch.png|64px]]<br>'''Small Document Pouch''' | |||
|style="border: 2px solid black; padding: 5px;"| A smaller version of the document pouch. Can hold papers, folders, disks, technical manuals and clipboards. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:medmag-pouch.png|64px]]<br>'''Magazine Pouch''' | |style="border: 2px solid black; padding: 5px;"| [[File:medmag-pouch.png|64px]]<br>'''Magazine Pouch''' | ||
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! style="background-color:#A9A9A9;"|'''Description:''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File: | |style="border: 2px solid black; padding: 5px;" |[[File:Gasmask.png|64px]]<br>'''Gas Mask''' | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" |{{Gas Mask}} | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat Absorbent Coif''' | |style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat Absorbent Coif''' | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" |{{Heat Absorbent Coif Description}} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:Rebreather.png|64px]]<br>'''Rebreather''' | |||
|style="border: 2px solid black; padding: 5px;" | A close fitting device that instantly heats or cools down air when you inhale it so it doesn't damage your lungs. | |||
|} | |} | ||
</tab> | </tab> | ||
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|- | |- | ||
|style="border: 2px solid black;padding: 5px;" | [[File:mini Sniper kit.png]]<br>''' | |style="border: 2px solid black;padding: 5px;" | [[File:mini Sniper kit.png]]<br>'''M4RA-MK1 Sniper Kit'''<br> Costs:30 points | ||
|style="border: 2px solid black; padding: 5px;"|'''Contains:''' | |style="border: 2px solid black; padding: 5px;"|'''Contains:''' | ||
* | * M4RA Battle Rifle, comes pre-loaded with standard rifle munitions | ||
* Scope | * Scope | ||
* Extended Barrel | * Extended Barrel | ||
* Suppressor | * Suppressor | ||
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|Description = {{VP78 Guncase}} | |Description = {{VP78 Guncase}} | ||
'''Costs | '''Costs 15 points.''' | ||
|Icon = weaponcase | |Icon = weaponcase | ||
|Title = VP78 Pistol | |Title = VP78 Pistol | ||
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|Icon = agm_incendiary_airburst_packet | |Icon = agm_incendiary_airburst_packet | ||
|Title = M74 AGM-Incendiary Airburst Packet | |Title = M74 AGM-Incendiary Airburst Packet | ||
}} | |||
|- | |||
{{TabsItem | |||
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-S]] Smoke grenades. | |||
'''Costs 15 points.''' | |||
|Icon = Agm_smoke_airburst_packet | |||
|Title = M74 AGM-Smoke Airburst Packet | |||
}} | }} | ||
|- | |- | ||
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|- | |- | ||
{{TabsItem | {{TabsItem | ||
|Description = Contains three [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[ | |Description = Contains three [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare. | ||
'''Costs 20 points.''' | '''Costs 20 points.''' | ||
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! style="background-color:#A9A9A9; width:150px;"|'''Ammunition:''' | ! style="background-color:#A9A9A9; width:150px;"|'''Ammunition:''' | ||
! style="background-color:#A9A9A9;"|'''Description:''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:M4RA-AP-mag.png|64px]]<br>'''M4RA Armor Piercing Magazine'''<br> Costs:10 points | |||
|style="border: 2px solid black; padding: 5px;"| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage. | |||
|- | |- | ||
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|style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:15 points | |style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. | |style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. | ||
|- | |- | ||
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'''M41A Extended Magazine'''<br> Costs:15 points | '''M41A Extended Magazine'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | |style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:M44-HR-SL.png|64px]]<br>'''M44 Heavy speed Loader'''<br> Costs:15 points | |style="border: 2px solid black; padding: 5px;"| [[File:M44-HR-SL.png|64px]]<br>'''M44 Heavy speed Loader'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect. | |style="border: 2px solid black; padding: 5px;"| Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect. | ||
|} | |||
</tab> | </tab> | ||
<tab name="Utilities"> | <tab name="Utilities"> | ||
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'''Black Webbing Vest'''<br> Costs:15 points | '''Black Webbing Vest'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"|Robust black synthcotton vest with lots of pockets. Has five slots. | |style="border: 2px solid black; padding: 5px;"|Robust black synthcotton vest with lots of pockets. Has five slots. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:MedicHud.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:MedicHud.png|64px]] | ||
'''SensorMate Medical HUD'''<br> Costs:15 points | '''SensorMate Medical HUD'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"| {{Sensormate_Description}} The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses). | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:RollerBed.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:RollerBed.png|64px]] | ||
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'''B12 Pattern Armor'''<br> Costs:30 points | '''B12 Pattern Armor'''<br> Costs:30 points | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|{{B12 Armor}} | ||
{{B12 | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Range_Finders.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:Range_Finders.png|64px]] | ||
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'''Laser Designator'''<br> Costs:15 points | '''Laser Designator'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"| | ||
{{Tactical Binoculars Description}} | |||
{ | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Large-gen-pouch.png|64px]] | |style="border: 2px solid black; padding: 5px;"|[[File:Large-gen-pouch.png|64px]] | ||
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'''Motion Detector'''<br> Costs:15 points | '''Motion Detector'''<br> Costs:15 points | ||
|style="border: 2px solid black; padding: 5px;"| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or | |style="border: 2px solid black; padding: 5px;"| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode). | ||
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*'''Short Range:''' The motion tracker covers a smaller amount of your screen but detects movement at a faster rate. | *'''Short Range:''' The motion tracker covers a smaller amount of your screen but detects movement at a faster rate. | ||
|} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Data_Detector.png|64px]] | |||
'''Data Detector'''<br> Costs:15 points | |||
|style="border: 2px solid black; padding: 5px;"|The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things. You can switch modes with Alt+Click. | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Data Detector Range Modes:''' | |||
| You can cycle through two different range modes, '''Long Range''' and '''Short Range''' by right clicking the Data Detector and then clicking on ''Toggle Range Mode''. | |||
*'''Long Range:''' The Data Detector will detect movement on your whole screen and further at a slow rate. | |||
*'''Short Range:''' The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate. | |||
|} | |} | ||
|- | |- | ||
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'''Large Shotgun Shell Pouch'''<br> Costs:10 points | '''Large Shotgun Shell Pouch'''<br> Costs:10 points | ||
|style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}} | |style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Rtobackpack.png|64px]] | |||
'''USCM Radio Telephone Pack'''<br> Costs:15 points | |||
|style="border: 2px solid black; padding: 5px;"|A heavy-duty pack, used for telecommunications between central command. Normally issued to Fireteam Leaders. | |||
|} | |} | ||
</tab> | </tab> | ||
<tab name="Radio Keys"> | <tab name="Radio Keys"> | ||
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center> | <center><big>'''Note:You have 45 points to spend on additional items.'''</big></center> | ||
{| style="border: 2px solid black; class="mw-collapsible" | {| style="border: 2px solid black; class="mw-collapsible" | ||
! style="background-color:#A9A9A9; width:150px;"|''' | ! style="background-color:#A9A9A9; width:150px;"|'''Radio Keys:''' | ||
! style="background-color:#A9A9A9;"|'''Description:''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:Engineering_key.png|64px]]<br>'''Engineering Radio Encryption Key'''<br> Costs:5 points | |style="border: 2px solid black; padding: 5px;"| [[File:Engineering_key.png|64px]]<br>'''Engineering Radio Encryption Key'''<br> Costs:5 points | ||
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the engineering channel with :n. | |style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the engineering channel with :n. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:tactics_key.png|64px]]<br>''' | |style="border: 2px solid black; padding: 5px;"| [[File:tactics_key.png|64px]]<br>'''Intel Radio Encryption Key'''<br> Costs:5 points | ||
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the | |style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the intel channel with :t. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:JTAC_key.png|64px]]<br>'''JTAC Radio Encryption Key'''<br> Costs:5 points | |style="border: 2px solid black; padding: 5px;"| [[File:JTAC_key.png|64px]]<br>'''JTAC Radio Encryption Key'''<br> Costs:5 points | ||
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|style="border: 2px solid black; padding: 5px;"| [[File:Supply_key.png|64px]]<br>'''Supply Radio Encryption Key'''<br> Costs:5 points | |style="border: 2px solid black; padding: 5px;"| [[File:Supply_key.png|64px]]<br>'''Supply Radio Encryption Key'''<br> Costs:5 points | ||
|style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the supply channel with :u. | |style="border: 2px solid black; padding: 5px;"| An encryption key for a radio headset, Allowing you to access the supply channel with :u. | ||
|} | |||
</tab> | </tab> | ||
</tabs> | </tabs> | ||
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{| style="border: 2px solid grey; | {| style="border: 2px solid grey; | ||
|style="height:100px; text-align:center;"|[[File: | |style="height:100px; text-align:center;"|[[File:M4RA.png|64px]] <big>'''M4RA Battle Rifle'''</big> [[File:M4RA.png|64px]] | ||
|style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File: | |style="height:100px; width=400; border-left:solid 2px grey; text-align:center;"|[[File:M4RAmag.png]] <big>'''High Supply Ammunition:'''</big> [[File:M4RA-AP-mag.png]] | ||
|- | |- | ||
|style="width:490px; background-color: white; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|An accurate battle rifle meant for fire support. It uses the same ammo as the M41A, but it does not come with burstfire capabilities nor compatible with most underbarrel attachments. It has a few unique attachments to enhance the rifle even further. | |style="width:490px; background-color: white; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|An accurate battle rifle meant for fire support. It uses the same ammo as the M41A, but it does not come with burstfire capabilities nor compatible with most underbarrel attachments. It has a few unique attachments to enhance the rifle even further. | ||
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'''Reloading:''' | '''Reloading:''' | ||
If you have just vended the | If you have just vended the M4RA Battle rifle, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine. | ||
After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the | After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4RA Battle Rifle to load the magazine in. | ||
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The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]] | ||
|style="background-color: white; border-top:solid 2px grey;"|[[File: | |style="background-color: white; border-top:solid 2px grey;"|[[File:M4RAmag.png]] | ||
''' | '''M4RA Magazine:''' | ||
Single Projectile. Average damage. Use on low armored targets for maximum effect. | Single Projectile. Average damage. Use on low armored targets for maximum effect. | ||
[[File: | [[File:M4RA-AP-mag.png]] | ||
''' | '''M4RA Armor Piercing Magazine:''' | ||
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect. | Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect. | ||
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[[File:What_to_strip.png|thumb|''What to recover from a dead marine'']] Notable items to recover are: | [[File:What_to_strip.png|thumb|''What to recover from a dead marine'']] Notable items to recover are: | ||
* [[Squad Leader]]: Tactical Binoculars[[File:Tactical_Binoculars.png|32px]], Motion Detector[[File:Motion_Detector.gif|32px]], Whistle[[File:Whistle.png|32px]], B12 armor and M11 helmet | * [[Squad Leader]]: Tactical Binoculars[[File:Tactical_Binoculars.png|32px]], Motion Detector[[File:Motion_Detector.gif|32px]], Whistle[[File:Whistle.png|32px]], B12 armor and M11 helmet | ||
* [[ | * [[Combat Technician]]: Building materials[[File:Metal.png|32px]][[File:Plasteel.png|32px]][[File:Sandbag_Empty.png|32px]], explosives[[File:M20_mine_box.png|32px]][[File:M20_claymore.png|32px]][[File:Incingrenade.png|32px]], just take them out from backpack/pouches and give/drop them to other engineers | ||
* [[ | * [[Hospital Corpsman]]: Roller Bed, first aid kit (keep one or two advanced kit[[File:Advtraumakit.png|32px]][[File:Advburnkit.png|32px]], standards can use them) | ||
* [[ | * [[Weapons Specialist]]: Battle Sights[[File:M42scoutsight.png|32px]], they have limited night vision capacity, M3G4 Helmet due to its facehugger blocking capabilities | ||
* Recover empty AP magazines[[File:M41A-AP-mag.png|32px]], they can be refilled with AP ammo box[[File:Big_Ammo_Box_AP_M41A.png|32px]] (click the ammo box with the magazine in hand). | * Recover empty AP magazines[[File:M41A-AP-mag.png|32px]], they can be refilled with AP ammo box[[File:Big_Ammo_Box_AP_M41A.png|32px]] (click the ammo box with the magazine in hand). | ||
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== First aid == | == First aid == | ||
==== Helping others ==== | ==== Helping others ==== | ||
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 | 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). | ||
* Whenever you have shrapnel injuring you, take out your [[File:knife.png]] from your [[File:Boots.png]] and press the Z key on key on your Keyboard to remove the shrapnel from your person. | * Whenever you have shrapnel injuring you, take out your [[File:knife.png]] from your [[File:Boots.png]] and press the Z key on key on your Keyboard to remove the shrapnel from your person. | ||
* Get splints [[File:Splint.png]], you can split the stack by holding it in the active hand then click it with another hand, restock the new stack (one splint) to a NanoMed [[File:NanoMed.png]] then you keep the rest. | * Get splints [[File:Splint.png]], you can split the stack by holding it in the active hand then click it with another hand, restock the new stack (one splint) to a NanoMed [[File:NanoMed.png]] then you keep the rest. | ||
* | * Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac). | ||
* Marines whose revive timer ran out, without a head, chestbursted and turned gray (aka husked, too much burn damage) are unrevivable. | * Marines whose revive timer ran out, without a head, chestbursted and turned gray (aka husked, too much burn damage) are unrevivable. | ||
== Your Skillset == | == Your Skillset == | ||
{{MarineSkills | |||
|firearms=1 | |||
|endurance=1 | |||
}} | |||
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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* Follow the [[Rank|chain of command]]. If someone tells you jump, you'd better ask how high on the way up. | * Follow the [[Rank|chain of command]]. If someone tells you jump, you'd better ask how high on the way up. | ||
* Use appropriate titles. Your [[Squad Leader]] is | * 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." | ||
* 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. | * 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. |
Latest revision as of 08:52, 7 September 2023
Difficulty: Easy Supervisors: Squad Leader Rank: Private (9:59 hours of playtime and below) / Private First Class (10 hours+) Duties: Follow orders. Don't get yourself killed. Don't shoot your squadmates. Guides: Bullet Paths and Friendly Fire, What to buy as PFC Unlock Requirements: Starting role, ten hours on squad role for PFC. Detailed Description: Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room. You are a rank-and-file soldier of the USCM, and that is your strength. What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah! |__________| |
"How do I get out of this chickenshit outfit?"- Hudson, Aliens
You're in the United States Colonial Marine Corps. Follow your sergeant's orders and don't ask too many questions. Whether you've been to Hell and back or you're fresh out of Boot, you're expected to maintain a level of professionalism. Do your job, follow orders, and maybe you'll go home in one piece.
This guide assumes you have finished the Marine Quickstart Guide and will hopefully help you transit out from being a baldie.
Your Squad
Once you have your earpiece on, you will see the Squad HUD. Your squad is led by its Squad Leader , also known as the SL. Listen for his and your Squad Overwatch's instructions over the radio. Don't be afraid to ask for help. Try to stay where you can see Squad Leader so he can see you. The Fireteam Leader , or FL, is your team leader if you are put in a fire team who also has the capabilities in coordinating with aerial and orbital fire support. They are the first in line to take command of the squad should the SL perish. Listen to your FLs, the SL, and command for warnings about fire support close to you. The Weapons Specialist , also known as the Spec has a unique weapon. Try to stay behind him so as not to get in his line of fire. The Smartgunner has a powerful smartgun that can fire past marines without causing friendly fire. Try to stay in front of him so he can support you. Remind him not to be in the front! The Hospital Corpsman , also known as medics, treat the wounded and revive the dead. Try to keep them safe so they can help you later. Similarly, the Combat Technicians , also known as engineers or engies, construct defensive structures and fix colony equipment to support your squad. Try to keep them safe as well.
Note: When you first start playing as a rifleman you will be a Private ( PVT ). Once you have played rifleman for 10 hours, you will be playing as a Private First Class ( PFC ).
Automated Closet
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The Weapons
In Marine Quickstart Guide, M41A is recommended as the weapon of choice due to its versatility and ease of use. However, you may find other firearms more appealing to use. Below is a list of standard weapons to choose from, just click expand.
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Loadouts
Your playstyle will be determined by the weapons you carry, the attachments on them and the items you have in your bag. Everyone's got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don't like.
Attachment
The RO may hand out two or more attachments, a webbing, a holster/scabbard and two grenades. Some RO's may hand out more equipment/attachments if they are feeling generous.
Secondary weapon
You should have a secondary weapon in your suit storage, ideally with a Rail Flashlight and Bayonet attached, be it a M41A, M37 or a flamer. The Rail Flashlight has no drawback while vastly improving your light range so it's always good to take. Additionally a angled grip is a good compliment for a secondary weapon as it reduces the wield delay.
Adjust your loadouts
Reflect what limitations you faced in the previous rounds. Ran out of ammo? Get a webbing from requisitions, and use a backpack . Ran out of flares? Use a backpack and fill it with 7 flare packs.
In the field
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, and terrain.
Lighting
To overcome low visibility of the battlefield, you need a rail flashlight and flares.
Inventory management
Notable items to recover are:
- Squad Leader: Tactical Binoculars, Motion Detector, Whistle, B12 armor and M11 helmet
- Combat Technician: Building materials, explosives, just take them out from backpack/pouches and give/drop them to other engineers
- Hospital Corpsman: Roller Bed, first aid kit (keep one or two advanced kit, standards can use them)
- Weapons Specialist: Battle Sights, they have limited night vision capacity, M3G4 Helmet due to its facehugger blocking capabilities
- Recover empty AP magazines, they can be refilled with AP ammo box (click the ammo box with the magazine in hand).
Logistics
Everyone who outranks you has their own tasks to handle, leaving only standards free enough to handle supplies.
The flow of supplies
Move supplies (supply crates, ammo bags, etc) onto the dropship, and transport them to the FOB upon landing at the LZ. Remember to also move wounded marines, empty crates, empty Smartgunner powerpacks 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 or pull a crate of supplies (if the front is established and you have few marines protecting the transport route).
Organization
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 labeller. Stockpile the empty bags out of the way to reduce clutter.
Recover empty crates
Bring crates back to the FOB and load them onto the dropship. You'll want to load any crates you find as the RO can send them down the elevator for supply points. Use (:i) to tell RO there are crates in hanger.
First aid
Helping others
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 seems to be asleep), shake them with 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).
- Whenever you have shrapnel injuring you, take out your from your and press the Z key on key on your Keyboard to remove the shrapnel from your person.
- Get splints , you can split the stack by holding it in the active hand then click it with another hand, restock the new stack (one splint) to a NanoMed then you keep the rest.
- Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).
- Marines whose revive timer ran out, without a head, chestbursted and turned gray (aka husked, too much burn damage) are unrevivable.
Your Skillset
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To find out about how the skill system works head over to the skills system page.
Tips
- Only take what you need. You're going to need atleast one to two armor piercing magazines in the field for heavily armored enemies. For everything else, soft point, hollowpoint and incendiary ammunition is superior.
- Stick with your squad at all times, a lone Marine is a dead Marine.
- Follow the chain of command. If someone tells you jump, you'd better ask how high on the way up.
- 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."
- 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.
- 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 movement outside the perimeter? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a grenade? Let your squad leader know. Did your staff sergeant just get his head taken off by incoming artillery? Let command know.
- 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.
- 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.
- 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.