User:El Defaultio: Difference between revisions

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Tophatpenguin is a donkpocket
1 part Carbon<br>
=Tools of the Trade=
1 part Silicon
{| style="border: 2px solid black;
! style="background-color:orange;"|Tool
! style="background-color:orange;"|Function
|-
|style="border: 2px solid black;|[[File:Screwdriver.png]]<br>'''Screwdriver'''
|style="border: 2px solid black;|Used for securing and unsecuring sentries, Also used to open panels on vendors and doors.
|-
|style="border: 2px solid black;|[[File:Welder.gif]]<br>'''Blowtorch'''
|style="border: 2px solid black;|Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.
|-
|style="border: 2px solid black;|[[File:Crowbar.png]]<br>'''Crowbar'''
|style="border: 2px solid black;|Used for Opening unpowered doors and displacing girders so you can move them.
|-
|style="border: 2px solid black;|[[File:Wrench.png]]<br>'''Wrench'''
|style="border: 2px solid black;|Used to rotate sentries, disassemble certain objects, unsecure and secure vendors and girders.
|-
|style="border: 2px solid black;|[[File:CableCoils.png]]<br>'''Cable coil'''
|style="border: 2px solid black;|Used for fixing robotics and placing wire on the ground.
|-
|style="border: 2px solid black;|[[File:Multitool.png]]<br>'''Multitool'''
|style="border: 2px solid black;|Used to hack doors and vendors, or for disarming mines.
|-
|style="border: 2px solid black;|[[File:Wirecutters.png]]<br>'''Wirecutters'''
|style="border: 2px solid black;|Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.
|-
|style="border: 2px solid black;|[[File:Lightreplacer.png]]<br>'''Light Replacer'''
|style="border: 2px solid black;|Used to replace lights quickly. Feed with glass to refill.
|-
|style="border: 2px solid black;|[[File:T-Ray_Scanner.png]]<br>'''T-Ray Scanner'''
|style="border: 2px solid black;|A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.
|-
|}
 
=The Basics=
=== Power Duty ===
To setup power, you'll want to locate the geothermal generators [[File:Geothermal.png|32px]] and assess the damage. Depending on the sprite, the generator will need different steps:
 
 
[[File:Geothermal_Destroyed.png]] = [[File:Welder.gif|link=|Welder]] -> [[File:Wirecutters.png|link=|Wirecutters]] -> [[File:Wrench.png|link=|Wrench]]
 
[[File:Geothermal_Broken.png]] = [[File:Wirecutters.png|link=|Wirecutters]] -> [[File:Wrench.png|link=|Wrench]]
 
[[File:Geothermal_Damaged.png]] = [[File:Wrench.png|link=|Wrench]]
 
'''Note that you can also examine a geothermal generator to see what tool is required for the next step.'''
 
 
=== APC Maintenance===
If the APC hasn't been blown up or destroyed during a gunfight always check the apcs wires by unscrewing the apc frame and click on the apc with your wirecutters, if the wires come up with a mend option, mend the wires with the wirecutters. (Click on mend while holding wirecutters in your active hand.) If someone blew up the apc or blasted it into another dimension follow the steps below.
 
 
So, someone decided to throw a grenade next to the APC or you just arrived to a broken APC and your SL has tasked you with fixing it whilst the squad holds off the incoming xeno tide. No need to panic as this section will get you to quickly repair that APC.
#First you'll want to whack off the cover; to do this just hit  the APC with any sort of weapon, generally a combat knife is good for this.
#Take out the battery (Power cell) in the APC once the cover is off with an empty hand.
#Use a screwdriver on the APC.
#Use wirecutters on the APC.
#Use a crowbar on the APC.
#Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.
#Use wires (Cable Coil) on the APC.
#Click on the APC with a power control module in hand.
#Use a screwdriver on the APC.
#Place a new battery (Power cell) in the APC. (Just click on the APC with the battery in hand.)
#Use a crowbar on the APC.
#Open up the APC pop up window once you've completed all previous steps and turn on the breaker.
 
=Hacking=
==Doors==
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Wires:
! style="background-color:#A9A9A9;" |Description:
|-
|The door bolts look down||Means that the bolts are currently down, and you will be unable to open the door. Pulsing this wire will open or lower it.
|-
|The door bolt lights are off|| Indicates when bolts are up or down. Off means you won't be able to tell it's bolted
|-
|The test light is off||The power wire. There are two of these. If the test light is off, you can crowbar it open.
|-
|The AI control allowed light||Allows control for the AI. Functionally useless in CM
|-
|The Check Wiring light||No use.
|-
|The Check Timing Mechanism light||How fast the door closes. If it's on, it will close instantly, crushing people under it.
|-
|}
==Vendors==
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Wires:
! style="background-color:#A9A9A9;" |Description:
|-
|Orange Light||Electricity wire. If this is on, whenever the vendor is used it will shock the user.
|-
|Red Light||Firing wire. If this this on, it will launch the contents of the vendor at nearby people.
|-
|Green Light||Contraband wire. Turning this wire on means non-standard gear will be avaliable.
|-
|Purple Light||Access wire. Turning this wire off changes it to a yellow light, making it so anyone can dispense the contacts.
|-
|}
=FOB Defences=
==Defensive Equipment==
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Defensive Equipment:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:SentryGun.png|64px]]<br>Sentry Gun
|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 laws as they lay down supressing fire. Comes with various options, such as 360 degree mode, burst fire, and the ability to take control of it. Has 300 bullets.
 
 
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Additional Information (Construction and Other Functions):'''
| '''How To Construct It:'''
* Construct Turret Frame with Plasteel,
* Wrench it,
* Apply Cable,
* Add Turret Piece,
* Add Turret Sensor,
* Apply Metal,
* Weld it,
* Add bigger battery if needed.
* Click on the sentry with an empty hand to turn it on.
 
'''Maintenance:'''
* Use a welder to repair a damaged sentry.
* If the sentry is knocked over click on it with an empty hand to right it.
 
'''Other Functions:'''
* Rotate with wrench
* Turn off the sentry then use a screwdriver on the sentry to unsecure it and thus make it movable.
|}
|-
![[File:M56D.png|64px]]<br>M56D Mounted Smartgun
|These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armour penetration. The tracking system of a standard smartgun is non-functional on the M56D. '''Note that this does not have IFF tracking built into it, so you will hit friendlies with it.'''
 
 
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Additional Information (Construction and Other Functions):'''
| '''How To Construct It:'''
* Click on the mount once it's in your hand,
* Wrench it,
* Mount the Gun,
* Screwdriver it,
* Apply Ammo Drum.
 
'''Maintenance:'''
* Use a welder to repair it.
 
'''Combat:'''
* To toggle burst fire, ''ctrl-click'' the M56d before you man it, after this when you next hop on you'll use burst fire.
 
'''Other Functions:'''
* Rotate with wrench
* Deconstruct with screwdriver.
|}
 
|-
|[[File:M20_mine_box.png|64px]]<br>'''M20 Mine Box'''
||A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.
 
 
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Additional Information (Deployment and Deactivation):'''
| '''How To Deploy A Mine:'''
* Take a M20 mine out of the box and keep it in your active 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 once you are facing the correct way,
* After a few seconds you'll have the mine placed and armed on your tile.
'''Keep in mind that any mob that enters the mine's tile, or the tiles it's facing, living or dead, will cause the mine to detonate, unless they have an appropriate ID, an example being that the crew of the USS Almayer won't set off armed mines.'''
 
 
'''How To Deactivate Mines:'''
* Use a multitool on the deployed mine.
|}
|}
 
==Fortifications of the Trade==
----
{| class="wikitable"
!Image
!Name
!Material Needed
!Function
|-
|[[File:WoodenBarricade.png]]||Wood Barricade||Wood||Used for a hasty defence against aliens. Mostly seen prespawned.
|-
|[[File:Metal_Barricade.png]]||Metal Barricade||Metal||Used for areas that will be under constant attack. Can be repaired with a blow torch.
|-
|[[File:Sandbag_Full.png]]||Sandbags||Sandbags||Used for making directional defences, multiple can be applied to a tile. Needs to be filled up with empty sandbags and an entrenching tool. 25 in a filled stack.
|-
|[[File:Plasteel_barricade.png]]||Plasteel Barricade||Plasteel||Used to allow passage by closing it, and providing heavy protection. Can be repaired with a blow torch
|-
|[[File:Barbed_Wire.png|32px]]||Barbed Wire||Metal||Used to make barricades and sandbags stronger, and making it so they can't be ran or climbed over. Also damages any thing that attacks it.
|-
|[[File:Wall.png]]||Wall||Metal|||Used to fully block off an area.
|}
=FOB Construction Quick Tips=
==Barricade Placement==
 
{| style="border: 2px solid black;
! style="background-color:orange;"|Barricade Placement
! style="background-color:orange;"|Description
|-
|style="border: 2px solid black;|[[File:WIKIFOB.png|thumb|left]]
|style="border: 2px solid black;|
<span style="color:darkred">'''This is an example of what not to do when constructing a defensive position.'''</span>
 
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.
|-
|style="border: 2px solid black;|[[File:WIKIFOB2.png|thumb|right]]
|style="border: 2px solid black;|
<span style="color:darkgreen">'''This is an example of what you should do when constructing a defensive position.'''</span>
 
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.
|}
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==Barbed Wire==
[[File:Barbed_Wire.png]]'''Barbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached.
<br>
{| style="border: 2px solid black;
! style="background-color:orange;"|Barbed Wire Tactics
! style="background-color:orange;"|Description
|-
|style="border: 2px solid black;|[[File:barbedwirenone.png|thumb|left]]
|style="border: 2px solid black;| In the picture you'll see that the engineer was killed due to the xeno being able to pounce over the barricade.
|-
|style="border: 2px solid black;|[[File:barbedwireyes.png|thumb|left]]
|style="border: 2px solid black;|
Due to the engineer placing barbed wire onto the barricades the xenomorph was unable to jump over.
|}
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==FOB Space==
[[File:BadFOBspace.png|thumb|left]]    [[File:Goodmovement.png|thumb|right]]
FOB space is an important aspect, for multiple reasons. One, it will allow marines to move in and out of the FOB in a quick and timely fashion. Two, it will cut down on FF as there will be more space to fire and less help intent shuffling.<br />
<br />
In the photo on the left, the FOB has very little space to move around, causing friendly fire and will prevent wounded marines from entering, and hindering supplies moving in and out as well. In the photo on the right, the FOB has ample space to move, reducing friendly fire, allowing good movement of marines and supplies.
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==Fixing Breaches in Defences==
[[File:Bad breaches.png|thumb|left]] [[File:FIXINGBREACHES.png|thumb|right]]
When setting up a defensive line in a FOB, you'll eventually come across a breach in your defences. There are several ways to repair this, but the way on the left is not an effective way to fix the hole. This will let you get slashed up by an alien running up willy nilly, and will give you less time to react if a xenomorph runs up.
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The photo on the right shows the optimal way of repairing the breach in your defences. To perform this, you'll want to build a barricade back a bit. After this is constructed, you'll want to screwdriver it, and then wrench it, to allow it to be moved. Once this is done, you'll want to grab it and pull it to the tile below you, and then the breached tile as demonstrated in the photo to the right.
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This will force 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 other one, however, the safety gained from doing it is worth it's weight in gold ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.
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==Misc. FOB tips==
[[File:windows.png|thumb|left]] [[File:Repairingbarricades.png|thumb|right]]
In the photo to the left, it demostrates that windows, even if reinforced, are not an acceptable replacement for a line of all-american steel barricades. They provide no firing lines, and they do not withstand much punishment. Avoid using them as defences.
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<br />
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 like in the photo in the right to repair it. This works on metal and plasteel barricades, and if they're too damaged they will be unable to be fixed. Each time you repair it, it will consume one unit of welder fuel.

Latest revision as of 14:11, 11 June 2019

1 part Carbon
1 part Silicon