User:Sargeantmuffinman: Difference between revisions

5,370 editsJoined 29 May 2015
 
(267 intermediate revisions by the same user not shown)
Line 3: Line 3:
= Who am I? =
= Who am I? =


Hi, I'm Sargeantmuffinman, the current wiki maintainer that will add various things to areas of the wiki.
Hi, I'm Sargeantmuffinman, the second former wiki maintainer that has added various things to areas of the wiki.
I mainly work on the marine side of things and will do general grammar changes to here and there. If other things are needed then I'll usually be the person for it.
I mainly worked on the marine side of things and did general grammar changes to here and there. If other things are needed then I'll would usually be the person for it. But alas, my time had come. I had no more time for the wiki. And I just wanted to play the game.


This will also be a place for where I test wiki code.
I still will aid others in either editing the wiki, in-game or on discord.


This will also be a place for where I test wiki code among other secrets I stash here.
bunga
== Note worthy things ==
== Note worthy things ==


Line 13: Line 15:


=== To-Do List ===
=== To-Do List ===
* Implement research paper work. 90% done.
* Oversee the medic rework page.
* CMO and Doctor page needs a good bit of touching up.
* Add a section in the tanker's page about all their modules in the new vendor at round start.
* Create a set of video tutorials on each and every occupation that is non-whitelisted.
* Create a set of video tutorials on each and every occupation that is non-whitelisted.
* Make more tea.
* Look through the alien page and update it.
* Update any sprites we have.
<span style="text-decoration: line-through;"></span>


== Proving grounds ==
== Proving grounds ==


The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.
The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.


===Section 1===
===Section 1===
Line 32: Line 25:


<span style="color:red;font-size:0.7em;font-weight:bold">(New!)</span>
<span style="color:red;font-size:0.7em;font-weight:bold">(New!)</span>
[[Link:The Baldie|Totally not suspicious link to a joke.]]
[[The Baldie|Totally not suspicious link to a joke.]]


<span style="color:#"> </span>
<span style="color:#"> </span>
 
<span style="font-size:50px"></span>
[x[The page where it is#The Subtitle of where it is|Words]x]
[x[The page where it is#The Subtitle of where it is|Words]x]
Just without the Xs.
Just without the Xs.
Line 43: Line 36:


== Section 2 ==
== Section 2 ==
 
[[https://cm-ss13.com/wiki/Marine_Equipment#M41A_Skeleton_Stock|A button]]
{| style="border: 2px solid black;
 
! style="background-color:#A9A9A9;"|'''Equipment:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Flamethrower.png|64.px]]<br>'''2X Flamethrower'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | This is the mighty weapon is used to burn through all that stands before it.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |{{Anchor|M41A Mk2 Pulse Rifle}}[[File:m41a.png|64px]]
'''M41A Mk2 Pulse Rifle'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire.
 
 
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Ammunition:'''
|width=150|[[File:M41Amag.png]]
'''M41A Magazine'''
|Holds forty (40) 10x24mm rifle rounds.
|-
|[[File:M41Amag.png]]
'''M41A Extended Magazine'''
|Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|-
|[[File:M41A-AP-mag.png]]
'''M41A Armor Piercing Magazine'''
|Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
|-
|[[File:M41A-Incen-mag.png]]
'''M41A Incendiary Magazine'''
|Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
|}
 
|-
{| style="border: 2px solid black;
 
! style="background-color:#A9A9A9;"|'''Equipment:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Tank.png|64.px]]<br>M34A2 Longstreet light tank
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A giant piece of armor with a big gun, you know what to do.
|}
 
{| style="border: 2px solid black;
 
! style="background-color:#E60000;"|'''Name:'''
! style="background-color:#00BFFF;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:SL.png]]<br>'''Testing Zone'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A generic description would be here.
 
 
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Contents:'''
 
| Item goes here
|-
|}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|-
|}


= Section 3 =
= Section 3 =
Line 180: Line 111:
|}
|}
</tab>
</tab>


</tabs>
</tabs>
Line 206: Line 135:
|}
|}


= Squad Marine Sub Roles =
= Section 4 =
Marine specialization kits allow you to acquire a set of equipment from your Colmartech Automated Closets at the cost of 45 points. These sub roles give you access to an array of weapons, support equipment and utilities. Some are specifically made for certain purposes. Like the First Response Medical Support kit, it gives you access to medical equipment and the ability to use more medical items efficiently though not as well as your designated squad counterparts.
== Using the Tank ==
This is where I would write the guide for using the tank, IF I HAD TIME.


=== Combat Technician ===
=== Choosing your loadout ===
The tank has 3 primaries and secondary armaments, a choice between 4 support modules to equip the tank and 5 different kinds of armor. You can only choose one of each category. There a multiple combinations of to choose from but the most common are the most successful in the field of battle.


The Combat Technician kit offers you the knowledge and abilities to construct metal barricades, barbed wire and tools to help fortify locations.
=== Loadout 1===
You are given knowledge on how to repair and construct metal barricades and use C4. This allows you to be more versatile in the battlefield when the need to breach or fortifying is needed.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''STUFF:'''
|width=100|
{| style="border: 2px solid black;


=== First Response Medical Support ===
! style="background-color:#A9A9A9;"|'''Equipment:'''
The first response medical support kit gives you access  to knowledge on the effective use of auto-injectors, pill bottle access and a limited amount of medical supplies. You'll be more effective in the use these medical items allowing you to heal other wounded marines in the absence of qualified medical personnel.
  ! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:TankModule_Auto-Cannon.png]] <br> '''AC3-E Autocannon'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak. Holding 40 flak rounds in its magazine, you won't be frequently reloading, but do keep an eye on your ammunition count.
|-


=== Frontline M40 Grenadier ===
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:TankModule_Secondary-Flamer-Unit.png]] <br> '''Secondary Flamer Unit'''
The frontline M40 Grenadier kit provides you access with a belt of explosives, containing the 3 common grenades in the marine arsenal. These explosives are used in tandem with the underslung grenade launcher or they can be hand thrown if you wanted to.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire. The secondary flamethrower unit excels at warding unwanted guests near your tank. Best used to deter any hostile from getting close to the tank.
 
=== L42 MK1 Sniper Loadout ===
The L42 MK1 Sniper kit offers you attachments to modify the L42 Pulse Carbine MK1 into an effective designated marksman rifle. This allows you to engage enemies farther away from your usual field of view.
 
=== The M240 Pyrotechnician ===
The M240 Pyrotechnician kit gives you access to the uncommon M240 flamethrower with a spare fuel tank and USCM technician welding pack to refill your flamethrower. The flamethrower will allow you to effectively clear enemy encampments and also providing a weapon for area of deniel. Additional, the kit comes with fire extinguishers to extinguish fires on the ground as well as any friendlies.
 
=== JTAC Radio ===
The JTAC radio kit gives you access to the JTAC radio channel along side a pair of tactical binoculars, signal flares and a flare gun with a holster for it. Being a JTAC operator means you'll be coordinating with dropship pilots and other fire support assets to launch strikes against enemy positions. You'll be mainly coordinating with the close air support dropship to launch devastating airstrikes against entrenched hostiles.
 
====In The Field====
When you've deployed to the combat zone you're going to need evaluate the battlefield for key points to call for an airstrike, mortar strike or orbital bombardment. When finding targets, you must take into account which support is available to you, when they'll be ready and the delay between you call for the strike and the time of impact.
 
Your primary tool you'll be using to co-ordinate these strikes will be the tactical binoculars and the JTAC encryption key ''':j'''.
 
{| class="wikitable"
|-
|-
![[File:Tactical_Binoculars.png|64px]]


[[#Tactical Binoculars|'''Tactical Binoculars''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:TankModule_ArtilleryModule.png]] <br>  '''Artillery Module'''
|{{Anchor|Tactical Binoculars}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Enables the gunner to see further. Similar to binoculars in function. Though the Artillery module doesn't see as far as standard issue binoculars.
|}
|}


When lasing a tile you must use the tactical binoculars on the red laser mode. Firstly you must activate it in your hand to zoom out to have a wider field of view. The direction you face will determine where your field of view expands, e.g facing north will expand your field of view north. To finally lase the tile you want, simply ctrl+click the tile.
= Section 5 Links to pages=


{| border="1"
[[Test Page]]
|+ style="text-align:left;"|'''Tactical Binocular Different Modes:'''
|


*'''Rangefinder Mode:'''  After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for '''Mortars''' and '''Orbital Bombardments'''
[[Colonists]]


*'''CAS Mode:''' After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.
[[Weapon Page Template]]
|}
|}


When you're calling for an airstrike it is best to first contact the dropship assigned to provide close air support on the JTAC channel that you're requesting air support. It's best to confirm that your response has been received and that wait until the dropship is in the air. Once they confirm they're in the sky, you may begin to laze the tile.
[[M41A Pulse Rifle MK2]]


You will need to assess the place you're lazing with the follow questions:
[[Hunter/Human relationship]]
* Where is the enemy?
* What offsets and directions do I need to relay to the CAS pilot?
* Is there a way for the enemy to escape?
* Will the airstrike reach the target in time?
* Has the enemy moved from where you want to strike?
* Are there any friendlies in the area and will they be caught in the blast radius?
* Is the place I want to airstrike in the viewable by the pilot or is it obscured?
* (Optional) What are the weapons dropship is equipped with.
Etc.


There are more variables in the equation but these are the most common of which you'll need to learn.
[[Muffin's Sniper Spec Guide]]


=== Field Intelligence ===
[[Muffin's Loadouts]]
The field Intelligence kit revolves around collecting documents, retrieving items and scouring the area of operations to find data disks to lower the DEFCON threat level. You're equipped with a document pouch for storing said documents and data disks. In addition to this, you'll be given access to the special Intel channel as well as a pack of Fulton recovery devices to retrieve the fallen as well as alien corpses for study.


[[Marine Combat Doctrine]]


'''Wondering if the below sub classes are really needed'''
[[Xeno Combat Doctrine]]


=== Forward HPR Shield ===
'''Fire damage calculation:'''
The forward HPR shield kit provides you with the powerful heavy pulse rifle along side a deployable barricade. This kit revolves around the rapid deployment of the barricade to quickly provide rapid fire support with the HPR. If modified with a quickfire adapter and bipod, it'll give a substantial boost to its fire rate when deployed.


=== M39 Pointman===
Being set on fire by flaming projectile:
The M39 Pointman kit provides the limited submachine gun arm brace for the M39. This allows the effective use of using the SMG with one hand. The kit also comes with a machete for the off hand. This combination allows the user to clear the way for other marines with the machete while also being able to defend themselves effectively.


=== M-OU53 Sapper ===
3 * Fire Intensity
The M-OU53 sapper support kit provides the limited break action shotgun along side the old M15 frag grenade and some grenades. The break action is primarily used as an alternative to the standard M37 for a better fire rate as well as accuracy. Though it can't use buckshot shells, it is quite lethal in using the slugs and flechette shells.


== Alien Commands ==
Walking into fire


{| class="wikitable mw-collapsible mw-collapsed"
2 / Fire Intensity
|-
! Key !! Command !! Function
|-
| N/A || Plant Weeds || Plants Weeds
|-
| N/A || Show Minimap || Shows the minimap
|-
| N/A || Toggle Spit Type || Switches between spit types
|-
| N/A || Regurgitate || Regurgitates a host
|-
| N/A || Choose Resin Structure || Opens up a choice between different resin structures
|-
| N/A || Secrete Resin || Secretes a selected resin structure
|-
| N/A || Corrosive Acid || Toggles the corrosive acid ability to be able to melt objects
|-
| N/A || Spray Acid || Toggles the acid spray ability
|-
| N/A || Toggle Agility || Toggles the Warrior's agility mode
|-
| N/A || Lunge || Toggles the lunge ability to be used.
|-
| N/A || Fling || Toggles the fling ability to be used.
|-
| N/A || Punch || Toggles the fling ability to be used.
|-
| N/A || Jab || Toggles the jab ability to be used
|-
| N/A || Burrow || Toggles the burrow ability to be used
|-
| N/A || Tremor || Toggles the tremor ability to be used
|-
| N/A || Headbutt || Toggles the headbutt ability to be used
|-
| N/A || Tail Sweep || Toggles the tail sweep ability to be used
|-
| N/A || Toggle Crest Defense || Toggles the crest defense ability
|-
| N/A || Fortify || Fortifies yourself
|-
| N/A || Pounce || Toggles the pounce ability to be used
|-
| N/A || Xeno Spit || Toggles the x ability to be used
|-
| N/A || Hide || Hides yourself
|-
| N/A || Emit Pheromones || Opens a menu for you to select what pheromones you'll use.
|-
| N/A || Transfer Plasma || Toggles the transfer plasma ability to be used
|-
| N/A || Toggle Long Range Sight || Toggles the long range sight ability
|-
| N/A || Toggle Bombard Type || Toggles the bombard type you'll be using
|-
| N/A || Bombard || Toggles the bombard ability to be used
|-
| N/A || Throw Facehugger || Toggles the ability to throw a face hugger.
|-
| N/A || Retrieve Egg || Retrieves an egg from storage
|-
| N/A || Place resin hole || Plants a resin hole where you stand
|-
| N/A || Lay Egg || Spawns an egg into your hand, ready to be planted.
|-
| N/A || Stomp || Toggles the stomp ability to be used
|-
| N/A || Toggle Charging || Toggles the charging ability
|-
| N/A || Earthquake || Toggles the x ability to be used
|-
| N/A || Resin Walker || Toggles the resin walker ability.
|-
| N/A || Dig Tunnel || Toggles the dig tunnel ability to be used
|-
| N/A || Screech || Toggles the screech ability to be used
|-
| N/A || Gut || Guts any marine you've grabbed
|-
| N/A || Watch Xenomorph || Brings up a menu to select a xenomorph to watch
|-
| N/A || Heal Xenomorph || Heals the xenomorph you're watching
|-
| N/A || Give Plasma || Give's plasma to the xenomorph you're watching
|-
| N/A || Charge || Toggles the charge ability to be used
|-
| N/A || Spin Slash || Toggles the spin slash ability to be used
|-
| N/A || Transfer Health || Toggles the transfer health ability to be used
|-
| N/A || Praetorian-Screech || Toggles the Praetorian's screech ability to be used
|-
| N/A || Praetorian-Dance || Toggles the Praetorian's dance ability
|-
| N/A || Praetorian-Tail-Attack || Toggles the Praetorian's tail attack ability to be used
|-
| N/A || Praetorian-Shift-Tail-Attack || Toggles the Praetorian's shift tail attack ability
|-
| N/A || Praetorian-Switch-Spray-Types || Toggles the Praetorian's switch spray types ability to be used
|-
| N/A || Praetorian-Punch || Toggles the Praetorian's Punch ability to be used
|-
| N/A || Praetorian-Bomb || Toggles the Praetorian's Bomb ability to be used
|-
| ` || Hive-Status || Open Hive Status window
|-
| Space || Crawl-Through-Vent || Start crawling into vent
|-
| Shift + 1 || Say "*hiss" || Hiss emote
|-
| Shift + 2 || Say "*growl" || Growl emote
|-
| Shift + 3 || Say "*tail" || Tail whip emote
|-
| Shift + 4 || Say "*roar"|| Roar emote
|-
| Shift + 6 || Say ":a Heal" || Say Heal in hivemind so the Queen can heal you in time
|-
| Shift + 7 || Say "*dance" || Dance emote
|-
| Shift + Z || Say "MOVE" || Life saving phase when you are body blocked by fellow sisters
|-
| Shift + X || Say "Capture" || Urge fellow sisters to capture/let you capture the host
|-
| Shift + C || Say "Don't" || Urge fellow sisters to not do something, etc
|-
| O || Evolve || Open Evolve window
|}

Latest revision as of 23:46, 14 March 2023

Under Construction.png

Who am I?

Hi, I'm Sargeantmuffinman, the second former wiki maintainer that has added various things to areas of the wiki. I mainly worked on the marine side of things and did general grammar changes to here and there. If other things are needed then I'll would usually be the person for it. But alas, my time had come. I had no more time for the wiki. And I just wanted to play the game.

I still will aid others in either editing the wiki, in-game or on discord.

This will also be a place for where I test wiki code among other secrets I stash here.

bunga

Note worthy things

If you're uploading a new image from the map and want to add text. The font we use is city light.

To-Do List

  • Create a set of video tutorials on each and every occupation that is non-whitelisted.

Proving grounds

The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.

Section 1

(New!) Totally not suspicious link to a joke.

[x[The page where it is#The Subtitle of where it is|Words]x] Just without the Xs. Flamer Pack

Example link

Section 2

[button]

Section 3

Example heading: Description:
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

-

Generic description goes here. This will extend the box so there's no need for extra spaces.
Example Heading: Description:
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
Example Heading: Description:
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.


Paper Work Template

Title:

Description of use.

How To: Outcome:

All the written stuff goes here.


image here

Section 4

Using the Tank

This is where I would write the guide for using the tank, IF I HAD TIME.

Choosing your loadout

The tank has 3 primaries and secondary armaments, a choice between 4 support modules to equip the tank and 5 different kinds of armor. You can only choose one of each category. There a multiple combinations of to choose from but the most common are the most successful in the field of battle.

Loadout 1

STUFF:
Equipment: Description:
TankModule Auto-Cannon.png
AC3-E Autocannon
The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak. Holding 40 flak rounds in its magazine, you won't be frequently reloading, but do keep an eye on your ammunition count.
TankModule Secondary-Flamer-Unit.png
Secondary Flamer Unit
A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire. The secondary flamethrower unit excels at warding unwanted guests near your tank. Best used to deter any hostile from getting close to the tank.
TankModule ArtilleryModule.png
Artillery Module
Enables the gunner to see further. Similar to binoculars in function. Though the Artillery module doesn't see as far as standard issue binoculars.

Section 5 Links to pages

Test Page

Colonists

Weapon Page Template

M41A Pulse Rifle MK2

Hunter/Human relationship

Muffin's Sniper Spec Guide

Muffin's Loadouts

Marine Combat Doctrine

Xeno Combat Doctrine

Fire damage calculation:

Being set on fire by flaming projectile:

3 * Fire Intensity

Walking into fire

2 / Fire Intensity