User

Sargeantmuffinman

From CM Wiki

Under Construction.png

Who am I?

Hi, I'm Sargeantmuffinman, the current wiki maintainer that will add 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.

This will also be a place for where I test wiki code.

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.
  • Make more tea.

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:
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Example Heading: Description:
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Example Heading: Description:
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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

Colonists

Weapon Page Template

M41A Pulse Rifle MK2

Hunter/Human relationship

Muffin's Sniper Spec Guide

Fire damage calculation:

Being set on fire by flaming projectile:

3 * Fire Intensity

Walking into fire

2 / Fire Intensity


Buildable Structures:
Structure: Description: Stats:

Resinwall.png Resin Wall

Weird slime solidified into a wall. The most basic hive structure available to construct. Bullet resistant. Health Points: 900


Melee Damage Multiplier: x 8.2

Resinmembrane.png Resin Membrane

Weird slime translucent enough to let light pass through. Allows non strain boilers to launch globs of acid over it. Health Points: 300


Melee Damage Multiplier: x 8.2

Resin door.png Resin Door

A door specifically made to allow other friendly xenomorphs to pass through. Requires two walls on both sides to be able to build one. It's destroyed if nothing is supporting it on both sides. Health Points: 600


Melee Damage Multiplier: x 8.2

Nest.png Resin Nest

A resin nest to secure hosts. Secured hosts hatch faster than ones not secured as well as making sure they cannot escape. Health Points: 400

Resin sticky.png Sticky Resin

A layer of disgusting sticky slime. Slows a host down that walks over it significantly. Health Points: 45

Resin fast.png Sticky Resin

A layer of disgusting sleek slime. Increases a friendly xenomorph's speed as they run over it. Does not slow down hosts. Health Points: 30
Defensive Buildable Structures:
Structure: Description: Stats:

Reflective Resinwall.png Resin Reflective Wall

Weird hardened slime solidified into a fine, smooth wall. Reflects projectiles and even rockets back to the shooter. Health Points: 300


Melee Damage Multiplier: x 8.2

Resin spike.png Resin Spike

A small cluster of bone spikes. Ouch. Deals 8 damage to a random leg or foot when a host walks over it. Health Points: 45

Acid Pillar.png Acid Pillar

A resin pillar that is oozing with acid. Fires a lane of acid against targets within a 5 tile range and extinguishes xenomorphs on fire. Health Points: 300

Deals 41 burn damage.

Range of 5 tiles.

Extinguishes xenomorphs on fire.

Offensive Buildable Structures:
Structure: Description: Stats:

Resinwall.png Moveable Resin wall

A resin wall that can shift about. Allows xenormophs to push moveable resin walls/membranes so long as one of them is connected to a weed tile. Health Points: 900


Melee Damage Multiplier: x 8.2

Resinmembrane.png Moveable Resin Membrane

A resin membrane that can shift about. Allows xenormophs to push moveable resin walls/membranes so long as one of them is connected to a weed tile. Health Points: 300


Melee Damage Multiplier: x 8.2

Shield Pillar.png Shield Pillar

A resin pillar that is oozing with acid. Grants 25 shield points every 7 seconds as long as you're next to it with a max of 200 Shield Points. (Max of 1 per caste) Grants 25 shield points every 7 seconds with a max of 200 Shield Points.

Acid Grenade.png Acid Grenade

Sprays acid projectiles outwards when detonated. Deals X burn damage.