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=Modules= <div class="mw-collapsible-content"> This is a list of all the available modules and what they do. Most of them are available at roundstart, but more can be purchased from the Dropship Parts Fabricator. ==Dropship Part Fabricator== ![[File:TGMC_Dropship_Part_Fabricator.png|300px]]<br> The Dropship Part Fabricator is the most important piece of equipment. It is used to make the modules and ammunition for the Alamo, Tadpole and Condor. Spend your points wisely, they take a long time to replenish - (Orbital level+3)*6 per minute. Additional ammo for internal modules can be purchased via the use of requisitions. ==Interior Modules== {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;" ! scope="col" style="background-color:#407bbf;" width="200" |Module ! scope="col" class="unsortable" style="background-color:#407bbf;" |Description |- ![[File:TGMC_Alamo_Surgery_Table.png|100px]]<br>Surgery Table Module |Works exactly like the surgery table. Fits on the Alamo and Tadpole. The Sulaco and Pillar of Spring starts with 1. Costs 100 points in the dropship part fabricator. '''Note: Only useful to roles that are skilled in surgery.''' |- ![[File:TGMC_SmartgunSystem.png|128px]]<br>Smartgun Deployment Module |This installs a M56D-Smartgun with an included sandbag-nest. Comes loaded with 1500 bullets to defend your ship. Fits on the Alamo and Tadpole. The Sulaco and Pillar of Spring starts with 1. Costs 300 points in the dropship part fabricator, or 50 points in the requisitions system.<br><br>'''Note: It does have an IFF-Feature, which means you can shoot through other marines.''' |- ![[File:TGMC_MinigunSystem.png|128px]]<br>Minigun Deployment Module |This installs a MG-2005 Minigun with an included sandbag-nest. Comes loaded with 1000 bullets to defend your ship. Fits on the Alamo and Tadpole. Costs 75 points in the requisitions system. Cannot be fabricated in the dropship fabricator. |- ![[File:TGMC_HeavyRRSystem.png|128px]]<br>Heavy Recoilless Rifle Deployment Module |This installs a M56D-Smartgun with an included sandbag-nest. Comes loaded with 1 shell to defend your ship. Fits on the Alamo and Tadpole. Costs 180 points in the requisitions system. Cannot be fabricated in the dropship fabricator. |- ![[File:TGMC_HeavyLaserSystem.png|128px]]<br>Heavy Recoilless Rifle Deployment Module |This installs a TE-9001 Heavy Laser with an included sandbag-nest. Comes loaded with 15 charges to defend your ship. Fits on the Alamo and Tadpole. Costs 90 points in the requisitions system. Cannot be fabricated in the dropship fabricator. |- ![[File:TGMC_AutocannonSystem.png|128px]]<br>Heavy Recoilless Rifle Deployment Module |This installs a ATR-22 Heavy Dualcannon with an included sandbag-nest. Comes loaded with 150 bullets to defend your ship. Fits on the Alamo and Tadpole. Costs 60 points in the requisitions system. Cannot be fabricated in the dropship fabricator. |- |} == Electronic Modules == {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;" ! scope="col" style="background-color:#407bbf;" width="200" |Module ! scope="col" class="unsortable" style="background-color:#407bbf;" |Description |- ![[File:TGMC_TargetingSystem.png]]<br>Targeting System |Increases the accuracy of the weapons of the Dropship. The Sulaco and Pillar of Spring start with 2 Costs 800 points in the dropship part fabricator. '''Note: This module is obsolete due to the Condor not taking electronic modules as well as already being very accurate.''' |- ![[File:TGMC_LZDetector.png]]<br>Landing Zone Detector |This will allow the Pilot to view the Landing Zone where the Dropship is heading. Only works when the Dropship is in the air. Costs 400 points in the dropship part fabricator. '''Note: This module is not useful''' |- ![[File:TGMC_Spotlight.png]]<br>Spotlight |These Spotlights need to be activated with the Alamo Weapons Control console and turn off every time the Alamo launches. This illuminates the Landing Zone. Good for those that are afraid of the dark. Fits only on the Alamo. Sulaco starts with 2 and the Pillar of Spring 3. Costs 300 points in the dropship part fabricator. '''Note: This module is the most useful for the Alamo.''' |- |} == Weapon Modules == {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;" ! scope="col" style="background-color:#407bbf;" width="200" |Module ! scope="col" class="unsortable" style="background-color:#407bbf;" |Description |- ![[File:TGMC_Sentry_Deployment_Module.png|100px]]<br>Sentry Deployment Module |These sentries need to be deployed with the Alamo Weapons Control console and get undeployed every time the Alamo launches. they can not be modified and can only fire in the direction they are facing. They have 150 health, 50000 rounds and fire in bursts of 10 but are very inaccurate. They can be repaired with a blowtorch. if they are destroyed you can remove them with the powerloader and placed back on to fix it. Costs 500 points in the dropship part fabricator. '''Note: This module is the most useful for the Tadpole or Alamo.''' |- |- ![[File:TGMC_Condor_Jet_Minigun.png|100px]]<br>Condor Jet Minigun |A built in GAU-21 to use for gun runs. Built in the Condor and unremovable. |- ![[File:TGMC_GAU-21_30mm_Cannon.png|200px]]<br>GAU-21 30mm Cannon |A GAU-21 to use for gun runs. The Sulaco and Pillar of Spring start with 1. Costs 400 points in the dropship part fabricator. |- ![[File:TGMC_Rocket_Pod.png|200px]]<br>Rocket Pod |A rocket pod capable of holding a rocket. The Sulaco and Pillar of Spring start with 1 Costs 600 points in the dropship part fabricator. |- |- ![[File:TGMC_Minirocket_Pod.png|100px]]<br>Minirocket Pod |A minirocket pod capable of holding minirockets. The Sulaco and Pillar of Spring start with 1 Costs 600 points in the dropship part fabricator. |- |- ![[File:TGMC_Laser_Beam.png|200px]]<br>Laser Beam |A laser beam that fires a long line of fire that burns targets. The flames are short lived. Costs 500 points in the dropship part fabricator. '''Note: This is the only weapon able to reliably hit xenos due to its low travel time.''' |- |} == Ammunition == Ammo travelling time is calculated by <code>munition_travel_time * ((current_orbit+3)/6)</code>. Example: 30mm Ammo Crate at orbit level 1 would be 6*((1+3)/6) which equals 4 seconds of travel time Default level is '''3'''. === Legend === For info on explosions, head to [[TGMC:Marine Mechanics|'''Marine Mechanics''']] Range (a, b, c) means EXPLOSION_DEVASTATE in range of a from center, HEAVY in b and LIGHT in c. {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;" ! scope="col" style="background-color:#407bbf;" width="200" |Module ! scope="col" class="unsortable" style="background-color:#407bbf;" |Description ! scope="col" class="unsortable" style="background-color:#407bbf;" |Damage ! scope="col" class="unsortable" style="background-color:#407bbf;" |Cost per shot ! scope="col" class="unsortable" style="background-color:#407bbf;" |Usage |- ![[File:TGMC_30mm_Ammo_Crate.png|100px]]<br>30mm Ammo Crate |An ammo crate of 30mm. Capable of fitting in the Condor Jet Minigun and the GAU-21 30mm Cannon. Has 200 rounds, each time it is fired uses 20 rounds for a max of 10 shots before being empty. Travel time of 6 seconds on orbit level 3. Costs 75 points in the dropship part fabricator. |EXPLODE_LIGHT |7.5 |Longest travel time. Best use is scaring xeno, defending static objectives (like xeno who is potentially revivable) and clearing out resin mazes. Cheap. |- |- ![[File:TGMC_High-Velocity_30mm_Ammo_Crate.png|100px]]<br>High Velocity 30mm Ammo Crate |An ammo crate of High Velocity 30mm Capable of fitting in the Condor Jet Minigun and the GAU-21 30mm Cannon. Has 200 rounds, each time it is fired uses 20 rounds for a max of 10 shots before being empty. Travel time of 5 seconds on orbit level 3. Costs 150 points in the dropship part fabricator. |EXPLODE_LIGHT |15 |Questionable use, still takes too long to hit but now is more expensive. |- |- ![[File:TGMC_AIM-224_Widowmaker.png|100px]]<br>AIM-224 'Widowmaker' |A rocket capable of reaching its target fast. It is the least powerful rocket. Travel time of 3 seconds on orbit level 3. Costs 75 points in the dropship part fabricator. |Range 2, 4, 6 |75 |Actually a very cost-effective rocket. Best use is to target those which can be gibbed, like Prae. Low travel time helps. |- |- ![[File:TGMC_AGM-227_Banshee.png|100px]]<br>AGM-227 'Banshee' |A rocket capable of clearing large areas. It has a wide range. Travel time of 4 seconds on orbit level 3. Costs 150 points in the dropship part fabricator. |Range 2, 4, 7 Fire in 6-tile radius |150 |Widowmaker but with fire. Best use is to shoot it in xeno outpost near active combat, possibly kills on xeno who are too busy fighting, and those who can no longer retreat due to fire. |- |- ![[File:TGMC_SM-17_Fatty.png|100px]]<br>SM-17 'Fatty' |A cluster type rocket. Explodes in the center, and then 8 more explosions after 3 seconds around. Travel time of 4 seconds on orbit level 3. Costs 200 points in the dropship part fabricator. |Range 2, 3, 4 for each |200 |If you're a xeno, you think its just a minirocket. Then you die. |- |- ![[File:TGMC_XN-99_Napalm.png|100px]]<br>XN-99 'Napalm' |An incendiary rocket designed to cover an area in napalm for a long time. It stays on fire for a long time. Travel time of 4 seconds on orbit level 3. Costs 200 points in the dropship part fabricator. |Range 2, 3, 4 Flame of range 5 for a minute |200 |About a minute of fire. Only use to cut off a corridor, in other cases use Banshee or inc minirockets. |- |- ![[File:TGMC_GBU-67_Keeper_II.png|100px]]<br>GBU-67 'Keeper II' |A bomb designed to devastate armoured targets. It has a less blast radius but is more powerful in the center. Travel time of 4 seconds on orbit level 3. Costs 300 points in the dropship part fabricator. |Range 4, 5, 5 |300 |Easier to gib weak xenos. Actually no use against T4s usually, they'll shrug off any hits. Generally too expensive to fabricate, buy 4 widows instead. |- |- ![[File:TGMC_Smoke_Mini_Rocket_Stack.png|100px]]<br>Smoke Mini Rocket Stack |A stack of 6 minirockets that upon impact release smoke. They are able to be fired in rapid succession. Travel time of 4 seconds on orbit level 3. Costs 25 points in the dropship part fabricator. |Range 0, 0, 2 |4.2 |Actually damages. Smoke covers marines, and helps the attack. Launch if you see xeno attacking. Note that it might be harmful, for example if a medic is treating wounds on a marines and he suddenly disappears. |- |- ![[File:TGMC_Illumination_Rocket-Launched_Flare_Stack.png|100px]]<br>Illumination Rocket-Launched Flare Stack |A stack of 6 minirockets that upon impact make a bright invisible flare. They are able to be fired in rapid succession but are inaccurate. Travel time of 4 seconds on orbit level 3. Costs 25 points in the dropship part fabricator. |Range 0, 0, 2 |4.2 |Actually damages. Useless for you, useful for marines. Creates light, launch in areas with xeno and no direct sight from marine side. |- |- ![[File:TGMC_Tanglefoot_Mini_Rocket_Stack.png|100px]]<br>Tangle Mini Rocket Stack |A stack of 6 minirockets that upon impact release Tanglefoot gas in a large area. They are able to be fired in rapid succession. Travel time of 4 seconds on orbit level 3. Costs 150 points in the dropship part fabricator. |Range 0, 0, 2 |25 |Actually damages. Best weapon to support marine attack. Large AOE, xeno fear it, marines love it. |- |- ![[File:TGMC_Mini_Rocket_Stack.png|100px]]<br>Mini Rocket Stack |A stack of 6 minirockets that explode but are not very strong. They are able to be fired in rapid succession. Travel time of 4 seconds on orbit level 3. Costs 100 points in the dropship part fabricator. |Range 0, 2, 4 |16.7 |Medium damage, use to finish off running xeno. |- |- ![[File:TGMC_Incendiary_Mini_Rocket_Stack.png|100px]]<br>Incendiary Mini Rocket Stack |A stack of 6 minirockets that explode and also leave behind a large area in flames. They are able to be fired in rapid succession. Travel time of 4 seconds on orbit level 3 Costs 200 points in the dropship part fabricator. |No direct damage Fire range of 3 |33.3 |Area denial, use in corridors to prevent xeno from retreating. |- |- ![[File:TGMC_High-Capacity_Laser_Battery.png|100px]]<br>High-Capacity Laser Battery |A High Capacity Laser Battery capable of fitting in the Laser Beam Gun. Has a charge of 100 with each shot consuming 10 charge for a max of 10 shots before being empty. Travel time of 1 second on orbit level 3. Costs 150 points in the dropship part fabricator. |120 Fire (before armor) + 20 Fire stacks (that's a lot) |15 |Make Boiler's life miserable. Do direct damage. Help the attack. Destroy xeno corridors. |- |} </div> </div>
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