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TGMC:Marine Quickstart Guide
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= Battle, or TIME TO UNGA= In general, fighting through the ground is a slow process of fighting off angry xenomorphs, carving through resin walls with knives to destroy their killing lanes, and pushing through to their critical hivemind-stabilizing silos. Keep looking at your automap (open and close by clicking the green button on the top left), and make sure you aren't wandering too far off from the main group of marines. Squad leaders (squad-colored L in person, squad-colored star on the map) and the Field Commander (white-on-blue star in person, yellow target on the map) have trackers that point them to the final objective, and can buff you by shouting orders if you stay near them, so follow their lead. When there's an enemy nearby or you hear shots or other signs of potential hostile activity, take your rifle out of your armor slot by either clicking on the sprite or pressing '''E'''. When you want to shoot, always make sure to wield it by hitting '''Z''' with it in your active hand, then click somewhere to shoot. Never fire a rifle-sized weapon one-handed as it causes a lot of recoil; you can tell when the screen shakes a lot. Always stay near your allies so that they may help you out when you get in a pinch. If your rifle is out of ammo and you have an ammo belt full of fresh magazine: ; Step 1 : press '''Z''' to unwield your rifle since you need an empty hand to get your new magazine ; Step 2 : press '''X''' to change the active hand from your rifle hand to your empty hand ; Step 3 : press '''E''' to instantly get your new magazine from your ammo belt ; Step 4 : click the sprite of your rifle with the magazine on your hand ; Step 5 : press '''X''' to change the active hand from your empty hand to your rifle hand ; Step 6 : press '''Z''' to wield your rifle. Or, if your gun is capable of it, you can perform a '''Tactical Reload.''' ; Step 1 : Open storage that has a magazine in it, whether it be a belt or backpack. ; Step 2 : Click and drag the magazine to your gun sprite, and it will reload it for you. {{Speech |name=Generic FC |text=Whew! That was fun reloading your gun under heavy fire! |image=[[File:TGMC_FC.png]] }} === Pushing Forward === When you're on the offensive, you should be more focused on cohesion and not walking into dangerous areas. In general, it's best for every Marine to be packed together fairly closely, but not so closely that nobody can fire or chase down kills. Don't get left behind and don't push ahead too far on your own, even if the area seems safe. If the area ahead is full of resin walls with thin passages through them, don't try to push through it; clear it out with machetes, flamethrowers, the Pilot Officer's fire support, an Engineer's plasma cutter, or a lot of bullets. The same goes for purple sticky resin on the floor, because walking over it will make you incredibly slow and thus vulnerable. Also look out for tiny resin holes at the center of floor tiles, usually hidden behind fallen items; walking over one will trip you for a long time and release a facehugger to attack you! === Falling Back === When you're on the defensive, either around a forward position (likely near a mineral miner) or the landing zone itself, you need to balance staying safe behind the barricades and pushing out with other marines to finish off xenomorphs. Don't leave the barricade wall alone, or you'll likely be flung, shoved, and dragged away from the rest of the force. Keep in mind that, generally, your team will lose if you keep trying to hold without pushing out again, but you aren't really in a position to change that, yet, so the most you can do is try to make critical plays with grenades or other high-damage weapons to give everyone an opportunity to get moving again. If things start getting rough, be on the lookout for a squad leader or officer calling for evacuation, and make sure you're on the Alamo when it leaves for the last time. After it lands in the hangar, get off, fast; the xenomorph hive leader will psychically call the dropship back down once the engines are cooled off again, They will then choose to either try to attack the main ship by hijacking the dropship, or simply capture the dropship and end the round. If they hijack, follow a high-ranking job's lead, because there isn't too much of a protocol to go off of otherwise. == Moving properly == It is very important to move in one line with your fellow marines and fire in a way where you won't hit your squadmates. It is better to miss a shot than to hit a friendly marine. Medics are a rarity. Always let the people in the front shoot, don't try and move through them. Staying on grab intent [[File:Intent_Grab.png]](the yellow intent, hit 3 to use it) during a firefight is vital, otherwise if you walk into someone who is also shooting with help intent [[File:Intent_Help.png]], meaning that both of you are in help intent, you will swap positions and get hit. If you do need to shoot through marines, and you aren't the [[TGMC:Squad Smartgunner|Smartgunner]], make sure you're in aim mode! Never, '''NEVER''' push medics or engineers who have circle above their head. If you push them, you'll stop their current action <s>and your stupid life.</s> If it is a defibrilation or turret placement, you will ''never'' be forgiven. Be perceptive on what are your squadmates are doing. ===Aim Mode=== Ever wanted to shoot through your friends? Through the miracle of aiming [[File:Aim_mode.png]] you can fire through your fellow marines with reckless abandon! Albeit with a little slower move speed and fire rate. Note that not all weapons can be aimed. AIMING IS A GOD'S BLESSING! USE IT! And not that moving decreases accuracy. Different weapons have different penalties - pistols are easier to handle on-move than machineguns. But almost every weapon suffers from this. If you want to be more accurate, stay put. ==Stamina== You may have noticed that you have been walking this time. If you hold down Alt, you will begin to run. If you press 5, you change your movement intent, meaning that you don't need to hold down Alt while running. Running makes you move faster at the expense of some stamina and melee accuracy (but you shouldn't be in melee as a standard Marine anyway). Some attacks also do stamina damage, and if it reaches a sufficiently low level you get knocked over. Your current stamina can be seen by this lightning bolt [[File:Stamina_full.png]]. When it is emptied, it will look like this [[File:Stamina_empty.png]] and shortly becoming a lightning bolt that is darker blue, with a 100% text, indicating your fatigue. Taking further stamina damage will turn the lightning bolt orange and then red when completely empty. You will have to wait to recover from fatigue before your stamina portion starts regenerating. Neurotoxin will drain your stamina and start killing you once it hits 0, so find a medic if it starts dropping on its own! == Light == You may have noticed there's a button in the upper left of your screen. Click it to turn your armor light on. It is vital to keep the light on at all times, so you can see the environment and marines can see you. It is easy to get spooked by a marine in the dark and accidents may happen. <br> <b>Keep in mind that every time your armor gets taken off, either by you or by a medic reviving you, the light is turned off and has to be turned back on manually. This also happens when you die, or get attacked by a facehugger.</b> == Overcoming obstacles == If there's a wooden barricade, use your knife to destroy it. If it's a plasteel one, click on it with an empty hand to flip it open, walk through and flip it closed. It is vital that you always close the barricade after you move through it to prevent enemies from easily passing it. If you see a table or a window frame, you can either jump (bind it!) at the cost of some stamina, or drag your character's sprite onto the obstacle or ctrl+click on the obstacle with an empty hand. This should allow you to climb through after a short animation. You may also flip a table over by clickdragging it a certain direction, turning it into a piece of cover. This doesn't always work though, such as with wide or reinforced tables, and doesn't compare to a good metal or sandbag 'cade, but it's useful in a pinch. == Healing == There are 4 types of damage in the game: <span style="color:#FF0000">'''Brute'''</span>, <span style="color:#FFD700">'''Burn'''</span>, <span style="color:#76F048">'''Toxin'''</span> and <span style="color:#238BE2">'''Oxyloss'''</span>. Usually you are hit (Brute) or acid spitted (Burn). To heal Burn, use Bicaridine. For Burn, use Kelotane. Tricordrazine heals both, and even toxins. Dylovene heals and purges toxins, such as '''Neurotoxin.''' When you're in pain, you move slowly - this is solved by Tramadol. You can eat different pills at once. A general guideline is not to eat more than one pill at a time if you don't have much knowledge of the Medical system. If you take more than two pills in a short time frame, you will overdose (OD) and take various damaging side effects, depending on the chem. During fight, you can also get other injuries - like a broken arm. In this case weapon or other objects will fall from that hand. To fix this, use a splint. Note that your corpsman can do this faster and better, and you should always seek the Corpsman before trying to do it yourself. If you have other problems, use HF2 Health Analyzer, but even better to ask your squad Corpsman. In worst case, he'll medevac you directly to ship med. Also, you can use sleep action (IC -> Sleep) to regenerate, and heal cloneloss at a slow pace, which can be sped up with a bed and bed sheets. == Getting face-hugged == Larval hugger can jump onto your face and violate it, leaving a larva inside you. ''Gross''. To avoid this, shoot the small guys before they jump. Don't forget to aim! * Larva hatches in 5 minutes. If it happens, you also die, possibly without a chance to be revived. * If you are infected, run to a friendly and stay still until he removes the hugger, saving you. ** Don't forget to cover him. Take your weapon out. ** Or jump into fire, hugger will jump off. * If somebody else has a hugger on their face; ** Make sure there are no more huggers around. ** With an empty hand and the help intent selected, click them. ** You have very limited time, so if the victim moves just shrug and forget. ** Make sure the poor fella is evac'd if he is infected. ==Question?== If you are lost or have a question, feel free to use the MentorPM under the admins tab in the top right to ask experienced players a question. They'll be happy to help! Alternatively you can also use OOC or LOOC chats to ask about something, although you should keep in mind to not give away information about the current ongoing round. You can be banned for this. ==What to try next?== If you want to try a different marine role you can try the [[TGMC:Squad_Smartgunner|Smartgunner]] for extra firepower, or you could alternatively try out a non-combat shipside role like the [[TGMC:Maintenance_Technician|Ship Technician]]. == Other Activities == If you're having trouble adjusting to or enjoying frontline combat, and want to contribute to your team in some other way without taking on the responsibilities of a specialized job, there's still a few options for you: === Mineral Miners === These drills all over the map, marked with pink and silver icons, are capable of generating points for the marine side. With a welder, wrench, and wirecutters, anyone can fix them, even if Squad Engineers are the best at it. As a normal marine, you can set up a defensive position with sandbags or metal around these machines to likely benefit your team more than you would on the front lines, as long as you keep them active. Make sure you bring some kind of eye protection if you're repairing it yourself! Staying behind barricades is obviously a lot safer, and your teammates will thank you when they need somewhere secure to hide from a flanker, or when a Marine with a minigun you paid for ends up shredding the Queen. If you like this sort of gameplay, consider actually playing as an Engineer. === Sniping === The TL-127 rifle can fire at enemies a long distance away, and with aim mode the bullets will go straight through any Marines on the way there. You won't be hitting that hard on your own, but an extra 80 damage might just stop a xenomorph from retreating behind a corner. At fights near the landing zone this is more effective, but it can work in any open area. Just make sure you aren't getting left behind, or those same flankers you keep trying to pick off will be the end of you. The laser sniper doesn't have to worry about travel time, but it can't use aim mode and does a lot less damage. Requisitions can also provide you with an autosniper with a night vision scope, which is a [[TGMC:Boiler|Boiler]]'s worst nightmare.
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