Редактирование:
TGMC:Marine Quickstart Guide
(раздел)
Перейти к навигации
Перейти к поиску
Внимание:
Вы не вошли в систему. Ваш IP-адрес будет общедоступен, если вы запишете какие-либо изменения. Если вы
войдёте
или
создадите учётную запись
, её имя будет использоваться вместо IP-адреса, наряду с другими преимуществами.
Анти-спам проверка.
Не
заполняйте это!
= Gearing up = === Quick and easy way === It is possible to '''IMPORT''' a loadout from other player. All you have to do is to find a string with the loadout name. It is in the form <code>ckey//Class//Name</code> Example: <code>revolver_man//Squad Marine//nyonn</code> You can obtain it in Discord, or via OOC. Just ask people to share their pew pew build, and somebody will tell you. Then you have to import it in the '''[[TGMC:Marine Quickstart Guide#Loadout|Loadout Vendor.]]''' === Getting your Uniform and Armor === {{Speech |name=RO Self Insert |text=Hi! You will be seeing me a lot soon, so let me tell you about your fancy toy! There are various armors you can acquire in prep, but the most common two are the Jaeger or Xenonauten armor sets. Jaeger is more customizable, but Xenonauten is ready out the gates besides having an armor module, which you can dispense in the GHMME, or Surplus Armor Vendor. If it is your first rodeo, I would recommend the Xenonauten set. Oohrah! |image=[[File:DMCA_RO.png]] }} '''Video guide: ''[https://www.youtube.com/watch?v=T9rISo7ajKo link, slightly out-of-date]''''' After you had your chow, head into the preparations room, which should be nearby. There are also separate rooms for other squad roles, such as Smartgunner, but you don't have access there. Search for and use the '''GHMME Automated Closet''' <br> [[File:TGMC GHMME Automated Closet.png]] The '''GHMME Automated Closet''' will dispense your standard issue uniform, armor, belts, pouches, accessories and masks, and weapon attachments. Check the picture below for outline. Make your choices from the list - items marked with a white "Essential" are vital tools for your job. Your uniform has to be on before you put your armor on, and the webbing attaches onto your uniform. Your webbing, armor, and helmet all have their own small storage slots, and you can store things like weapons on your suit storage (beside your feet slot) or on your back slot. The knife can go in your boot, and the attachments obviously go on your weapon, so just put them in your satchel or on the ground for now. You reading this, baldie? For a squad marine, a good choice would be: * '''Standard.''' (Uniform, Gloves, Boots, Headpiece, food, facepaint) * '''Light/Medium/Heavy Xenonauten Armor.''' (Helmet which you can put on your empty head, and armor. You can paint them using Facepaint on them.) Take Heavy plates - much more armor, and speed is ok. Helmet armor will always be equal to heavy armor, regardless if you pick Light or Medium. * '''Satchel.''' You start with one anyways. Its a little smaller than Backpack, but later takes time to take items from. * '''Tactical black vest.''' This goes to your undersuit (bottom left) and has several slots to hold items, such as magazines. Click on it with empty hand to access menu. * '''Standard ammo belt.''' This belt is your best friend, because it holds a lot of magazines! If you have a weapon in hand, and press E, that's where you pick your magazines from. * '''Firstaid pouch.''' This pouch can hold medicine, and comes with some as well! Red pills if you're hit, yellow if you're spit, white if you're not sure. Gray if you hate red text about pain. Do NOT take more than one of each pill at a time! * '''Flare pouch.''' There you can hold flares, and it comes full. It also comes with a flare gun, which you can right click the pouch to load. Easy to fill - drag ''flare pack'' (in ''utility'' section of Weapon Closet) on it. * '''General Purpose Storage Module.''' Put it on the exoskeleton, has 2 slots. (can hold 2 BOXES of ammo) * '''Mark 1 Tyr extra armor set.''' Increases your armor even more, at the cost of slowdown. It comes with a helmet and armor module; to attach them to their respective pieces, hold the armor in one hand and the module in the other, and click the armor with the module to attach it. * '''Tactical gas mask.''' Protects you from nasty Xenomorph chemicals. Be sure to wear it! [[File:TGMC_Marine_Vendor_UI.png|400px]][[File:DMCA_Equipped.png|400px]] <div class="mw-collapsible mw-collapsed" style="width:100%"> ===More on the Jaeger Armor=== '''Video Guide for Mk1: ''[https://www.youtube.com/watch?v=VZuB1PV84zo&list=PLM6jcw59PpgzOhVSpwBUyRwXDZu8FKz40&index=18 link]'''''<div class="mw-collapsible-content"> Currently, Jaeger is split into two categories: Mk 1 and Mk 2. Mk2 is very similar to the Xenonauten gear, and does not require assembly. This is the type of Jaeger you will receive at the GHHME vendor; you just have to attach the storage and armor modules to it. However, if you head to a Surplus Armor Vendor [[File:TGMC ArmorVendor.gif]], you can find the Jaeger XM-02 Combat Exoskeleton inside, alongside the other Mk 1 parts. You want to make sure your exoskeleton has them attached! To assemble an exoskeleton, hold the exoskeleton in one hand and the part you want to attach in the other, then click on the exoskeleton with said part. There are currently 6 different parts you can attach to an exoskeleton: * '''Chestpiece.''' This is the most important part of your exoskeleton, as it is the only armor piece that varies in armor, besides certain '''Armor Modules.''' * '''Armpiece and Legpiece.''' Both of these add armor to your exoskeleton, so you definitely want to add them. However, all of the armpieces and legpieces have the same armor stats; so go wild with your options! * '''Helmets.''' The bucket you put on your head. All helmets have the same armor, so yet again go wild with what looks good to you. * '''Storage Modules.''' Most of these modules are specialized to what they say on the tin; injectors for injectors, medical for meds, etc. * '''Armor Modules.''' This is where it gets interesting. Helmets and armor sets can have different modules. For example, a welding module on your head and a Baldur module on your suit. Each of the modules increases the armors capacity in some different way from each other. Tyr gives you more armor, Mimir makes you immune to taking damage from most gas clouds as well as less acid damage; and there is a good bit more of them. Click the ? to find out what each module does. You can also color each individual armor piece (chestpiece, armpiece, legpiece and helmets) with Green Facepaint that either comes from the GHMME or in the General tab in the Surplus Armor Vendor. Hold the piece in your hand and click on it with the facepaint to color it. You can also right click helmets to change the colors of the visors, too. </div> </div> <div class="mw-collapsible mw-collapsed" style="width:100%"> === Pouches and Storage === <div class="mw-collapsible-content"> After finally setting your armor up, you'll still have the rest of the automated closet to go through. For specialist roles, the choices here are a bit more important, because what they carry has a large impact on what they can do to support their team. As a squad marine, though, you should mostly be concerned with how many bullets you can carry, and how long you can keep yourself in the fight. There's uniform storage options under the webbing entry - the webbing vests have more storage for smaller items, but the tactical webbing can hold larger items like magazines, except the larger magazines for LMGs. You can also put a holster here, but unlike the belt holsters it only holds the gun. Click on your uniform with one of these in hand to strap it on. Belts are probably the most important option under this section, because they can easily provide about half your storage, but unlike the backpack slot they're more limited in what they can carry. Pistol belts can carry a pistol and six spare pistol magazines, the utility belt can carry any three normal or smaller items, and the ammo belt can hold six standard magazines, but, like the webbing, can't hold things like LMG drums. A popular choice for pouches is the first aid pouch, which contains 8 of each pill (red for brute, yellow for burn, purple for pain, white for anything and green for toxin), five splints and an emergency autoinjector to <s>stab</s> save unconscious marines . Flares are another good option, for lighting up areas from a distance, and you can't go wrong with more magazine storage. Make your two choices here. Remember, you can get more pouches from the surplus vendor, but they generally won't be pre-stocked like the ones from this personal closet. (The tool pouch will always be stocked.) You can also choose between a backpack and a satchel here. A satchel has 15 "blocks" of storage (tiny takes 1, small takes 2, normal takes 3), while a backpack has 24, but a backpack also has a second-long delay to pull anything out if it's on your back. Don't worry too much about your attachment choices, the weapons vendors have an infinite supply of all of them. All of the gas masks serve the same function; but you can use the coifed ones if you want to hold in your hair. Marines getting cold in the icy planets is a thing of the past! </div> </div> === Getting your Weapon === <blockquote> <b><big>NOTE:</big> all weaponry is balanced to be 'viable', with difference coming in the form of playstyle each requires, such as shotguns CQC or marksman rifles range. <br>Experiment and try different builds, aim to have fun and enjoy the game! <br>You will never be a dead weight for your team, ''unless you're shooting them instead of the enemy''. AIM!</b> </blockquote> [[File:Weapon Vendor New.png|alt=|480x480px]][[File:DMCA_Equipped2.png|400px]] Across from your uniform vendor, inside your cubicle, there should be a '''Automated Weapons Rack''' [[file:TGMC_Automated_Weapon_Rack.png|64px]]. There's quite a large variety of weapons. Here's an example of one of them. ; Step 1 :Dispense one AR-12 Assault rifle (or any other weapon of your choice) [[file:T12AR.png|64px]] and pick it up. ; Step 2 : Dispense AR-12 magazines [[File:T12AR_mag.png|64px]]. ; Step 3 : Pick one up with your other hand, then click on your rifle to load it. Your T-12 will be empty, so you must load it. ; Step 4 : Click the toggle firemode button in the top-left of your screen to switch the rifle firing mode to what you want, either automatic burst fire or automatic. ; Step 5 : Click the target button in the top-left start AIMING. It will allow you to shoot past allies without getting spanked for friendly fire. When you press it, wielding your weapon in both hands will also make your character to start aiming. ; Step 6 :After that, equip your rifle with '''E''' or click on your suit storage slot. Put the rest of your magazines into your ammo belt, pouch, satchel, or webbing, until they're full. [[file:TGMC_Ammo_Rig.png|64px]] ; Step 7 :Lastly, find two 10x24mm ammo boxes in Boxes section. Put them inside your armor or backpack. To refill a magazine, take a magazine in one hand, box in the other, and use box on magazine. Magazine holds 250 bullets, equivalent to 5 magazines. === Getting your Attachments === Now is the time for adding attachments onto your gun. To check what attachments your weapon can support, inspect it (Shift+click on the item) and the click on the link in 'The '''codex''' has relevant information' to open the codex and see the full list of attachments available, as well as any stats for your weapon. '''Codex''' is most useful source of information. Some weapons come with attachments that cannot be removed, such as the stock on the AR-12. <br>Attaching something is the same as reloading your rifle: Rifle in one hand, attachment in the other, click the rifle with the attachment. Attachments can also be examined like a weapon to see what effects they'll have. Maybe counter-intuitively, lower scatter is better. Scatter refers to where your bullets go, accuracy refers to whether they hit anything they pass over, most others should be self-explanatory. Good choice for AR-12 is: * Extended barrel (accuracy) * Magnetic harness (brings your weapon back to your suit storage if it is dropped) * Angled grip (faster wielding) === Getting other Gears === After you're done, you might also want to grab a '''flare gun''' few '''flare packs''' and put them into your satchel. Flares serve an important role, giving you intel and may prevent you from walking into an ambush. Always flare a room first before pushing into it with your squad. Flashlights work forever, but they're much less space efficient and can be disabled with a single slash. You may notice a requisitions area, which is where you can get more advanced gear such as Tyr Mk2 or SWAT masks. Since your basic setup is complete for now, you can ignore this area. They won't have anything at roundstart anyway.[[File:Loadout Manager.png|thumb|Loadout Manager UI]] === Loadout === After getting your equipment the way you want it, head over to a '''loadout vendor''' (black one, check out the picture) and save your current equipment. On subsequent rounds, you can go straight to here and instantly equip everything at the same time. On the bottom right you have the option to import a loadout. This won't work for things that don't come from the vendors, though, they just won't be vended at all. === What else? === Check out '''[[TGMC:Marine Equipment|Marine Equipment]]''' for info on other weapons and stuff. <br> This is your basic kit for this operation, and now we're going to switch to something very important, your '''Screen Interface and Heads-up-Display'''. ==Screen Interface and HUD== The image to the right shows the Marine game screen. The HUD icons are highlighted and explained below. Note that many of these icons are the same as standard SS13, but there are also many important differences. [[File:TGMC MarineHUD 2023.png|500px|right]] #'''Gear Buttons''' - These buttons across the top of the screen are some of your equipment's functions. All armor suits have a light that can be toggled by clicking this armor button. Certain weapon attachments like grenade launchers and scopes will create a button here, as well as the fire-rate button where you can cycle through the different firing modes of your currently held weapon. #'''Ammo Counter''' - Each weapon you wield will show an ammo counter icon here, allowing you to keep track of your remaining rounds. #'''Vital Signs''' - Changes as you receive damage. #'''Stamina''' - Changes as your stamina goes down. It can be drained by running and intaking some Xenomorph chemicals, or increased through some chems like Oxycodone or Synaptizine. #'''Hunger''' - Your hunger indicator, orange, yellow, no icon, or gray to indicate your different stages of hunger.<br> #'''Body, Action, and Intent Buttons:''' #*'''Throw, Drop Buttons''' - Function the same as SS13. Default hotkeys are 'R' for '''throw''', 'delete' for '''drop''', and 'B' for '''resist'''. #*'''Body-part Target Selection''' - Can target specific areas, either for medical purposes or shooting purposes (Aiming at a limb does nothing when shooting a Xeno.) #*'''Intent State Buttons''' - Help (green/1), disarm (blue/2) grab (yellow/3), and harm(red/4) function the same as they do in standard SS13. Also remember that the default hotkey for grabbing is 'ctrl' + clicking on your target. #*'''Run/Walk Toggle''' - Toggles the running or walking state. #*'''Resist Button''' - An important button useful to resist being grabbed, pulled, and cocooned in a xeno nest. You can resist many effects, so don't forget to see what works. Also remember to use this when you're on '''fire!''' Press to stop, drop, and roll to extinguish the fire and repeat until the fire goes out. #'''Pockets''' - When wearing a uniform, these slots are your right and left pockets. '''Pouches''' also go here, as you can see the flare and first-aid pouches attached in the screenshot. #'''Right/Left Hand Selection''' - Selects your active hand. When you grab something, you can press this button (or press the default hotkey 'X') to switch to your free hand, useful for equipping a weapon, activating objects, etc.. while dragging or carrying something. Note that wielding a firearm will take both hands, and if you're holding something in your off-hand when you wield a weapon, it will be dropped on the ground. #'''Back, Belt, and ID Slots''' - These slots function the same as standard SS13. Note that you can put several different types of weapons on your back slot. #'''Body Inventory Slots''' - These slots function the same as standard SS13. Your gear goes in each respective slot. The bottom-left backpack icon will open and close these buttons, and the bottom-right slot is your suit storage slot. #'''Storage Space''' - Your currently opened storage, whether it be your backpack, medical pouch or belt. ==Marine Status Icons== Status icons are the small icons floating by the heads of the characters in the game screen. They can represent many different things, and as a Squad Marine, there are many that you won't see until you take on different roles. The most important ones covered here are the rank icons and the health/status icons like stunned, dead, and the different defibrillation states. ===Rank Icons=== '''Squad Ranks*'''<br> [[File:TGMC_HUD_squad_leader.png]]Squad Leader<br> [[File:TGMC_HUD_squad_SG.png]]Squad Smartgunner<br> [[File:TGMC_HUD_doctor_medic.png]]Squad Corpsman (Medic)<br> [[File:TGMC_HUD_squad_eng.png]]Squad Engineer<br> [[File:TGMC_HUD_squad_marine.png]]Squad Marine<br> ''*Note - These icons will be the colors of their respective squads''<br> '''Command and Ship Personnel Ranks'''<br> [[File:TGMC_HUD_captain.gif]]Captain<br> [[File:TGMC_HUD_FC.png]]Field Commander<br> [[File:HUDSO.png]]Staff Officer<br> [[File:TGMC_HUD_PO.png]]Pilot Officer<br> [[File:TGMC_HUD_CSE.png]]Chief Ship Engineer<br> [[File:TGMC_HUD doctor medic.png]]Chief Medical Officer<br> [[File:TGMC_HUD_REQ.png]]Requisitions Officer<br> [[File:TGMC_HUD_synth.png]]Synthetic<br> [[File:TGMC_HUD_CL.png]]Corporate Liaison<br> ===Health/Status Icons=== [[File:TGMC_HUD_kd.gif]]Stagger, Stunned, Knocked Down<br> [[File:TGMC_HUD_unconKO.gif]]Knocked out/Unconscious<br> [[File:TGMC_HUD_dead.gif]]Dead!<br> After a Marine is '''dead''', they will show three different defibrillation states, yellow, orange, or red:<br> [[File:TGMC_HUD_defib1.gif]][[File:TGMC_HUD_defib2.gif]][[File:TGMC_HUD_defib3.gif]] These represent how long a marine has been dead, and a decaying timer before they can no longer be revived. == Heading to Planetside == After this, you are almost ready to rumble! Feel free to talk to your fellow marines, maybe they can help you out as well. You will want to make your way to the hangar, which now that you have a headset can be found on the minimap on the top of your screen, or with the webmap tool. There will a beige dropship, the '''Alamo'''. Its a ship-planet equivalent of a train, which follows a fixed schedule. It can only land in one of two Landing Zones (LZ). Board the ship, find a seat and buckle in. The Alamo can launch at 12:18, but usually launches around 12:20 when a SL or FC deems it time to go. The flight shouldn't take long, you may use this time to talk with your squad and other marines. Press T and use ; to talk on your squad channel and :h or .h to talk on the general channel that everyone has access to. [[File:DMCA_Dropship.png|400px]]
Описание изменений:
Пожалуйста, учтите, что любой ваш вклад в проект «MassMeta» может быть отредактирован или удалён другими участниками. Если вы не хотите, чтобы кто-либо изменял ваши тексты, не помещайте их сюда.
Вы также подтверждаете, что являетесь автором вносимых дополнений, или скопировали их из источника, допускающего свободное распространение и изменение своего содержимого (см.
MassMeta:Авторские права
).
НЕ РАЗМЕЩАЙТЕ БЕЗ РАЗРЕШЕНИЯ ОХРАНЯЕМЫЕ АВТОРСКИМ ПРАВОМ МАТЕРИАЛЫ!
Отменить
Справка по редактированию
(в новом окне)
Навигация
Персональные инструменты
Вы не представились системе
Обсуждение
Вклад
Создать учётную запись
Войти
Пространства имён
Статья
Обсуждение
русский
Просмотры
Читать
Править
Править код
История
Ещё
Поиск
/tg/station 13
Главная страница
Новым игрокам
Правила
Профессии
Гайды
Предметы
Локации
Карты
Игровые режимы
Вклад
Руководство по участию в разработке билда
Маппинг
Спрайтинг
Руководство по пониманию кода
Разработка
Wiki
Свежие правки
Случайная страница
Инструменты
Ссылки сюда
Связанные правки
Служебные страницы
Сведения о странице