TGMC:Squad Smartgunner: различия между версиями

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(не показано 145 промежуточных версий 10 участников)
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{{TGMC}}
{{Under construction
{{Under construction
|reason = Needs information, pictures
|reason = Elsa is still coping about the loss of T-25
}}
}}


{{JobPageHeader
{{TGMC}}
 
{{JobPageHeaderTG
|headerbgcolor = #808080
|headerbgcolor = #808080
|headerfontcolor = white
|headerfontcolor = white
|stafftype = MARINE
|stafftype = SUPPORT MARINE
|imagebgcolor = #d9d9d9
|imagebgcolor = #d9d9d9
|img_generic = DMCA_SG.png
|img_generic = TGMCSmartGunner.gif
|jobtitle = Squad Smartgunner
|jobtitle = Squad Smartgunner
|access = Squad Smartgunner Equipment Room, Squad Room
|access = Squad Smartgunner Equipment Room, Squad Room
|difficulty = Easy
|difficulty = Easy
|Rank = Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours)
|Class = Marines
|superior = [[TGMC:Squad Leader|Squad Leader]]
|superior = [[TGMC:Squad Leader|Squad Leader]]
|duties = Use suppressive fire to help keep your squad intact.
|duties = Use built-in IFF weapons to help keep your squad intact and finish off xenomorphs.
|guides = N/A
|guides = If you need a guide to SG you have bigger issues
|quote = Peace through superior firepower.
|quote = "RO! I NEED MORE AMMO! WHERE IS IT!?"
}}<br>
 
{{Speech
|name=LtCol Elsa 'l'Epee' Spinnewyn
|text=I remember when field commanders had smartgun skills [https://github.com/tgstation/TerraGov-Marine-Corps/pull/4602] [https://github.com/tgstation/TerraGov-Marine-Corps/pull/4665] [https://github.com/tgstation/TerraGov-Marine-Corps/pull/4853]! I SHALL ALWAYS REMEMBER!
|image=[[File:TGMC_FC.png]]
}}
}}


A smartgunner's role is defined completely by the tool that they carry: the mighty Smartgun. It's designed as a support weapon: keeping away and finishing off enemies who would otherwise be able to flee from a lack of bullets to the skull.
=Introduction=
 
You are specially-trained to operate one of TerraGov Marine Corps' most effective weapons systems: the SG-29 smart machine gun or the SG-85 smart handheld gatling gun. Realizing that you <del> suck at not shooting your battle buddies </del> perform well at TerraGov Marine Corps School of Infantry and score high in the ASVAB's electronic, the TerraGov Marine Corps put you in an additional 5 weeks course on operating these weapon systems. These brand new but limited weapon systems can shoot through other marines without a special harness or powerpack compared to its previous ancestor, the M56B Smartgun.
 
In TGMC, the main role of the Squad Smartgunner is a second-line support unit.
 
=Playing the Smartgunner=
 
[[File:TGMC_sg_dream.gif]]
 
Though it may seem powerful with this profound built-in IFF, you are not built to be a front-line combatant. Your gun deals less damage than a T-12 and you are slow enough to be caught by nearly any caste while wielding/reloading your weapon. Your strength is '''covering''' your team and putting yourself in the best position to lay down lots of fire on the enemy. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear.  


==Your Gear==
* If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
* If you are using the SG-29, you will run dry fast if you incorrectly use it too soon, and now you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading.
 
Don't forget the most powerful aspect of your weapon: the '''built-in IFF'''. It's turned on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.
 
Due to the fact that you can't get ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs only to have a dry SG. If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition. Ensure that requisition verbally receives your order and ships out your orders otherwise you will head to a FOB with no ammunition for you.
 
=Vendors, Equipment, and Weapons=


Along with the standard gear a Squad Marine has access to, you have a few extra toys to play with as shown below.  
The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack.
*The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want.
*The equipment rack contains two choices for smartgunner kits, but you can only choose one!, and gun attachments.<br>
*When you wake up, you get '''either''' 1000 ammo for your T-29 '''or''' . Obtain more from requisition; SG-29 drums cost 5 req points whereby


<center>
==[[File:TGMC_Marine_Vendor.png|64px]]  GHMME Automated Closet  [[File:TGMC_Marine_Vendor.png|64px]]==
  <tabs>
  <tabs>
<tab name="Standard Kit">
<tab name="Standard Kit">
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[[#TGMC Radio |'''TGMC Radio''']]
[[#TGMC Radio |'''TGMC Radio''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
This is used by squad members. Default channels are ; for your squad, and :z for common.
This is used by squad members. Default channels are ; for your squad, and :h for common.
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_Uniform.png|64px]]
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_Uniform.png|64px]]
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Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.
Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:BGloves.png|64px]]
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[File:Tgmc_combat_gloves.png|64px]]
[[#Marine Gloves |'''Marine Gloves''']]
[[#Marine Gloves |'''Marine Gloves''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
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</tab>
</tab>
</tabs>
</tabs>
<br><br>
<br>
<tabs>
 
<tab name="Essential Smartgunner Set">
==[[File:TGMC_Smartgunner_Vendor.png|64px]] NEXUS Automated Equipment Rack  [[File:TGMC_Smartgunner_Vendor.png|64px]]==
{| style="border: 3px solid black;
 
! style="background-color:#808080; width:150px;"| '''Item:'''
The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one weapon and its ammo. Choose wisely.
! style="background-color:#808080;"| '''Desc.:'''
 
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#407bbf;" width="200" |Module
! scope="col" style="background-color:#407bbf;" |Point Cost
! scope="col" class="unsortable" style="background-color:#407bbf;" | Description
|-
![[file:TGMC_M56_Sight.png|64px]]<br>Night Vision Goggles
!0
|Grants you full sight of the terrain, but not full night sight. The only marine job that spawns with NVG. Yes, you get this for free!
|-
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_M56_Harness.png|64px]]
![[file:TGMC_tl29.png|128px]]<br>T-29 smart machine gun
[[#M56 Harness |'''M56 Harness''']]
!29
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
|A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID.
Used to support your M56B Smartgun, and to holster it. Required to fire it.
{| border=2 class="mw-collapsible mw-collapsed wikitable;"
{| class="mw-collapsible mw-collapsed wikitable;background-color:#808080;"
!Attachments:
! Suit Storage:
|-
|-
| M56B Smartgun [[File:TGMC_M56.png|64px]]
! Rail
| [[file:TGMC_Magnetic_Harness.png|64px|link=#Magnetic Harness]]
|| [[file:TGMC_RDS.png|64px|link=#Red Dot Sight]]
|| [[file:TGMC_flashlight.gif|64px|link=#flashlight]]
|-
|-
| Emergency Oxygen Tank [[File:TGMC_Emergency_Oxy.png|64px]]
! Muzzle
| style="padding:5px" | Fixed
|-
|-
| G8 Storage Pouch [[File:TGMC_G8_Pouch.png|64px]]
! Underbarrel
| [[file:TGMC_Laser_Sight.png|64px|link=#Laser Sight]]
|| [[file:TGMC_Vertical_Grip.png|64px|link=#Verfical Grip]]
|| [[file:TGMC_bipod.gif|64px|link=#Bipod]]  
|-
|-
| Claymores [[File:TGMC_Claymore.png|64px]]
! Stock
| style="padding:5px" | Fixed
|-
|-
| Ammo Magazines  [[File:TGMC_M41A_Magazine.png|64px]]
|}
|}
{| class="mw-collapsible mw-collapsed wikitable;background-color:#808080;"
! Armor Storage
|-
|-
| Any tiny item [[File:TGMC_Combat_Knife.png|64px]]
|-
| Any small item [[File:TGMC_Bicardine_Pill_Bottle.png|64px]]
|-
|-
| M41A MK2 Magazines [[File:TGMC_M41A_Magazine.png|64px]]
![[file:TGMC_t29_mag.png|64px]]<br>T-29 drum magazine
!4
| Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum.
|-
|-
![[File:Minigun_sg.png|128px]]<br>SG-85 Smart Handheld Minigun
!30
|The SG-85 is a recent addition to TGMC's standard IFF-capable armament, allowing you to fire through them if they have a marine ID. It's known for its ability to lay down quick fire support very well through sheer volume. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
{| border=2 class="mw-collapsible mw-collapsed wikitable;"
!Attachments:
|-
|-
| M39 Magazines [[File:TGMC_M39_Magazine.png|64px]]
! Rail
|-
|[[file:TGMC_Magnetic_Harness.png|64px|link=#Magnetic Harness]]
| M42C Magazines [[File:TGMC_M42C_Magazine.png|64px]]
||[[file:TGMC_flashlight.gif|64px|link=#flashlight]]
||[[file:TGMC_attachment_motion_detector.png|64px|link=#tactical sensor]]
|-
|-
| Sunfury Lasgun Cells [[File:TGMC_Lasgun_Cell.png|64px]]
!Muzzle
|}
| style="padding:5px" |Nothing
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_M56_Powerpack.png|64px]]
!Underbarrel
[[#M56 Powerpack |'''M56 Powerpack''']]
| style="padding:5px" |Nothing
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
Supplies your M56B Smartgun with ammunition and power. Required to fire it.
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_M56.png|64px]]
!Stock
[[#M56B Smartgun |'''M56B Smartgun''']]
| style="padding:5px" |Nothing
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have an ID.
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_M56_Sight.png|64px]]
|}
[[#M56 Head Mounted Sight |'''M56 Head Mounted Sight''']]
 
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Grants you full sight of the terrain, but not full night sight.
|-
|-
![[File:Minigun_powerpack_sg.png|64px]]<br>SG-85 Powerpack
!5
|Holds thousand(1000) 10x26mm rounds
|}
|}
</tab>
</center>
<tab name="Attachments">
 
==Your Gear==
 
===[[file:TGMC_tl29.png|128px]] Smartweapon===
 
This is your main weapon. While weaker than a standard rifle, it compensates through having a high rate of fire and being able to shoot through your friends to hit enemies. To use it, you will only need to equip <del>M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor).</del> your smart weapon and ammo for your smart weapon to shoot.
 
==== '''Difference between SG-29 [[file:TGMC_tl29.png|128px]] and''' ====
 
Recent development with IFF weapons provides a smartgunner with additonal tools in their deployment, the SG-82 and SG-64. The T-29 is considered as the traditional weapon of the smartgunner, giving suppressive fire down the line to ward off xenomorphs from engaging in CQC.
 
<tabs>
<tab name="Pros of T-29">
{| style="border: 3px solid black;
{| style="border: 3px solid black;
! style="background-color:#808080; width:150px;"| '''Item:'''
  ! style="background-color:#808080;"| '''Desc.:'''
  ! style="background-color:#808080;"| '''Desc.:'''
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_Suppressor.png|64px]]
[[#Suppressor |'''Suppressor''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
A barrel attachment that makes shots quieter, and reduces damage. Also other stats. Wee.
Beginner friendly! Everyone wants to dakka!
 
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_Extended_Barrel.png|64px]]
[[#Extended Barrel|'''Extended Barrel''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
A barrel attachment that makes shots more accurate, and reduces damage. Other stats. Wee.
Strong and familiar ammo economy to veterans
 
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_Recoil_Compensator.png|64px]]
[[#Recoil Compensator |'''Recoil Compensator''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
A barrel attachment that makes recoil less of a problem, apparently. Other stats. Wee.
A single squad smartgunner with the T-29 can carry a total of 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in '''backpack''' not satchel, and 1 drum in T-29)
</tab>
 
<tab name="Cons of T-29">
{| style="border: 3px solid black;
! style="background-color:#808080;"| '''Desc.:'''
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_Magnetic_Harness.png|64px]]
[[#Magnetic Harness |'''Magnetic Harness''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
A rail attachment that makes your gun snap back to your suit storage if you drop it. Makes you less accurate. Other stats. Wee.
Lower rate of fire compared to T-25
 
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_RDS.png|64px]]
[[#Red Dot Sight|'''Red Dot Sight''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
A rail attachment that makes your shots more accurate. Other stats. Wee.
Cannot chase xenomorphs so easily; you are slow when wielding T-29
 
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_QFA.png|64px]]
[[#Quick Fire Assembly |'''Quick Fire Assembly''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
Reduces the delay on single fire shots, reduces your burst count by one, and reduces your accuracy. Other stats. Wee.
Longer wielding time
 
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_Laser_Sight.png|64px]]
[[#Laser Sight |'''Laser Sight''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
Underbarrel attachment that makes your gun better for certain things. Other stats, wee.
Takes time to reload T-29
</tab>
 
<tab name="Pros of T-25">
{| style="border: 3px solid black;
! style="background-color:#808080;"| '''Desc.:'''
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_Vertical_Grip.png|64px]]
[[#Vertical Grip|'''Vertical Grip''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
Underbarrel grip that makes your bursts more accurate. Other stats. Wee.
Faster rate of fire
 
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_Angled_Grip.png|64px]]
[[#Angled Grip |'''Angled Grip''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
Underbarrel grip that allows you to wield faster. Other stats. Wee.
Easily a weapon to chase xenomorphs with since you can run faster with this weapon compared to the T-29
 
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_M41A_Stock.png|64px]]
[[#M41A Skeleton Stock |'''M41A Skeleton Stock''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
A stock. Other stats, wee.
More underbarrel attachment choices! Can use the mini-flamethrower, mini-shotgun, or mini-grenade launcher!
 
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_M37_Stock.png|64px]]
[[#M37A2 Stock|'''M37A2 Stock''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
A stock. Other stats, wee.
Putting a bayonet on T-25 one shot resin nodes and sticky resins!
 
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"|[[file:TGMC_M39_Stock.png|64px]]
[[#M39 Stock |'''M39 Stock''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
A stock. Other stats, wee.
Can put scopes on T-25!
|}
</tab>
</tab>
===Smartgun===


This is your main weapon. While weaker than a standard rifle, it compensates through having a high rate of fire and being able to shoot through your friends to hit enemies. To use it, you will need to equip the M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor).
<tab name="Cons of T-25">
{| style="border: 3px solid black;
! style="background-color:#808080;"| '''Desc.:'''
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Difficult ammo economy


'''Pros:'''
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Bipolar in gameplay: conservative but opportunistic due to having only 80 ammo in rifle


* Fast fire rate un-modded (about as fast as you can click), making it great for suppression fire
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Always reloading since you want to have 81 ammo ready to mag dump xenomorphs


* Possesses an anti-friendly fire system (IFF), allowing one to shoot through allies to hit your foes
</tab>


* Can use burst fire
<tab name="Stats side by side">
{| class="wikitable" | style="text-align: center;"
|-
! T-29 stats || T-25 stats || T-12 stats
|-
|aim_slowdown = 0.95


* Comes with an integrated Magnetic Harness and Flashlight
wield_delay = 1.3 SECONDS


* Has a 50 round capacity with 500 reserve rounds in its M56 Power Pack
name = "smartgun bullet"


* Empty Powerpacks can be replenished by equipping it in your hand, clicking its icon on the bottom of the screen, then dragging it over to your ammo locker in your prep room to restock the machine. Then you can just dispense it and stick it back onto yourself: this process can be done as many times as needed.
accurate_range = 15


* Powerpacks can be ordered at Requisitions like other ammo types.
damage = 20


* Comes with an M56 Head Mounted Sight to help spot targets in the dark: lessening reliance on light sources such as flares
scatter = -10


'''Cons:'''
penetration = 20


* Deals about the same damage as an SMG per shot (i.e. 30), making it weaker against T3s unmodded
sundering = 1
||
aim_slowdown = 0.55


* Wielding has a 1-2 second delay, and slows you while wielded
wield_delay = 0.6 SECONDS


* The Smartgun's Magnetic Harness does not work with another weapon in your '''Suit Storage''', meaning that your only choices for reserve weapons beyond a knife involve the '''Holster Rigs.'''
name = "smartrifle bullet"


* Using it requires having the M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), M56 Power Pack (Backpack), and M56 Combat Harness (Armor) to be used: taking up space for things in those respective slots such as for extra weapons/ammo/supplies.
damage = 20


* Liberal use tends to run the Power Pack dry, necessitating either Requisitions or periodic trips to and from the Almayer to maintain usage of the Smartgun.
penetration = 20


* Reloading takes about 3 seconds and must be done by standing still: moving at all interrupts the reloading process. It automatically starts reloading around every 5 seconds it doesn't fire a bullet, but it is not recommended to rely on this too much.
sundering = 1
||


===M56 Combat Harness===
fire_delay = 0.25 SECONDS


Required to use the Smartgun at all. Has the same protection as a PFC's combat armor, with two pockets for ammo/flares/injectors. Comes with an attached flashlight that while weaker than a handheld one, is still better than nothing.
scatter = -10


===M56 Power Pack===
aim_slowdown = 0.4


Required to use the Smartgun, and comes with 500 rounds. Reloading the Smartgun requires standing still and clicking the icon on the top-left corner of the HUD: moving at all interrupts the reloading process.
wield_delay = 0.75 SECONDS


===M56 Head Mounted Sight===
damage = 25


Required to use the Smartgun, and gives you enough nightvision to see the entirety of the screen as if it were completely lit, even through walls and darkness.
penetration = 5


===M276 Pattern M39 Holster Rig===
sundering = 0.5


This allows you to store an SMG into your '''Belt''' slot. As pistols/revolvers tend to be a bit weak in stopping power/fire rate and you will lack space in your '''Backpack'''/'''Suit Storage''' slot for another weapon such as a shotgun/rifle, you will likely be using an SMG as a reserve weapon.
|} <br>
</tab>
</tabs>


==Round Start==
'''Reccomended attachments:'''


You woke up from Cryo and need to set up quickly before the mission. You will need to do the following to be properly prepared:
*Magnetic Harness (though if you want to use a red-dot sight, it is highly recommended to have a harness belt)


* Move to your Squad Room and run your cursor over the doors arranged horizontally. Keep moving until you find a room named "Squad Smartgunner Equipment Room" and run in. With practice you'll be able to do this without having to check the doors.
*Laser sight


* There are two machines in your room, an '''Automated Closet''' and an '''Equipment Rack.''' Move to the '''Automated Closet''' first and select the option named '''Standard Equipment.''' Put all of the dispensed equipment on: it's mandatory.
===M56 Head Mounted Sight [[File:TGMC M56 Sight.png|64px]]===


* For '''Belts,''' pick one of the '''Holster Rigs''' and equip it on your '''Belt''' slot.
<del>Required to use the Smartgun, and </del>gives you enough nightvision to see <del>the entirety of</del> about half of the screen as if it were completely lit, even through walls and darkness.


* For '''Pouches,''' select a '''First Aid Pouch''' and a '''Flare Pouch.''' You can swap the '''Flare Pouch''' for a '''Magazine Pouch''' if you want, though typically you won't have to rely on your reserve weapon except in emergencies.
=Tips=


* If you want, feel free to bring a '''Gas Mask''' as well. It blocks part of your vision, but gas attacks (such as a Defiler's neurotoxin) won't hurt you as much with it than without it.  
* Kill xenos, get more ammo. Use ammo to kill more xenos, then get more ammo. Make req happy.


* Move to the '''Equipment Rack''' and select '''"Essential Smartgun Kit"'''. Equip everything in the dispensed box: you will need the full set to use the Smartgun.
* Xenomorphs will get punished when they push '''if you do your job'''. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides.


* For '''Special Ammunition,''' select the '''M56 Power Pack''' and keep it in one of your hands. You can drop it off at the FoB in case you need a quick replenish, though you might want to hide it under some supplies in case you don't want other Smartgunners to take it.
* Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face.


* For '''Gun Attachments,''' select the '''Red Dot Sight''' and '''Laser Sight''' and put them on the floor. You can attach them to your reserve weapon to make them accurate and efficient even if one of your hands are too broken to use the Smartgun.
* Stick with your squad and follow the Squad Leader's (SL's) orders. If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.
 
* As you start without a reserve weapon/knife, feel free to move outside to the '''Squad Room''' and head to one of the gun lockers. You can fill the respective holster you chose with a loaded SMG/pistol/revolver, and load the rest of your pockets with backup magazines for your reserve weapon in case you can't use your Smartgun.
 
* '''(Optional, but Recommended)''' Go to the Surplus Closet in your '''Squad Room''' and dispense a '''Backpack.''' Load this up with 1 box of Slugs, 1 box of Flechettes, and the rest either being flares or rifle magazines. You can drop this off at the FoB to help ease logistics for your team (and give Requisitions more breathing room to be able to order more Power Packs for yourself).
 
==Your Job==
 
You're not Rambo: your gun deals less damage than a pulse rifle and you're slow enough to be caught by nearly any caste while wielding/reloading your weapon. Treat yourself more as a mobile sentry gun: stay behind your teammates and use them as meat shields while you blast at anything that comes near. Your strength is covering for your team:
 
* '''Always be behind the front guy/point man.''' You can shoot past them safely if an enemy comes, and your equipment makes you a target for xenos. Let the guys in front shoot themselves/the enemy and take the hits for you.


* Aim for the chest. You're less likely to hit a target by aiming for the head.
* Aim for the chest. You're less likely to hit a target by aiming for the head.
Строка 583: Строка 644:
* For moving targets, try to lead your shots. Bullets have travel time, so depending on how fast a target is moving you may have to put your cursor 1-5 tiles ahead of a target to hit them.
* For moving targets, try to lead your shots. Bullets have travel time, so depending on how fast a target is moving you may have to put your cursor 1-5 tiles ahead of a target to hit them.


* Stick with your squad. Follow the Squad Leader's (SL's) orders as much as you can. It's better for you to stick with the group and have meatshields than to have those meatshields go and become xeno-mothers/food since you were lounging around at the FOB. In case the SL is rather inexperienced/"baldie" (e.g. ordering an assault against 12+ xenos with only 3 people including you), at the very least stick with a large group of people (and ask for a mentor to help "guide" the SL) as much as possible.
* If an ally is pounced on, shoot over whoever's in the way behind the tile of the pouncer. You will either drive the pouncer off and make them hesitant to get into range, or you'll fill them with enough lead to drop them for you and your allies. This goes for warrior's lunge, too. Pump lead into that warrior since they have to grab a marine for like 2 seconds, enough to mag dump them.
 
* If an ally is pounced on, shoot over whoever's in the way behind the tile of the pouncer. You will either drive the pouncer off and make them hesitant to get into range, or you'll fill them with enough lead to drop them for you and your allies.  


* Against Crushers/Defenders, try to move to their sides/back to maximise damage to their less-armored areas. However, don't do this if you're liable to being flanked: you should have at least 1 person as a meat-shield in case a few xenos try to gank you.
* A Shotgunner synergizes well with this role: have the PFC as the point-man and stay behind them and their friends. In case they get pounced on or knocked down, you can then blast the offender and either drive them away (giving your team/the PFC time to move back and regroup), or kill them if they remain in the area for too long. It essentially gives you the ability to act as both an anti-flank/harassment force and as area-denial to all.


==Tips==
*'''DON'T STAND IN FRONT'''


* Typically it is recommended to not attach any extra attachments to the Smartgun lest you cripple your suppressive ability through a lower fire rate/damage. A Barrel Charger (BC) does help against T3s and more armored xenos through, and an extended barrel means that your suppressive shots will be more accurate in exchange for damage.
*'''SERIOUSLY JUST DON'T'''


* A PFC Shotgunner synergizes well with this role: have the PFC as the point-man and stay behind them and their friends. In case they get pounced on or knocked down, you can then blast the offender and either drive them away (giving your team/the PFC time to move back and regroup), or kill them if they remain in the area for too long. It essentially gives you the ability to act as both an anti-flank/harassment force and as area-denial to all but a Crusher, Ravager, or a Defender.
*'''STOP CHARGING IN FRONT DAMMIT'''


*'''TALKING TO YOU, ELSA'''
<br>
<br>
{{TGMC-Jobs}}
{{TGMC-Jobs}}

Текущая версия от 01:52, 27 октября 2023

This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "Elsa is still coping about the loss of T-25"



Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.



SUPPORT MARINE

Squad Smartgunner
Access: Squad Smartgunner Equipment Room, Squad Room
Difficulty: Easy
Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours)
Class: Marines
Supervisors: Squad Leader
Duties: Use built-in IFF weapons to help keep your squad intact and finish off xenomorphs.
Guides: If you need a guide to SG you have bigger issues
Quote:"RO! I NEED MORE AMMO! WHERE IS IT!?"


  LtCol Elsa 'l'Epee' Spinnewyn говорит:
"I remember when field commanders had smartgun skills [1] [2] [3]! I SHALL ALWAYS REMEMBER!"

Introduction[править | править код]

You are specially-trained to operate one of TerraGov Marine Corps' most effective weapons systems: the SG-29 smart machine gun or the SG-85 smart handheld gatling gun. Realizing that you suck at not shooting your battle buddies perform well at TerraGov Marine Corps School of Infantry and score high in the ASVAB's electronic, the TerraGov Marine Corps put you in an additional 5 weeks course on operating these weapon systems. These brand new but limited weapon systems can shoot through other marines without a special harness or powerpack compared to its previous ancestor, the M56B Smartgun.

In TGMC, the main role of the Squad Smartgunner is a second-line support unit.

Playing the Smartgunner[править | править код]

Though it may seem powerful with this profound built-in IFF, you are not built to be a front-line combatant. Your gun deals less damage than a T-12 and you are slow enough to be caught by nearly any caste while wielding/reloading your weapon. Your strength is covering your team and putting yourself in the best position to lay down lots of fire on the enemy. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear.

  • If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
  • If you are using the SG-29, you will run dry fast if you incorrectly use it too soon, and now you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading.

Don't forget the most powerful aspect of your weapon: the built-in IFF. It's turned on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.

Due to the fact that you can't get ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs only to have a dry SG. If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition. Ensure that requisition verbally receives your order and ships out your orders otherwise you will head to a FOB with no ammunition for you.

Vendors, Equipment, and Weapons[править | править код]

The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack.

  • The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want.
  • The equipment rack contains two choices for smartgunner kits, but you can only choose one!, and gun attachments.
  • When you wake up, you get either 1000 ammo for your T-29 or . Obtain more from requisition; SG-29 drums cost 5 req points whereby

GHMME Automated Closet [править | править код]

Item: Desc.:

TGMC Radio

This is used by squad members. Default channels are ; for your squad, and :h for common.

TGMC Uniform

A standard-issue, kevlar-weaved, hazmat-tested, EMF-augmented marine uniform.

Combat Boots

Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.

Marine Gloves

Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.

M10 Helmet

A helmet which keeps your head on your shoulders, and not lying ten feet away.

Item: Desc.:

Webbing

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has three slots for storing items.

Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells

Black Webbing

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has five slots for storing tiny or small items.

Storage
Any tiny item
Any small item

Shoulder Holster

Pistol Holster that you can clip to your uniform.
Only one thing may be clipped to your uniform
Capable of storing one pistol in it.

Storage
Any Pistol
Tazer
Item: Desc.:

M39 Belt Holster

SMG Holster that goes on your belt.
Has only one slot, and draws revolvers on click.
Capable of storing an M39 without increased weight (Grips/Stock)

Storage
M39 SMGs Файл:TGMC M39.png

Ammo Load Rig

A belt for your uniform, intended for holding magazines.
You can right click it to change the drawing mode.
Has five slots for storing items.

Storage
Combat Knife
Shells or handfuls of bullets
Any kind of flare/flare nade
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells
M4A3 Magazines
M44 Speedloaders
Any grenade
Claymores

Shotgun Shell Belt

A belt used to hold up to 50 shotgun shells, two boxes worth.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Buckshot shells
Slug Shells
Flechette Shells
Incendiary Shells

M4A3 Belt Holster

Pistol Holster that goes on your belt.
Has five slots, and draws pistols on click.
Capable of storing only one pistol in it.

Storage
Any Pistol, not revolvers.
Any Pistol Magazines

M44 Belt Holster

Revolver Holster that goes on your belt.
Has five slots, and draws revolvers on click.
Capable of storing only one revolver in it.

Storage
M44 Revolvers
M44 Speedloaders

Knife Rig

A knife rig that goes on your belt
Can switch drawing modes by right clicking.
Capable of storing six throwing knives within.

Storage
M11 Throwing Knives.
Pouch: Desc:

Shotgun Shell Pouch

A pouch used to hold shotgun shells. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Buckshot shells
Slug Shells
Flechette Shells
Incendiary Shells

Magazine Pouch

A pouch used to hold magazines. Has two slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Shells or handfuls of bullets
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells
M4A3 Magazines
M44 Speedloaders

Medium General Pouch

A medium general pouch that goes into your pocket. Holds small and tiny items.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

Storage
Any tiny item
Any small item

Flare Pouch

A pouch used to flares. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Flare Grenades
Manual Flares

First Aid Pouch

A pouch used to hold construction materials. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Tramadol Injectors
Tricordazine Injectors
Gauze
Ointment
Medical Splints

Pistol Magazine Pouch

A pouch used to hold pistol magazines. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
M4A3 Magazines
M44 Speedloaders

Sidearm Pouch

A pouch used to sidearms. Has one slot.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Any Revolvers
Any Pistols
Item: Desc.:

TGMC Gas Mask

A gas mask that restricts your vision, but filters out harmful gasses.

TGMC Coif

A coif that protects you from extreme cold conditions.

Rebreather

Heats or cools down air as you breath it, protecting you from extreme conditions.


NEXUS Automated Equipment Rack [править | править код]

The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one weapon and its ammo. Choose wisely.

Module Point Cost Description

Night Vision Goggles
0 Grants you full sight of the terrain, but not full night sight. The only marine job that spawns with NVG. Yes, you get this for free!

T-29 smart machine gun
29 A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID.
Attachments:
Rail
Muzzle Fixed
Underbarrel
Stock Fixed

T-29 drum magazine
4 Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum.

SG-85 Smart Handheld Minigun
30 The SG-85 is a recent addition to TGMC's standard IFF-capable armament, allowing you to fire through them if they have a marine ID. It's known for its ability to lay down quick fire support very well through sheer volume. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Nothing

SG-85 Powerpack
5 Holds thousand(1000) 10x26mm rounds

Your Gear[править | править код]

Smartweapon[править | править код]

This is your main weapon. While weaker than a standard rifle, it compensates through having a high rate of fire and being able to shoot through your friends to hit enemies. To use it, you will only need to equip M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor). your smart weapon and ammo for your smart weapon to shoot.

Difference between SG-29 and[править | править код]

Recent development with IFF weapons provides a smartgunner with additonal tools in their deployment, the SG-82 and SG-64. The T-29 is considered as the traditional weapon of the smartgunner, giving suppressive fire down the line to ward off xenomorphs from engaging in CQC.

Desc.:

Beginner friendly! Everyone wants to dakka!

Strong and familiar ammo economy to veterans

A single squad smartgunner with the T-29 can carry a total of 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in backpack not satchel, and 1 drum in T-29)

Desc.:

Lower rate of fire compared to T-25

Cannot chase xenomorphs so easily; you are slow when wielding T-29

Longer wielding time

Takes time to reload T-29

Desc.:

Faster rate of fire

Easily a weapon to chase xenomorphs with since you can run faster with this weapon compared to the T-29

More underbarrel attachment choices! Can use the mini-flamethrower, mini-shotgun, or mini-grenade launcher!

Putting a bayonet on T-25 one shot resin nodes and sticky resins!

Can put scopes on T-25!

Desc.:

Difficult ammo economy

Bipolar in gameplay: conservative but opportunistic due to having only 80 ammo in rifle

Always reloading since you want to have 81 ammo ready to mag dump xenomorphs


T-29 stats T-25 stats T-12 stats
aim_slowdown = 0.95

wield_delay = 1.3 SECONDS

name = "smartgun bullet"

accurate_range = 15

damage = 20

scatter = -10

penetration = 20

sundering = 1

aim_slowdown = 0.55

wield_delay = 0.6 SECONDS

name = "smartrifle bullet"

damage = 20

penetration = 20

sundering = 1

fire_delay = 0.25 SECONDS

scatter = -10

aim_slowdown = 0.4

wield_delay = 0.75 SECONDS

damage = 25

penetration = 5

sundering = 0.5


Reccomended attachments:

  • Magnetic Harness (though if you want to use a red-dot sight, it is highly recommended to have a harness belt)
  • Laser sight

M56 Head Mounted Sight [править | править код]

Required to use the Smartgun, and gives you enough nightvision to see the entirety of about half of the screen as if it were completely lit, even through walls and darkness.

Tips[править | править код]

  • Kill xenos, get more ammo. Use ammo to kill more xenos, then get more ammo. Make req happy.
  • Xenomorphs will get punished when they push if you do your job. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides.
  • Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face.
  • Stick with your squad and follow the Squad Leader's (SL's) orders. If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.
  • Aim for the chest. You're less likely to hit a target by aiming for the head.
  • Aim at the tile behind a target if they're standing still. If you click right on the tile, it might not hit as likely compared to clicking straight behind your target, or the bullet might hit a nearby wall.
  • For moving targets, try to lead your shots. Bullets have travel time, so depending on how fast a target is moving you may have to put your cursor 1-5 tiles ahead of a target to hit them.
  • If an ally is pounced on, shoot over whoever's in the way behind the tile of the pouncer. You will either drive the pouncer off and make them hesitant to get into range, or you'll fill them with enough lead to drop them for you and your allies. This goes for warrior's lunge, too. Pump lead into that warrior since they have to grab a marine for like 2 seconds, enough to mag dump them.
  • A Shotgunner synergizes well with this role: have the PFC as the point-man and stay behind them and their friends. In case they get pounced on or knocked down, you can then blast the offender and either drive them away (giving your team/the PFC time to move back and regroup), or kill them if they remain in the area for too long. It essentially gives you the ability to act as both an anti-flank/harassment force and as area-denial to all.
  • DON'T STAND IN FRONT
  • SERIOUSLY JUST DON'T
  • STOP CHARGING IN FRONT DAMMIT
  • TALKING TO YOU, ELSA



TGMC
Roles

TerraGov Marines Command Captain, Field Commander, Staff Officer, Pilot Officer
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Officer, Researcher
Marines Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon-Based Combat robots, Synthetic, AI
Xenomorphs Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Baneling, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter
Tier 3 Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
Tier 4 Shrike, Queen, King, Hivemind
Others Zombie, Emergency Response Teams, Sons of Mars, Survivor