TGMC:Synthetic: различия между версиями
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{{Under construction | {{Under construction | ||
|reason = | |reason = This has an advanced up-to-date guide, but the tips are outdated and the page lacks a loadout guide. | ||
Don't be hesitant to add a loadout guide or reworked Tips section! | |||
}} | }} | ||
{{TGMC}} | {{TGMC}} | ||
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|stafftype = SYNTHETIC | |stafftype = SYNTHETIC | ||
|imagebgcolor = #f5fffa | |imagebgcolor = #f5fffa | ||
|img_generic = | |img_generic = TGMCSynth4.gif | ||
|jobtitle = Synthetic | |jobtitle = Synthetic | ||
|access = Everywhere | |access = Everywhere | ||
|difficulty = Soul Crushing | |difficulty = Soul Crushing | ||
|Rank = Mark I(starting), Mark II(10hrs), Mark III(50hrs) | |Rank = Mark I (starting), Mark II (10hrs), Mark III (50hrs) | ||
|Class = Silicon | |Class = Silicon | ||
|superior = | |superior = Officers, such as [[TGMC:Commander|Captain]] and [[TGMC:Field_Commander|Field Commander]], [[TGMC:Squad_Leader|Squad Leader]]; basically anyone with a loud text on the radio. | ||
|duties = Assist and fill in for the crew to your best ability. | |duties = Assist and fill in for the crew to your best ability. | ||
|guides = [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC:Defibrillation|Guide to Defibrillation]], [[TGMC:Guide to engineering|Guide to Engineering]],[[TGMC:Guide_to_Base_Building|Guide to Base Building / FOB]], [[TGMC:Guide_to_requisitions|Guide to Requsitions]], [[TGMC:Guide_to_fire_support|Guide to Fire Support]] | |guides = [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC:Defibrillation|Guide to Defibrillation]], [[TGMC:Guide to engineering|Guide to Engineering]],[[TGMC:Guide_to_Base_Building|Guide to Base Building / FOB]], [[TGMC:Guide_to_requisitions|Guide to Requsitions]], [[TGMC:Guide_to_fire_support|Guide to Fire Support]] | ||
|quote = | |quote = "RO order rocketsledge right now or I cut the captain in half!" | ||
}} | }} | ||
Synthetics | Synthetics are the '''ultimate support and logistic crewmember'''. As the Synthetic, you have skills for medicine, surgery, engineering, construction, requisitions and even using Tactical Binoculars to spot for CAS or artillery. Even on top of that, you're still mostly a support crewmember. Rules do allow you to defend yourself, and while there's no rules on going offensive with melee weapons, you should leave it to the marines to cover you. As the Synthetic, you're expected to have advanced knowledge in '''medical''', '''surgery''', '''engineering/base building''' and at least ''some'' knowledge of '''Command and Requisitions'''. | ||
==Synthetic vs Organic== | ==Synthetic vs Organic== | ||
As | As the Synthetic you have advantages and disadvantages over regular organics. You only have a first name, something like ''John''. | ||
These advantages/disadvantages are assuming you're playing as the Late/Normal Synthetic, which is recommended for new synths. | |||
===Your Advantages=== | |||
*You only take brute and burn damage, and you get a slight (0.70) damage reduction to damage. You still take damage from normal sources, like bullets, lasers, explosions, fire and acid. | |||
*You are immune to pain. Xenos also cannot see your health bar. They can only tell if you're dead, alive, or SSD through a HUD icon and examine. | |||
*'''Decapitations don't kill you permanently, and you don't become permanently dead over time.''' If your head is not lost and same for your body, you can be defibrillated from anything. You can still be destroyed by [[TGMC:Pilot Officer#Tadpole|Tadpole]] landing. | |||
*Due to the above, '''you're very easy to heal.''' You can repair brute damage with a blowtorch, burn damage with wires, and both with nanopaste (found in surgical trays and Requisitions). You're much slower if you do this on your own, so don't hesitate to ask others to repair you. | |||
* Xenos cannot drain or cocoon you for psy points unlike combat robots and organics. | |||
*You are immune to larval huggers; however non-larval variants still try to attack you. This makes you a very robust way of dealing with larval huggers and their traps. | |||
*You get 25 more health (125), or Early Synthetics have 100 more health (200). | |||
*You are immune to flashes, welding tools, or other sources of getting blinded. You have a natural Medical HUD too. | |||
===Your Disadvantages=== | |||
*You can have any limb chopped off, including your head, but as covered in Advantages, they won't kill you permanently unless your head is somehow destroyed. Wear a hat that somehow provides decapitation protection to avoid this! These are found in the surplus clothing vendors. | |||
* You are still affected by damage slowdown, and still go into critical condition at the hard crit threshold [-50], although you won't go blind from being in hard crit. '''Worst of all, you don't suffocate, so you can be in critical condition forever''' until you are put out of your misery or rescued. | |||
*You can't fire guns, prime grenades, or wear armor like the '''Xenonauten or Jaeger armors''', and you cannot run, although your walk speed is still pretty decent (unless you're an early synthetic). You can wear the TGMC flak vest and the bulletproof vest in your vendor. | |||
*Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations. | |||
{{Template:TGMC-Skills | |||
|color=#90dec4 | |||
|sizeoverride=250 | |||
|job=Synthetic Differences & | |||
|tabletitle=Synthetic | |||
|premsg = The skills you get when you spawn in as a ''Synthetic'' in your preferences. | |||
Synthetics get +25 health (125), a 0.7 brute and burn modifier and no slowdown applied. They also keep the human appearance of your selected character. | |||
|cqc=5 | |||
|police=2 | |||
|melee=1 | |||
|medical=4 | |||
|surgery=4 | |||
|engineering=4 | |||
|construction=4 | |||
|firearms=-1 | |||
|powerloader=4 | |||
|lead | |||
|sg | |||
}} | |||
{{Template:TGMC-Skills | |||
|color=#90dec4 | |||
|sizeoverride=250 | |||
|job=Early Synthetic Differences & | |||
|tabletitle=Early Synthetic | |||
|premsg=The skills you get when you spawn in as an ''Early Synthetic'' in your preferences. | |||
Early Synthetics get +100 health (200) and a 0.6 brute and burn modifier with a 1.15 slowdown applied. They hold the appearance of a pale bald android. | |||
|cqc=5 | |||
|police=2 | |||
|melee=1 | |||
|medical=3 | |||
|surgery=3 | |||
|engineering=5 | |||
|construction=5 | |||
|firearms=-1 | |||
|powerloader=4 | |||
|lead | |||
|sg | |||
}} | |||
== What should I do as a Synthetic?== | |||
As the ultimate support unit, you should try to help where needed! During low population especially, you'll end up in a lot of different situations. | |||
Bulleted examples below. These aren't exhaustive, you can do basically anything you're mechanically allowed to do. | |||
===Shipside=== | |||
* Set SLs (choose carefully, they will become your superior officer). | |||
*Build the FOB, set up the Tadpole. Or even fly the Tadpole during the operation! | |||
*Man [[TGMC:Guide to requisitions|Requisitions]] if the RO is overwhelmed or not awake. | |||
* Handle [[TGMC:Guide to engineering|Engineering]]. | |||
* In the medbay, [[TGMC:Guide to Surgery|perform surgeries]] on damaged marines. | |||
== | ===Groundside=== | ||
*[[TGMC:Guide to fire support|Spot for various fire support methods]]. | |||
*[[TGMC:Guide to Defibrillation|Heal fallen marines]]. | |||
*[[TGMC:Guide to Base Building|Build frontline or FOB defenses]]. | |||
*[[TGMC:Guide to Field Surgery|Field surgery]]. | |||
*Help operate the Tadpole while carrying out any of the above initiatives. | |||
When you have to fight, try to leave it to marines. If you're going on a mission, bring some company to help you avoid being picked off by [[TGMC:Hunter|backline]] [[TGMC:Runner|xenomorphs]]. | |||
==Combat== | |||
There are no real rules on combat for Synths now. Admins probably won't note you for it anymore. But it should be kept in mind that it's not your specialization, so your internal demand for unga should be contained unless in case of emergencies, such as defending yourself from backline xenomorphs. | |||
===Fighting=== | |||
Synthetics can finally fight and have been able to for a while. But how do they do this without armor or guns? Well, this part is your answer. | |||
Not all armor is restricted by default. The armor you ''can'' wear, being the Flak Vest and Bulletproof Vest (both in your vendor) provide needed soft armor. The flak vest, especially, provides some soft protection (including acid) with a slight slowdown while the bulletproof vest gives you hard bullet protection. Not super useful, but it doesn't slow you down and looks cool. The weapons you can use are melee only and flares. | |||
The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers. | |||
And don't ever forget, if you get in combat, you can technically get your head back but try not to even lose it in the first place! Your head can be dragged by xenomorphs for miles where it will never be found, and so can your unconscious shell if you are put into hard critical condition. | |||
Synthetics do have their natural armor as stated earlier. Their species have a 0.70 mod to brute and burn, and Early Synthetics have slightly more (0.60). You get +25 health (125) and as such can take a little more damage before dying, and Early Synthetics have +100 health (200). | |||
=== | ====So, what can you use?==== | ||
You can use most melee weapons, such as Harvester weapons (without the [[TGMC:Guide to Vali|Vali]] benefits), throwing knives, flares, machetes, bayonets, shields and even the all-powerful, POWERFIST. Whatever manages to deal with T2s like the [[TGMC:Warrior|Warrior]], [[TGMC:Runner|Runner]] and [[TGMC:Hunter|Hunter]]. | |||
=== | ==Tips== | ||
{{Important | |||
|Title=Under Construction | |||
|Note=This section is outdated. The content below is probably not accurate to the current in-game revision or meta. | |||
== | '''[3 August 2023]''' | ||
|Image=Wrench.png | |||
|Color=#FF0000 | |||
}} | |||
===Round Start Hectic Tactics=== | ===Round Start Hectic Tactics=== | ||
During low population, this guide may help to shave seconds off of the | During low population, this guide may help to shave seconds off of the round start to-do list for Synthetics. | ||
After you spawn in: | After you spawn in: | ||
*Use your vendor to pick out your gear, a lightweight combat pack is recommended (backpack | *Use your vendor to pick out your gear, a lightweight combat pack is recommended (backpack with no delay to removing items), alongside a lifesaver belt, black webbing vest, tool pouch, and any other pouch of your choosing, typically a medkit pouch or construction pouch). | ||
*Take everything from your vendor, including the meson goggles and essential items. | |||
*Communicate with Command and marines. Be aware of the plan and bring items accordingly. | |||
*Move the blowtorch and wire from your discarded tool-belt into webbing. | *Move the blowtorch and wire from your discarded tool-belt into webbing. | ||
* | * Head to Engineering, replenish and turn on the generators. Leave 6 generators on and 6 generators off but fueled incase nobody shipside can replenish generators. | ||
* | **Configure SMES units - set everything on the units to maximum. | ||
* | *If nobody is currently using the FOB drone/has used the FOB drone, then build the FOB with it. | ||
* | *When the FOB is complete, grab metal and plasteel from the FOB drone and use it for FOB reinforcements. Load the P.A.C.M.A.N. generator and phoron onto the Alamo. | ||
*Assign aSLs accordingly, be sure to choose carefully as they will gain authority over you. | |||
* | * Run to Medical, from the MarineMed or NanotrasenMed grab: | ||
*Run to | |||
**Splints. | **Splints. | ||
**Two trauma/burn kits. | ** Two trauma/burn kits. | ||
**Hypospray, which you will fill with inaprovaline + bic/mera + kelo/derm | **Hypospray, which you will fill with inaprovaline + bic/mera + kelo/derm | ||
** Peri+ & QC+ | **Peri+ & QC+ | ||
**Anything else of your | **Anything else of your choiceOne of every pill bottle. (Easier to just take a pre-filled lifesaver/rig onto Alamo) | ||
**One defibrillator. | |||
**One defibrillator. | |||
**Two roller beds. | **Two roller beds. | ||
**Two stasis bags. | ** Two stasis bags. | ||
* | * Load the previously listed medical supplies into a crate and put it in the Alamo. | ||
* Deploy your medevac beacon. | |||
* | |||
* | * From the chem machine make your chemicals if applicable or vend spare chemicals into your storage. | ||
*Station requisitions for a few minutes. | |||
* | *Go to powerloaders, use one for engine upgrades, one for weapons, switch between. | ||
* | |||
{{TGMC-Jobs}} | {{TGMC-Jobs}} |
Текущая версия от 01:56, 27 октября 2023
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
SYNTHETIC | |
Synthetic |
Access: Everywhere Difficulty: Soul Crushing Rank: Mark I (starting), Mark II (10hrs), Mark III (50hrs) Class: Silicon Supervisors: Officers, such as Captain and Field Commander, Squad Leader; basically anyone with a loud text on the radio. Duties: Assist and fill in for the crew to your best ability. Guides: Guide to Medicine, Guide to Surgery, Guide to Defibrillation, Guide to Engineering,Guide to Base Building / FOB, Guide to Requsitions, Guide to Fire Support Quote:"RO order rocketsledge right now or I cut the captain in half!" |
Synthetics are the ultimate support and logistic crewmember. As the Synthetic, you have skills for medicine, surgery, engineering, construction, requisitions and even using Tactical Binoculars to spot for CAS or artillery. Even on top of that, you're still mostly a support crewmember. Rules do allow you to defend yourself, and while there's no rules on going offensive with melee weapons, you should leave it to the marines to cover you. As the Synthetic, you're expected to have advanced knowledge in medical, surgery, engineering/base building and at least some knowledge of Command and Requisitions.
Synthetic vs Organic[править | править код]
As the Synthetic you have advantages and disadvantages over regular organics. You only have a first name, something like John.
These advantages/disadvantages are assuming you're playing as the Late/Normal Synthetic, which is recommended for new synths.
Your Advantages[править | править код]
- You only take brute and burn damage, and you get a slight (0.70) damage reduction to damage. You still take damage from normal sources, like bullets, lasers, explosions, fire and acid.
- You are immune to pain. Xenos also cannot see your health bar. They can only tell if you're dead, alive, or SSD through a HUD icon and examine.
- Decapitations don't kill you permanently, and you don't become permanently dead over time. If your head is not lost and same for your body, you can be defibrillated from anything. You can still be destroyed by Tadpole landing.
- Due to the above, you're very easy to heal. You can repair brute damage with a blowtorch, burn damage with wires, and both with nanopaste (found in surgical trays and Requisitions). You're much slower if you do this on your own, so don't hesitate to ask others to repair you.
- Xenos cannot drain or cocoon you for psy points unlike combat robots and organics.
- You are immune to larval huggers; however non-larval variants still try to attack you. This makes you a very robust way of dealing with larval huggers and their traps.
- You get 25 more health (125), or Early Synthetics have 100 more health (200).
- You are immune to flashes, welding tools, or other sources of getting blinded. You have a natural Medical HUD too.
Your Disadvantages[править | править код]
- You can have any limb chopped off, including your head, but as covered in Advantages, they won't kill you permanently unless your head is somehow destroyed. Wear a hat that somehow provides decapitation protection to avoid this! These are found in the surplus clothing vendors.
- You are still affected by damage slowdown, and still go into critical condition at the hard crit threshold [-50], although you won't go blind from being in hard crit. Worst of all, you don't suffocate, so you can be in critical condition forever until you are put out of your misery or rescued.
- You can't fire guns, prime grenades, or wear armor like the Xenonauten or Jaeger armors, and you cannot run, although your walk speed is still pretty decent (unless you're an early synthetic). You can wear the TGMC flak vest and the bulletproof vest in your vendor.
- Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations.
Synthetic Differences & Skills[править код]
The skills you get when you spawn in as a Synthetic in your preferences. Synthetics get +25 health (125), a 0.7 brute and burn modifier and no slowdown applied. They also keep the human appearance of your selected character.
Early Synthetic Differences & Skills[править код]
The skills you get when you spawn in as an Early Synthetic in your preferences.
Early Synthetics get +100 health (200) and a 0.6 brute and burn modifier with a 1.15 slowdown applied. They hold the appearance of a pale bald android.
What should I do as a Synthetic?[править | править код]
As the ultimate support unit, you should try to help where needed! During low population especially, you'll end up in a lot of different situations.
Bulleted examples below. These aren't exhaustive, you can do basically anything you're mechanically allowed to do.
Shipside[править | править код]
- Set SLs (choose carefully, they will become your superior officer).
- Build the FOB, set up the Tadpole. Or even fly the Tadpole during the operation!
- Man Requisitions if the RO is overwhelmed or not awake.
- Handle Engineering.
- In the medbay, perform surgeries on damaged marines.
Groundside[править | править код]
- Spot for various fire support methods.
- Heal fallen marines.
- Build frontline or FOB defenses.
- Field surgery.
- Help operate the Tadpole while carrying out any of the above initiatives.
When you have to fight, try to leave it to marines. If you're going on a mission, bring some company to help you avoid being picked off by backline xenomorphs.
Combat[править | править код]
There are no real rules on combat for Synths now. Admins probably won't note you for it anymore. But it should be kept in mind that it's not your specialization, so your internal demand for unga should be contained unless in case of emergencies, such as defending yourself from backline xenomorphs.
Fighting[править | править код]
Synthetics can finally fight and have been able to for a while. But how do they do this without armor or guns? Well, this part is your answer.
Not all armor is restricted by default. The armor you can wear, being the Flak Vest and Bulletproof Vest (both in your vendor) provide needed soft armor. The flak vest, especially, provides some soft protection (including acid) with a slight slowdown while the bulletproof vest gives you hard bullet protection. Not super useful, but it doesn't slow you down and looks cool. The weapons you can use are melee only and flares.
The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers.
And don't ever forget, if you get in combat, you can technically get your head back but try not to even lose it in the first place! Your head can be dragged by xenomorphs for miles where it will never be found, and so can your unconscious shell if you are put into hard critical condition.
Synthetics do have their natural armor as stated earlier. Their species have a 0.70 mod to brute and burn, and Early Synthetics have slightly more (0.60). You get +25 health (125) and as such can take a little more damage before dying, and Early Synthetics have +100 health (200).
So, what can you use?[править | править код]
You can use most melee weapons, such as Harvester weapons (without the Vali benefits), throwing knives, flares, machetes, bayonets, shields and even the all-powerful, POWERFIST. Whatever manages to deal with T2s like the Warrior, Runner and Hunter.
Tips[править | править код]
Under Construction
This section is outdated. The content below is probably not accurate to the current in-game revision or meta. [3 August 2023] |
Round Start Hectic Tactics[править | править код]
During low population, this guide may help to shave seconds off of the round start to-do list for Synthetics.
After you spawn in:
- Use your vendor to pick out your gear, a lightweight combat pack is recommended (backpack with no delay to removing items), alongside a lifesaver belt, black webbing vest, tool pouch, and any other pouch of your choosing, typically a medkit pouch or construction pouch).
- Take everything from your vendor, including the meson goggles and essential items.
- Communicate with Command and marines. Be aware of the plan and bring items accordingly.
- Move the blowtorch and wire from your discarded tool-belt into webbing.
- Head to Engineering, replenish and turn on the generators. Leave 6 generators on and 6 generators off but fueled incase nobody shipside can replenish generators.
- Configure SMES units - set everything on the units to maximum.
- If nobody is currently using the FOB drone/has used the FOB drone, then build the FOB with it.
- When the FOB is complete, grab metal and plasteel from the FOB drone and use it for FOB reinforcements. Load the P.A.C.M.A.N. generator and phoron onto the Alamo.
- Assign aSLs accordingly, be sure to choose carefully as they will gain authority over you.
- Run to Medical, from the MarineMed or NanotrasenMed grab:
- Splints.
- Two trauma/burn kits.
- Hypospray, which you will fill with inaprovaline + bic/mera + kelo/derm
- Peri+ & QC+
- Anything else of your choiceOne of every pill bottle. (Easier to just take a pre-filled lifesaver/rig onto Alamo)
- One defibrillator.
- Two roller beds.
- Two stasis bags.
- Load the previously listed medical supplies into a crate and put it in the Alamo.
- Deploy your medevac beacon.
- From the chem machine make your chemicals if applicable or vend spare chemicals into your storage.
- Station requisitions for a few minutes.
- Go to powerloaders, use one for engine upgrades, one for weapons, switch between.
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, |