Участник:Neocloudy/synthdraft1: различия между версиями

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|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 = Officers, such as [[TGMC:Commander|Captain]] and [[TGMC:Field_Commander|Field Commander]], [[TGMC:Squad_Leader|Squad Leader]], anyone with a loud text on the radio.
|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 = They did not put a restriction on my machete, y'know?
|quote = They didn't put a restriction on my machete, y'know?
}}
}}


Synthetics, or masochists. 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. If you want to play synthetic, you should have advanced knowledge in '''medical''', '''surgery''', '''engineering and FOB building''', '''requisitions''' and at least ''some'' knowledge of '''Command'''.
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 a Synthetic, or biomechanical lifeform, you have advantages and disadvantages over regular organics. You only have a first name, something like ''John''.
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===
===Your Advantages===
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*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 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.
*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. But you can still be destroyed by [[TGMC:Pilot Officer#Tadpole|Tadpole]] landing.
*'''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.
*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.
* 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 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 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 and night vision too.
*You are immune to flashes, welding tools, or other sources of getting blinded. You have a natural Medical HUD too.


===Your Disadvantages===
===Your Disadvantages===
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* 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 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.
*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.
*Synths have to prepare for both medical, engineering and usually surgery situations, making their storage situation difficult to manage.
*Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations.
 
{{Template:TGMC-Skills
== Your Skillset: Early vs Modern==
|job=Synthetic Differences &
There's an option in your character setup to be an Early or Late Synthetic. Basically, this option decides whether you want to have the skills of a Doctor and Ship Technician (Late/Normal Synthetic), or want to have the skills of a Corpsman and Chief Ship Engineer (Early Synthetic). These also change your appearance: Early Synthetics are pale androids with no hair, while Late Synthetics have the appearance of a human (They'll carry over your appearance from human, and your TTS voice if it's enabled.)
|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.
Early Synthetics have +100 health, a 0.6 modifier applied to incoming Brute & Burn, but are slower (1.15). They also have the appearance of a pale android with no hair.
|cqc=5
 
|police=2
Late Synthetics have a human appareance, only +25 health, a 0.7 modifier applied to incoming Brute & Burn and don't have slowdown.
|melee=1
{| class="wikitable"
|medical=4
|+EARLY VS. LATE SYNTH
|surgery=4
!SKILL TYPE
|engineering=4
!Early
|construction=4
!Late
|firearms=-1
|-
|powerloader=5
|Medical
|lead
| rowspan="2" |3
|sg
| rowspan="2" |4
}}
|-
{{Template:TGMC-Skills
|Surgery
|job=Early Synthetic Differences &
|-
|premsg=The skills you get when you spawn in as an ''Early Synthetic'' in your preferences.
|Engineering
| rowspan="2" |5
| rowspan="2" |4
|-
| Construction
|-
| colspan="3" |'''NO DIFFERENCE'''
|-
|CQC
| colspan="2" |5
|-
|Police
| colspan="2" |2
|-
|Melee
| colspan="2" |1
|-
|Pilot
| colspan="2" |1
|-
| Powerloader
| colspan="2" |4
|-
|Firearms
| colspan="2" | -1
|-
| colspan="3" |'''DOES NOT HAVE'''
|-
| colspan="3" |Leadership
|-
| colspan="3" |Any gun skills
|}


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=No Difference
|police=No Difference
|melee=No Difference
|medical=3
|surgery=3
|engineering=5
|construction=5
|firearms=No Difference
|powerloader=No Difference
|lead=No Difference
|sg=No Difference
}}
== What should I do as a Synthetic?==
== What should I do as a Synthetic?==
Basically, everything that isn't combat and allowed by your skillset/storage.
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.
 
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.   
Bulleted examples below. These aren't exhaustive, you can do basically anything you're mechanically allowed to do.   
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*Man [[TGMC:Guide to requisitions|Requisitions]] if the RO is overwhelmed or not awake.
*Man [[TGMC:Guide to requisitions|Requisitions]] if the RO is overwhelmed or not awake.
* Handle [[TGMC:Guide to engineering|Engineering]].
* Handle [[TGMC:Guide to engineering|Engineering]].
* In the medbay, [[TGMC:Guide to Surgery|perform surgeries]] to help out marines.
* In the medbay, [[TGMC:Guide to Surgery|perform surgeries]] on damaged marines.


===Groundside===
===Groundside===
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*[[TGMC:Guide to Base Building|Build frontline or FOB defenses]].
*[[TGMC:Guide to Base Building|Build frontline or FOB defenses]].
*[[TGMC:Guide to Field Surgery|Field surgery]].
*[[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, or bring some company to help you avoid being picked off by [[TGMC:Hunter|backline]] [[TGMC:Runner|xenomorphs]].
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 ==
==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.
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.


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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.  
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.  


You can use throwing knives and flares expertly, and you're not barred from using Harvester weapons (even though you won't get the green blood benefits), machetes, boot knives and tasers for the rare Human vs Synth situations, like during events. 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.
The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers.  


Synthetics do have their natural armor as stated earlier. Their species have a 0.70 mod to brute and burn, and Early Synthetics are rumored to have more. You get 125% health instead of 100 and as such can take a little more damage before dying.
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?====
====So, what can you use?====
You can use most melee weapons, such as Harvester weapons (without the [[TGMC:Guide to Vali|Vali]] benefits), 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]].
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==
=Tips=
{{Important
{{Important
|Title=Under Construction
|Title=Under Construction
|Note=This section is outdated and pending a rework. [30 July 2023]
|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
|Image=Wrench.png
|Color=#FF0000
|Color=#FF0000
}}
}}
===Round Start Hectic Tactics===
===Round Start Hectic Tactics===
During low population, this guide may help to shave seconds off of the roundstart to-do list for Synthetics.
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 sized satchel), alongside a lifesaver/medical storage rig, Black webbing, tool pouch, and any other pouch of your choosing, typically a medkit pouch or construction pouch).
*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.
* Move to Engineering, turn on generators.
* 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.
*Head to SMESes, configure SMESes - set input to Auto and Max.
**Configure SMES units - set everything on the units to maximum.
*Grab a meson goggles from the vendor in engineering, you have an integrated healthhud and integrated welding protection so there is no reason not to use it.
*If nobody is currently using the FOB drone/has used the FOB drone, then build the FOB with it.
*Grab all metal and plasteel and phoron from Engineering storage area, as well as the PACMAN generator
*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.
*Grab welding kit, sprint to Alamo.
*Assign aSLs accordingly, be sure to choose carefully as they will gain authority over you.  
*Use Overwatch consoles to assign acting Squad Leaders if any Squad lacks a Leader.Remember, whoever you appoint will instantly have authority over you, and others. Choose wisely.
* Run to Medical, from the MarineMed or NanotrasenMed grab:
*Drop all materials and belt kits aboard or at the FOB drone.
* Run to Medbay, from the MarineMed Plus or NTMed grab:
**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 choice
**Anything else of your choiceOne of every pill bottle. (Easier to just take a pre-filled lifesaver/rig onto Alamo)
*From the chem machine make
**IA
**Iron
**Any other custom meds of your choice
*Station requisitions for 10 to 15 minutes - Usually, pre-approve Exosuit kit orders and pre-raise platform.
*Pick up:
**One 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 medical supplies onto Alamo.
*If nobody is currently using the FOB drone/has used the FOB drone, then build the FOB with it.
*Go to powerloaders, use one for engine upgrades, one for weapons, switch between.


Expect this run, with practice, to take around thirteen minutes in total, not counting Requisition time.
* Load the previously listed medical supplies into a crate and put it in the Alamo.
* Deploy your medevac beacon.  


===Ceyella's Synthetic tips and advice===
* From the chem machine make your chemicals if applicable or vend spare chemicals into your storage.
 
These are general tips/advice i have picked up from playing synth.
 
*Loadout
** Any uniform, labcoat (place your nanopaste and plasteel inside) medical scanner on suit slot, black webbing (wire and blowtorch from toolbelt, your medivac, roller bed,and lastly big oxy injector inside.)
**lifesaver belt, drop the hypervene, QC and and some combat injectors, replace with your imalky, iron,, and dexalin, it really depends on how many other medics there are.
**i always take tool pouch becuase its incredibly meta like crazy, then autoinject pouch, empty the autoinjector pouch and fill with 2 peri+ 2 qc+ 2 dex+ and one ana injector for rogue marines.
**marine combat boots are the best, because they hold a knife
**defib metal, and light bulb thing in pack, as well as any other odds and ends you pick up. you have ALOT of free room here for mission specific gear, if no medics add a second defib and spare medics, no engineers a extra blowtorch, fire extinguisher,etc.
**try to if possible net a mini sentry from a engi, this will cMame in handy later
 
*Dealing with marines
**Anything a marine tells you is a suggestion, and advice. unless they are an officer, then it is an order.
**Marine health is your second priority to your own, always medic marines, before all else. if a medic can take them, let them. but keep an eye on wipes or people going orange.
**Engineers will actively dismantle or destroy defenses,keep an eye out for this. I've had fob wiped dozens of times from this.
**Marines are used to synth being worthless, and not helping, so in times they will grab dead from you mid defib to take them across map to medic, or leave you to die while you repair engineering.
 
*Engineering
** Save your mats for when you go to map specific engineering, or to minifob. LV medical is a great spot to minifob. never use your limited maps on FOB or a miner.
**Try to get engineering deweeded and fixed.
**many marines refuse to evac but will go to colony medical so fix that if possible.
**use mini sentry to quick plop and radial mode to guard you while you work.
**Welder cades, alot of marines dont have the stuff.
**Make razorwire in the field. typically, i am the only one to do this, but you can drop it behind a crusher so it gets stuck in the marine horde.
 
*Medical
**You will be expected to do surgery, many players hate it but you NEED to do it if it has to be done. typically ill take marines to colony med for this or have surgery stuff in fob.
**90% of the time you are squad medic people hate because you dont have a symbol by your head saying you are medic.
**WARN PEOPLE OF PERI+ AND QC+ it has delay stuns and debuffs, if you peri+ a guy wordlessly and he sprints into xenos then falls over, you will suddenly take FF for the next few days.
**Medivac is not just for medical it is shipside express, let people use it for that.
 
*Requisitions
**Suit modules first and only for 10 minutes
**ignore megagun or meme request, its a waste
**After 10 minutes announce last call for module priority (no one will listen)
**buy fultons
**buy cheap items in order of first come first serve, or people will have a meltdown
**by now you are out of points
 
* Command
**You have no authority over anyone
**But you actually do, reputation wise, and suggestively.
**If no command, alot of ungas will look to you, suggest easy clear plans. "push to silos" is something people will actually do. "Push to medical, secure it for doctor, then flank around." is something people will never do effectively. keep it simple and directive. marines will prioritize fun, fun being shoot xenos.
**Announce what each squad is doing, SLs rarely communicate to eachother, and marines wander around aimlessly.
**keep an eye out for important information someone with small-text says, and repeat it. squad marine bob will say in the smallest text possible, that the entire hive is eating him alive south of fob and the cades are all melting. your text is huge, so copy and paste it.
**Explain things to marines, "deweed engineering x50" will not get them to do it, "deweed engineering so xenos cant build silos and turrets" will educate marines as to why they should go do that.typically this gets them to do what you want.
 
* Combat
**bring a mini sentry along with you everywhere possible and drop it radial mode. this will protect you better than marines, and draw xeno aggro better than marines.it can be carried in hand while you move around.
**Do not machete, it is space inefficient, and ultimately useless. your boot knife is for weeds and getting runner to leave you alone.
**Do not accept swords, maces, or other weapons from marines, admins offer them to me to see if i will use them.
**scream where you are dieing, marines can get you anytime and revive you even after an hour has passed. also scream HOW to fix you, very few people know how. (nanopaste from medical surgery tray, welder, wire.)
**wire can be used on all limbs, at the same time, so you can wire left arm, then wire left hand on the same timer, but welder can only repair one limb at a time. this makes burn damage preferential.
**bulletproof vest is good for highpop FF, but never take things for EORD, admins will note you for this. i have seen many synth spawn into EORD then pull 20 tazers, its clearly you wasting the synth slot to bank for winning EORD.
**You can use smoke grenades, the -2 ones are the best for cloaking but dont do it in the middle of a push do it if your solo between fob and frontlines. hold it in your hand after arming it so it stays centered.


*Station requisitions for a few minutes.
*Go to powerloaders, use one for engine upgrades, one for weapons, switch between.
==Other Jobs==
{{TGMC-Jobs}}
{{TGMC-Jobs}}

Текущая версия от 15:11, 4 августа 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: "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!"



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

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



SYNTHETIC
Файл:DMCA Synthetic.png
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:They didn't put a restriction on my machete, y'know?


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.

Skills Information

Synthetic Differences & Skills
Medical
4/5
Surgery
4/5
Engineering
4/5
Construction
4/5
Police
2/2
Powerloader
5/4
Leadership
0/4
CQC
5
Smartgun
-4
Melee
1
Firearms
-1

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.

Skills Information

Early Synthetic Differences & Skills
Medical
3/5
Surgery
3/5
Engineering
5/5
Construction
5/5
Police
No Difference/2
Powerloader
No Difference/4
Leadership
No Difference/4
CQC
No Difference
Smartgun
No Difference
Melee
No Difference
Firearms
No Difference

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!

Groundside[править | править код]

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.

Other Jobs[править | править код]

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