TGMC:Pilot Officer: различия между версиями
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imported>Gohunt001 (rank) |
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Строка 14: | Строка 14: | ||
|access = All Access <s>Abuse it maliciously</s> | |access = All Access <s>Abuse it maliciously</s> | ||
|difficulty = <s>Boring</s> Easy | |difficulty = <s>Boring</s> Easy | ||
|Rank = Warrant Officer | |Rank = Warrant Officer(starting), Chief Warrant Officer(10hrs), Ensign(25hrs), Lieutenant Junior Grade (50hrs) | ||
|Class = Navy | |Class = Navy | ||
|superior = [[TGMC:Commander|Captain]], [[TGMC:Field_Commander|Field Commander]], [[TGMC:Staff Officer|Staff Officer]] | |superior = [[TGMC:Commander|Captain]], [[TGMC:Field_Commander|Field Commander]], [[TGMC:Staff Officer|Staff Officer]] |
Версия от 16:25, 27 января 2021
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
MARINE | |
Файл:DMCA PO.png Pilot Officer |
Access: All Access Difficulty: Rank: Warrant Officer(starting), Chief Warrant Officer(10hrs), Ensign(25hrs), Lieutenant Junior Grade (50hrs) Class: Navy Supervisors: Captain, Field Commander, Staff Officer Duties: Fly the Alamo to the planet and back to transport the Marines, Support the ground-forces with CAS Guides: Guide to Fire Support, Guide to Vehicles Quote:You can be my wingman any time. |
Introduction
As Pilot Officer, your primary duty is piloting one of the dropships in order to transport the Marines. this can be a very boring and repetitive job, because all you have to do is click two buttons. The Alamo can be controlled with external consoles, but only YOU, the PO, can fly CAS missions properly, which is a significant firepower boost to the ground forces.
Playing the Pilot Officer
First of all, you have to decide what you want to do. Either you do transport and make sure the Marines get to the planet and back to the ship. Or you want to support the marines on the battlefield with airstrikes via Close Air Support (CAS).
The Hangar
The Hangar is where you will spend most of your time. It has two dropships, the Alamo which is the main dropship that marines take down, and the Condor which is a specialty CAS plane. Each ship has slots for special upgrades. The Alamo has two engine module slots, one interior module slot, two electronic module slots and four weapon module slots. The Condor has four weapon module slots, and a special rotary nosegun.
- Rear Slot: This is the place where the medevac module and the mounted smartgun module goes.
- Engine Slot: This is where engine modules are installed, like the cooling system and the fuel enhancer.
- Electronics Slot:This is where electronics are installed, like the spotlight and the targeting system.
- Weapon Slot: This is where the weapons are installed, like the rocket-pod or the sentry-deployment-system.
East of the Hangar is the storage room, it has two powerloaders and various weapon and upgrade modules for the ships. To the east is also the machine to produce more Ammo and Modules. Spend your points wisely, they take a long time to replenish (1 point every 2 seconds). North of the Alamo is the Ammunition-Storage. This is where the CAS Ammo is stored that is available at roundstart, as well as some other starting modules.
If you want to install a module or reload a weapon, you will need a powerloader, this is how you install a module, it works the same for ammunition:
- Right click the powerloader [image of the powerloader] and click “Enter powerloader”
- Alternatively, you can clickdrag your sprite onto the powerloader.
- Move infront of the module and left-click on it, you can carry two modules, simply switch active hand to carry another one.
- Move to the right slot and click left click on it, that’s it, you installed a module.
How to Pilot
Piloting each dropship is fairly easy, you just have to click a few buttons and wait.
In the cockpit of the Alamo you will find the three main consoles.
- The camera control console (left), which lets you view the different cameras of the dropship.
- The main control console (middle), which lets you fly the dropship.
- The weapon control console (right), which lets you fire your weapons or deploy your sentries.
You will climb into the Condor's cockpit directly and be presented with a single unified console with a list of options.
- Begin flyby - engines must be on!
- Start engines - this requires fuel.
- Disable engines - do this after landing if you don't want to waste fuel. (Currently the Condor is bugged and will continue into deep negative fuel counts that make it nearly impossible to lift off again, so be very careful to do this.)
- Begin fire mission - you must be airborne.
Communication
It’s usually a good idea to communicate a lot. Announce that the Alamo is going to depart soon with the general radio frequency (;). Note that the groundside general radio frequency and the shipside general radio frequency are different, use the command frequency (:v) to communicate with the ship. By default, everyone with CAS lazing ability will be on the command frequency.
Additionally you can inform medical (:m) about any wounded marines coming up, or you can communicate with a squad directly (:q, :b, :c, :d) to coordinate. You may also have to coordinate with the Requisitions Officer (:u) depending on his competency and budget.
Close Air Support (CAS)
Close Air Support, or for short CAS, is your way of helping the marines. You can rain down hell on your enemies if you want to. But, for that the groundside marines need tactical binoculars to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available.
But how do I kill my enemies, you ask? That is simple, first you obviously need to install the weapons to the dropship of your choice, normally it’s the Condor, because the Alamo is only rarely in the air. Note that the weapons you install are unloaded, and need to be filled with the ammunition from the ammo-storage room.
Then enter your cockpit, and wait. Make sure that somebody on the ground is aware that you are ready for CAS. Turning your engines on and lifting off pre-emptively gives you a better response time at the cost of inevitable downtime.
Once CAS is required, launch the Condor, select the weapon you want to open up with, and click "begin fire mission". You'll enter a map overview mode like the AI or Overwatch terminals where you can see anything within camera range of the ground forces, as well as the spot around the laze. You can fire on ANYTHING in sight of any marine on the ground, but all of your weapons will be danger close without the added range of the laser dot - this might not matter if your camera coverage is coming from a corpse's still-active helmet camera. Note that a lot of weapons have some degree of inaccuracy, especially the GAU and Condor rotary cannon, but these two also hit ridiculously hard.
If your fuel runs out, you'll land back on the ship automatically, but if your weapons run dry you'll have to land manually (remember to turn the engines off) and regardless you'll need to reload your weapons for the next CAS mission. You'll also need to refuel the Condor by using jerry cans on the cockpit - you can refill the jerry cans themselves with a large welding fuel tank, but not the backpack-sized ones. You can also purchase replacement ammunition at the dropship part fabricator.
Orders
As command staff, you have access to orders, which can be used to buff nearby troops with helpful effects. These also cause you to broadcast a quote over the radio(provided you have one) so people know when you're calling one out. After giving an order, there is a cooldown period until you can give another one. Give orders using the action buttons on the top-left of the screen.
Command | Description |
---|---|
Move order |
Increases movement speed. Great for chasing down or running away from xenos, or if you just want to move around fast in general, like on the ship. ROs love it! |
Hold order |
Increases pain resistance. Helpful since pain slows down move speed, makes you drop stuff, and overall just sucks to have. Also saves painkiller supplies for when it's needed more. |
Focus order |
Increases accuracy, which in turn increases total damage output because more shots actually hit the enemy. Also makes them hit friendlies more often, but that's out of your control, mostly. |
Modules
This is a list of all the available modules and what they do. Most of them are available at roundstart, but more can be purchased from the Dropship Parts Fabricator.
Interior Modules
Module | Description |
---|---|
Файл:TGMC MedEvac.png MedEvac Module |
Inferior version of the TeleEvac and rarely used. Can pick up two marines at the same time. How to use: - Launch the dropship in flyby-mode - Pick up the injured marines through the weapon control console - Go back into the ship and lift up the marines with the MedEvac Module. (Just click on it) |
Файл:TGMC SmartgunSystem.png Smartgun Deployment Module |
This installs a M56D-Smartgun with an included sandbag-nest. Comes loaded with 1500 bullets to defend your ship. Note: It does not have the IFF-Feature, which means you cant shoot through other marines. Be careful of Friendly-Fire. |
Electronic Modules
Module | Description |
---|---|
Файл:TGMC TargetingSystem.png Targeting System |
Increases the accuracy of the weapons of the Dropship. |
Файл:TGMC LZDetector.png Landing Zone Detector |
This will allow the Pilot to view the Landing Zone where the Dropship is heading. Only works when the Dropship is in the air. |
Spotlight |
This illuminates the Landing Zone. Good for those that are afraid of the dark. |
Ammunition
TBD
Tips
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, |