TGMC:Squad Smartgunner: различия между версиями
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Underbarrel grip that allows you to wield faster. Other stats. Wee. | Underbarrel grip that allows you to wield faster. Other stats. Wee. | ||
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Версия от 06:39, 30 декабря 2020
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: Corporal Class: Marines Supervisors: Squad Leader Duties: Use suppressive fire to help keep your squad intact. Guides: N/A Quote:"RO! I NEED MORE DRUMS!" |
Introduction
You are specially-trained to operate one of the Terragov Marine Corps' most effective weapons systems: the T-29 smart machine gun. This brand new model is a gun that 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
Though it may seem powerful, you are not a front-line combatant. 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. 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.
Also don't forget the most powerful aspect of your weapon: the built-in IFF. It's turned on by default, and when it's on you will not hit any other friendly marines equipped with IFF transmitters. 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 and other civilians, so be careful. It's also extremely important that your bullets will hit sentries and the HMG otherwise engineers and other marines will yell at you for destroying essential machinery.
Vendors, Equipment, and Weapons
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 your weapon, an extra drum, and head mounted sight in the essential smartgunner set, as well as additional special ammunition and gun attachments.
- In the beginning, you get 600 ammo since each T-29 drums consist of 200 ammo. Obtain more from requisition.
GHMME Automated Closet
Item: | Desc.: | ||||||||||||
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SMG Holster that goes on your belt.
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A belt for your uniform, intended for holding magazines.
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A belt used to hold up to 50 shotgun shells, two boxes worth.
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Pistol Holster that goes on your belt.
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Revolver Holster that goes on your belt.
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A knife rig that goes on your belt
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Pouch: | Desc: | ||||||||
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A pouch used to hold shotgun shells. Has four slots.
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A pouch used to hold magazines. Has two slots.
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A medium general pouch that goes into your pocket. Holds small and tiny items.
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A pouch used to flares. Has five slots.
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A pouch used to hold construction materials. Has five slots.
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A pouch used to hold pistol magazines. Has three slots.
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A pouch used to sidearms. Has one slot.
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NEXUS Automated Equipment Rack
Item: | Desc.: |
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Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum. | |
A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID. | |
Grants you full sight of the terrain, but not full night sight. The only marine job that spawns with NVG. |
Item: | Desc.: |
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A barrel attachment that makes shots quieter, and reduces damage. Also other stats. Wee. | |
A barrel attachment that makes shots more accurate, and reduces damage. Other stats. Wee. | |
A barrel attachment that makes recoil less of a problem, apparently. Other stats. Wee. | |
A rail attachment that makes your gun snap back to your suit storage if you drop it. Makes you less accurate. Other stats. Wee. | |
A rail attachment that makes your shots more accurate. Other stats. Wee. | |
Reduces the delay on single fire shots, reduces your burst count by one, and reduces your accuracy. Other stats. Wee. | |
Underbarrel attachment that makes your gun better for certain things. Other stats, wee. | |
Underbarrel grip that makes your bursts more accurate. Other stats. Wee. | |
Underbarrel grip that allows you to wield faster. Other stats. Wee. |
Your Gear
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 only need to equip the M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor). T-29 smartgun and T-29 drums.
Difference between M56B and T-29
The T-29 is very forgiving compared to the M56B. Whereas the M56B demands that the squad smartgunner wears only one type of armor () and cannot use any backpack (), the T-29 allows for variance in armor and storage. However, there are two advantages that the M56B has over the T-29:
- The M56B has the magnetic harness default, meaning that the squad smartgunner can put a rail flashlight on the M56B whereas the T-29 must have a magnetic harness.
- The M56B has 600 ammo without having to manually reload; the T-29 demands that it is reloaded by hand
Pros:
- Fast fire rate un-modded, making it great for suppression fire
- Possesses an anti-friendly fire system (IFF), allowing one to shoot through allies to hit your foes
- Can use full auto
- Has a 200 round capacity due to the T-29 drum
- T-29 drums can be ordered at Requisitions like other ammo types.
- Comes with the Night Vison Goggle, or NVG, to help spot targets in the dark
Cons:
- Does not have a default magnetic harness compared to its sibling, the M56B
- Deals about the same damage as an SMG per shot (i.e. 30), making it weaker against T3s unmodded
- Wielding has a 1-2 second delay unmodded, and slows you while wielded
- Liberal use tends to run the T-29 drums dry, necessitating either Requisitions or periodic trips to and from the Almayer to maintain usage of the Smartgun.
- 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.
Reccomended attachments:
- Magnetic Harness
- Laser sight
M56 Head Mounted Sight
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
- Given that you have IFF, you can save marines from resin traps. These traps permit facehuggers to 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.
- 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 but a Crusher, Ravager, or a Defender.
- DON'T STAND IN FRONT
- SERIOUSLY JUST DON'T
- STOP CHARGING IN FRONT DAMMIT
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, |