TGMC:Squad Smartgunner: различия между версиями

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|access = Squad Smartgunner Equipment Room, Squad Room
|access = Squad Smartgunner Equipment Room, Squad Room
|difficulty = Easy
|difficulty = Easy
|Rank = Corporal
|Rank = Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours)
|Class = Marines
|Class = Marines
|superior = [[TGMC:Squad Leader|Squad Leader]]
|superior = [[TGMC:Squad Leader|Squad Leader]]

Версия от 05:06, 1 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.



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 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 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.

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. 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. It's also extremely important that your bullets will hit sentries and the HMG; hitting them will receive the contempt of engineers and other marines.

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; each new drums cost 10 req points.

GHMME Automated Closet

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

Item: Desc.:

T-29 drum magazine

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

T-29 smart machine gun

A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID.

Night Vision Goggles

Grants you full sight of the terrain, but not full night sight. The only marine job that spawns with NVG.

Item: Desc.:

Suppressor

A barrel attachment that makes shots quieter, and reduces damage. Also other stats. Wee.

Extended Barrel

A barrel attachment that makes shots more accurate, and reduces damage. Other stats. Wee.

Recoil Compensator

A barrel attachment that makes recoil less of a problem, apparently. Other stats. Wee.

Magnetic Harness

A rail attachment that makes your gun snap back to your suit storage if you drop it. Makes you less accurate. Other stats. Wee.

Red Dot Sight

A rail attachment that makes your shots more accurate. Other stats. Wee.

Quick Fire Assembly

Reduces the delay on single fire shots, reduces your burst count by one, and reduces your accuracy. Other stats. Wee.

Laser Sight

Underbarrel attachment that makes your gun better for certain things. Other stats, wee.

Vertical Grip

Underbarrel grip that makes your bursts more accurate. Other stats. Wee.

Angled Grip

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

Note that a squad smartgunner cannot choose between a M56B and a T-29. In TGMC, the squad smartgunner gets the T-29. This section is only used for comparison given that long time ago in TGMC and in another server (CM), squad smartgunners are familiar with the M56B.

The T-29 is very flexible 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.

Pros of T-29:

  • Does not consume energy since it does not have multiple modes compared to the M56B
  • 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
  • A single squad smartgunner with the T-29 can carry 2,400 ammo (3 drums in G8 pouch, 8 drums in backpack not satchel, and 1 drum in T-29) compared to the squad smartgunner with the M56B that can only carry 600 ammo
  • 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 of T-29:

  • Does not have multiple modes
  • Must be manually reloaded, whereas the M56B automatically reloads during the dakka
  • SOUNDS UGLY REEEEEEEEEEEEEEEEEEEEEEE
  • Does not have a default magnetic harness compared to its sibling, the M56B
  • Only have 200 ammo internal capacity compared to the M56B which has 600 ammo
  • 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 (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

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

  • 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.
  • 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


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