TGMC:Squad Smartgunner: различия между версиями
imported>Novaepee |
imported>Novaepee |
||
Строка 484: | Строка 484: | ||
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 <del>M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor).</del> your smart weapon and ammo for your smart weapon to shoot. | 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 <del>M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor).</del> your smart weapon and ammo for your smart weapon to shoot. | ||
==== '''Difference between | ==== '''Difference between SG-29 [[file:TGMC_tl29.png|128px]] and''' ==== | ||
Recent development with IFF weapons provides a smartgunner with | Recent development with IFF weapons provides a smartgunner with additonal tools in their deployment, the SG-82 and SG-64. The T-29 is considered as the traditional weapon of the smartgunner, giving suppressive fire down the line to ward off xenomorphs from engaging in CQC. | ||
<tabs> | <tabs> |
Версия от 09:08, 25 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. |
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 built-in IFF weapons to help keep your squad intact and finish off xenomorphs. Guides: This is the guide (and Elsa's YouTube channel) Quote:"RO! I NEED MORE AMMO! WHERE IS IT!?" |
LtCol Elsa 'l'Epee' Spinnewyn говорит: "I remember when field commanders had smartgun skills [1] [2] [3]! I SHALL ALWAYS REMEMBER!" |
Introduction
You are specially-trained to operate one of TerraGov Marine Corps' most effective weapons systems: the SG-29 smart machine gun or the SG-85 smart handheld gatling gun. Realizing that you suck at not shooting your battle buddies perform well at TerraGov Marine Corps School of Infantry and score high in the ASVAB's electronic, the TerraGov Marine Corps put you in an additional 5 weeks course about operating these weapon systems. These brand new but limited weapon systems 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 with this profound built-in IFF, you are not built to be a front-line combatant. Your gun deals less damage than a T-12 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.
- If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
- If you are using the SG-29, you will run dry fast if you incorrectly use it too soon, and now you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading.
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. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. 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.
Due to the fact that you can't get ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs only to have a dry SG. If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition. Ensure that requisition verbally receives your order and ships out your orders otherwise you will head to a FOB with no ammunition for you.
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 two choices for smartgunner kits, but you can only choose one!, and gun attachments.
- When you wake up, you get either 1000 ammo for your T-29 or 800 ammo for your T-25. Obtain more from requisition; T-29 drums cost 5 req points whereby T-25 mags cost 2 req points or T-25 ammo boxes cost 4 req points.
GHMME Automated Closet
Item: | Desc.: | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SMG Holster that goes on your belt.
| |||||||||||||
A belt for your uniform, intended for holding magazines.
| |||||||||||||
A belt used to hold up to 50 shotgun shells, two boxes worth.
| |||||||||||||
Pistol Holster that goes on your belt.
| |||||||||||||
Revolver Holster that goes on your belt.
| |||||||||||||
A knife rig that goes on your belt
|
Pouch: | Desc: | ||||||||
---|---|---|---|---|---|---|---|---|---|
A pouch used to hold shotgun shells. Has four slots.
| |||||||||
A pouch used to hold magazines. Has two slots.
| |||||||||
A medium general pouch that goes into your pocket. Holds small and tiny items.
| |||||||||
A pouch used to flares. Has five slots.
| |||||||||
A pouch used to hold construction materials. Has five slots.
| |||||||||
A pouch used to hold pistol magazines. Has three slots.
| |||||||||
A pouch used to sidearms. Has one slot.
|
NEXUS Automated Equipment Rack
The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one weapon and its ammo. Choose wisely.
Module | Point Cost | Description | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Night Vision Goggles |
0 | Grants you full sight of the terrain, but not full night sight. The only marine job that spawns with NVG. Yes, you get this for free! | |||||||||||||
T-29 smart machine gun |
29 | A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID.
| |||||||||||||
T-29 drum magazine |
4 | Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum. | |||||||||||||
SG-85 Smart Handheld Minigun |
30 | The T-25 is the TGMC's current standard IFF-capable rifle, allowing you to fire through them if they have a marine ID. It's known for its ability to lay down quick fire support very well. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
| |||||||||||||
SG-85 Powerpack |
5 | Holds thousand(1000) 10x26mm rounds |
Your Gear
Smartweapon
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 M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor). your smart weapon and ammo for your smart weapon to shoot.
Difference between SG-29 and
Recent development with IFF weapons provides a smartgunner with additonal tools in their deployment, the SG-82 and SG-64. The T-29 is considered as the traditional weapon of the smartgunner, giving suppressive fire down the line to ward off xenomorphs from engaging in CQC.
Desc.: |
---|
Beginner friendly! Everyone wants to dakka! |
Strong and familiar ammo economy to veterans |
A single squad smartgunner with the T-29 can carry a total of 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in backpack not satchel, and 1 drum in T-29) |
Desc.: |
---|
Lower rate of fire compared to T-25 |
Cannot chase xenomorphs so easily; you are slow when wielding T-29 |
Longer wielding time |
Takes time to reload T-29 |
Desc.: |
---|
Faster rate of fire |
Easily a weapon to chase xenomorphs with since you can run faster with this weapon compared to the T-29 |
More underbarrel attachment choices! Can use the mini-flamethrower, mini-shotgun, or mini-grenade launcher! |
Putting a bayonet on T-25 one shot resin nodes and sticky resins! |
Can put scopes on T-25! |
Desc.: |
---|
Difficult ammo economy |
Bipolar in gameplay: conservative but opportunistic due to having only 80 ammo in rifle |
Always reloading since you want to have 81 ammo ready to mag dump xenomorphs
|
T-29 stats | T-25 stats | T-12 stats |
---|---|---|
aim_slowdown = 0.95
wield_delay = 1.3 SECONDS name = "smartgun bullet" accurate_range = 15 damage = 20 scatter = -10 penetration = 20 sundering = 1 |
aim_slowdown = 0.55 wield_delay = 0.6 SECONDS name = "smartrifle bullet" damage = 20 penetration = 20 sundering = 1 |
fire_delay = 0.25 SECONDS scatter = -10 aim_slowdown = 0.4 wield_delay = 0.75 SECONDS damage = 25 penetration = 5 sundering = 0.5 |
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
- Kill xenos, get more ammo. Use ammo to kill more xenos, then get more ammo. Make req happy.
- If you are rolling with the T-25, it is best to roll with the T-25 ammo package and hold empty T-25 mags .
- Roll and chase down xenomorphs with the T-25 when they are less than half their health. This will utilize the T-25 to its fullest potential assuming you have a fresh mag in your T-25 AND you won't waste your ammo when xenomorphs can just sponge up the ammo and walk away. Just be careful of other xenomorphs!
- 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. This goes for warrior's lunge, too. Pump lead into that warrior since they have to grab a marine for like 2 seconds, enough to mag dump them.
- 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
- TALKING TO YOU, ELSA
- MAN, FUCK YOUR T-25, JUST STOP UNGAING
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, |