TGMC:Guide to Base Building: различия между версиями
imported>Ttly |
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|50 Bomb | |50 Bomb | ||
|1 Metal | |1 Metal | ||
|Click on the cade with at least 1 metal to upgrade it. <s>Lessens the King's Gravity Crush damage..</s>Effectively doubles the cade's | |Click on the cade with at least 1 metal to upgrade it. <s>Lessens the King's Gravity Crush damage..</s>Effectively doubles the cade's durability against explosions. | ||
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|[[File:TGMC_Metal_Cade_Ballistic_Upgrade.png|64px]] Ballistic | |[[File:TGMC_Metal_Cade_Ballistic_Upgrade.png|64px]] Ballistic | ||
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|1 Metal | |1 Metal | ||
| Click on the cade with at least 1 metal to upgrade it. Lessens the Crusher's Charge, Warlock Psychic Blast, damage to cades. | | Click on the cade with at least 1 metal to upgrade it. Lessens the Crusher's Charge, Warlock Psychic Blast, damage to cades. | ||
Effectively increases the cade's | Effectively increases the cade's durability by 43% against melee damage. | ||
Effectively increases the cade's | Effectively increases the cade's durability by 65% against bullets, laser, energy. | ||
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|[[File:TGMC_Metal_Cade_Caustic_Upgrade.png|64px]] Caustic | |[[File:TGMC_Metal_Cade_Caustic_Upgrade.png|64px]] Caustic | ||
Строка 198: | Строка 198: | ||
| 1 Metal | | 1 Metal | ||
|Click on the cade with at least 1 metal to upgrade it. Protects against acid spits. Prevents barricade from being melted with acid vomit. | |Click on the cade with at least 1 metal to upgrade it. Protects against acid spits. Prevents barricade from being melted with acid vomit. | ||
Effectively increases the cade's | Effectively increases the cade's durability by 47% against acid damage. | ||
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|[[File:TGMC_Barbed_Wire.png|64px]] | |[[File:TGMC_Barbed_Wire.png|64px]] |
Версия от 06:56, 15 ноября 2023
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
Construction
Barricade Formations
First lets talk about how the FOB is supposed to function in game-play. FOB stands for Forward-Operating-Base. As the title suggests, it is meat to operate as a offensive base used to creating a hard-point for static defenses, resupply, and observation of enemy movement. This means that it must be capable of withstanding counter-offensives, resupply the marines, and is able to keep track of enemy movement, in this case, xenos.
Do not block marines pathways, always make straight routes available so marines can counter attack.
Lets talk about how to set up the backbone of a FOB, the barricades.
There are many things wrong with this setup.
1. There is a gap in the wall.
Having even one weakness in a defense is asking for it to be exploited by the xenomorphs. Make sure to seal up all the weak points like vent exits, windows, and always make sure to raise the plasteel barricade back up if you are not using it (More about plasteel in defense section)
2. The barricade lines up with the walls.
This is bad because it means that xenomorphs are able to hit the barricade from behind a cover. Leave a 1 space between wall and barricade so they are unable to hit the barricade without having to expose themselves to open fire.
3. Plasteel barricades are not lined up.
If the plasteel barricades are not lined up, it will cause congestion. This is terrible if the marine has to make hasty retreat from an offensive, and they are unable to retreat to the Alamo quickly. Plasteel barricades should be lined up to remove as much space between each barricades.
A better way to have set this up would have been this.
Insert Image here
Static Defense
We can't always stay at the base to defend it, and sometimes we lack the manpower to defend all of the FOB. This is where static defenses come into play. Marines have access to many static defenses.
- Barbed Wires
- Razorsharp Obstacles
- Automated Turrets
- Heavy Smartguns
- Explosive Devices
Anything that can be used to deter hostile offensive is great for this role.
Barbed wire is the most common type of static defenses. It is cheap to make, only costing 2 metal per wire, and can be transformed into razor wires, which is great for keeping your main walls alive. It deters xenos as it damages them when they attack the wire, and it also increases health of the barricade it is applied to.
Razorsharp obstacles supplement barricades.
Automated turret is next. They are versatile, powerful, and very effective at keeping small skirmishes at bay. They are mostly used to make up for the lack of manpower at the FOB. They are much harder to acquire than barbed wires, but they make up for the fact that they are ranged and can effectively replace marines in times of need.
Heavy Smartguns are force multiplier for marines. A single marine on a mounted gun effectively becomes an automated turret, as the mounted guns have high DPS and large amount of ammo ready to fire. Because it is a smartgun, it has IFF, meaning that marines do not have to worry about friendly fire from the mounted gun (though humans without a marine ID will get hit). It is fantastic for pinning down a chokepoint.
And lastly, explosive devices. These are great as the xenomorphs will not be used to dealing with traps, especially claymores. Claymores are extremely powerful, as it can stun a xenomorph that gets in front of it, and can even kill it outright if their health is not full. These are perhaps even better at keeping skirmishes at bay, as xenomorph castes with low maximum health can be one shot by it. Do not put claymores near the barricades as xenomorphs will set these off and damage the barricades. Use a multitool to disarm claymores.
Defense
Now that the construction of your mighty base is finished, it is time to work on actually defending the damn thing.
Deconstruction
Metal & Plasteel Barricades
Unless the barricade is at full health, you won't get all your materials back. Make sure it's reparied.
A barricade with acid on it will always only drop some of the materials back and never the barbed wire, make sure to cut the barbed wire cades with acid.
- Файл:TGMC Screwdriver.png Screwdriver and wrench the barricade, the order in which you use them does not matter. Tip: You can screwdriver, wrench and even crowbar several cades at once to save time.
- Файл:TGMC Wirecutters.png Wire cut the barricade if it has barbed wire Note: This step is not required as dismantling the barricade will yield your barbed wire back even if you don't use a wirecutter unless it's acided.
- For the final step use your crowbar on it to complete the deconstruction process
- Barricade upgrades can be removed with a crowbar aswell
Sandbags
- Use a shovel
- Barbed wire on sandbags is the same as metal and plasteel barricades
Razorwire
- Файл:TGMC Wirecutters.png Use a wirecutter on it Note: deconstructing razorwire only yields 4 metal rods and one barbed wire back
Repairing Cades
Metal and plasteel can be repaired with a welder for 85 integrity per weld, unless they are under 20% integrity in which case they'll need 2 sheets of metal/plasteel.
Sandbags can be repaired with filled sandbags for 20% integrity per bag.
Razor Wire can be repaired with metal sheets.
Barricade Upgrades
These can be applied on metal cades by clicking on them with metal sheets.
Except for the barbed wire which need to be made with metal sheets and can be used on any cades except for razor wire and wood.
Emplacements
These can be deployed by ctrl+clicking a tile next to you with them as an item in active hand.
To undeploy, click-drag the sprite of the emplacements into yourself while standing next to them.
To repair, use an active blowtorch to weld.