TGMC:Marine Quickstart Guide: различия между версиями

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imported>Tiviplus
(Removes references to rape)
imported>Barnet
(Updates images and some of the information as of 8/12/2023)
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= Welcome! =
= Welcome! =


You've decided to become the hero the corps need, good choice! This quickstart guide should get you started in no time. But as with any server, it's important you get yourself familiar with the [[TGMC:Rules|'''Rules''']] first. We are a Medium Roleplay server, meaning that you should at least try and behave like a marine. That doesn't mean you have to go full "Yes sir", just avoid Low RP shenanigans and excessive memes. While our rules are pretty lenient, that doesn't mean your actions won't have consequences. Excessive stealing or friendly fire will still get you punished. Remember - there are no psychologists on station, but there are admins that want to talk to you. Follow [[TGMC:Military Law|'''Military Law''']], or you will be killed and banned.
You've decided to become the hero the corps need, good choice! This quickstart guide should get you started in no time. But as with any server, it's important you get yourself familiar with the [[TGMC:Rules|'''Rules''']] first. While our rules are pretty lenient, that doesn't mean your actions won't have consequences. Excessive stealing or friendly fire will still get you punished. Remember - there are no psychologists on station, but there are admins that want to talk to you.




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# '''Gear up'''
# '''Gear up'''
# '''Keep yourself and your allies alive'''
# '''Keep yourself and your allies alive'''
# '''Destroy the xenomorph hive'''
# '''Destroy the Xenomorph hive'''


Do whatever you can to gear up, load up, and heal up to really fuck up the xenomorphs' day. And above all, stick together.
Do whatever you can to gear up, load up, and heal up to really fuck up the Xenomorphs' day. And above all, stick together.


== Character creation ==
== Character creation ==
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# Go to game settings, and set '''FPS''' to '''60'''
# Go to game settings, and set '''FPS''' to '''60'''
# Name your character.
# Name your character.
# Make sure your species is "'''Human'''". Robots are harder and more fragile<s>, non-humans inferior</s>
# Make sure your species is "'''Human'''". While Combat Robots have their uses, this guide is tailored to a human marine.
# Set your job preferences. Set '''Squad Marine''' as "'''High'''". Other roles are harder and in general require more responsibility.
# Set your job preferences. Set '''Squad Marine''' as "'''High'''". Other roles are harder and in general require more responsibility.
# Check your keybinds in the '''Keybindings''' tab, and feel free to reset them if they look wrong.
# Press "Ready" in the main menu.  
# Press "Ready" in the main menu.  
# If the round has already started, you'll get an error message in the chat. Then press "Join game" and select Squad Marine.
# If the round has already started, you'll get an error message in the chat. Then press "Join game" and select Squad Marine.
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Oh, so you're finally awake? You will be almost naked, hungry and most likely confused, but worry not, the engineers counted on that when designing the ship.
Oh, so you're finally awake? You will be almost naked, hungry and most likely confused, but worry not, the engineers counted on that when designing the ship.


[[File:DMCA_Cryosleep.png|400px]]
[[File:TGMCcryo.png|500px]]


=== Squad ===
=== Squad ===
Take a look at the '''chat panel''' to your right, your squad assignment along with the flavor text should be there. This is your '''squad assignment''', role, and who your direct superior is in the chain-of-command. Unless you picked a preferred '''squad''' in your preferences, you will be assigned randomly. Worry not if you didn't get into the squad you wanted, you will be doing as much shooting as any other rifleman. Squads mostly just form a limiter on non-marine job counts below a certain server population.
Take a look at the '''chat panel''' to your right, your squad assignment along with the flavor text should be there. This is your '''squad assignment''', role, and who your direct superior is in the chain-of-command. Unless you picked a preferred '''squad''' in your preferences, you will be assigned randomly. Worry not if you didn't get into the squad you wanted, you will be doing as much shooting as any other rifleman. The only difference is in who is your '''Squad Leader'''.


As you can see, there are four colored lines to guide you. In this example, we've been assigned to Delta squad. That means we follow the blue line down. Your squad color is indicated by the squad name's text in the squad assignment message:
As you can see, there are four colored lines to guide you. In this example, we've been assigned to Delta squad. That means we follow the blue line down. Your squad color is indicated by the squad name's text in the squad assignment message:
*<span style="color:#FF0000">'''red for Alpha squad'''</span>
*<span style="color:#FF0000">'''Red for Alpha squad'''</span>
*<span style="color:#FFD700">'''yellow for Bravo squad'''</span>
*<span style="color:#FFD700">'''Yellow for Bravo squad'''</span>
*<span style="color:#BA55D3">'''purple for Charlie squad'''</span>
*<span style="color:#BA55D3">'''Purple for Charlie squad'''</span>
*<span style="color:#36c">'''blue for Delta squad'''</span>.<br>
*<span style="color:#36c">'''Blue for Delta squad'''</span>.<br>


[[File:DMCA_Assignement.png|500px]]
[[File:TGMC Assignment.png|500px]]


=== Food; CHOW TIME ===
=== Food; CHOW TIME ===


[[File:TGMC_Canteen.png|right]]
[[File:TGMC Bars.png|right]]
Generally, preparation areas are shared between all squads, but the largest ship, the Theseus, has two separate prep rooms for Alpha/Bravo and Charlie/Delta. Just follow the colored lines to get to your half, if this happens to be the current map. It's important to make a stop at the canteen for some breakfast since hungry marines move slower. Stop by one of the '''food vendors''', click on it and dispense your preferred dish (we suggest one, that's usually enough. Maybe pick one more for later). Pick it up by clicking on it, then click on yourself to take a bite. It might take several of these to fill you up, you've been in cryosleep for a good while. A good rule of thumb is that one prepared meal will add one "level" of food - and so will one protein bar, so don't accidentally overeat.
After you wake up, either followed your colored line (depends on the map) or just exit the spawning area, following other marines. Stop by one of the '''food vendors''' [[File:TGMC Food Vendor.png]], click on it and dispense your preferred dish (we suggest one, that's usually enough. Maybe pick one more for later). Pick it up by clicking on it, then click on yourself to take a bite. It might take several of these to fill you up, you've been in cryosleep for a good while. A good rule of thumb is that one prepared meal will add one "level" of food - and so will one protein bar, so don't accidentally overeat.


Your hunger is indicated by this little icon to your right: [[File:DMCA Hunger.png]]<br>It has four stages in total: orange for '''starving''', yellow for '''hungry''', green for '''full''', and gray for having '''over-eaten'''. The starving and hungry states will slow you down, and as of now, overeating has no effects on gameplay besides your appearance.
Your hunger is indicated by this little icon to your right: [[File:DMCA Hunger.png]]<br>It has four stages in total: orange for '''starving''', yellow for '''hungry''', green for '''full''', and gray for having '''over-eaten'''. The starving and hungry states will slow you down, as well as overeating. Keep it in the green! When you wake up, you only need one protein bar or one meal.
It might take several of these to fill you up as you've been in cryosleep for a good while, but shovel it down, recruit! We haven't got all day!


=== Checking the full map ===
=== Checking the full map ===
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It is possible to '''IMPORT''' a loadout from other player. All you have to do is to find a string with the loadout name. It is in the form
It is possible to '''IMPORT''' a loadout from other player. All you have to do is to find a string with the loadout name. It is in the form


<code>cdkey//Class//Name</code>
<code>ckey//Class//Name</code>


Example:
Example:
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<code>revolver_man//Squad Marine//nyonn</code>
<code>revolver_man//Squad Marine//nyonn</code>


You can obtain it in Discord, or via OOC. Just ask people to share their pew pew build, and someboby will tell you.
You can obtain it in Discord, or via OOC. Just ask people to share their pew pew build, and somebody will tell you.


Then you have to import it in the '''[[TGMC:Marine Quickstart Guide#Loadout|Loadout Vendor.]]'''
Then you have to import it in the '''[[TGMC:Marine Quickstart Guide#Loadout|Loadout Vendor.]]'''
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{{Speech
{{Speech
|name=RO Self Insert
|name=RO Self Insert
|text=Hi! You will be seeing me a lot soon, so let me tell you about your fancy toy! The Standard kit is meant to be used with Regular Armor and helmet, offering decent mobility and protection, however lacking the customizability of Jaeger. Jaeger Exoskeleton systems are based on an exosuit rig onto which the user can attach a variety of differing armor plates and storage options, as well as defensive capabilities. It has a slot for a chest plate, arm guard, leg guard, and modules.
|text=Hi! You will be seeing me a lot soon, so let me tell you about your fancy toy! There are various armors you can acquire in prep, but the most common two are the Jaeger or Xenonauten armor sets. Jaeger is more customizable, but Xenonauten is ready out the gates besides having an armor module, which you can dispense in the GHMME, or Surplus Armor Vendor. If it is your first rodeo, I would recommend the Xenonauten set. Oohrah!
|image=[[File:DMCA_RO.png]]
|image=[[File:DMCA_RO.png]]
}}
}}




'''Video guide: ''[https://www.youtube.com/watch?v=T9rISo7ajKo link]'''''
'''Video guide: ''[https://www.youtube.com/watch?v=T9rISo7ajKo link, slightly out-of-date]'''''


After you had your chow, head into your squad preparations room, which should be nearby. There are also separate rooms for other squad roles, such as Smartgunner, but you don'e have access there. Search for and use the '''GHMME Automated Closet'''  
After you had your chow, head into the preparations room, which should be nearby. There are also separate rooms for other squad roles, such as Smartgunner, but you don't have access there. Search for and use the '''GHMME Automated Closet'''  
<br>
<br>


[[File:TGMC GHMME Automated Closet.png]] The '''GHMME Automated Closet''' will dispense your standard issue uniform, armor, belts, pouches, accessories and masks, and weapon attachments. Check the picture below for outline. Make your choices from the list - items marked with a white "Essential" are vital tools for your job. Your uniform has to be on before you put your armor on, and the webbing attaches onto your uniform. Your webbing, armor, and helmet all have their own small storage slots, and you can store things like weapons on your suit storage (beside your feet slot) or on your back slot. The knife can go in your boot, and the attachments obviously go on your weapon, so just put them in your satchel or on the ground for now. You reading this, baldie?
[[File:TGMC GHMME Automated Closet.png]] The '''GHMME Automated Closet''' will dispense your standard issue uniform, armor, belts, pouches, accessories and masks, and weapon attachments. Check the picture below for outline. Make your choices from the list - items marked with a white "Essential" are vital tools for your job. Your uniform has to be on before you put your armor on, and the webbing attaches onto your uniform. Your webbing, armor, and helmet all have their own small storage slots, and you can store things like weapons on your suit storage (beside your feet slot) or on your back slot. The knife can go in your boot, and the attachments obviously go on your weapon, so just put them in your satchel or on the ground for now. You reading this, baldie?


For a squad marine, optimal choice is:
For a squad marine, a good choice would be:


* '''Standard.''' (Uniform, Gloves, Boots, Headpiece, food, facepaint)
* '''Standard.''' (Uniform, Gloves, Boots, Headpiece, food, facepaint)
* '''Light/Medium/Heavy Xenonauten Armor.''' (Helmet which you can put on your empty head, and armor. You can paint them using Facepaint on them.) Take Heavy plates - much more armor, and speed is ok.
* '''Light/Medium/Heavy Xenonauten Armor.''' (Helmet which you can put on your empty head, and armor. You can paint them using Facepaint on them.) Take Heavy plates - much more armor, and speed is ok. Helmet armor will always be equal to heavy armor, regardless if you pick Light or Medium.
* '''Satchel.''' You start with one anyways. Its a little smaller than Backpack, but later takes time to take items from.  
* '''Satchel.''' You start with one anyways. Its a little smaller than Backpack, but later takes time to take items from.  
* '''Tactical black vest.''' This goes to your undersuit (bottom left) and has several slots to hold items, such as magazines. Click on it with empty hand  to access menu.
* '''Tactical black vest.''' This goes to your undersuit (bottom left) and has several slots to hold items, such as magazines. Click on it with empty hand  to access menu.
* '''Standard ammo belt.''' This belt is your best friend, because it holds a lot of magazines! If you have a weapon in hand, and press E, that's where you pick your magazines from.
* '''Standard ammo belt.''' This belt is your best friend, because it holds a lot of magazines! If you have a weapon in hand, and press E, that's where you pick your magazines from.
* '''Firstaid pouch.''' This pouch can hold medicine, and comes with some as well! Red pills if you're hit, yellow if you're spit, green if you're not sure. Gray if you hate red text about pain. Do NOT take more than one of each pill at a time!
* '''Firstaid pouch.''' This pouch can hold medicine, and comes with some as well! Red pills if you're hit, yellow if you're spit, white if you're not sure. Gray if you hate red text about pain. Do NOT take more than one of each pill at a time!
* '''Flare pouch.''' There you can hold flares, and it comes full. Easy to fill - drag ''flare pack'' (in ''utility'' section of Weapon Closet) on it.
* '''Flare pouch.''' There you can hold flares, and it comes full. It also comes with a flare gun, which you can right click the pouch to load. Easy to fill - drag ''flare pack'' (in ''utility'' section of Weapon Closet) on it.
* '''General Purpose Storage Module.''' Put it on the exoskeleton, has 2 slots. (can hold 2 BOXES of ammo)
* '''General Purpose Storage Module.''' Put it on the exoskeleton, has 2 slots. (can hold 2 BOXES of ammo)
* '''Mark 1 Tyr extra armor set.''' Increases your armor even more. Best module.
* '''Mark 1 Tyr extra armor set.''' Increases your armor even more, at the cost of slowdown. It comes with a helmet and armor module; to attach them to their respective pieces, hold the armor in one hand and the module in the other, and click the armor with the module to attach it.
* '''Tactical gas mask.''' Allows you to breathe hot and cold air, do not forget it!
* '''Tactical gas mask.''' Protects you from nasty Xenomorph chemicals. Be sure to wear it!


[[File:TGMC_Marine_Vendor_UI.png|400px]][[File:DMCA_Equipped.png|400px]]
[[File:TGMC_Marine_Vendor_UI.png|400px]][[File:DMCA_Equipped.png|400px]]
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===More on the Jaeger Armor===
===More on the Jaeger Armor===
'''Video Guide: ''[https://www.youtube.com/watch?v=VZuB1PV84zo&list=PLM6jcw59PpgzOhVSpwBUyRwXDZu8FKz40&index=18 link]'''''<div class="mw-collapsible-content">  
'''Video Guide for Mk1: ''[https://www.youtube.com/watch?v=VZuB1PV84zo&list=PLM6jcw59PpgzOhVSpwBUyRwXDZu8FKz40&index=18 link]'''''<div class="mw-collapsible-content">  
The main type of armor used by the TGMC is the Jaeger XM-02 modular armor system. Key difference between Xenonauten and this is that it takes more time to assemble a exosuit, with no real difference. Still, if you want - do it. They keystone of this armor is modularity; a user can equip different armor plating, storage modules, and armor modules. One can even customize them with in a variety of colors.
Currently, Jaeger is split into two categories: Mk 1 and Mk 2. Mk2 is very similar to the Xenonauten gear, and does not require assembly. This is the type of Jaeger you will receive at the GHHME vendor; you just have to attach the storage and armor modules to it.


To set up the armor, first you'll need to vend the Essential Jaeger Kit. If you already selected standard, don't worry - you can pick up any Jaeger-related components from the various Surplus Armor Modules around the ship. You'll find one in your prep room.
However, if you head to a Surplus Armor Vendor [[File:TGMC ArmorVendor.gif]], you can find the Jaeger XM-02 Combat Exoskeleton inside, alongside the other Mk 1 parts. You want to make sure your exoskeleton has them attached!


Start with the Jaeger XM-02 exoskeleton. This is the framework on which you'll be putting the rest of the armor components, and is the bare minimum for a functioning armor set. Note that you can wear the armor without all of the modules equipped, but a complete armor set is recommended.
To assemble an exoskeleton, hold the exoskeleton in one hand and the part you want to attach in the other, then click on the exoskeleton with said part. There are currently 6 different parts you can attach to an exoskeleton:
 
* '''Chestpiece.''' This is the most important part of your exoskeleton, as it is the only armor piece that varies in armor, besides certain '''Armor Modules.'''
With the exoskeleton in hand, check the armor plating sections in your vendor. You should see four categories: Chest, Arms, Legs, and Helmet. In these categories will be three armor levels: Light, Medium, and Heavy. Additionally, each of these types has an alternate variant, for example Medium armor comes in Infantry and EVA varieties.
* '''Armpiece and Legpiece.''' Both of these add armor to your exoskeleton, so you definitely want to add them. However, all of the armpieces and legpieces have the same armor stats; so go wild with your options!
 
* '''Helmets.''' The bucket you put on your head. All helmets have the same armor, so yet again go wild with what looks good to you.
The only statistic that matters on these plating components is their armor level. All other stats are identical between variants. Note that, despite having the name EVA, the EVA armor will not provide any protection from space. Similarly, the heavy EOD armor will not provide any additional explosive protection over the standard heavy variant.
* '''Storage Modules.''' Most of these modules are specialized to what they say on the tin; injectors for injectors, medical for meds, etc.
 
* '''Armor Modules.''' This is where it gets interesting. Helmets and armor sets can have different modules. For example, a welding module on your head and a Baldur module on your suit. Each of the modules increases the armors capacity in some different way from each other. Tyr gives you more armor, Mimir makes you immune to taking damage from most gas clouds as well as less acid damage; and there is a good bit more of them. Click the ? to find out what each module does.
Choose the armor plates you want, one for each region of chest, arms, legs, and helmet. If you want, you can color these components using the facepaint vended by the Essential Jaeger Kit - just click on each armor plate using the paint. To color your helmets visor, right click it with the facepaint. If you're seeing a dropdown menu instead of a color menu, try toggling right-clicking at the top of your HUD.
 
To install the plates, click on the exoskeleton with each of them, excluding the helmet. This should attach the armor plates to the exoskeleton.
 
Next, vend your armor modules and storage modules. Each armor module provides either an additional utility or protection; for example, the Mimir module protects against acid and especially gas attacks, and the Tyr provides protection against most damage. Modules (except the light amplifier) will slow you down, with the Tyr slowing you down twice as much, so choose carefully. The storage modules each allow you to store a category of items, being medical, engineering, or general. Armor and Storage modules are installed by the same method as armor plates.
 
The helmet has its own set of utility and armor modules, equipped using the same method - click the helmet with the relevant module.
 
Once all your modules and plates are equipped, use the hotkey E to equip it. Otherwise, click on the exosuit slot in the bottom left of your HUD.
 
Note that if you prefer the Xenonauten armor, it is effectively identical to the Jaeger sets, with armor values corresponding to arms and legs installed with light, medium, and heavy chestplates. It now has the same modularity as the Jaeger, so the only difference is that it is visually designed to look more like modern body armor and less like a sci-fi exosuit.


You can also color each individual armor piece (chestpiece, armpiece, legpiece and helmets) with Green Facepaint that either comes from the GHMME or in the General tab in the Surplus Armor Vendor. Hold the piece in your hand and click on it with the facepaint to color it. You can also right click helmets to change the colors of the visors, too.
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Belts are probably the most important option under this section, because they can easily provide about half your storage, but unlike the backpack slot they're more limited in what they can carry. Pistol belts can carry a pistol and six spare pistol magazines, the utility belt can carry any three normal or smaller items, and the ammo belt can hold six standard magazines, but, like the webbing, can't hold things like LMG drums.
Belts are probably the most important option under this section, because they can easily provide about half your storage, but unlike the backpack slot they're more limited in what they can carry. Pistol belts can carry a pistol and six spare pistol magazines, the utility belt can carry any three normal or smaller items, and the ammo belt can hold six standard magazines, but, like the webbing, can't hold things like LMG drums.


A popular choice for pouches is the first aid pouch, which contains four blister packs of around half a dozen pills each, with various medicines in them, plus splints for broken bones and an emergency injector to stabilize someone else who's fallen unconscious. Flares are another good option, for lighting up areas from a distance, and you can't go wrong with more magazine storage. Make your two choices here. Remember, you can get more pouches from the surplus vendor, but they generally won't be pre-stocked like the ones from this personal closet. (The tool pouch will always be stocked.)
A popular choice for pouches is the first aid pouch, which contains 8 of each pill (red for brute, yellow for burn, purple for pain, white for anything and green for toxin), five splints and an emergency autoinjector to <s>stab</s> save unconscious marines . Flares are another good option, for lighting up areas from a distance, and you can't go wrong with more magazine storage. Make your two choices here. Remember, you can get more pouches from the surplus vendor, but they generally won't be pre-stocked like the ones from this personal closet. (The tool pouch will always be stocked.)


You can also choose between a backpack and a satchel here. A satchel has 15 "blocks" of storage (tiny takes 1, small takes 2, normal takes 3), while a backpack has 24, but a backpack also has a second-long delay to pull anything out if it's on your back.
You can also choose between a backpack and a satchel here. A satchel has 15 "blocks" of storage (tiny takes 1, small takes 2, normal takes 3), while a backpack has 24, but a backpack also has a second-long delay to pull anything out if it's on your back.
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Don't worry too much about your attachment choices, the weapons vendors have an infinite supply of all of them.
Don't worry too much about your attachment choices, the weapons vendors have an infinite supply of all of them.


There's no reason to wear anything other than the coifed gas mask - make sure you're wearing either it or the coif on Icy Caves or Ice Colony, and gas masks in general will minorly protect you from a few threats, but otherwise choose whatever you like the look of the most. The main thing that matters for gas is the Mimir module. Speaking of which, wear a gas mask if you're using that module, or it won't do anything.
All of the gas masks serve the same function; but you can use the coifed ones if you want to hold in your hair. Marines getting cold in the icy planets is a thing of the past!


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Here's an example of one of them.
Here's an example of one of them.
; Step 1 :Dispense one T-12 Assault rifle (or any other weapon of your choice) [[file:T12AR.png|64px]] and pick it up.
; Step 1 :Dispense one AR-12 Assault rifle (or any other weapon of your choice) [[file:T12AR.png|64px]] and pick it up.


; Step 2 : Dispense T-12 magazines [[File:T12AR_mag.png|64px]].  
; Step 2 : Dispense AR-12 magazines [[File:T12AR_mag.png|64px]].  


; Step 3 : Pick one up with your other hand, then click on your rifle to load it. Your T-12 will be empty, so you must load it.
; Step 3 : Pick one up with your other hand, then click on your rifle to load it. Your T-12 will be empty, so you must load it.


; Step 4 : Click the toggle firemode button in the top-left of your screen to switch the rifle firing mode until you switch the rifle to automatic firing mode, which allows you to hold down your mouse to fire.
; Step 4 : Click the toggle firemode button in the top-left of your screen to switch the rifle firing mode to what you want, either automatic burst fire or automatic.


; Step 5 : Click the target button in the top-left start AIMING. It will allow you to shoot past allies without getting spanked for friendly fire. When you press it, wielding your weapon in both hands will also make your character to start aiming.
; Step 5 : Click the target button in the top-left start AIMING. It will allow you to shoot past allies without getting spanked for friendly fire. When you press it, wielding your weapon in both hands will also make your character to start aiming.
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; Step 6 :After that, equip your rifle with '''E''' or click on your suit storage slot. Put the rest of your magazines into your ammo belt, pouch, satchel, or webbing, until they're full. [[file:TGMC_Ammo_Rig.png|64px]]
; Step 6 :After that, equip your rifle with '''E''' or click on your suit storage slot. Put the rest of your magazines into your ammo belt, pouch, satchel, or webbing, until they're full. [[file:TGMC_Ammo_Rig.png|64px]]


; Step 7 :Lastly, find two 10x24mm ammo boxes in ammo section. Put them inside your armor. To refill a magazine, take a magazine in one hand, box in the other, and use box on magazine. Magazine holds 250 bullets, equivalent to 5 magazines.  
; Step 7 :Lastly, find two 10x24mm ammo boxes in Boxes section. Put them inside your armor or backpack. To refill a magazine, take a magazine in one hand, box in the other, and use box on magazine. Magazine holds 250 bullets, equivalent to 5 magazines.  


=== Getting your Attachments ===
=== Getting your Attachments ===
Now is the time for adding attachments onto your gun.
Now is the time for adding attachments onto your gun.


To check what attachments your weapon can support, inspect it (Shift+click on the item) and the click on the link in 'The '''codex''' has relevant information' to open the codex and see the full list of attachments available, as well as any stats for your weapon. '''Codex''' is most useful source of information. Some weapons come with attachments that cannot be removed, such as the stock on the T12.
To check what attachments your weapon can support, inspect it (Shift+click on the item) and the click on the link in 'The '''codex''' has relevant information' to open the codex and see the full list of attachments available, as well as any stats for your weapon. '''Codex''' is most useful source of information. Some weapons come with attachments that cannot be removed, such as the stock on the AR-12.
<br>Attaching something is the same as reloading your rifle: Rifle in one hand, attachment in the other, click the rifle with the attachment. Attachments can also be examined like a weapon to see what effects they'll have. Maybe counter-intuitively, lower scatter is better. Scatter refers to where your bullets go, accuracy refers to whether they hit anything they pass over, most others should be self-explanatory.  
<br>Attaching something is the same as reloading your rifle: Rifle in one hand, attachment in the other, click the rifle with the attachment. Attachments can also be examined like a weapon to see what effects they'll have. Maybe counter-intuitively, lower scatter is better. Scatter refers to where your bullets go, accuracy refers to whether they hit anything they pass over, most others should be self-explanatory.  


Good choice for T-12 is:  
Good choice for AR-12 is:  


* Extended barrel (accuracy)  
* Extended barrel (accuracy)  
* Magnetic harness (do not drop your weapon)  
* Magnetic harness (brings your weapon back to your suit storage if it is dropped)  
* Angled grip (faster wielding)  
* Angled grip (faster wielding)  


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==Screen Interface and HUD==
==Screen Interface and HUD==
The image to the right shows the Marine game screen. The HUD icons are highlighted and explained below. Note that many of these icons are the same as standard SS13, but there are also many important differences.
The image to the right shows the Marine game screen. The HUD icons are highlighted and explained below. Note that many of these icons are the same as standard SS13, but there are also many important differences.
[[File:TGMC_MarineHUD.png|500px|right]]
[[File:TGMC MarineHUD 2023.png|500px|right]]
#'''Gear Buttons''' - These buttons across the top of the screen are some of your equipment's functions. All armor suits have a light that can be toggled by clicking this armor button. Certain weapon attachments like grenade launchers and scopes will create a button here, as well as the fire-rate button where you can cycle through the different firing modes of your currently held weapon.
#'''Gear Buttons''' - These buttons across the top of the screen are some of your equipment's functions. All armor suits have a light that can be toggled by clicking this armor button. Certain weapon attachments like grenade launchers and scopes will create a button here, as well as the fire-rate button where you can cycle through the different firing modes of your currently held weapon.
#'''Ammo Counter''' - Each weapon you wield will show an ammo counter icon here, allowing you to keep track of your remaining rounds.
#'''Ammo Counter''' - Each weapon you wield will show an ammo counter icon here, allowing you to keep track of your remaining rounds.
#'''Internals and Vital Signs''' - The internals button is the same as in standard SS13, though you will use it rarely on the TGMC server as the atmosphere mechanic is very limited. You may be asked to use it during surgery. Your '''vital signs indicator''' is very important and will change as you receive injuries.
#'''Vital Signs''' - Changes as you receive damage.
#'''Stamina''' - Changes as your stamina goes down. It can be drained by running and intaking some Xenomorph chemicals, or increased through some chems like Oxycodone or Synaptizine.
#'''Hunger''' - Your hunger indicator, orange, yellow, no icon, or gray to indicate your different stages of hunger.<br>
#'''Hunger''' - Your hunger indicator, orange, yellow, no icon, or gray to indicate your different stages of hunger.<br>
#:''With the exception of section 6 (weapon buttons,) all of the buttons and inventory slots across the bottom of the screen are the same as their standard SS13 counterparts.''
#'''Body, Action, and Intent Buttons:'''
#'''Body, Action, and Intent Buttons:'''
#*'''Throw, Drop Buttons''' - Function the same as SS13. Default hotkeys are 'R' for '''throw''', 'delete' for '''drop''', and 'B' for '''resist'''.
#*'''Throw, Drop Buttons''' - Function the same as SS13. Default hotkeys are 'R' for '''throw''', 'delete' for '''drop''', and 'B' for '''resist'''.
#*'''Body-part Target Selection''' - Very important for targeting specific enemy body parts such as limbs or eyes.
#*'''Body-part Target Selection''' - Can target specific areas, either for medical purposes or shooting purposes (Aiming at a limb does nothing when shooting a Xeno.)
#*'''Intent State Buttons''' -  Safe (green/1), disarm (blue/2) grab (yellow/3), and harm(red/4) function the same as they do in standard SS13. Xenos rely on the disarm intent (default hotkey 2) to keep their captives down without harming them. Also remember that the default hotkey for grabbing is 'ctrl' + clicking on your target.
#*'''Intent State Buttons''' -  Help (green/1), disarm (blue/2) grab (yellow/3), and harm(red/4) function the same as they do in standard SS13. Also remember that the default hotkey for grabbing is 'ctrl' + clicking on your target.
#*'''Run/Walk Toggle''' - Toggles the running or walking state.
#*'''Run/Walk Toggle''' - Toggles the running or walking state.
#*'''Resist Button''' - An important button useful to resist being grabbed, pulled, and cocooned in a xeno nest. You can resist many effects, so don't forget to see what works. Also remember to use this when you're on '''fire!''' Press to stop, drop, and roll to extinguish the fire and repeat until the fire goes out.
#*'''Resist Button''' - An important button useful to resist being grabbed, pulled, and cocooned in a xeno nest. You can resist many effects, so don't forget to see what works. Also remember to use this when you're on '''fire!''' Press to stop, drop, and roll to extinguish the fire and repeat until the fire goes out.
#'''Weapon Action Buttons''' - These are very important and will allow you to do several different things with your currently equipped weapon. Moving clockwise from the top-left, they are:
#*'''Toggle rail flashlight''' - Toggles whatever attachment is on the top rail of your weapon, including a scope or rail flashlight. Note that Smartguns have an attached rail light by default, and M4RA Battle Rifles and certain other weapons come with scopes attached.
#*'''Use unique action''' - (Default hotkey: Space Bar) Activates the unique action for your weapon. Very important for '''shotguns''' as you will pump the pump-action to chamber a new round after you fire.
#*'''Toggle fire mode''' - Switches the firing mode for your weapon, cycling through semi-auto, burst, automatic, and auto-burst if the weapon has these.
#**Semi-auto - One click, one shot. Holding mouse button 1 will not fire more.
#**Burst - One click, one burst of 3 rounds or more (up to 5 more if the weapon has a Burst-Fire Adapter attached.)
#**Automatic - Full-auto glory. Hold mouse button 1 and the weapon will continue to fire until empty, even while you move.
#**Auto-Burst - Hold mouse button 1 and the weapon will continuously fire bursts as fast as it's firing rate allows.
#*'''Activate weapon attachment''' - Activates any under-barrel weapon attachment such as grenade launchers, flamethrowers, or masterkey shotguns.
#*'''Eject magazine''' - Ejects the currently loaded magazine from the weapon. Remember that one round will still remain loaded in the chamber, and you can press 'Use Unique Action' to eject this chambered round.
#'''Pockets''' - When wearing a uniform, these slots are your right and left pockets. '''Pouches''' also go here, as you can see the flare and first-aid pouches attached in the screenshot.
#'''Pockets''' - When wearing a uniform, these slots are your right and left pockets. '''Pouches''' also go here, as you can see the flare and first-aid pouches attached in the screenshot.
#'''Right/Left Hand Selection''' - Selects your active hand. When you grab something, you can press this button (or press the default hotkey 'X') to switch to your free hand, useful for equipping a weapon, activating objects, etc.. while dragging or carrying something. Note that wielding a firearm will take both hands, and if you're holding something in your off-hand when you wield a weapon, it will be dropped on the ground.
#'''Right/Left Hand Selection''' - Selects your active hand. When you grab something, you can press this button (or press the default hotkey 'X') to switch to your free hand, useful for equipping a weapon, activating objects, etc.. while dragging or carrying something. Note that wielding a firearm will take both hands, and if you're holding something in your off-hand when you wield a weapon, it will be dropped on the ground.
#'''Back, Belt, and ID Slots''' - These slots function the same as standard SS13. Note that you can put several different types of weapons on your back slot.
#'''Back, Belt, and ID Slots''' - These slots function the same as standard SS13. Note that you can put several different types of weapons on your back slot.
#'''Body Inventory Slots''' - These slots function the same as standard SS13. Your gear goes in each respective slot. The bottom-left backpack icon will open and close these buttons, and the bottom-right slot is your suit storage slot.
#'''Body Inventory Slots''' - These slots function the same as standard SS13. Your gear goes in each respective slot. The bottom-left backpack icon will open and close these buttons, and the bottom-right slot is your suit storage slot.
 
#'''Storage Space''' - Your currently opened storage, whether it be your backpack, medical pouch or belt.
==Marine Status Icons==
==Marine Status Icons==
Status icons are the small icons floating by the heads of the characters in the game screen. They can represent many different things, and as a Squad Marine, there are many that you won't see until you take on different roles. The most important ones covered here are the rank icons and the health/status icons like stunned, dead, and the different defibrillation states.
Status icons are the small icons floating by the heads of the characters in the game screen. They can represent many different things, and as a Squad Marine, there are many that you won't see until you take on different roles. The most important ones covered here are the rank icons and the health/status icons like stunned, dead, and the different defibrillation states.
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'''Squad Ranks*'''<br>
'''Squad Ranks*'''<br>
[[File:TGMC_HUD_squad_leader.png]]Squad Leader<br>
[[File:TGMC_HUD_squad_leader.png]]Squad Leader<br>
[[File:TGMC_HUD_squad_spec.png]]Squad Specialist<br>
[[File:TGMC_HUD_squad_SG.png]]Squad Smartgunner<br>
[[File:TGMC_HUD_squad_SG.png]]Squad Smartgunner<br>
[[File:TGMC_HUD_doctor_medic.png]]Squad Corpsman (Medic)<br>
[[File:TGMC_HUD_doctor_medic.png]]Squad Corpsman (Medic)<br>
[[File:TGMC_HUD_squad_eng.png]]Squad Engineer<br>
[[File:TGMC_HUD_squad_eng.png]]Squad Engineer<br>
[[File:TGMC_HUD_squad_marine.png]]Squad Marine<br>
[[File:TGMC_HUD_squad_marine.png]]Squad Marine<br>
[[File:TGMC_HUD_tanker.png]]Tank Commander<br>
''*Note - These icons will be the colors of their respective squads''<br>
''*Note - These icons will be the colors of their respective squads''<br>
'''Command and Ship Personnel Ranks'''<br>
'''Command and Ship Personnel Ranks'''<br>
[[File:TGMC_HUD_captain.gif]]Captain<br>
[[File:TGMC_HUD_captain.gif]]Captain<br>
[[File:TGMC_HUD_FC.png]]Field Commander<br>
[[File:TGMC_HUD_FC.png]]Field Commander<br>
[[File:TGMC_HUD_XO.png]]Executive Officer(XO)<br>
[[File:HUDSO.png]]Staff Officer<br>
[[File:HUDSO.png]]Staff Officer<br>
[[File:TGMC_HUD_PO.png]]Pilot Officer<br>
[[File:TGMC_HUD_PO.png]]Pilot Officer<br>
[[File:TGMC_HUD_CSE.png]]Chief Ship Engineer<br>
[[File:TGMC_HUD_CSE.png]]Chief Ship Engineer<br>
[[File:TGMC_HUD_doctor_medic.png]]Chief Medical Officer<br>
[[File:TGMC_HUD doctor medic.png]]Chief Medical Officer<br>
[[File:TGMC_HUD_CMP.png]]Command Master at Arms(MP)<br>
[[File:TGMC_HUD_REQ.png]]Requisitions Officer<br>
[[File:TGMC_HUD_REQ.png]]Requisitions Officer<br>
[[File:TGMC_HUD_synth.png]]Synthetic<br>
[[File:TGMC_HUD_synth.png]]Synthetic<br>
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[[File:TGMC_HUD_dead.gif]]Dead!<br>
[[File:TGMC_HUD_dead.gif]]Dead!<br>
After a Marine is '''dead''', they will show three different defibrillation states, yellow, orange, or red:<br>
After a Marine is '''dead''', they will show three different defibrillation states, yellow, orange, or red:<br>
[[File:TGMC_HUD_defib1.gif]][[File:TGMC_HUD_defib2.gif]][[File:TGMC_HUD_defib3.gif]] These represent how long a marine has been dead, and a decaying timer before they can no longer be revived. If the icon is orange or red, they may suffer brain damage or other conditions if they are revived.
[[File:TGMC_HUD_defib1.gif]][[File:TGMC_HUD_defib2.gif]][[File:TGMC_HUD_defib3.gif]] These represent how long a marine has been dead, and a decaying timer before they can no longer be revived.
 


== Heading to Planetside ==
== Heading to Planetside ==


After this, you are almost ready to rumble! Briefing is nearly always held over radio, if held at all as it is more time efficient than making people stand around. They are usually announced around 12:05-12:10, but you should ask your squadmates (;) or on the general channerl (:h) about mission goals and strategy.
After this, you are almost ready to rumble! Feel free to talk to your fellow marines, maybe they can help you out as well. You will want to make your way to the hangar, which now that you have a headset can be found on the minimap on the top of your screen, or with the webmap tool.
You should head through the briefing area and into the hangar, which is usually found west of briefing, if you're unfamiliar with the ship's layout use the '''Webmap''' button at the top right, and click 'Ship' to access the online map.  


There will a beige dropship, the '''Alamo'''. Its a ship-planet equivalent of a train, which follows a fixed schedule. It can only land in one of two Landing Zones (LZ). Board the ship, find a seat and buckle in. The PO or a squad leader should launch once most people are inside. The flight shouldn't take long, you may use this time to talk with your squad and other marines. Press T and use ; to talk on your squad channel and :h or .h to talk on the general channel that everyone has access to.
There will a beige dropship, the '''Alamo'''. Its a ship-planet equivalent of a train, which follows a fixed schedule. It can only land in one of two Landing Zones (LZ). Board the ship, find a seat and buckle in. The Alamo can launch at 12:18, but usually launches around 12:20 when a SL or FC deems it time to go. The flight shouldn't take long, you may use this time to talk with your squad and other marines. Press T and use ; to talk on your squad channel and :h or .h to talk on the general channel that everyone has access to.


[[File:DMCA_Dropship.png|400px]]
[[File:DMCA_Dropship.png|400px]]
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* Don't shoot the friendslies! Use '''aim'''.
* Don't shoot the friendslies! Use '''aim'''.
* Follow the '''SL''' (Squad Leader, blue arrow points at him) and his orders. "Going silo" - go to silo with others. "Fall back!" - fall back, and quickly! "Do not leave the FOB" - DO NOT LEAVE THE FOB, YOU ADHD VICTIM! Usually, not following orders leads to lose, death and insults in OOC chat with calculations of average marine IQ. Remember this. And note that orders of FC (Field Commander) are over orders of SL.
* Follow the '''SL''' (Squad Leader, blue arrow points at him) and his orders. "Going silo" - go to silo with others. "Fall back!" - fall back, and quickly! "Do not leave the FOB" - DO NOT LEAVE THE FOB, YOU ADHD VICTIM! Usually, not following orders leads to lose, death and insults in OOC chat with calculations of average marine IQ. Remember this. And note that orders of FC (Field Commander) are over orders of SL.
* Do not get behind. If you're walking alone - you are already dead. If you're on the edge of the squad - you will be the first to be dragged to xenos nest. If you're running last - you're slowing down the squad, and slow squad is a dead squad. Even in heaviest armor, press ''Alt'' to run. If you see that you're considerably slower than an average marine, then there is a problem with your food, or pain (ear Tramadol or use combat autoinjector), or in fractures, or in the fact that you're following each xeno met. Anyway, try to find out the problem and fix it.
* Do not get behind. If you're walking alone - you are already dead. If you're on the edge of the squad - you will be the first to be killed and dragged away. If you're running last - you're slowing down the squad, and slow squad is a dead squad. Even in heaviest armor, press ''Alt'' to run. If you see that you're considerably slower than an average marine, then there is a problem with your food, or pain (eat your pills), or in fractures which a corpsman can temporarily fix with a splint.
* Read the '''chat''', check the '''map'''. Will help you with stuff above. ''Protip: you can use '''Key Bindings''' and assign a hotkey to minimap, such as 0.''
* Read the '''chat''', check the '''map'''. Will help you with stuff above. ''Protip: you can use '''Key Bindings''' and assign a hotkey to minimap, such as 0.''
* '''Cover''' key specialists. If you see that an engineer repairs an APC on a nuke, or a Corpsman drags a corpse from a swarm of xenos - cover them, and you'll be more useful than most of the marines!
* '''Cover''' key specialists. If you see that an engineer repairs an APC on a nuke, or a Corpsman drags a corpse from a swarm of xenos - cover them, and you'll be more useful than most of the marines!
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; Step 5 : press '''X''' to change the active hand from your empty hand to your rifle hand
; Step 5 : press '''X''' to change the active hand from your empty hand to your rifle hand
; Step 6 : press '''Z''' to wield your rifle.
; Step 6 : press '''Z''' to wield your rifle.
Or, if your gun is capable of it, you can perform a '''Tactical Reload.'''
; Step 1 : Open storage that has a magazine in it, whether it be a belt or backpack.
; Step 2 : Click and drag the magazine to your gun sprite, and it will reload it for you.


{{Speech
{{Speech
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If there's a wooden barricade, use your knife to destroy it. If it's a plasteel one, click on it with an empty hand to flip it open, walk through and flip it closed. It is vital that you always close the barricade after you move through it to prevent enemies from easily passing it.
If there's a wooden barricade, use your knife to destroy it. If it's a plasteel one, click on it with an empty hand to flip it open, walk through and flip it closed. It is vital that you always close the barricade after you move through it to prevent enemies from easily passing it.


If you see a table or a window frame, drag your character's sprite onto the obstacle or ctrl+click on the obstacle with an empty hand. This should allow you to climb through after a short animation.
If you see a table or a window frame, you can either jump (bind it!) at the cost of some stamina, or drag your character's sprite onto the obstacle or ctrl+click on the obstacle with an empty hand. This should allow you to climb through after a short animation.


You may also flip a table over by clickdragging it a certain direction, turning it into a piece of cover. This doesn't always work though, such as with wide or reinforced tables, and doesn't compare to a good metal or sandbag 'cade, but it's useful in a pinch.
You may also flip a table over by clickdragging it a certain direction, turning it into a piece of cover. This doesn't always work though, such as with wide or reinforced tables, and doesn't compare to a good metal or sandbag 'cade, but it's useful in a pinch.
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== Healing ==
== Healing ==


There are 4 types of damage in the game: <span style="color:#FF0000">'''Brute'''</span>, <span style="color:#FFD700">'''Burn'''</span>, <span style="color:#76F048">'''Toxin'''</span> and <span style="color:#238BE2">'''Oxyloss'''</span>. Usually you are hit (Brute) or acid spitted (Burn). To heal Burn, use Bicaridine. For Burn, use Kelotane. Tricordrazine heals both, and even toxins. Dylovene heals and purges toxins. When you're in pain, you move slowly - this is solved by Tramadol. You can eat different pills at once. Don't eat more than one pill of same type at one, as you risk getting an Overdose (OD).  
There are 4 types of damage in the game: <span style="color:#FF0000">'''Brute'''</span>, <span style="color:#FFD700">'''Burn'''</span>, <span style="color:#76F048">'''Toxin'''</span> and <span style="color:#238BE2">'''Oxyloss'''</span>. Usually you are hit (Brute) or acid spitted (Burn). To heal Burn, use Bicaridine. For Burn, use Kelotane. Tricordrazine heals both, and even toxins. Dylovene heals and purges toxins, such as '''Neurotoxin.''' When you're in pain, you move slowly - this is solved by Tramadol. You can eat different pills at once. A general guideline is not to eat more than one pill at a time if you don't have much knowledge of the Medical system. If you take more than two pills in a short time frame, you will overdose (OD) and take various damaging side effects, depending on the chem.


During fight, you can also get other injuries - like broken arm. In this case weapon or other objects will fall from that hand. To fix this, use a splint. Note that your corpsman can do this faster and better. If you have other problems, use HF2 Health Analyzer, but even better to ask your squad Corpsman. In worst case, he'll medevac you directly to ship med.
During fight, you can also get other injuries - like a broken arm. In this case weapon or other objects will fall from that hand. To fix this, use a splint. Note that your corpsman can do this faster and better, and you should always seek the Corpsman before trying to do it yourself. If you have other problems, use HF2 Health Analyzer, but even better to ask your squad Corpsman. In worst case, he'll medevac you directly to ship med.


Also, you can use sleep action (IC -> Sleep) to regenerate, and heal cloneloss.
Also, you can use sleep action (IC -> Sleep) to regenerate, and heal cloneloss at a slow pace, which can be sped up with a bed and bed sheets.


== Getting face-hugged ==
== Getting face-hugged ==
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** Don't forget to cover him. Take your weapon out.
** Don't forget to cover him. Take your weapon out.
** Or jump into fire, hugger will jump off.
** Or jump into fire, hugger will jump off.
* If somebody else is infected
* If somebody else has a hugger on their face
** Make sure there are no more huggers around
** Make sure there are no more huggers around
** Drag his sprite onto yours
** With an empty hand and the help intent selected, click him
** Click on "facehugger" in mask slot at the top
** You will start removing the hugger. Both you and the guy should stay still
** You have very limited time, so if the victim moves just shrug and forget
** You have very limited time, so if the victim moves just shrug and forget
** Make sure the poor fella is evaced if he is infected
** Make sure the poor fella is evac'd if he is infected


==Question?==
==Question?==

Версия от 02:06, 13 августа 2023

Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


Welcome!

You've decided to become the hero the corps need, good choice! This quickstart guide should get you started in no time. But as with any server, it's important you get yourself familiar with the Rules first. While our rules are pretty lenient, that doesn't mean your actions won't have consequences. Excessive stealing or friendly fire will still get you punished. Remember - there are no psychologists on station, but there are admins that want to talk to you.


Your TODO list:

  1. Gear up
  2. Keep yourself and your allies alive
  3. Destroy the Xenomorph hive

Do whatever you can to gear up, load up, and heal up to really fuck up the Xenomorphs' day. And above all, stick together.

Character creation

In the menu, top most button allows you to set up your character. It also allows you to set game settings and stuff. Your actions should include the following:

  1. Go to game settings, and set FPS to 60
  2. Name your character.
  3. Make sure your species is "Human". While Combat Robots have their uses, this guide is tailored to a human marine.
  4. Set your job preferences. Set Squad Marine as "High". Other roles are harder and in general require more responsibility.
  5. Check your keybinds in the Keybindings tab, and feel free to reset them if they look wrong.
  6. Press "Ready" in the main menu.
  7. If the round has already started, you'll get an error message in the chat. Then press "Join game" and select Squad Marine.

Note that settings menu is assessible in-game from Preferences -> Game Preferences.

Waking up from Cryosleep

After finishing character creation you should find yourself in cryosleep.

  Your Squad Leader говорит:
"WAKE THE FUCK UP, PRIVATE! WE HAVE A HIVE WITH XENOMORPHS TO BURN!"

Oh, so you're finally awake? You will be almost naked, hungry and most likely confused, but worry not, the engineers counted on that when designing the ship.

Squad

Take a look at the chat panel to your right, your squad assignment along with the flavor text should be there. This is your squad assignment, role, and who your direct superior is in the chain-of-command. Unless you picked a preferred squad in your preferences, you will be assigned randomly. Worry not if you didn't get into the squad you wanted, you will be doing as much shooting as any other rifleman. The only difference is in who is your Squad Leader.

As you can see, there are four colored lines to guide you. In this example, we've been assigned to Delta squad. That means we follow the blue line down. Your squad color is indicated by the squad name's text in the squad assignment message:

  • Red for Alpha squad
  • Yellow for Bravo squad
  • Purple for Charlie squad
  • Blue for Delta squad.

Food; CHOW TIME

After you wake up, either followed your colored line (depends on the map) or just exit the spawning area, following other marines. Stop by one of the food vendors , click on it and dispense your preferred dish (we suggest one, that's usually enough. Maybe pick one more for later). Pick it up by clicking on it, then click on yourself to take a bite. It might take several of these to fill you up, you've been in cryosleep for a good while. A good rule of thumb is that one prepared meal will add one "level" of food - and so will one protein bar, so don't accidentally overeat.

Your hunger is indicated by this little icon to your right: Файл:DMCA Hunger.png
It has four stages in total: orange for starving, yellow for hungry, green for full, and gray for having over-eaten. The starving and hungry states will slow you down, as well as overeating. Keep it in the green! When you wake up, you only need one protein bar or one meal.

Checking the full map

Since we have multiple ships with different layouts, you may find yourself lost or confused. Worry not! Found in the top right corner of the game's window,

the Webmap button once pressed will present you with the chance to have an interactive map of either the ship or the planetside. A window will open up in your browser, where you'll be able to zoom in/out and move the map of your choice. Note - it might not be available for fresh maps. Ask your comrades for directions.

Gearing up

Quick and easy way

It is possible to IMPORT a loadout from other player. All you have to do is to find a string with the loadout name. It is in the form

ckey//Class//Name

Example:

revolver_man//Squad Marine//nyonn

You can obtain it in Discord, or via OOC. Just ask people to share their pew pew build, and somebody will tell you.

Then you have to import it in the Loadout Vendor.



Getting your Uniform and Armor

Файл:DMCA RO.png  RO Self Insert говорит:
"Hi! You will be seeing me a lot soon, so let me tell you about your fancy toy! There are various armors you can acquire in prep, but the most common two are the Jaeger or Xenonauten armor sets. Jaeger is more customizable, but Xenonauten is ready out the gates besides having an armor module, which you can dispense in the GHMME, or Surplus Armor Vendor. If it is your first rodeo, I would recommend the Xenonauten set. Oohrah!"


Video guide: link, slightly out-of-date

After you had your chow, head into the preparations room, which should be nearby. There are also separate rooms for other squad roles, such as Smartgunner, but you don't have access there. Search for and use the GHMME Automated Closet

The GHMME Automated Closet will dispense your standard issue uniform, armor, belts, pouches, accessories and masks, and weapon attachments. Check the picture below for outline. Make your choices from the list - items marked with a white "Essential" are vital tools for your job. Your uniform has to be on before you put your armor on, and the webbing attaches onto your uniform. Your webbing, armor, and helmet all have their own small storage slots, and you can store things like weapons on your suit storage (beside your feet slot) or on your back slot. The knife can go in your boot, and the attachments obviously go on your weapon, so just put them in your satchel or on the ground for now. You reading this, baldie?

For a squad marine, a good choice would be:

  • Standard. (Uniform, Gloves, Boots, Headpiece, food, facepaint)
  • Light/Medium/Heavy Xenonauten Armor. (Helmet which you can put on your empty head, and armor. You can paint them using Facepaint on them.) Take Heavy plates - much more armor, and speed is ok. Helmet armor will always be equal to heavy armor, regardless if you pick Light or Medium.
  • Satchel. You start with one anyways. Its a little smaller than Backpack, but later takes time to take items from.
  • Tactical black vest. This goes to your undersuit (bottom left) and has several slots to hold items, such as magazines. Click on it with empty hand to access menu.
  • Standard ammo belt. This belt is your best friend, because it holds a lot of magazines! If you have a weapon in hand, and press E, that's where you pick your magazines from.
  • Firstaid pouch. This pouch can hold medicine, and comes with some as well! Red pills if you're hit, yellow if you're spit, white if you're not sure. Gray if you hate red text about pain. Do NOT take more than one of each pill at a time!
  • Flare pouch. There you can hold flares, and it comes full. It also comes with a flare gun, which you can right click the pouch to load. Easy to fill - drag flare pack (in utility section of Weapon Closet) on it.
  • General Purpose Storage Module. Put it on the exoskeleton, has 2 slots. (can hold 2 BOXES of ammo)
  • Mark 1 Tyr extra armor set. Increases your armor even more, at the cost of slowdown. It comes with a helmet and armor module; to attach them to their respective pieces, hold the armor in one hand and the module in the other, and click the armor with the module to attach it.
  • Tactical gas mask. Protects you from nasty Xenomorph chemicals. Be sure to wear it!

More on the Jaeger Armor

Video Guide for Mk1: link

Currently, Jaeger is split into two categories: Mk 1 and Mk 2. Mk2 is very similar to the Xenonauten gear, and does not require assembly. This is the type of Jaeger you will receive at the GHHME vendor; you just have to attach the storage and armor modules to it.

However, if you head to a Surplus Armor Vendor , you can find the Jaeger XM-02 Combat Exoskeleton inside, alongside the other Mk 1 parts. You want to make sure your exoskeleton has them attached!

To assemble an exoskeleton, hold the exoskeleton in one hand and the part you want to attach in the other, then click on the exoskeleton with said part. There are currently 6 different parts you can attach to an exoskeleton:

  • Chestpiece. This is the most important part of your exoskeleton, as it is the only armor piece that varies in armor, besides certain Armor Modules.
  • Armpiece and Legpiece. Both of these add armor to your exoskeleton, so you definitely want to add them. However, all of the armpieces and legpieces have the same armor stats; so go wild with your options!
  • Helmets. The bucket you put on your head. All helmets have the same armor, so yet again go wild with what looks good to you.
  • Storage Modules. Most of these modules are specialized to what they say on the tin; injectors for injectors, medical for meds, etc.
  • Armor Modules. This is where it gets interesting. Helmets and armor sets can have different modules. For example, a welding module on your head and a Baldur module on your suit. Each of the modules increases the armors capacity in some different way from each other. Tyr gives you more armor, Mimir makes you immune to taking damage from most gas clouds as well as less acid damage; and there is a good bit more of them. Click the ? to find out what each module does.

You can also color each individual armor piece (chestpiece, armpiece, legpiece and helmets) with Green Facepaint that either comes from the GHMME or in the General tab in the Surplus Armor Vendor. Hold the piece in your hand and click on it with the facepaint to color it. You can also right click helmets to change the colors of the visors, too.

Pouches and Storage

After finally setting your armor up, you'll still have the rest of the automated closet to go through. For specialist roles, the choices here are a bit more important, because what they carry has a large impact on what they can do to support their team. As a squad marine, though, you should mostly be concerned with how many bullets you can carry, and how long you can keep yourself in the fight.

There's uniform storage options under the webbing entry - the webbing vests have more storage for smaller items, but the tactical webbing can hold larger items like magazines, except the larger magazines for LMGs. You can also put a holster here, but unlike the belt holsters it only holds the gun. Click on your uniform with one of these in hand to strap it on.

Belts are probably the most important option under this section, because they can easily provide about half your storage, but unlike the backpack slot they're more limited in what they can carry. Pistol belts can carry a pistol and six spare pistol magazines, the utility belt can carry any three normal or smaller items, and the ammo belt can hold six standard magazines, but, like the webbing, can't hold things like LMG drums.

A popular choice for pouches is the first aid pouch, which contains 8 of each pill (red for brute, yellow for burn, purple for pain, white for anything and green for toxin), five splints and an emergency autoinjector to stab save unconscious marines . Flares are another good option, for lighting up areas from a distance, and you can't go wrong with more magazine storage. Make your two choices here. Remember, you can get more pouches from the surplus vendor, but they generally won't be pre-stocked like the ones from this personal closet. (The tool pouch will always be stocked.)

You can also choose between a backpack and a satchel here. A satchel has 15 "blocks" of storage (tiny takes 1, small takes 2, normal takes 3), while a backpack has 24, but a backpack also has a second-long delay to pull anything out if it's on your back.

Don't worry too much about your attachment choices, the weapons vendors have an infinite supply of all of them.

All of the gas masks serve the same function; but you can use the coifed ones if you want to hold in your hair. Marines getting cold in the icy planets is a thing of the past!

Getting your Weapon

NOTE: all weaponry is balanced to be 'viable', with difference coming in the form of playstyle each requires, such as shotguns CQC or marksman rifles range.
Experiment and try different builds, aim to have fun and enjoy the game!
You will never be a dead weight for your team, unless you're shooting them instead of the enemy. AIM!

Across from your uniform vendor, inside your cubicle, there should be a Automated Weapons Rack . There's quite a large variety of weapons.

Here's an example of one of them.

Step 1
Dispense one AR-12 Assault rifle (or any other weapon of your choice) and pick it up.
Step 2
Dispense AR-12 magazines .
Step 3
Pick one up with your other hand, then click on your rifle to load it. Your T-12 will be empty, so you must load it.
Step 4
Click the toggle firemode button in the top-left of your screen to switch the rifle firing mode to what you want, either automatic burst fire or automatic.
Step 5
Click the target button in the top-left start AIMING. It will allow you to shoot past allies without getting spanked for friendly fire. When you press it, wielding your weapon in both hands will also make your character to start aiming.
Step 6
After that, equip your rifle with E or click on your suit storage slot. Put the rest of your magazines into your ammo belt, pouch, satchel, or webbing, until they're full.
Step 7
Lastly, find two 10x24mm ammo boxes in Boxes section. Put them inside your armor or backpack. To refill a magazine, take a magazine in one hand, box in the other, and use box on magazine. Magazine holds 250 bullets, equivalent to 5 magazines.

Getting your Attachments

Now is the time for adding attachments onto your gun.

To check what attachments your weapon can support, inspect it (Shift+click on the item) and the click on the link in 'The codex has relevant information' to open the codex and see the full list of attachments available, as well as any stats for your weapon. Codex is most useful source of information. Some weapons come with attachments that cannot be removed, such as the stock on the AR-12.
Attaching something is the same as reloading your rifle: Rifle in one hand, attachment in the other, click the rifle with the attachment. Attachments can also be examined like a weapon to see what effects they'll have. Maybe counter-intuitively, lower scatter is better. Scatter refers to where your bullets go, accuracy refers to whether they hit anything they pass over, most others should be self-explanatory.

Good choice for AR-12 is:

  • Extended barrel (accuracy)
  • Magnetic harness (brings your weapon back to your suit storage if it is dropped)
  • Angled grip (faster wielding)

Getting other Gears

After you're done, you might also want to grab a flare gun few flare packs and put them into your satchel. Flares serve an important role, giving you intel and may prevent you from walking into an ambush. Always flare a room first before pushing into it with your squad. Flashlights work forever, but they're much less space efficient and can be disabled with a single slash.

You may notice a requisitions area, which is where you can get more advanced gear such as Tyr Mk2 or SWAT masks. Since your basic setup is complete for now, you can ignore this area. They won't have anything at roundstart anyway.
Loadout Manager UI

Loadout

After getting your equipment the way you want it, head over to a loadout vendor (black one, check out the picture) and save your current equipment. On subsequent rounds, you can go straight to here and instantly equip everything at the same time. On the bottom right you have the option to import a loadout.

This won't work for things that don't come from the vendors, though, they just won't be vended at all.

What else?

Check out Marine Equipment for info on other weapons and stuff.
This is your basic kit for this operation, and now we're going to switch to something very important, your Screen Interface and Heads-up-Display.

Screen Interface and HUD

The image to the right shows the Marine game screen. The HUD icons are highlighted and explained below. Note that many of these icons are the same as standard SS13, but there are also many important differences.

  1. Gear Buttons - These buttons across the top of the screen are some of your equipment's functions. All armor suits have a light that can be toggled by clicking this armor button. Certain weapon attachments like grenade launchers and scopes will create a button here, as well as the fire-rate button where you can cycle through the different firing modes of your currently held weapon.
  2. Ammo Counter - Each weapon you wield will show an ammo counter icon here, allowing you to keep track of your remaining rounds.
  3. Vital Signs - Changes as you receive damage.
  4. Stamina - Changes as your stamina goes down. It can be drained by running and intaking some Xenomorph chemicals, or increased through some chems like Oxycodone or Synaptizine.
  5. Hunger - Your hunger indicator, orange, yellow, no icon, or gray to indicate your different stages of hunger.
  6. Body, Action, and Intent Buttons:
    • Throw, Drop Buttons - Function the same as SS13. Default hotkeys are 'R' for throw, 'delete' for drop, and 'B' for resist.
    • Body-part Target Selection - Can target specific areas, either for medical purposes or shooting purposes (Aiming at a limb does nothing when shooting a Xeno.)
    • Intent State Buttons - Help (green/1), disarm (blue/2) grab (yellow/3), and harm(red/4) function the same as they do in standard SS13. Also remember that the default hotkey for grabbing is 'ctrl' + clicking on your target.
    • Run/Walk Toggle - Toggles the running or walking state.
    • Resist Button - An important button useful to resist being grabbed, pulled, and cocooned in a xeno nest. You can resist many effects, so don't forget to see what works. Also remember to use this when you're on fire! Press to stop, drop, and roll to extinguish the fire and repeat until the fire goes out.
  7. Pockets - When wearing a uniform, these slots are your right and left pockets. Pouches also go here, as you can see the flare and first-aid pouches attached in the screenshot.
  8. Right/Left Hand Selection - Selects your active hand. When you grab something, you can press this button (or press the default hotkey 'X') to switch to your free hand, useful for equipping a weapon, activating objects, etc.. while dragging or carrying something. Note that wielding a firearm will take both hands, and if you're holding something in your off-hand when you wield a weapon, it will be dropped on the ground.
  9. Back, Belt, and ID Slots - These slots function the same as standard SS13. Note that you can put several different types of weapons on your back slot.
  10. Body Inventory Slots - These slots function the same as standard SS13. Your gear goes in each respective slot. The bottom-left backpack icon will open and close these buttons, and the bottom-right slot is your suit storage slot.
  11. Storage Space - Your currently opened storage, whether it be your backpack, medical pouch or belt.

Marine Status Icons

Status icons are the small icons floating by the heads of the characters in the game screen. They can represent many different things, and as a Squad Marine, there are many that you won't see until you take on different roles. The most important ones covered here are the rank icons and the health/status icons like stunned, dead, and the different defibrillation states.

Rank Icons

Squad Ranks*
Squad Leader
Squad Smartgunner
Squad Corpsman (Medic)
Squad Engineer
Squad Marine
*Note - These icons will be the colors of their respective squads
Command and Ship Personnel Ranks
Captain
Field Commander
Staff Officer
Pilot Officer
Chief Ship Engineer
Chief Medical Officer
Requisitions Officer
Synthetic
Corporate Liaison

Health/Status Icons

Stagger, Stunned, Knocked Down
Knocked out/Unconscious
Dead!
After a Marine is dead, they will show three different defibrillation states, yellow, orange, or red:
These represent how long a marine has been dead, and a decaying timer before they can no longer be revived.

Heading to Planetside

After this, you are almost ready to rumble! Feel free to talk to your fellow marines, maybe they can help you out as well. You will want to make your way to the hangar, which now that you have a headset can be found on the minimap on the top of your screen, or with the webmap tool.

There will a beige dropship, the Alamo. Its a ship-planet equivalent of a train, which follows a fixed schedule. It can only land in one of two Landing Zones (LZ). Board the ship, find a seat and buckle in. The Alamo can launch at 12:18, but usually launches around 12:20 when a SL or FC deems it time to go. The flight shouldn't take long, you may use this time to talk with your squad and other marines. Press T and use ; to talk on your squad channel and :h or .h to talk on the general channel that everyone has access to.

Файл:DMCA Dropship.png

What the hell is going on?

Depending on Gamemode, you'll have different objectives. Read this, and you'll understand better what's going on. Remember - as a marine, you have responsibilities at ALL times:

  • Don't shoot the friendslies! Use aim.
  • Follow the SL (Squad Leader, blue arrow points at him) and his orders. "Going silo" - go to silo with others. "Fall back!" - fall back, and quickly! "Do not leave the FOB" - DO NOT LEAVE THE FOB, YOU ADHD VICTIM! Usually, not following orders leads to lose, death and insults in OOC chat with calculations of average marine IQ. Remember this. And note that orders of FC (Field Commander) are over orders of SL.
  • Do not get behind. If you're walking alone - you are already dead. If you're on the edge of the squad - you will be the first to be killed and dragged away. If you're running last - you're slowing down the squad, and slow squad is a dead squad. Even in heaviest armor, press Alt to run. If you see that you're considerably slower than an average marine, then there is a problem with your food, or pain (eat your pills), or in fractures which a corpsman can temporarily fix with a splint.
  • Read the chat, check the map. Will help you with stuff above. Protip: you can use Key Bindings and assign a hotkey to minimap, such as 0.
  • Cover key specialists. If you see that an engineer repairs an APC on a nuke, or a Corpsman drags a corpse from a swarm of xenos - cover them, and you'll be more useful than most of the marines!
  • Survive. Not as important as other tasks, because if you follow points above you should be well defended. But still, try to make sure Corpsman doesn't wate his time on your cold, stupid corpse.

Battle, or TIME TO UNGA

In general, fighting through the ground is a slow process of fighting off angry xenomorphs, carving through resin walls with knives to destroy their killing lanes, and pushing through to their critical hivemind-stabilizing silos. Keep looking at your automap (open and close by clicking the green button on the top left), and make sure you aren't wandering too far off from the main group of marines. Squad leaders (squad-colored L in person, squad-colored star on the map) and the Field Commander (white-on-blue star in person, yellow target on the map) have trackers that point them to the final objective, and can buff you by shouting orders if you stay near them, so follow their lead.

When there's an enemy nearby or you hear shots or other signs of potential hostile activity, take your rifle out of your armor slot by either clicking on the sprite or pressing E. When you want to shoot, always make sure to wield it by hitting Z with it in your active hand, then click somewhere to shoot. Never fire a rifle-sized weapon one-handed as it causes a lot of recoil; you can tell when the screen shakes a lot. Always stay near your allies so that they may help you out when you get in a pinch.

If your rifle is out of ammo and you have an ammo belt full of fresh magazine:

Step 1
press Z to unwield your rifle since you need an empty hand to get your new magazine
Step 2
press X to change the active hand from your rifle hand to your empty hand
Step 3
press E to instantly get your new magazine from your ammo belt
Step 4
click the sprite of your rifle with the magazine on your hand
Step 5
press X to change the active hand from your empty hand to your rifle hand
Step 6
press Z to wield your rifle.

Or, if your gun is capable of it, you can perform a Tactical Reload.

Step 1
Open storage that has a magazine in it, whether it be a belt or backpack.
Step 2
Click and drag the magazine to your gun sprite, and it will reload it for you.
  Generic FC говорит:
"Whew! That was fun reloading your gun under heavy fire!"

Pushing Forward

When you're on the offensive, you should be more focused on cohesion and not walking into dangerous areas. In general, it's best for every Marine to be packed together fairly closely, but not so closely that nobody can fire or chase down kills. Don't get left behind and don't push ahead too far on your own, even if the area seems safe. If the area ahead is full of resin walls with thin passages through them, don't try to push through it; clear it out with machetes, flamethrowers, the Pilot Officer's fire support, an Engineer's plasma cutter, or a lot of bullets. The same goes for purple sticky resin on the floor, because walking over it will make you incredibly slow and thus vulnerable. Also look out for tiny resin holes at the center of floor tiles, usually hidden behind fallen items; walking over one will trip you for a long time and release a facehugger to attack you!

Falling Back

When you're on the defensive, either around a forward position (likely near a mineral miner) or the landing zone itself, you need to balance staying safe behind the barricades and pushing out with other marines to finish off xenomorphs. Don't leave the barricade wall alone, or you'll likely be flung, shoved, and dragged away from the rest of the force. Keep in mind that, generally, your team will lose if you keep trying to hold without pushing out again, but you aren't really in a position to change that, yet, so the most you can do is try to make critical plays with grenades or other high-damage weapons to give everyone an opportunity to get moving again. If things start getting rough, be on the lookout for a squad leader or officer calling for evacuation, and make sure you're on the Alamo when it leaves for the last time. After it lands in the hangar, get off, fast; the xenomorph hive leader will psychically call the dropship back down once the engines are cooled off again, They will then choose to either try to attack the main ship by hijacking the dropship, or simply capture the dropship and end the round. If they hijack, follow a high-ranking job's lead, because there isn't too much of a protocol to go off of otherwise.

Moving properly

It is very important to move in one line with your fellow marines and fire in a way where you won't hit your squadmates. It is better to miss a shot than to hit a friendly marine. Medics are a rarity. Always let the people in the front shoot, don't try and move through them. Staying on grab intent Файл:Intent Grab.png(the yellow intent, hit 3 to use it) during a firefight is vital, otherwise if you walk into someone who is also shooting with help intent Файл:Intent Help.png, meaning that both of you are in help intent, you will swap positions and get hit. If you do need to shoot through marines, and you aren't the Smartgunner, make sure you're in aim mode!

Never, NEVER push medics or engineers who have circle above their head. If you push them, you'll stop their current action and your stupid life. If it is a defibrilation or turret placement, you will never be forgiven. Be perceptive on what are your squadmates are doing.

Aim Mode

Ever wanted to shoot through your friends? Through the miracle of aiming you can fire through your fellow marines with reckless abandon! Albeit with a little slower move speed and fire rate. Note that not all weapons can be aimed. AIMING IS A GOD'S BLESSING! USE IT!


And not that moving decreases accuracy. Different weapons have different penalties - pistols are easier to handle on-move than machineguns. But almost every weapon suffers from this. If you want to be more accurate, stay put.

Stamina

You may have noticed that you have been walking this time.

If you hold down Alt, you will begin to run. If you press 5, you change your movement intent, meaning that you don't need to hold down Alt while running.

Running makes you move faster at the expense of some stamina and melee accuracy (but you shouldn't be in melee as a standard Marine anyway). Some attacks also do stamina damage, and if it reaches a sufficiently low level you get knocked over. Your current stamina can be seen by this lightning bolt . When it is emptied, it will look like this and shortly becoming a lightning bolt that is darker blue, with a 100% text, indicating your fatigue. Taking further stamina damage will turn the lightning bolt orange and then red when completely empty. You will have to wait to recover from fatigue before your stamina portion starts regenerating.

Neurotoxin will drain your stamina and start killing you once it hits 0, so find a medic if it starts dropping on its own!

Light

You may have noticed there's a button in the upper left of your screen. Click it to turn your armor light on. It is vital to keep the light on at all times, so you can see the environment and marines can see you. It is easy to get spooked by a marine in the dark and accidents may happen.
Keep in mind that every time your armor gets taken off, either by you or by a medic reviving you, the light is turned off and has to be turned back on manually. This also happens when you die, or get attacked by a facehugger.

Overcoming obstacles

If there's a wooden barricade, use your knife to destroy it. If it's a plasteel one, click on it with an empty hand to flip it open, walk through and flip it closed. It is vital that you always close the barricade after you move through it to prevent enemies from easily passing it.

If you see a table or a window frame, you can either jump (bind it!) at the cost of some stamina, or drag your character's sprite onto the obstacle or ctrl+click on the obstacle with an empty hand. This should allow you to climb through after a short animation.

You may also flip a table over by clickdragging it a certain direction, turning it into a piece of cover. This doesn't always work though, such as with wide or reinforced tables, and doesn't compare to a good metal or sandbag 'cade, but it's useful in a pinch.

Healing

There are 4 types of damage in the game: Brute, Burn, Toxin and Oxyloss. Usually you are hit (Brute) or acid spitted (Burn). To heal Burn, use Bicaridine. For Burn, use Kelotane. Tricordrazine heals both, and even toxins. Dylovene heals and purges toxins, such as Neurotoxin. When you're in pain, you move slowly - this is solved by Tramadol. You can eat different pills at once. A general guideline is not to eat more than one pill at a time if you don't have much knowledge of the Medical system. If you take more than two pills in a short time frame, you will overdose (OD) and take various damaging side effects, depending on the chem.

During fight, you can also get other injuries - like a broken arm. In this case weapon or other objects will fall from that hand. To fix this, use a splint. Note that your corpsman can do this faster and better, and you should always seek the Corpsman before trying to do it yourself. If you have other problems, use HF2 Health Analyzer, but even better to ask your squad Corpsman. In worst case, he'll medevac you directly to ship med.

Also, you can use sleep action (IC -> Sleep) to regenerate, and heal cloneloss at a slow pace, which can be sped up with a bed and bed sheets.

Getting face-hugged

Larval hugger can jump onto your face and violate it, leaving a larva inside you. Gross. To avoid this, shoot the small guys before they jump. Don't forget to aim!

  • Larva hatches in 5 minutes. If it happens, you also die, possibly without a chance to be revived.
  • If you are infected, run to a friendly and stay still until he removes the hugger, saving you.
    • Don't forget to cover him. Take your weapon out.
    • Or jump into fire, hugger will jump off.
  • If somebody else has a hugger on their face
    • Make sure there are no more huggers around
    • With an empty hand and the help intent selected, click him
    • You have very limited time, so if the victim moves just shrug and forget
    • Make sure the poor fella is evac'd if he is infected

Question?

If you are lost or have a question, feel free to use the MentorPM under the admins tab in the top right to ask experienced players a question. They'll be happy to help! Alternatively you can also use OOC or LOOC chats to ask about something, although you should keep in mind to not give away information about the current ongoing round. You can be banned for this.

What to try next?

If you want to try a different marine role you can try the Smartgunner for extra firepower, or you could alternatively try out a non-combat shipside role like the Ship Technician.

Other Activities

If you're having trouble adjusting to or enjoying frontline combat, and want to contribute to your team in some other way without taking on the responsibilities of a specialized job, there's still a few options for you:

Mineral Miners

These drills all over the map, marked with pink and silver icons, are capable of generating points for the marine side. With a welder, wrench, and wirecutters, anyone can fix them, even if Squad Engineers are the best at it. As a normal marine, you can set up a defensive position with sandbags or metal around these machines to likely benefit your team more than you would on the front lines, as long as you keep them active. Make sure you bring some kind of eye protection if you're repairing it yourself! Staying behind barricades is obviously a lot safer, and your teammates will thank you when they need somewhere secure to hide from a flanker, or when a Marine with a minigun you paid for ends up shredding the Queen. If you like this sort of gameplay, consider actually playing as an Engineer.

Sniping

The TL-127 rifle can fire at enemies a long distance away, and with aim mode the bullets will go straight through any Marines on the way there. You won't be hitting that hard on your own, but an extra 80 damage might just stop a xenomorph from retreating behind a corner. At fights near the landing zone this is more effective, but it can work in any open area. Just make sure you aren't getting left behind, or those same flankers you keep trying to pick off will be the end of you. The laser sniper doesn't have to worry about travel time, but it can't use aim mode and does a lot less damage. Requisitions can also provide you with an autosniper with a night vision scope, which is a Boiler's worst nightmare.

Terminology

Main page: Terminology



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