TGMC:Pilot Officer: различия между версиями

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(Incorrect outdated information was removed, updated to actually mention the Condor and not the non-existent Normandy.)
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|Rank = Warrant Officer
|Rank = Warrant Officer
|Class = Navy
|Class = Navy
|superior = [[TGMC:Commander|Captain]], [[TGMC:Executive Officer|Field Commander]], [[TGMC:Staff Officer|Intelligence Officer]]
|superior = [[TGMC:Commander|Captain]], [[TGMC:Executive Officer|Field Commander]], [[TGMC:Staff Officer|Staff Officer]]
|duties = Fly the Alamo to the planet and back to transport the Marines, Support the ground-forces with CAS
|duties = Fly the Alamo to the planet and back to transport the Marines, Support the ground-forces with CAS
|guides = This is the guide
|guides = This is the guide
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=Introduction=
=Introduction=
As Pilot Officer, your primary duty is piloting one of the dropships in order to transport the Marines. this can be a very boring and repetitive Job, because all you have to do is click two buttons. The Alamo can be controlled with external consoles, but only YOU, the PO, can reduce flight-time, which is a significant boost.
As Pilot Officer, your primary duty is piloting one of the dropships in order to transport the Marines. this can be a very boring and repetitive job, because all you have to do is click two buttons. The Alamo can be controlled with external consoles, but only YOU, the PO, can fly CAS missions properly, which is a significant firepower boost to the ground forces.
 


=Playing the Pilot Officer=
=Playing the Pilot Officer=
First of all, you have to decide what you want to do. Either you do transport and make sure the Marines get to the planet and back to the Ship. Or you want to support the marines on the battlefield with airstrikes via Close Air Support (CAS).
First of all, you have to decide what you want to do. Either you do transport and make sure the Marines get to the planet and back to the ship. Or you want to support the marines on the battlefield with airstrikes via Close Air Support (CAS).


==The Hangar==
==The Hangar==
The Hangar is where you will spend most of your time. It has two dropships, the Alamo which lands at LZ1 (right bay in the hangar) and the Normandy which lands at LZ2 (left bay in the hangar.) Usually the Alamo will be used for transport and the Normandy for CAS. Each ship has slots for special upgrades. There are two engine module slots, one interior module slot, two electronic module slots and four weapon module slots.
The Hangar is where you will spend most of your time. It has two dropships, the Alamo which is the main dropship that marines take down, and the Condor which is a specialty CAS plane. Each ship has slots for special upgrades. The Alamo has two engine module slots, one interior module slot, two electronic module slots and four weapon module slots. The Condor has four weapon module slots, and a special rotary nosegun.


[[File:DropshipSlots.png|thumb|left|1000px]]<br /><br /><br /><br /><br /><br /><br /><br />
[[File:DropshipSlots.png|thumb|left|1000px]]<br /><br /><br /><br /><br /><br /><br /><br />
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South of the Hangar is the storage room, it has two powerloaders and various upgrades for the ship. Through the shutters is also the machine to produce more Ammo and Modules. Spend your points wisely, they take a long time to replenish (1 point every 2 seconds). North of the Alamo is the Ammunition-Storage. This is where the CAS Ammo is stored that is available at roundstart.
East of the Hangar is the storage room, it has two powerloaders and various weapon and upgrade modules for the ships. To the east is also the machine to produce more Ammo and Modules. Spend your points wisely, they take a long time to replenish (1 point every 2 seconds). North of the Alamo is the Ammunition-Storage. This is where the CAS Ammo is stored that is available at roundstart, as well as some other starting modules.


'''If you want to install a module or reload a weapon, you will need a powerloader, this is how you install a module, it works the same for ammunition:'''
'''If you want to install a module or reload a weapon, you will need a powerloader, this is how you install a module, it works the same for ammunition:'''
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== How to Pilot ==
== How to Pilot ==
Piloting each dropship is fairly easy, you just have to click a few buttons and wait. In the cockpit of every dropship you will find the three main consoles.
Piloting each dropship is fairly easy, you just have to click a few buttons and wait.
 
In the cockpit of the Alamo you will find the three main consoles.
*The camera control console (left), which lets you view the different cameras of the dropship.
*The camera control console (left), which lets you view the different cameras of the dropship.
*The main control console (middle), which lets you fly the dropship.
*The main control console (middle), which lets you fly the dropship.
*The weapon control console (right), which lets you fire your weapons or deploy your sentries.
*The weapon control console (right), which lets you fire your weapons or deploy your sentries.


 
You will climb into the Condor's cockpit directly and be presented with a single unified console with a list of options.
 
*Begin flyby - engines must be on!
This is the most important console, the main console.
*Start engines - this requires fuel.
 
*Disable engines - do this after landing if you don't want to waste fuel. (Currently the Condor is bugged and will continue into deep negative fuel counts that make it nearly impossible to lift off again, so be very careful to do this.)
[[File:TGMC-Dropship_Console.png|thumb|left|1000px]]<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />'''It has three important buttons:'''
*Begin fire mission - you must be airborne.
*Launch Shuttle: Self-explanatory, it launches the shuttle.
*Run Flight Optimization: Only a PO can do this, it cuts the travel time in half, do this before you launch the shuttle. Do not activate this when going on a flyby mission, it will cut the time you have for firing your weapons in half
*Toggle flight type: Lets you change between Transport and Flyby. ''Note that it resets after every flyby mission, so you have to toggle it again.''<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />


==Communication==
==Communication==
It’s usually a good idea to communicate a lot. Announce that the Alamo is going to depart soon with the general radio frequency (;). Note that the groundside general radio frequency and the shipside general radio frequency are different, use the command frequency (:v) to communicate with the ship.
It’s usually a good idea to communicate a lot. Announce that the Alamo is going to depart soon with the general radio frequency (;). Note that the groundside general radio frequency and the shipside general radio frequency are different, use the command frequency (:v) to communicate with the ship. By default, everyone with CAS lazing ability will be on the command frequency.


Additionally you can inform medical (:m) about any wounded marines coming up, or you can communicate with a squad directly (:q, :b, :c, :d) to coordinate.
Additionally you can inform medical (:m) about any wounded marines coming up, or you can communicate with a squad directly (:q, :b, :c, :d) to coordinate. You may also have to coordinate with the Requisitions Officer (:u) depending on his competency and budget.




==Close Air Support (CAS)==
==Close Air Support (CAS)==
Close Air Support, or short CAS, is your way of helping the marines. You can rain down hell on your enemies if you want to. But, for that the groundside marines need tactical binoculars to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available.
Close Air Support, or for short CAS, is your way of helping the marines. You can rain down hell on your enemies if you want to. But, for that the groundside marines need tactical binoculars to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available.


But how do I kill my enemies, you ask?
But how do I kill my enemies, you ask?
That is simply, first you obviously need to install the weapons to the dropship of your choice, normally it’s the Normandy. Note that the weapons you install are unloaded, and need to be filled with the ammunation from the ammo-storage room.
That is simple, first you obviously need to install the weapons to the dropship of your choice, normally it’s the Condor, because the Alamo is only rarely in the air. Note that the weapons you install are unloaded, and need to be filled with the ammunition from the ammo-storage room.


Then enter your cockpit, change the Flight Type to Flyby and wait. Tell those who carry tactical binoculars to call you before they laze an area, so the Xenomorphs have little to no time to react.
Then enter your cockpit, and wait. Make sure that somebody on the ground is aware that you are ready for CAS. Turning your engines on and lifting off pre-emptively gives you a better response time at the cost of inevitable downtime.


Once CAS is required, launch the shuttle WITHOUT FLIGHT OPTIMIZATION and access the weapon control console. Select the weapon you want to fire, select a target and FIRE. You can fire multiple weapons in on flyby-mission, but it’s always a good idea to fire the biggest and baddest weapon first.
Once CAS is required, launch the Condor, select the weapon you want to open up with, and click "begin fire mission". You'll enter a map overview mode like the AI or Overwatch terminals where you can see anything within camera range of the ground forces, as well as the spot around the laze. You can fire on ANYTHING in sight of any marine on the ground, but all of your weapons will be danger close without the added range of the laser dot - this might not matter if your camera coverage is coming from a corpse's still-active helmet camera. Note that a lot of weapons have some degree of inaccuracy, especially the GAU and Condor rotary cannon, but these two also hit ridiculously hard.


Head back and reload your weapons for the next CAS mission. You can also purchase better ammunition at the dropship part fabricator.
If your fuel runs out, you'll land back on the ship automatically, but if your weapons run dry you'll have to land manually (remember to turn the engines off) and regardless you'll need to reload your weapons for the next CAS mission. You'll also need to refuel the Condor by using jerry cans on the cockpit - you can refill the jerry cans themselves with a large welding fuel tank, but not the backpack-sized ones. You can also purchase replacement ammunition at the dropship part fabricator.




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|-
|-
![[File:TGMC_FuelEnhancer.png]]<br>Fuel Enhancer
![[File:TGMC_FuelEnhancer.png]]<br>Fuel Enhancer
|This module reduces the time the dropship takes to get from the Theseus to the Planet, or vice-versa. Additionally, if used in flyby, it extends the time you have to fire your weapons.
|This module reduces the time the Alamo takes to get from the Theseus to the Planet, or vice-versa. Given for free in the storage area, only needs to be bought if the enemies get THAT close to the Alamo and destroy it, but at that point you're probably done flying for the day.
|-
|-
![[File:TGMC_CoolingSystem.png]]<br>Cooling System
![[File:TGMC_CoolingSystem.png]]<br>Cooling System
|This reduces the time the engines take to cooldown. This means the cooldown to launch the shuttle is drastically reduced, you can take-off again, even if you just landed. This should always go onto the Transport Dropship.
|This reduces the time the engines take to cooldown. This means the cooldown to launch the shuttle is drastically reduced, down to two minutes. Same as the fuel enhancer, one is given for free, make sure to install it.
|-
|-
|}
|}
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![[File:TGMC_TargetingSystem.png]]<br>Targeting System
![[File:TGMC_TargetingSystem.png]]<br>Targeting System
|Increases the accuracy of the weapons of the Dropship.
|Increases the accuracy of the weapons of the Dropship.
|-
![[File:TGMC_LaserDetector.png]]<br>Laser Detector
| This will allow the Pilot to view the area that has been lazed. Use this if you dont trust the Squad Leaders.
|-
|-
![[File:TGMC_LZDetector.png]]<br>Landing Zone Detector
![[File:TGMC_LZDetector.png]]<br>Landing Zone Detector

Версия от 11:05, 26 октября 2020

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

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



This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "Needs a list of modules and ammo. Will finish it soon"




MARINE
Файл:DMCA PO.png
Pilot Officer
Access: All Access Abuse it maliciously
Difficulty: Boring Easy
Rank: Warrant Officer
Class: Navy
Supervisors: Captain, Field Commander, Staff Officer
Duties: Fly the Alamo to the planet and back to transport the Marines, Support the ground-forces with CAS
Guides: This is the guide
Quote:You can be my wingman any time.


Introduction

As Pilot Officer, your primary duty is piloting one of the dropships in order to transport the Marines. this can be a very boring and repetitive job, because all you have to do is click two buttons. The Alamo can be controlled with external consoles, but only YOU, the PO, can fly CAS missions properly, which is a significant firepower boost to the ground forces.

Playing the Pilot Officer

First of all, you have to decide what you want to do. Either you do transport and make sure the Marines get to the planet and back to the ship. Or you want to support the marines on the battlefield with airstrikes via Close Air Support (CAS).

The Hangar

The Hangar is where you will spend most of your time. It has two dropships, the Alamo which is the main dropship that marines take down, and the Condor which is a specialty CAS plane. Each ship has slots for special upgrades. The Alamo has two engine module slots, one interior module slot, two electronic module slots and four weapon module slots. The Condor has four weapon module slots, and a special rotary nosegun.

Файл:DropshipSlots.png









  • Rear Slot: This is the place where the medevac module and the mounted smartgun module goes.
  • Engine Slot: This is where engine modules are installed, like the cooling system and the fuel enhancer.
  • Electronics Slot:This is where electronics are installed, like the spotlight and the targeting system.
  • Weapon Slot: This is where the weapons are installed, like the rocket-pod or the sentry-deployment-system.











East of the Hangar is the storage room, it has two powerloaders and various weapon and upgrade modules for the ships. To the east is also the machine to produce more Ammo and Modules. Spend your points wisely, they take a long time to replenish (1 point every 2 seconds). North of the Alamo is the Ammunition-Storage. This is where the CAS Ammo is stored that is available at roundstart, as well as some other starting modules.

If you want to install a module or reload a weapon, you will need a powerloader, this is how you install a module, it works the same for ammunition:

  • Right click the powerloader [image of the powerloader] and click “Enter powerloader”
  • Move infront of the module and left-click on it, you can carry two modules, simply switch active hand to carry another one.
  • Move to the right slot and click left click on it, that’s it, you installed a module.

How to Pilot

Piloting each dropship is fairly easy, you just have to click a few buttons and wait.

In the cockpit of the Alamo you will find the three main consoles.

  • The camera control console (left), which lets you view the different cameras of the dropship.
  • The main control console (middle), which lets you fly the dropship.
  • The weapon control console (right), which lets you fire your weapons or deploy your sentries.

You will climb into the Condor's cockpit directly and be presented with a single unified console with a list of options.

  • Begin flyby - engines must be on!
  • Start engines - this requires fuel.
  • Disable engines - do this after landing if you don't want to waste fuel. (Currently the Condor is bugged and will continue into deep negative fuel counts that make it nearly impossible to lift off again, so be very careful to do this.)
  • Begin fire mission - you must be airborne.

Communication

It’s usually a good idea to communicate a lot. Announce that the Alamo is going to depart soon with the general radio frequency (;). Note that the groundside general radio frequency and the shipside general radio frequency are different, use the command frequency (:v) to communicate with the ship. By default, everyone with CAS lazing ability will be on the command frequency.

Additionally you can inform medical (:m) about any wounded marines coming up, or you can communicate with a squad directly (:q, :b, :c, :d) to coordinate. You may also have to coordinate with the Requisitions Officer (:u) depending on his competency and budget.


Close Air Support (CAS)

Close Air Support, or for short CAS, is your way of helping the marines. You can rain down hell on your enemies if you want to. But, for that the groundside marines need tactical binoculars to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available.

But how do I kill my enemies, you ask? That is simple, first you obviously need to install the weapons to the dropship of your choice, normally it’s the Condor, because the Alamo is only rarely in the air. Note that the weapons you install are unloaded, and need to be filled with the ammunition from the ammo-storage room.

Then enter your cockpit, and wait. Make sure that somebody on the ground is aware that you are ready for CAS. Turning your engines on and lifting off pre-emptively gives you a better response time at the cost of inevitable downtime.

Once CAS is required, launch the Condor, select the weapon you want to open up with, and click "begin fire mission". You'll enter a map overview mode like the AI or Overwatch terminals where you can see anything within camera range of the ground forces, as well as the spot around the laze. You can fire on ANYTHING in sight of any marine on the ground, but all of your weapons will be danger close without the added range of the laser dot - this might not matter if your camera coverage is coming from a corpse's still-active helmet camera. Note that a lot of weapons have some degree of inaccuracy, especially the GAU and Condor rotary cannon, but these two also hit ridiculously hard.

If your fuel runs out, you'll land back on the ship automatically, but if your weapons run dry you'll have to land manually (remember to turn the engines off) and regardless you'll need to reload your weapons for the next CAS mission. You'll also need to refuel the Condor by using jerry cans on the cockpit - you can refill the jerry cans themselves with a large welding fuel tank, but not the backpack-sized ones. You can also purchase replacement ammunition at the dropship part fabricator.


Modules

This is a list of all the available modules and what they do. Most of them are available at roundstart, but more can be purchased from the Dropship Parts Fabricator.

Interior Modules

Module Description
Файл:TGMC MedEvac.png
MedEvac Module
Inferior version of the TeleEvac and rarely used. Can pick up two marines at the same time.

How to use:
- Launch the dropship in flyby-mode
- Pick up the injured marines through the weapon control console
- Go back into the ship and lift up the marines with the MedEvac Module. (Just click on it)
Файл:TGMC SmartgunSystem.png
Smartgun Deployment Module
This installs a M56D-Smartgun with an included sandbag-nest. Comes loaded with 1500 bullets to defend your ship.

Note: It does not have the IFF-Feature, which means you cant shoot through other marines. Be careful of Friendly-Fire.


Engine Modules

Module Description
Файл:TGMC FuelEnhancer.png
Fuel Enhancer
This module reduces the time the Alamo takes to get from the Theseus to the Planet, or vice-versa. Given for free in the storage area, only needs to be bought if the enemies get THAT close to the Alamo and destroy it, but at that point you're probably done flying for the day.
Файл:TGMC CoolingSystem.png
Cooling System
This reduces the time the engines take to cooldown. This means the cooldown to launch the shuttle is drastically reduced, down to two minutes. Same as the fuel enhancer, one is given for free, make sure to install it.


Electronic Modules

Module Description
Файл:TGMC TargetingSystem.png
Targeting System
Increases the accuracy of the weapons of the Dropship.
Файл:TGMC LZDetector.png
Landing Zone Detector
This will allow the Pilot to view the Landing Zone where the Dropship is heading. Only works when the Dropship is in the air.

Spotlight
This illuminates the Landing Zone. Good for those that are afraid of the dark.

Ammunition

TBD


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