TGMC:Squad Marine: различия между версиями

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|difficulty = Easy
|difficulty = Easy
|superior = [[TGMC:Squad Leader|Squad Leader]]
|superior = [[TGMC:Squad Leader|Squad Leader]]
|duties = Stick with your squad, follow your Squad Leader's orders.
|duties = Stick with your squad, follow your Squad Leader's orders, destroy the enemy!
|guides = N/A
|guides = N/A
|quote = Semper Fi!
|quote = Semper Fi!
}}
}}


= Introduction =
=Introduction=


(Note - This guide assumes that you have read the [[TGMC:Marine Quickstart Guide|Marine Quickstart Guide]] and wish to know how to be a better Marine.)
(This guide assumes that you have read the Marine Quickstart Guide and wish to know how to be a better Marine.)
The Squad Marine is the tip of the spear, the grunt, the first boots on the ground kicking in the door. Your job is simple: follow orders and destroy the enemy without getting yourself or your fellow marines killed in the process. The concept is simple, but executing it successfully, however, is hard.


=Playing the Marine=
=Playing the Marine=


==Your Squad==
The Squad Marine is the lowest rank and, technically, most basic combat role you can do. This doesn't mean, however, that every marine is not critically important to the battle and your actions cannot make or break the operation. The Marine PFC is both simple yet flexible, with enough options for weapons and gear to fill many types of role once you gain some experience, but first you need to understand your '''most important priorities:'''


* The [[TGMC:Squad Leader|Squad Leader]] is your normal '''highest rank''' in the field that gives you orders. It's generally your '''number one priority''' to '''drag them to safety at all costs''' with '''Grab''' intent if they are knocked down, since they can get you some fun toys to play with (e.g. guns, explosives, airstrikes).
* Stay with your squad and listen to your Squad Leader/Acting Squad Leader/whoever the hell is in charge.
* Follow orders and help however you can.
* '''Do not''' shoot or blow up other marines.
* '''Do''' shoot and blow up the enemy.
* Maintain a high level of awareness of yourself, your squad, and how you can position yourself best to fight the enemy.  
* Don't abandon another marine to die, and never run in the face of the enemy.
* Stay alive, but never at the expense of your comrades or the mission.


* The [[TGMC:Squad Specialist|Squad Specialist]] carries heavy weaponry and acts as '''second in command''' to the [[TGMC:Squad Leader|Squad Leader]]. If they go down, '''drag them back immediately''' unless the Squad Leader is also down, or your squad will likely lose access to the Specialist's weapon '''FOREVER.''' (such as from being melted by xeno scum)
==Understanding Your Squad==


* The [[TGMC:Squad Smartgunner|Squad Smartgunner]] acts as '''third in command.''' Listen to them if both the [[TGMC:Squad Leader|Squad Leader]] and [[TGMC:Squad Specialist|Squad Specialist]] go down, and make sure that they stay behind you at all times (they can shoot through you safely thanks to IFF).
It's important to understand the roles of your fellow marines so that you have a better grasp of unit operations, your position in the battle, and what you may be asked to help with. Remember that you are the lowest-ranking marine, but that doesn't make you any less important.


* The [[TGMC:Squad Engineer|Squad Engineer]] is '''one step above you''' and typically plays a role in building defences and sentry guns. Listen to their advice, don't block their way when they're trying to build, and cover them with your life: you'll thank them later when you have to hold the Forward Operating Base (FoB) from a few dozen xenomorphs.
'''[[TGMC:Squad Leader|Squad Leader]]'''<br>
Rank - Staff Sergeant
The leader of your squad and your direct superior in the field, relaying orders from command. Live and die by every word that comes out of their mouth. You can find them by following the beacon on your HUD, and an acting squad leader will typically be appointed if yours is SSD, MIA, or KIA. SL's an also direct close-air support, orbital bombardment, mortars, and request a resupply.


* The [[TGMC:Squad Medic|Squad Medic]] is '''one step above you''' as well, with their goal being to keep the squad healed up. Try to lighten their load by running corpses/wounded back to the FoB/the triage area for them and trying not to be too reckless in battle, or they might be too overwhelmed by 12+ marines needing a fix to help you.
'''[[TGMC:Squad Specialist|Squad Specialist]]'''<br>
Rank - (Not actually a Specialist in rank) Sergeant
The Specialist carries special or heavy weaponry and may act as second in command to the Squad Leader, but will sometimes operate independently and is the only marine capable of doing this. They can outfit themselves with six different weapons kits, such as a scout or sniper with an invisibility cloak, a demolitionist with an RPG or grenade launcher, a pyrotechnician, or even a minigun! If they give you orders, you'd better follow them, but physically following them around is not recommended.
 
'''[[TGMC:Squad Smartgunner|Squad Smartgunner]]'''<br>
Rank - Corporal
The support lynchpin of your squad, SG's can act as a third in command or second fireteam leader, and their position in the squad is usually somewhere in the center or right behind YOU so they can make best use of their weapon. You need to be in front of these marines, not behind them.
 
'''[[TGMC:Squad Engineer|Squad Engineer]]'''<br>
Rank - Lance Corporal
Your engineers typically build defences and sentry guns, but may accompany you to a forward position to repair objectives and use hacking and explosives for entry and demolition. Listen to their advice, don't block their way when they're trying to build, help them fill sandbags and place barbed wire, and cover them with your life: you'll thank them later when you have to hold the Forward Operating Base (FoB) from an army of rampaging Xenomorphs.
 
'''[[TGMC:Squad Medic|Squad Medic]]'''<br>
Rank - Corporal
Your medics are concerned with one thing: keeping the squad healed up and alive. Try to lighten their load by running corpses/wounded back to the FoB/the triage area for them and trying not to be too reckless in battle, or they might be too overwhelmed by 12+ marines needing a fix to help you.
 
'''Squad Marines'''
Rank - Meatshield
Your comrades-in-arms are the Squad Marines, the churning blood and guts of the Corps. Never move out without them, don't accidentally shoot them in the back, and try to stay out of their line of fire if you like living a long life.


* Your comrades-in-arms are the [[TGMC:Squad Marine|Squad Marines]]. Use them as meat shields, never move in a group less than yourself and another Marine, and try to stay out of a marine's line of fire if you like living a long life.


=Vendors, Equipment, and Weapons=
=Vendors, Equipment, and Weapons=

Версия от 18:59, 12 апреля 2019

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 information, pictures"



MARINE ПЕРСОНАЛ

Squad Marine
Профессия (на RU)
Доступ: Squad Room
Сложность: Easy
Руководители: Squad Leader
Обязанности: Stick with your squad, follow your Squad Leader's orders, destroy the enemy!
Руководства: N/A
Цитаты: Semper Fi!


Introduction

(This guide assumes that you have read the Marine Quickstart Guide and wish to know how to be a better Marine.) The Squad Marine is the tip of the spear, the grunt, the first boots on the ground kicking in the door. Your job is simple: follow orders and destroy the enemy without getting yourself or your fellow marines killed in the process. The concept is simple, but executing it successfully, however, is hard.

Playing the Marine

The Squad Marine is the lowest rank and, technically, most basic combat role you can do. This doesn't mean, however, that every marine is not critically important to the battle and your actions cannot make or break the operation. The Marine PFC is both simple yet flexible, with enough options for weapons and gear to fill many types of role once you gain some experience, but first you need to understand your most important priorities:

  • Stay with your squad and listen to your Squad Leader/Acting Squad Leader/whoever the hell is in charge.
  • Follow orders and help however you can.
  • Do not shoot or blow up other marines.
  • Do shoot and blow up the enemy.
  • Maintain a high level of awareness of yourself, your squad, and how you can position yourself best to fight the enemy.
  • Don't abandon another marine to die, and never run in the face of the enemy.
  • Stay alive, but never at the expense of your comrades or the mission.

Understanding Your Squad

It's important to understand the roles of your fellow marines so that you have a better grasp of unit operations, your position in the battle, and what you may be asked to help with. Remember that you are the lowest-ranking marine, but that doesn't make you any less important.

Squad Leader
Rank - Staff Sergeant The leader of your squad and your direct superior in the field, relaying orders from command. Live and die by every word that comes out of their mouth. You can find them by following the beacon on your HUD, and an acting squad leader will typically be appointed if yours is SSD, MIA, or KIA. SL's an also direct close-air support, orbital bombardment, mortars, and request a resupply.

Squad Specialist
Rank - (Not actually a Specialist in rank) Sergeant The Specialist carries special or heavy weaponry and may act as second in command to the Squad Leader, but will sometimes operate independently and is the only marine capable of doing this. They can outfit themselves with six different weapons kits, such as a scout or sniper with an invisibility cloak, a demolitionist with an RPG or grenade launcher, a pyrotechnician, or even a minigun! If they give you orders, you'd better follow them, but physically following them around is not recommended.

Squad Smartgunner
Rank - Corporal The support lynchpin of your squad, SG's can act as a third in command or second fireteam leader, and their position in the squad is usually somewhere in the center or right behind YOU so they can make best use of their weapon. You need to be in front of these marines, not behind them.

Squad Engineer
Rank - Lance Corporal Your engineers typically build defences and sentry guns, but may accompany you to a forward position to repair objectives and use hacking and explosives for entry and demolition. Listen to their advice, don't block their way when they're trying to build, help them fill sandbags and place barbed wire, and cover them with your life: you'll thank them later when you have to hold the Forward Operating Base (FoB) from an army of rampaging Xenomorphs.

Squad Medic
Rank - Corporal Your medics are concerned with one thing: keeping the squad healed up and alive. Try to lighten their load by running corpses/wounded back to the FoB/the triage area for them and trying not to be too reckless in battle, or they might be too overwhelmed by 12+ marines needing a fix to help you.

Squad Marines Rank - Meatshield Your comrades-in-arms are the Squad Marines, the churning blood and guts of the Corps. Never move out without them, don't accidentally shoot them in the back, and try to stay out of their line of fire if you like living a long life.


Vendors, Equipment, and Weapons

Item: Desc.:

TGMC Radio

This is used by squad members. Default channels are ; for your squad, and :z for common.

TGMC Uniform

A standard-issue, kevlar-weaved, hazmat-tested, EMF-augmented marine uniform.

Combat Boots

Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.

Marine Gloves

Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.

M10 Helmet

A helmet which keeps your head on your shoulders, and not lying ten feet away.

Item: Desc.:

Regular Armor

Regular armour, with all round stats and drawbacks.
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.

Suit Storage:
Any Gun
Emergency Oxygen Tank
The Bible
G8 Storage Pouch
M4A3 Belt
M44 Belt
Armor Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells

Heavy Armor

Protects more than other armor types, but slows you down.
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.

Suit Storage:
Any Gun
Emergency Oxygen Tank
The Bible
G8 Storage Pouch
M4A3 Belt
M44 Belt
Armor Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells

Light Armor

Grants you extra mobility at the cost of less protection.
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.

Suit Storage:
Any Gun
Emergency Oxygen Tank
The Bible
G8 Storage Pouch
M4A3 Belt
M44 Belt
Armor Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells

Ballistic Armor

Provides better protection against bullets and explosions, with less against melee..
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.

Suit Storage:
Any Gun
Emergency Oxygen Tank
The Bible
G8 Storage Pouch
M4A3 Belt
M44 Belt
Armor Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells

Integrated Storage

Similar to regular armour, besides increased storage capacity and slowdown.
Has a shoulder lamp and a suit storage for guns
Has a storage area which can hold several items, akin to a bag.

Suit Storage:
Any Gun
Emergency Oxygen Tank
The Bible
G8 Storage Pouch
M4A3 Belt
M44 Belt
Armor Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells

Edge Melee Armor

Provides better protection against cuts and slashes, but provides little against bullets and explosions.
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.

Suit Storage:
Any Gun
Emergency Oxygen Tank
The Bible
G8 Storage Pouch
M4A3 Belt
M44 Belt
Armor Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells
Item: Desc.:

TGMC Satchel

A backpack item that allows you to carry more things in bulk.
Holds less than a backpack, but can be opened on your back.
Can carry five normal sized items at once.

Storage
Any tiny item
Any small item
Any normal item

Backpack

A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but cannot be opened while on your back.
Can carry ten normal sized items at once.

Storage
Any tiny item
Any small item
Any normal item

M37A2 Scabbard

A scabbard fitted to your back to hold a shotgun.
Cannot hold shotguns with stocks or grips.
Mostly a cosmetic choice, as marine shotguns can go your back without it.

Storage
Any pump shotgun
Tactical Shotgun
Item: Desc.:

Webbing

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has three slots for storing items.

Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells

Black Webbing

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has five slots for storing tiny or small items.

Storage
Any tiny item
Any small item

Shoulder Holster

Pistol Holster that you can clip to your uniform.
Only one thing may be clipped to your uniform
Capable of storing one pistol in it.

Storage
Any Pistol
Tazer
Item: Desc.:

Ammo Load Rig

A belt for your uniform, intended for holding magazines.
You can right click it to change the drawing mode.
Has five slots for storing items.

Storage
Combat Knife
Shells or handfuls of bullets
Any kind of flare/flare nade
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells
M4A3 Magazines
M44 Speedloaders
Any grenade
Claymores

Shotgun Shell Belt

A belt used to hold up to 50 shotgun shells, two boxes worth.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Buckshot shells
Slug Shells
Flechette Shells
Incendiary Shells

M4A3 Belt Holster

Pistol Holster that goes on your belt.
Has five slots, and draws pistols on click.
Capable of storing only one pistol in it.

Storage
Any Pistol, not revolvers.
Any Pistol Magazines

M44 Belt Holster

Revolver Holster that goes on your belt.
Has five slots, and draws revolvers on click.
Capable of storing only one revolver in it.

Storage
M44 Revolvers
M44 Speedloaders

Knife Rig

A knife rig that goes on your belt
Can switch drawing modes by right clicking.
Capable of storing six throwing knives within.

Storage
M11 Throwing Knives.
Pouch: Desc:

Shotgun Shell Pouch

A pouch used to hold shotgun shells. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Buckshot shells
Slug Shells
Flechette Shells
Incendiary Shells

Magazine Pouch

A pouch used to hold magazines. Has two slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Shells or handfuls of bullets
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells
M4A3 Magazines
M44 Speedloaders

Flare Pouch

A pouch used to flares. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Flare Grenades
Manual Flares

First Aid Pouch

A pouch used to hold construction materials. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Tramadol Injectors
Tricordazine Injectors
Gauze
Ointment
Medical Splints

Tool Pouch

A pouch used to hold tools. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Wirecutters Файл:TGMC Wirecutters.png
Entrenching Tools
Screwdrivers Файл:TGMC Screwdriver.png
Cable Coil Файл:TGMC Cable Coil.png
Crowbars Файл:TGMC Crowbar.png
Blowtorches Файл:TGMC Blowtorch.gif
Multi Tool Файл:TGMC Multitool.png
Wrenches Файл:TGMC Wrench.png
Mini Extinguishers

Construction Pouch

A pouch used to hold construction materials. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Stacks of Material
Entrenching Tools
Empty Sandbags
Cable Coil Файл:TGMC Cable Coil.png
Metal Rods
Barbed Wire

Pistol Magazine Pouch

A pouch used to hold pistol magazines. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
M4A3 Magazines
M44 Speedloaders

Sidearm Pouch

A pouch used to sidearms. Has one slot.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Any Revolvers
Any Pistols

Explosive Pouch

A pouch used to hold explosive materials. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Any RPG Rockets
C4
Any Grenades
Claymore Boxes
Claymores
Detpacks
Signaler Файл:Signaler.png
Item: Desc.:

TGMC Gas Mask

A gas mask that restricts your vision, but filters out harmful gasses.

TGMC Coif

A coif that protects you from extreme cold conditions.

Rebreather

Heats or cools down air as you breath it, protecting you from extreme conditions.

Item: Desc.:

Suppressor

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

Extended Barrel

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

Recoil Compensator

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

Magnetic Harness

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

Red Dot Sight

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

Quick Fire Assembly

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

Laser Sight

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

Vertical Grip

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

Angled Grip

Underbarrel grip that allows you to wield faster. Other stats. Wee.

M41A Skeleton Stock

A stock. Other stats, wee.

M37A2 Stock

A stock. Other stats, wee.

M39 Stock

A stock. Other stats, wee.

Weapon Overview

The Marine Quickstart Guide recommends the M41A Pulse Rifle MK2 as a starting weapon, and while it is a solid choice, there are other weapons that can be used.

M4A3 Service Pistol

An M4A3 Colt Service Pistol, the standard issue sidearm of the TerraGov Marine Corps. Uses 9mm pistol rounds.

M44 Combat Revolver

Файл:TGMC M39.pngM39 Submachine Gun

The Armat Battlefield Systems M39 submachinegun is a light firearm capable of effective one-handed use that is ideal for close to medium range engagements. Uses 10x20mm rounds in a high capacity magazine and has single-fire and burst modes.

Файл:Example.pngM41A Pulse Rifle MK2

M37A2 Shotgun

M43 'Sunfury' Lasgun MK1

  • Can fire 50 regular shots, or 12 overcharged shots.
  • You can toggle weapon overcharge with the Space key.

M5 'Night Raider' Survival Knife

M11 Throwing Knife

Tips

Summary

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