TGMC:Synthetic

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Версия от 18:37, 30 июля 2023; imported>Neocloudy (Full page rework. Under construction notice reworded to touch on the outdated tips and lack of loadout guide.)
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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The reason for this is: "This has an advanced up-to-date guide, but the tips are outdated and the page lacks a loadout guide. Don't be hesitant to add a loadout guide or reworked Tips section!"



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

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



SYNTHETIC
Файл:DMCA Synthetic.png
Synthetic
Access: Everywhere
Difficulty: Soul Crushing
Rank: Mark I(starting), Mark II(10hrs), Mark III(50hrs)
Class: Silicon
Supervisors: Officers, such as Captain and Field Commander, Squad Leader, anyone with a loud text on the radio.
Duties: Assist and fill in for the crew to your best ability.
Guides: Guide to Medicine, Guide to Surgery, Guide to Defibrillation, Guide to Engineering,Guide to Base Building / FOB, Guide to Requsitions, Guide to Fire Support
Quote:They did not put a restriction on my machete, y'know?


Synthetics, or masochists. The ultimate support and logistic crewmember. As the Synthetic, you have skills for medicine, surgery, engineering, construction, requisitions and even using Tactical Binoculars to spot for CAS or artillery. Even on top of that, you're still mostly a support crewmember. Rules do allow you to defend yourself, and while there's no rules on going offensive with melee weapons, you should leave it to the marines to cover you. If you want to play synthetic, you should have advanced knowledge in medical, surgery, engineering and FOB building, requisitions and at least some knowledge of Command.

Synthetic vs Organic

As a Synthetic, or biomechanical lifeform, you have advantages and disadvantages over regular organics. You only have a first name, something like John.

Your Advantages

  • You only take brute and burn damage, and you get a slight (0.70) damage reduction to damage. You still take damage from normal sources, like bullets, lasers, explosions, fire and acid.
  • You are immune to pain. Xenos also cannot see your health bar. They can only tell if you're dead, alive, or SSD through a HUD icon and examine.
  • Decapitations don't kill you permanently, and you don't become permanently dead over time. If your head is not lost and same for your body, you can be defibrillated from anything. But you can still be destroyed by Tadpole landing.
  • Due to the above, you're very easy to heal. You can repair brute damage with a blowtorch, burn damage with wires, and both with nanopaste (found in surgical trays and Requisitions). You're much slower if you do this on your own, so don't hesitate to ask others to repair you.
  • Xenos cannot drain or cocoon you for psy points unlike combat robots and organics.
  • You are immune to larval huggers, however non-larval variants still try to attack you. This makes you a very robust way of dealing with larval huggers and their traps.
  • You get 25 more health (125), or Early Synthetics have 100 more health (200).
  • You are immune to flashes, welding tools, or other sources of getting blinded. You have a natural Medical HUD and night vision too.

Your Disadvantages

  • You can have any limb chopped off, including your head, but as covered in Advantages, they won't kill you permanently unless your head is somehow destroyed. Wear a hat that somehow provides decapitation protection to avoid this! These are found in the surplus clothing vendors.
  • You are still affected by damage slowdown, and still go into critical condition at the hard crit threshold [-50], although you won't go blind from being in hard crit. Worst of all, you don't suffocate, so you can be in critical condition forever until you are put out of your misery or rescued.
  • You can't fire guns, prime grenades, or wear armor like the Xenonauten or Jaeger armors, and you cannot run, although your walk speed is still pretty decent (unless you're an early synthetic). You can wear the TGMC flak vest and the bulletproof vest in your vendor.
  • Synths have to prepare for both medical, engineering and usually surgery situations, making their storage situation difficult to manage.

Your Skillset: Early vs Modern

There's an option in your character setup to be an Early or Late Synthetic. Basically, this option decides whether you want to have the skills of a Doctor and Ship Technician (Late/Normal Synthetic), or want to have the skills of a Corpsman and Chief Ship Engineer (Early Synthetic). These also change your appearance: Early Synthetics are pale androids with no hair, while Late Synthetics have the appearance of a human (They'll carry over your appearance from human, and your TTS voice if it's enabled.)

Early Synthetics have +100 health, a 0.6 modifier applied to incoming Brute & Burn, but are slower (1.15). They also have the appearance of a pale android with no hair.

Late Synthetics have a human appareance, only +25 health, a 0.7 modifier applied to incoming Brute & Burn and don't have slowdown.

EARLY VS. LATE SYNTH
SKILL TYPE Early Late
Medical 3 4
Surgery
Engineering 5 4
Construction
NO DIFFERENCE
CQC 5
Police 2
Melee 1
Pilot 1
Powerloader 4
Firearms -1
DOES NOT HAVE
Leadership
Any gun skills

What should I do as a Synthetic?

Basically, everything that isn't combat and allowed by your skillset/storage.

As the ultimate support unit, you should try to help where needed! During low population especially, you'll end up in a lot of different situations.

Bulleted examples below. These aren't exhaustive, you can do basically anything you're mechanically allowed to do.

Shipside

  • Set SLs (choose carefully, they will become your superior officer).
  • Build the FOB, set up the Tadpole. Or even fly the Tadpole during the operation!

Groundside

When you have to fight, try to leave it to marines, or bring some company to help you avoid being picked off by backline xenomorphs.

Combat

There are no real rules on combat for Synths now. Admins probably won't note you for it anymore. But it should be kept in mind that it's not your specialization, so your internal demand for unga should be contained unless in case of emergencies, such as defending yourself from backline xenomorphs.

Fighting

Synthetics can finally fight and have been able to for a while. But how do they do this without armor or guns? Well, this part is your answer.

Not all armor is restricted by default. The armor you can wear, being the Flak Vest and Bulletproof Vest (both in your vendor) provide needed soft armor. The flak vest, especially, provides some soft protection (including acid) with a slight slowdown while the bulletproof vest gives you hard bullet protection. Not super useful, but it doesn't slow you down and looks cool. The weapons you can use are melee only and flares.

You can use throwing knives and flares expertly, and you're not barred from using Harvester weapons (even though you won't get the green blood benefits), machetes, boot knives and tasers for the rare Human vs Synth situations, like during events. And don't ever forget, if you get in combat, you can technically get your head back but try not to even lose it in the first place! Your head can be dragged by xenomorphs for miles where it will never be found, and so can your unconscious shell if you are put into hard critical condition.

Synthetics do have their natural armor as stated earlier. Their species have a 0.70 mod to brute and burn, and Early Synthetics are rumored to have more. You get 125% health instead of 100 and as such can take a little more damage before dying.

So, what can you use?

You can use most melee weapons, such as Harvester weapons (without the Vali benefits), machetes, bayonets, shields and even the all powerful, POWERFIST. Whatever manages to deal with T2s like the Warrior, Runner and Hunter.

Tips

Under Construction

This section is outdated and pending a rework. The content below is probably not accurate to the in-game revision. [30 July 2023]


Round Start Hectic Tactics

During low population, this guide may help to shave seconds off of the roundstart to-do list for Synthetics.

After you spawn in:

  • Use your vendor to pick out your gear, a lightweight combat pack is recommended (backpack sized satchel), alongside a lifesaver/medical storage rig, Black webbing, tool pouch, and any other pouch of your choosing, typically a medkit pouch or construction pouch).
  • Move the blowtorch and wire from your discarded tool-belt into webbing.
  • Move to Engineering, turn on generators.
  • Head to SMESes, configure SMESes - set input to Auto and Max.
  • Grab a meson goggles from the vendor in engineering, you have an integrated healthhud and integrated welding protection so there is no reason not to use it.
  • Grab all metal and plasteel and phoron from Engineering storage area, as well as the PACMAN generator
  • Grab welding kit, sprint to Alamo.
  • Use Overwatch consoles to assign acting Squad Leaders if any Squad lacks a Leader.Remember, whoever you appoint will instantly have authority over you, and others. Choose wisely.
  • Drop all materials and belt kits aboard or at the FOB drone.
  • Run to Medbay, from the MarineMed Plus or NTMed grab:
    • Splints.
    • Two trauma/burn kits.
    • Hypospray, which you will fill with inaprovaline + bic/mera + kelo/derm
    • Peri+ & QC+
    • Anything else of your choice
  • From the chem machine make
    • IA
    • Iron
    • Any other custom meds of your choice
  • Station requisitions for 10 to 15 minutes - Usually, pre-approve Exosuit kit orders and pre-raise platform.
  • Pick up:
    • One of every pill bottle. (Easier to just take a pre-filled lifesaver/rig onto Alamo)
    • One defibrillator.
    • Two roller beds.
    • Two stasis bags.
  • Load medical supplies onto Alamo.
  • If nobody is currently using the FOB drone/has used the FOB drone, then build the FOB with it.
  • Go to powerloaders, use one for engine upgrades, one for weapons, switch between.

Expect this run, with practice, to take around thirteen minutes in total, not counting Requisition time.

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