TGMC:Squad Smartgunner
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TGMC is a project based on the CM-SS13 codebase. |
MARINE ПЕРСОНАЛ | |
Squad Smartgunner Профессия (на RU) |
Доступ: Squad Smartgunner Equipment Room, Squad Room Сложность: Easy Руководители: Squad Leader Обязанности: Use suppressive fire to help keep your squad intact. Руководства: N/A Цитаты: Peace through superior firepower. |
A smartgunner's role is defined completely by the tool that they carry: the mighty Smartgun. It's designed as a support weapon: keeping away and finishing off enemies who would otherwise be able to flee from a lack of bullets to the skull.
Your Gear
Along with the standard gear a Squad Marine has access to, you have a few extra toys to play with as shown below.
Smartgun
This is your main weapon. While weaker than a standard rifle, it compensates through having a high rate of fire and being able to shoot through your friends to hit enemies. To use it, you will need to equip the M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor).
Pros:
- Fast fire rate un-modded (about as fast as you can click), making it great for suppression fire
- Possesses an anti-friendly fire system (IFF), allowing one to shoot through allies to hit your foes
- Can use burst fire
- Comes with an integrated Magnetic Harness and Flashlight
- Has a 50 round capacity with 500 reserve rounds in its M56 Power Pack
- Empty Powerpacks can be replenished by equipping it in your hand, clicking its icon on the bottom of the screen, then dragging it over to your ammo locker in your prep room to restock the machine. Then you can just dispense it and stick it back onto yourself: this process can be done as many times as needed.
- Powerpacks can be ordered at Requisitions like other ammo types.
- Comes with an M56 Head Mounted Sight to help spot targets in the dark: lessening reliance on light sources such as flares
Cons:
- Deals about the same damage as an SMG per shot (i.e. 30), making it weaker against T3s unmodded
- Wielding has a 1-2 second delay, and slows you while wielded
- The Smartgun's Magnetic Harness does not work with another weapon in your Suit Storage, meaning that your only choices for reserve weapons beyond a knife involve the Holster Rigs.
- Using it requires having the M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), M56 Power Pack (Backpack), and M56 Combat Harness (Armor) to be used: taking up space for things in those respective slots such as for extra weapons/ammo/supplies.
- Liberal use tends to run the Power Pack dry, necessitating either Requisitions or periodic trips to and from the Almayer to maintain usage of the Smartgun.
- Reloading takes about 3 seconds and must be done by standing still: moving at all interrupts the reloading process. It automatically starts reloading around every 5 seconds it doesn't fire a bullet, but it is not recommended to rely on this too much.
M56 Combat Harness
Required to use the Smartgun at all. Has the same protection as a PFC's combat armor, with two pockets for ammo/flares/injectors. Comes with an attached flashlight that while weaker than a handheld one, is still better than nothing.
M56 Power Pack
Required to use the Smartgun, and comes with 500 rounds. Reloading the Smartgun requires standing still and clicking the icon on the top-left corner of the HUD: moving at all interrupts the reloading process.
M56 Head Mounted Sight
Required to use the Smartgun, and gives you enough nightvision to see the entirety of the screen as if it were completely lit, even through walls and darkness.
M276 Pattern M39 Holster Rig
This allows you to store an SMG into your Belt slot. As pistols/revolvers tend to be a bit weak in stopping power/fire rate and you will lack space in your Backpack/Suit Storage slot for another weapon such as a shotgun/rifle, you will likely be using an SMG as a reserve weapon.
Round Start
You woke up from Cryo and need to set up quickly before the mission. You will need to do the following to be properly prepared:
- Move to your Squad Room and run your cursor over the doors arranged horizontally. Keep moving until you find a room named "Squad Smartgunner Equipment Room" and run in. With practice you'll be able to do this without having to check the doors.
- There are two machines in your room, an Automated Closet and an Equipment Rack. Move to the Automated Closet first and select the option named Standard Equipment. Put all of the dispensed equipment on: it's mandatory.
- For Belts, pick one of the Holster Rigs and equip it on your Belt slot.
- For Pouches, select a First Aid Pouch and a Flare Pouch. You can swap the Flare Pouch for a Magazine Pouch if you want, though typically you won't have to rely on your reserve weapon except in emergencies.
- If you want, feel free to bring a Gas Mask as well. It blocks part of your vision, but gas attacks (such as a Defiler's neurotoxin) won't hurt you as much with it than without it.
- Move to the Equipment Rack and select "Essential Smartgun Kit". Equip everything in the dispensed box: you will need the full set to use the Smartgun.
- For Special Ammunition, select the M56 Power Pack and keep it in one of your hands. You can drop it off at the FoB in case you need a quick replenish, though you might want to hide it under some supplies in case you don't want other Smartgunners to take it.
- For Gun Attachments, select the Red Dot Sight and Laser Sight and put them on the floor. You can attach them to your reserve weapon to make them accurate and efficient even if one of your hands are too broken to use the Smartgun.
- As you start without a reserve weapon/knife, feel free to move outside to the Squad Room and head to one of the gun lockers. You can fill the respective holster you chose with a loaded SMG/pistol/revolver, and load the rest of your pockets with backup magazines for your reserve weapon in case you can't use your Smartgun.
- (Optional, but Recommended) Go to the Surplus Closet in your Squad Room and dispense a Backpack. Load this up with 1 box of Slugs, 1 box of Flechettes, and the rest either being flares or rifle magazines. You can drop this off at the FoB to help ease logistics for your team (and give Requisitions more breathing room to be able to order more Power Packs for yourself).
Your Job
You're not Rambo: your gun deals less damage than a pulse rifle and you're slow enough to be caught by nearly any caste while wielding/reloading your weapon. Treat yourself more as a mobile sentry gun: stay behind your teammates and use them as meat shields while you blast at anything that comes near. Your strength is covering for your team:
- Always be behind the front guy/point man. You can shoot past them safely if an enemy comes, and your equipment makes you a target for xenos. Let the guys in front shoot themselves/the enemy and take the hits for you.
- Aim for the chest. You're less likely to hit a target by aiming for the head.
- Aim at the tile behind a target if they're standing still. If you click right on the tile, it might not hit as likely compared to clicking straight behind your target, or the bullet might hit a nearby wall.
- For moving targets, try to lead your shots. Bullets have travel time, so depending on how fast a target is moving you may have to put your cursor 1-5 tiles ahead of a target to hit them.
- Stick with your squad. Follow the Squad Leader's (SL's) orders as much as you can. It's better for you to stick with the group and have meatshields than to have those meatshields go and become xeno-mothers/food since you were lounging around at the FOB. In case the SL is rather inexperienced/"baldie" (e.g. ordering an assault against 12+ xenos with only 3 people including you), at the very least stick with a large group of people (and ask for a mentor to help "guide" the SL) as much as possible.
- If an ally is pounced on, shoot over whoever's in the way behind the tile of the pouncer. You will either drive the pouncer off and make them hesitant to get into range, or you'll fill them with enough lead to drop them for you and your allies.
- Against Crushers/Defenders, try to move to their sides/back to maximise damage to their less-armored areas. However, don't do this if you're liable to being flanked: you should have at least 1 person as a meat-shield in case a few xenos try to gank you.
Tips
- Typically it is recommended to not attach any extra attachments to the Smartgun lest you cripple your suppressive ability through a lower fire rate/damage. A Barrel Charger (BC) does help against T3s and more armored xenos through, and an extended barrel means that your suppressive shots will be more accurate in exchange for damage.
- A PFC Shotgunner synergizes well with this role: have the PFC as the point-man and stay behind them and their friends. In case they get pounced on or knocked down, you can then blast the offender and either drive them away (giving your team/the PFC time to move back and regroup), or kill them if they remain in the area for too long. It essentially gives you the ability to act as both an anti-flank/harassment force and as area-denial to all but a Crusher, Ravager, or a Defender.
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, |