TGMC:Synthetic

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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: "Holds a guide, but will need looking at by people who know a bit about the role. Feel free to contribute! 02:23, 12 November 2018 (UTC)"



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: Very Hard
Rank: N/A
Class: N/A
Supervisors: CIC, composed of Captain and Field Commander, Human Crewmembers
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:I have a machette and I must combat synthetic.


Synthetics, AKA, the beleaguered and mistreated cabin boy, AKA, the machine supremacist wannabe, AKA, the only crewmember with value is the ultimate logistic crewmember. You will often find yourselves being shouted at from all directions and either cursed for your incompetence or praised for your hard work insulted anyway for things beyond your control. You should only play synthetic if you have a solid understanding of how to play a medical, engineering, command and supply role.

Synthetic vs Organic

As a biomechanical lifeform, you have a number of advantages over your fleshy compatriots. First off, you are only allowed a first name, no surnames for synths. The most obvious being that you feel no pain (though you can be affected by halloss) and can continue to perform in circumstances where a normal human would be writhing about in agony. A lost limb is an inconvenience to you, rather than the high risk of death it is to everyone else. You have no organs to damage, no blood to lose nor bones to break and so, many medical issues that plague humanity do not apply to you. You can be repaired with welders (brute), wires (burn) and nanopaste (both). You are also immune to facehuggers, who do not see you as a viable host to latch onto, in addition, you are much easier to revive and can even be revived hours after your death with a defibrillator. You cannot be blinded with a welding tool and most importantly of all; you are also the most skilled person on the ship and are a better doctor than the actual doctors and a better engineer than the engineers.

With all that said, you do have downsides.

You cannot use ANY kind of ranged weapon or armour, no guns, no grenade and so on. Melee weapons you can continue to use. You can repair yourself but its slow so its better to beg one of the humans to do it (so don't get on their nerves). You also cannot benefit from orders, make use of beneficial chemicals for yourself and every xenomorph can see you're synthetic, meaning they'll prioritize taking you out to deny your expertise to the marines. You also are beholden to the Captain/Acting Captan and must follow their orders before anyone else's - you are a machine after all.

What should I be doing?

In a word: everything. In many words: whatever that needs to be done. Pay attention to communications, constantly ask for orders in the command channel and take over positions whenever there's no one to perform that duty. If there is no pilot, congratulations, you're flying synthetic airways. If supply is empty, you're the new RO. If there's no engineers, you're building the FOB, and so on. Your all-access and master-of-all-trades skillset mean you can be doing almost anything and there is little excuse for you to be standing around and doing nothing.

If no orders are coming in, be proactive and look for things to be doing, even if it's acting as a field surgeon or a medic attaché to a squad. Additionally, synths can play an important role in transporting phoron crates and supplies to and from the FOB, if you ever need to return there to resupply then try to bring a phoroncrate or dead xeno with you.

Tips

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 welder pack is recommended, alongside a lifesaver/medical storage rig, tool pouch, and any other pouch of your choosing, typically a medkit pouch or construction pouch).
  • 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.
  • 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
    • 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