TGMC:Squad Smartgunner: Difference between revisions

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{{Under construction
|reason = Elsa is still coping about the loss of T-25
}}
{{TGMC}}
{{TGMC}}


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|stafftype = SUPPORT MARINE
|stafftype = SUPPORT MARINE
|imagebgcolor = #d9d9d9
|imagebgcolor = #d9d9d9
|img_generic = TGMC_smartgunner.gif
|img_generic = TGMCSmartGunner.gif
|jobtitle = Squad Smartgunner
|jobtitle = Squad Smartgunner
|access = Squad Smartgunner Equipment Room, Squad Room
|access = Squad Smartgunner Equipment Room, Squad Room
|difficulty = Easy
|difficulty = Easy
|Rank = Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours)
|Rank = Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours), Staff Sergeant (300 hours), Sergeant Major (1000 hours)
|Class = Marines
|Class = Marines
|superior = [[TGMC:Squad Leader|Squad Leader]]
|superior = [[TGMC:Squad Leader|Squad Leader]]
|duties = Use built-in IFF weapons to help keep your squad intact and finish off xenomorphs.
|duties = Use built-in IFF weapons to help keep your squad intact and finish off xenomorphs.
|guides = This is the guide (and Elsa's YouTube channel)
|guides = If you need a guide to SG you have bigger issues
|quote = "RO! I NEED MORE AMMO! WHERE IS IT!?"
|quote = "RO! I NEED MORE AMMO! WHERE IS IT!?"
}}<br>
}}<br>
{{Speech
|name=LtCol Elsa 'l'Epee' Spinnewyn
|text=I remember when field commanders have smartgun skills [https://github.com/tgstation/TerraGov-Marine-Corps/pull/4602] [https://github.com/tgstation/TerraGov-Marine-Corps/pull/4665] [https://github.com/tgstation/TerraGov-Marine-Corps/pull/4853]! I SHALL ALWAYS REMEMBER!
|image=[[File:TGMC_FC.png]]
}}


=Introduction=
=Introduction=


You are specially-trained to operate one of the TerraGov Marine Corps' most effective weapons systems: the SG-29 smart machine gun or SG-85 smart handheld gatling gun. Realizing that you <del> suck at not shooting your battle buddies </del> perform well at TerraGov Marine Corps School of Infantry and score high in the ASVAB's electronic, the TerraGov Marine Corps put you in an additional 5 weeks course on operating these weapon systems. These brand new but limited weapon systems can shoot through other marines without a special harness or powerpack compared to its previous ancestor, the M56B Smartgun.
You are specially-trained to operate one of TerraGov Marine Corps' most effective weapons systems: the SG-29 smart machine gun, the SG-85 smart handheld gatling gun, or the SG-62 Target Rifle. Realizing that you <del> suck at not shooting your battle buddies </del> perform well at TerraGov Marine Corps School of Infantry and score high in the ASVAB's electronic, the TerraGov Marine Corps put you in an additional 5 weeks course on operating these weapon systems. These technologically advanced but limited weapon systems can shoot through other marines without sacrificing firing rate.


In TGMC, the main role of the Squad Smartgunner is a second-line support unit.
In TGMC, the main role of the Squad Smartgunner is a second-line support unit.


=Playing the Smartgunner=
=Playing the Smartgunner=
{{Speech
|name= aspiring smartgunner
|text='''"LETS ROCK!!!!"'''
|image=[[File:TGMCSmartGunner.gif|64px]]
}}


[[File:TGMC_sg_dream.gif]]
[[File:TGMC_sg_dream.gif]]


Though it may seem powerful with this profound build-in IFF, you are not built to be a front-line combatant. Your gun deals less damage than a T-12 and you are slow enough to be caught by nearly any caste while wielding/reloading your weapon. Your strength is '''covering''' your team and putting yourself in the best position to lay down lots of fire on the enemy. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear.  
Though it may seem powerful with this profound built-in IFF, '''you are not built to be a front-line combatant. Stay behind marines.''' Your strength is '''covering''' your team and putting yourself in the best position to lay down lots of fire on the enemy.  


* If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
'''Xenomorphs will target you if you act as pointman for marines'''; they want to remove you from laying down superior firepower for marines. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear. The reason for why xenomorphs fear you is the smart weapon you have.
* If you are using the SG-29, you will run dry fast if you incorrectly use it too soon, and now you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading.
 
'''The smart weapon's feature is its built-in IFF, giving the smart weapon superior firepower, faster movement speed, and higher rate of fire over many aim mode weapons.''' The built-in IFF is on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.  


Don't forget the most powerful aspect of your weapon: the '''built-in IFF'''. It's turned on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.  
Due to the fact that you can't get infinite ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs with a dry SG.  


Due to the fact that you cannot get ammunition for free, you need to communicate with requisition for more ammunition. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs only to have a dry SG. If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition. Ensure that requisition verbally receives your order and ships out your orders otherwise you will head to a FOB with no ammunition for you.
* If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
* If you are using the SG-29, you will run dry fast if you incorrectly use it too soon, and you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading.
* If you are using the SG-62, you have the lowest ammo capacity out of all the smart weapons, so you must be more accurate and not spray and pray.


=Vendors, Equipment, and Weapons=
=Vendors, Equipment, and Weapons=
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The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack.
The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack.
*The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want.
*The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want.
*The equipment rack contains two choices for smartgunner kits, but you can only choose one!, and gun attachments.<br>
*When you wake up, you get '''either''' 1000 ammo for your T-29 '''or''' 800 ammo for your T-25. Obtain more from requisition; T-29 drums cost 5 req points whereby T-25 mags cost 2 req points or T-25 ammo boxes cost 4 req points.


<center>
<center>
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</tabs>
</tabs>
<br>
<br>
</center>
<center>
==[[File:TGMC_Smartgunner_Vendor.png|64px]] NEXUS Automated Equipment Rack  [[File:TGMC_Smartgunner_Vendor.png|64px]]==
The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one out of three weapons and their respective ammo. Choose wisely. You can get:
a total of 1000 ammo from 5 SG-29 drums for your SG-29
a total of 1000 ammo from 2 SG-85 ammo bin for your SG-85 or
at least a total of 240 ammo from 6 SG-62 magazines for SG-62 and 5 ammo from 1 SG-153 magazine for SG-153 (can change proportion of SG-62 and SG-153 mag).


==[[File:TGMC_Smartgunner_Vendor.png|64px]] NEXUS Automated Equipment Rack  [[File:TGMC_Smartgunner_Vendor.png|64px]]==


The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one weapon and its ammo. Choose wisely.
'''GET EITHER A MAGNET HARNESS OR A BELT HARNESS!!!! DO NOT LOSE YOUR SMART WEAPON!!!!'''


{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
Line 412: Line 419:
! scope="col" style="background-color:#407bbf;" |Point Cost
! scope="col" style="background-color:#407bbf;" |Point Cost
! scope="col" class="unsortable" style="background-color:#407bbf;" | Description
! scope="col" class="unsortable" style="background-color:#407bbf;" | Description
|-
|-
![[file:TGMC_M56_Sight.png|64px]]<br>Night Vision Goggles
![[file:TGMC_M56_Sight.png|64px]]<br>KTLD head mounted sight
!0
!0
|Grants you full sight of the terrain, but not full night sight. The only marine job that spawns with NVG. Yes, you get this for free!
|A headset and goggles system made to pair with any KTLD weapon, such as the SG type weapons. Has a low-res short range imager, allowing for a better view of terrain. Yes, you get this for free!
|-
 
|-
|-
![[file:TGMC_tl29.png|128px]]<br>T-29 smart machine gun
![[file:TGMC_tl29.png|128px]]<br>T-29 smart machine gun
!29
!29
|A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID.
|The SG-29 smart machine gun is the premier standard IFF-capable armament. A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
{| border=2 class="mw-collapsible mw-collapsed wikitable;"
{| border=2 class="mw-collapsible mw-collapsed wikitable;"
!Attachments:
!Attachments:
Line 446: Line 454:
!4
!4
| Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum.  
| Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum.  
|-
|-
|-
![[File:Minigun_sg.png|128px]]<br>SG-85 Smart Handheld Minigun
![[File:TGMC_T-25.png|128px]]<br>T-25 Smartrifle
!30
!30
|The T-25 is the TGMC's current standard IFF-capable  rifle, allowing you to fire through them if they have a marine ID. It's known for its ability to lay down quick fire support very well. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
|The SG-85 is a kin to TGMC's minigun with the added bonus to fire through allies if they have a marine ID. It's known for its ability to lay down quick fire support very well through sheer volume. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
{| border=2 class="mw-collapsible mw-collapsed wikitable;"
{| border=2 class="mw-collapsible mw-collapsed wikitable;"
!Attachments:
!Attachments:
|-
|-
! Rail  
! Rail
| [[file:TGMC_Magnetic_Harness.png|64px|link=#Magnetic Harness]]  
|[[file:TGMC_Magnetic_Harness.png|64px|link=#Magnetic Harness]]
|| [[file:TGMC_RDS.png|64px|link=#Red Dot Sight]]
||[[file:TGMC_flashlight.gif|64px|link=#flashlight]]
|| [[file:TGMC_scope.png|64px|link=#Scope]]  
||[[file:TGMC_attachment_motion_detector.png|64px|link=#tactical sensor]]
|| [[file:TGMC_scope_mini.png|64px|link=#Scope Mini]]
|| [[file:TGMC_flashlight.gif|64px|link=#flashlight]]
|-
|-
! Muzzle  
!Muzzle
| [[file:TGMC_Suppressor.png|64px|link=#Suppressor]]
| style="padding:5px" |Nothing
|| [[file:TGMC_Extended_Barrel.png|64px|link=#Extended Barrel]]
|| [[file:TGMC_heavy_barrel.gif|64px|link=#Heavy Barrel]]
|| [[file:TGMC_compensator.png|64px|link=#Compensator]]
||  [[file:TGMC_bayonet.png|64px|link=#Bayonet]]
|-
|-
! Underbarrel
!Underbarrel
| [[file:TGMC_Laser_Sight.png|64px|link=#Laser Sight]]
| style="padding:5px" |Nothing
|| [[file:TGMC_Vertical_Grip.png|64px|link=#Verfical Grip]]
|| [[file:TGMC_bipod.gif|64px|link=#Bipod]]
|| [[file:TGMC_gyro.png|64px|link=#Gyro]]
|| [[file:TGMC_burstfire_assembly.png|64px|link=#Burstfire Assembly]]
|| [[file:TGMC_attached_gun_flamer.gif|64px|link=#Attached Flamer]]
|| [[file:TGMC_attached_gun_shotgun.png|64px|link=#Attached Shotgun]]
|| [[file:TGMC_attached_gun_grenade.png|64px|link=#Attached Granade]]
|-
|-
! Stock
!Stock
| style="padding:5px" | Fixed
| style="padding:5px" |Nothing
|-
|-
|}
|}
|-
|-
![[File:TGMC_T25mag.png|64px]]<br>T-25 magazine
![[File:Minigun_powerpack_sg.png|64px]]<br>SG-85 Powerpack
!5
!5
|Supplies your T-25 Smartrifle with 100 ammunition and power.
|The powerpack that POWER the SG-85; can only hold 1 ammo bin.
|-
![[File:TGMC_T_25_ammo_package.png|64px]]<br>Smartgunner ammo box
!6
|Surplus ammo for any smart weapons. It holds 300 ammo.
|-
|}
</center>


==Your Gear==
===[[file:TGMC_tl29.png|128px]] Smartweapon [[File:TGMC_T-25.png|128px]]===
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 only need to equip <del>M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor).</del> your smart weapon and ammo for your smart weapon to shoot.
==== '''Difference between T-29 [[file:TGMC_tl29.png|128px]] and T-25 [[File:TGMC_T-25.png|128px]]''' ====
Recent development with IFF weapons provides a smartgunner with another tool in their deployment, the T-25. The T-29 is considered as the traditional weapon of the smartgunner, giving suppressive fire down the line to ward off xenomorphs from engaging in CQC. The T-25, however, is for the smartgunner with a keener sense of resource management, hyperaggressive mindset, and an acute sense of timing. Metaphorically and in the ideal, the T-29 is the spikes that xenomorphs must deal with when getting closed to marines, whereby the T-25 mows down xenomorphs. While you can unga with both of these weapon systems, the T-25 is best suited for such lifestyle.
<tabs>
<tab name="Pros of T-29">
{| style="border: 3px solid black;
! style="background-color:#808080;"| '''Desc.:'''
|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
![[File:Sg85ammobin.png|64px]]<br>SG-85 ammo bin
Beginner friendly! Everyone wants to dakka!
!5
|A hefty container stuffed to the absolute brim with 500 rounds for the SG-85 powerpack.


|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
![[File:Sg-62.png|128px]]<br>SG-62 Smart Target Rifle
Strong and familiar ammo economy to veterans
!25
 
|The SG-62 is a recent addition to TGMC's standard IFF-capable armament, allowing you to fire through them if they have a marine ID. It's known for its ability to suppress xenomorphs from afar at the expense of ROF and ammo. The SG-62 also has a unbarreled spotting rifle called the SR-153 Spotting Rifle that applies bullets with status effect or normal bullets that deal a lot of damage. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
{| border=2 class="mw-collapsible mw-collapsed wikitable;"
!Attachments:
|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
! Rail
A single squad smartgunner with the T-29 can carry a total of 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in '''backpack''' not satchel, and 1 drum in T-29)
|[[file:TGMC_Magnetic_Harness.png|64px|link=#Magnetic Harness]]
</tab>
||[[file:TGMC_flashlight.gif|64px|link=#flashlight]]
 
||[[file:TGMC_attachment_motion_detector.png|64px|link=#tactical sensor]]
<tab name="Cons of T-29">
{| style="border: 3px solid black;
! style="background-color:#808080;"| '''Desc.:'''
|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
!Muzzle
Lower rate of fire compared to T-25
| style="padding:5px" |Nothing
 
|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
!Underbarrel
Cannot chase xenomorphs so easily; you are slow when wielding T-29
| style="padding:5px" |Nothing
 
|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
!Stock
Longer wielding time
| style="padding:5px" |Nothing
 
|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
|}
Takes time to reload T-29
</tab>


<tab name="Pros of T-25">
{| style="border: 3px solid black;
! style="background-color:#808080;"| '''Desc.:'''
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Faster rate of fire


|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SG-62 Target Rifle Magazine
Easily a weapon to chase xenomorphs with since you can run faster with this weapon compared to the T-29
!3
|A magazine filled with fourty (40) 10x27mm specialized smart rounds.


|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle Magazine
More underbarrel attachment choices! Can use the mini-flamethrower, mini-shotgun, or mini-grenade launcher!
!2
|A magazine filled with five (5) 12x7mm lethal smart rounds, these will do nothing other than pack a big punch.


|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle High Impact Magazine
Putting a bayonet on T-25 one shot resin nodes and sticky resins!
!2
|A magazine filled with five (5) 12x7mm high impact smart rounds, these will likely stagger and slow anything they hit.


|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle Heavy Rubber Magazine
Can put scopes on T-25!
!2
</tab>
|A magazine filled with five (5) 12x7mm high impact smart rounds, these will likely stagger and slow anything they hit.


<tab name="Cons of T-25">
{| style="border: 3px solid black;
! style="background-color:#808080;"| '''Desc.:'''
|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SSR-153 Spotting Rifle Tungsten Magazine
Difficult ammo economy
!2
|A magazine filled with 12x7mm tungsten smart rounds, these rounds will massively knock back any target it hits.


|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle Flak Magazine
Bipolar in gameplay: conservative but opportunistic due to having only 80 ammo in rifle
!2
|A magazine filled with 12x7mm flak smart rounds, these rounds will airburst on contact with an organic target, causing damage in a small area near the target.


|-
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|  
![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle Tanglefoot Magazine
Always reloading since you want to have 81 ammo ready to mag dump xenomorphs
!3
|A magazine filled with 12x7mm smart rounds tipped with 'Tanglefoot' poison, these rounds will drain the energy out of targets they hit.


</tab>
<tab name="Stats side by side">
{| class="wikitable" | style="text-align: center;"
|-
|-
! T-29 stats || T-25 stats || T-12 stats
![[File:SG-62_Target_Rifle_Magazine.png|64px]]<br>SR-153 Spotting Rifle Incendiary Magazine
|-
!3
|aim_slowdown = 0.95
|A magazine filled with 12x7mm incendiary smart rounds, these rounds will set alight anything they hit.


wield_delay = 1.3 SECONDS
|}
 
</center>
name = "smartgun bullet"
 
accurate_range = 15
 
damage = 20
 
scatter = -10
 
penetration = 20
 
sundering = 1
||
aim_slowdown = 0.55
 
wield_delay = 0.6 SECONDS
 
name = "smartrifle bullet"
 
damage = 20
 
penetration = 20
 
sundering = 1
||
 
fire_delay = 0.25 SECONDS
 
scatter = -10
 
aim_slowdown = 0.4
 
wield_delay = 0.75 SECONDS
 
damage = 25
 
penetration = 5
 
sundering = 0.5
 
|} <br>
</tab>
</tabs>
 
==== '''Difference between M56B [[File:TGMC M56.png|128px]] and T-29 [[file:TGMC_tl29.png|128px]]''' ====
 
Note that a squad smartgunner cannot choose between a M56B and a T-29. In TGMC, '''from their vendor''', the squad smartgunner gets either the T-29 or T-25. This section is only used for comparison given that long time ago in TGMC and in another server (CM), squad smartgunners are familiar with the M56B.
 
The T-29 and T-25 are very flexible compared to the M56B. Whereas the M56B demands that the squad smartgunner wears only one type of armor ([[file:TGMC_M56_Harness.png|64px]]) and cannot use any backpack ([[file:TGMC_M56_Powerpack.png|64px]]), the T-29 allows for variance in armor and storage.
 
<tabs>
<tab name="Pros of T-29">
{| style="border: 3px solid black;
! style="background-color:#808080;"| '''Desc.:'''
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Does not consume energy since it does not have multiple modes compared to the M56B
 
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Can use full auto, meaning you can hold down the mouse button to shoot rather than spam clicking
 
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Possesses an anti-friendly fire system (IFF), allowing one to shoot through allies to hit your foes
 
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
<del>A single squad smartgunner with the T-29 can carry a total of 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in '''backpack''' not satchel, and 1 drum in T-29) compared to the squad smartgunner with the M56B that can only carry 1,500 ammo (1 drum in M56B and 2 drums in belt)</del> M56B holds more ammo than T-29; don't even compare the total ammo count for T-25
 
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
T-29 drums can be ordered at Requisitions like other ammo types.
 
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Comes with the Night Vison Goggle, or NVG, to help spot targets in the dark; note that NVG works without T-29
</tab>
 
<tab name="Cons of T-29">
{| style="border: 3px solid black;
! style="background-color:#808080;"| '''Desc.:'''
 
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Does not have multiple modes, meaning that the T-29 is lock in IFF
 
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
No in-built motion detector like the M56B
 
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Must be manually reloaded AND takes time to reload. Reloading takes about 3 seconds and must be done by standing still; moving at all interrupts the reloading process
 
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
<del>SOUNDS UGLY REEEEEEEEEEEEEEEEEEEEEEE</del>
 
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
No in-built magnetic harness like the M56B


|-
=Tactics for Squad Smartgunner=
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Only have 200 ammo internal capacity compared to the M56B which has 500 ammo


|-
'''You are the first to detect xenomorphs.''' Since you can see xenomorphs in the dark, you can engage xenomorphs first before your peers. To increase your reaction time against xenomorphs, a '''tactical sensor''' can be attached onto your smart weapon. That said, you must have a belt harness if you have a tactical sensor since you cannot have both a tactical sensor and a magnetic harness at a same time, removing the belt slot for storage.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
A single squad smartgunner with the T-29 can carry a total of 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in '''backpack''' not satchel, and 1 drum in T-29) compared to the squad smartgunner with the M56B that can only carry 3,500 ammo (1 drum in M56B and 6 drums in belt); storage is simple and clean for the M56B


|-
'''Stick with your squad and follow the Squad Leader's (SL's) orders.''' If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Deals about the same damage as a LMG per shot (i.e. 30), making it weaker against T3s unmodded


|-
When you kill xenomorphs, you should sell them via fulton or ARSR bluespace to supply requisition more points. The more you sell xenomorphs, the more that requisition will give you ammo.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"|
Wielding has a 1-2 second delay unmodded, and slows you while wielded


 
'''You have limited ammo, so do not waste it on walls.''' If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition; calling requisition when you are out of ammo is the surest way to wait on requisition to give you ammo. Ensure that requisition verbally receives your order and ships out your orders otherwise you will have no ammunition for you.
|-
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 3px;;background-color:#D3D3D3;"| Liberal use tends to run the T-29 drums dry, necessitating either Requisitions or periodic trips to and from shipside to maintain usage of the Smartgun.
</tab>
</tabs>
'''Reccomended attachments:'''
 
*Magnetic Harness (though if you want to use a red-dot sight, it is highly recommended to have a harness belt)
 
*Laser sight
 
===M56 Head Mounted Sight [[File:TGMC M56 Sight.png|64px]]===
 
<del>Required to use the Smartgun, and </del>gives you enough nightvision to see <del>the entirety of</del> about half of the screen as if it were completely lit, even through walls and darkness.


=Tips=
=Tips=
* Kill xenos, get more ammo. Use ammo to kill more xenos, then get more ammo. Make req happy.
* If you are rolling with the T-25, it is best to roll with the T-25 ammo package and hold empty T-25 mags [[File:TGMC_T_25_empty_mag.png]].
* Roll and chase down xenomorphs with the T-25 when they are less than half their health. This will utilize the T-25 to its fullest potential assuming you have a fresh mag in your T-25 AND you won't waste your ammo when xenomorphs can just sponge up the ammo and walk away. Just be careful of other xenomorphs!


* Xenomorphs will get punished when they push '''if you do your job'''. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides.
* Xenomorphs will get punished when they push '''if you do your job'''. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides.


* Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face.
* Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face.
* Stick with your squad and follow the Squad Leader's (SL's) orders. If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.


* Aim for the chest. You're less likely to hit a target by aiming for the head.
* Aim for the chest. You're less likely to hit a target by aiming for the head.
Line 755: Line 588:


*'''TALKING TO YOU, ELSA'''
*'''TALKING TO YOU, ELSA'''
*'''MAN, FUCK YOUR T-25, JUST STOP UNGAING'''
<br>
<br>
<br>
<br>
{{TGMC-Jobs}}
{{TGMC-Jobs}}

Latest revision as of 04:59, 27 March 2024

This page is a part of the TGMC wiki.

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


SUPPORT MARINE

Squad Smartgunner
Access: Squad Smartgunner Equipment Room, Squad Room
Difficulty: Easy
Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours), Staff Sergeant (300 hours), Sergeant Major (1000 hours)
Class: Marines
Supervisors: Squad Leader
Duties: Use built-in IFF weapons to help keep your squad intact and finish off xenomorphs.
Guides: If you need a guide to SG you have bigger issues
Quote:"RO! I NEED MORE AMMO! WHERE IS IT!?"


Introduction

You are specially-trained to operate one of TerraGov Marine Corps' most effective weapons systems: the SG-29 smart machine gun, the SG-85 smart handheld gatling gun, or the SG-62 Target Rifle. Realizing that you suck at not shooting your battle buddies perform well at TerraGov Marine Corps School of Infantry and score high in the ASVAB's electronic, the TerraGov Marine Corps put you in an additional 5 weeks course on operating these weapon systems. These technologically advanced but limited weapon systems can shoot through other marines without sacrificing firing rate.

In TGMC, the main role of the Squad Smartgunner is a second-line support unit.

Playing the Smartgunner

  aspiring smartgunner says:
""LETS ROCK!!!!""

Though it may seem powerful with this profound built-in IFF, you are not built to be a front-line combatant. Stay behind marines. Your strength is covering your team and putting yourself in the best position to lay down lots of fire on the enemy.

Xenomorphs will target you if you act as pointman for marines; they want to remove you from laying down superior firepower for marines. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear. The reason for why xenomorphs fear you is the smart weapon you have.

The smart weapon's feature is its built-in IFF, giving the smart weapon superior firepower, faster movement speed, and higher rate of fire over many aim mode weapons. The built-in IFF is on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. Whereby other weapons have aim mode that reduce their rate of fire and movement speed, you on the other hand have superior rate of fire and movement speed given your SG. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.

Due to the fact that you can't get infinite ammunition for free, you need to communicate with requisition far more often for your ammunition compared to squad marines. Always inspect the amount of ammunition you have on you before a huge engagement happens since the last thing you want is chasing xenomorphs with a dry SG.

  • If you are using the SG-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow.
  • If you are using the SG-29, you will run dry fast if you incorrectly use it too soon, and you have to reload fast before xenomorphs capitalize on you or your marines while you're reloading.
  • If you are using the SG-62, you have the lowest ammo capacity out of all the smart weapons, so you must be more accurate and not spray and pray.

Vendors, Equipment, and Weapons

The Smartgunner has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet and NEXUS Smartgunner Equipment Rack.

  • The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want.

GHMME Automated Closet

<tabs>

<tab name="Standard Kit">

Item: Desc.:

TGMC Radio

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

</tab> <tab name="Webbing">

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

</tab> <tab name="Belts">

Item: Desc.:

M39 Belt Holster

SMG Holster that goes on your belt.
Has only one slot, and draws revolvers on click.
Capable of storing an M39 without increased weight (Grips/Stock)

Storage
M39 SMGs File:TGMC M39.png

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.

</tab> <tab name="Pouches">

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

Medium General Pouch

A medium general pouch that goes into your pocket. Holds small and tiny items.
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.

Storage
Any tiny item
Any small item

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

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

</tab> <tab name="Masks">

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.

</tab> </tabs>

NEXUS Automated Equipment Rack

The Automated Equipment Rack contains your Smartgunner needs, which consists of 45 points to purchase one out of three weapons and their respective ammo. Choose wisely. You can get:

a total of 1000 ammo from 5 SG-29 drums for your SG-29

a total of 1000 ammo from 2 SG-85 ammo bin for your SG-85 or

at least a total of 240 ammo from 6 SG-62 magazines for SG-62 and 5 ammo from 1 SG-153 magazine for SG-153 (can change proportion of SG-62 and SG-153 mag).


GET EITHER A MAGNET HARNESS OR A BELT HARNESS!!!! DO NOT LOSE YOUR SMART WEAPON!!!!

Module Point Cost Description

KTLD head mounted sight
0 A headset and goggles system made to pair with any KTLD weapon, such as the SG type weapons. Has a low-res short range imager, allowing for a better view of terrain. Yes, you get this for free!

T-29 smart machine gun
29 The SG-29 smart machine gun is the premier standard IFF-capable armament. A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
Rail
Muzzle Fixed
Underbarrel
Stock Fixed

T-29 drum magazine
4 Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum.

SG-85 Smart Handheld Minigun
30 The SG-85 is a kin to TGMC's minigun with the added bonus to fire through allies if they have a marine ID. It's known for its ability to lay down quick fire support very well through sheer volume. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Nothing

SG-85 Powerpack
5 The powerpack that POWER the SG-85; can only hold 1 ammo bin.

SG-85 ammo bin
5 A hefty container stuffed to the absolute brim with 500 rounds for the SG-85 powerpack.

SG-62 Smart Target Rifle
25 The SG-62 is a recent addition to TGMC's standard IFF-capable armament, allowing you to fire through them if they have a marine ID. It's known for its ability to suppress xenomorphs from afar at the expense of ROF and ammo. The SG-62 also has a unbarreled spotting rifle called the SR-153 Spotting Rifle that applies bullets with status effect or normal bullets that deal a lot of damage. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Nothing



SG-62 Target Rifle Magazine
3 A magazine filled with fourty (40) 10x27mm specialized smart rounds.

SR-153 Spotting Rifle Magazine
2 A magazine filled with five (5) 12x7mm lethal smart rounds, these will do nothing other than pack a big punch.

SR-153 Spotting Rifle High Impact Magazine
2 A magazine filled with five (5) 12x7mm high impact smart rounds, these will likely stagger and slow anything they hit.

SR-153 Spotting Rifle Heavy Rubber Magazine
2 A magazine filled with five (5) 12x7mm high impact smart rounds, these will likely stagger and slow anything they hit.

SSR-153 Spotting Rifle Tungsten Magazine
2 A magazine filled with 12x7mm tungsten smart rounds, these rounds will massively knock back any target it hits.

SR-153 Spotting Rifle Flak Magazine
2 A magazine filled with 12x7mm flak smart rounds, these rounds will airburst on contact with an organic target, causing damage in a small area near the target.

SR-153 Spotting Rifle Tanglefoot Magazine
3 A magazine filled with 12x7mm smart rounds tipped with 'Tanglefoot' poison, these rounds will drain the energy out of targets they hit.

SR-153 Spotting Rifle Incendiary Magazine
3 A magazine filled with 12x7mm incendiary smart rounds, these rounds will set alight anything they hit.

Tactics for Squad Smartgunner

You are the first to detect xenomorphs. Since you can see xenomorphs in the dark, you can engage xenomorphs first before your peers. To increase your reaction time against xenomorphs, a tactical sensor can be attached onto your smart weapon. That said, you must have a belt harness if you have a tactical sensor since you cannot have both a tactical sensor and a magnetic harness at a same time, removing the belt slot for storage.

Stick with your squad and follow the Squad Leader's (SL's) orders. If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.

When you kill xenomorphs, you should sell them via fulton or ARSR bluespace to supply requisition more points. The more you sell xenomorphs, the more that requisition will give you ammo.

You have limited ammo, so do not waste it on walls. If you have 2/5 of the total ammunition you can carry, it is the best time to get requisition to order more ammunition; calling requisition when you are out of ammo is the surest way to wait on requisition to give you ammo. Ensure that requisition verbally receives your order and ships out your orders otherwise you will have no ammunition for you.

Tips

  • Xenomorphs will get punished when they push if you do your job. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides.
  • Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face.
  • 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.
  • 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. This goes for warrior's lunge, too. Pump lead into that warrior since they have to grab a marine for like 2 seconds, enough to mag dump them.
  • A 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.
  • DON'T STAND IN FRONT
  • SERIOUSLY JUST DON'T
  • STOP CHARGING IN FRONT DAMMIT
  • TALKING TO YOU, ELSA



TGMC
Roles

TerraGov Marines

Ranks

Command Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
Vehicle Crew Assault Crewman, Transport Crewman
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Doctor, Researcher
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon Combat robots, Synthetic, AI
Xenomorphs

Playtime

Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen
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