TGMC:Squad Smartgunner: Difference between revisions
imported>Novaepee |
imported>Novaepee |
||
(7 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{TGMC}} | {{TGMC}} | ||
Line 38: | Line 34: | ||
[[File:TGMC_sg_dream.gif]] | [[File:TGMC_sg_dream.gif]] | ||
Though it may seem powerful with this profound built-in IFF, '''you are not built to be a front-line combatant''' | 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. | '''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 | '''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 | 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-85, you cannot run fast with your weapon since wielding the weapon while running with it wielded is pretty slow. | ||
Line 405: | Line 401: | ||
<br> | <br> | ||
</center> | </center> | ||
<center> | |||
==[[File:TGMC_Smartgunner_Vendor.png|64px]] NEXUS Automated Equipment Rack [[File:TGMC_Smartgunner_Vendor.png|64px]]== | ==[[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: | 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: | ||
Line 561: | Line 558: | ||
'''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. | '''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. | 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= | =Tips= |
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">
</tab> <tab name="Webbing">
Item: | Desc.: | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Extra pouches that you can clip to your uniform.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Extra pouches that you can clip to your uniform.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Pistol Holster that you can clip to your uniform.
</tab> <tab name="Belts">
|