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{{under construction
|reason = Is currently being worked on. [[Guide to contributing to the wiki|You can help!]]
}}
{{TGMC}}
{{TGMC}}
 
<!--job header-->
 
<br>
{{JobPageHeaderTG
{{JobPageHeaderTG
|headerbgcolor = #407bbf
|headerbgcolor = #d1b8f2
|headerfontcolor = white
|headerfontcolor = black
|stafftype = MARINE
|stafftype = VEHICLE CREW
|imagebgcolor = #d9d9d9
|imagebgcolor = #d9d9d9
|img_generic = TGMCPO.png
|img_generic = TGMC Transport Crewman.PNG
|jobtitle = Transport Officer
|jobtitle = Transport Crewman
|access = Tadpole Dropship Piloting, Pilot Gear and CIC
|access = N/A
|difficulty = Hard
|difficulty = Hard
|Rank = Warrant Officer(Starting), Chief Warrant Officer(25hrs), Ensign(50hrs), Lieutenant Junior Grade (100hrs)
|Rank = Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours), Staff Sergeant (300 hours), Sergeant Major (1000 hours)
|Class = Navy
|Class = Navy
|superior = [[TGMC:Commander|Captain]], [[TGMC:Field_Commander|Field Commander]], [[TGMC:Staff Officer|Staff Officer]]
|superior = [[TGMC:Field Commander|Field Commander]]
|duties = Fly the Tadpole, ferrying marines, supplies and mission critical objective items across the AO. Get hit with direct Boiler globs, Warlock grav crushes, or get your Tadpole computer disabled by a stealthed Hunter because NO ONE CLOSED THE BLOODY CADES.
|duties = Carry supplies and marines across the battlefield. Get forced to take a long detour due to being blocked, get jumped by 4 xenoes and get your APC destroyed.
|guides = None
|guides = This is the guide.
|quote = "We're in the pipe, five-by-five ."
|quote = "GET OUT THE WAY YOU ASSHOLE." Several moments later - "APC DIED WITHOUT SUPPORT THANK YOU GUYS SO MUCH."
}}
}}
=Introduction=
=Introduction=
Your job as the Transport Crewman is to drive the APC Athena – A utility vehicle. The APC can serve a couple of support roles, but it only has a single M56 Cupola to defend itself with. This means it's better off not leading an assault and instead being parked just behind the front lines, where help isn't too far away.
{{TGMC-Skills
|sizeoverride=225
|job=Transport Officer
|tabletitle=Assault Crewman
|premsg= You've got enough skills to make repairs to the APC and fight with small arms in a pinch
|cqc
|police
|melee
|medical
|surgery
|engineering=2
|construction=2
|firearms=1
|powerloader=3
|lead
|sg
}}
<div style="float:left; margin-right:20px">
__TOC__
</div>
==Communication==
As a Transport Crewman you have access to the following radio channels
{{TGMCRadioCommands
| command = .v
| firesupport = .s
| requisitions = .u
| medical = .m
| engineering = .e
| alpha = .q
| bravo = .b
| charlie = .c
| delta = .d
| general = ,
}}
==The Awesome Personnel Carrier==


As a Transport Officer, your chief role is to fly the Tadpole Dropship. The Tadpole is an important dropship that marines use as a rally point, offload supplies onto and potentially act as evac when things go FUBAR. Technically you’re also meant to take command if no other ranking officer is present- but it isn’t expected of you (for reference a Squad Leader is on the same rung as you).
Everyone can get into APC, but only you can drive it (or people with Large Vehicles 3 i.e. Assault Crewman). Only so many people can get into the APC at one time (including dead bodies), depending on the driver module which was selected. You can toss anyone into the APC by click dragging them into it, standing at the entrance (situated behind the APC). You can alternatively just left click on the APC while grabbing the person.


==Communication==
While the APC is immune to gunfire and incendiary weapons, it can still take damage from explosions, melee, lava, xeno slashes, acid spit, acid clouds, Warrior punches, Crusher charges, Behemoth Earth Pillars, Warlock Psychic Blasts/Lances and Psychic Crush.


As part of command, you have access to all of the marine frequencies. Make sure you inform marines over general (;) when the Tadpole is departing, and where the Tadpole is landing. You’ll often be talking to requisitions with (:u), for supplies (e.g. metal and plasteel), or an ASRS pad/fultons to sell xenoes.
Marines can fire past armoured vehicles with any IFF weapon or while in aim mode. If they need to get past the vehicle, they can jump ontop of the vehicle, and walk over it normally. Any marine on top of the APC while it moves will get knocked off (and potentially crushed if they land in front of the vehicle) unless they have at least one empty hand. Xenoes can also hop on top of the vehicle, but won be thrown off if the vehicle moves. '''The APC cannot shoot any targets that have jumped on top of it'''. If you have a xeno on top, your only option is to hope marines with IFF/Aim mode are around to help you. Unless you're willing to get out of your APC and shoot the bugger yourself.


The radio commands are the following:
The APC will knock any mobs out the way when they move into them, damaging them in the process (fairly significantly in the case of humans) except for a Crusher, who will not be knocked back or take damage. Vehicles take no damage from knocking a mob out the way, even if they’re trying to run over a Crusher.
*.v for command
*.m for medical
*.u for requisition
*.e for engineering
*.s for fire support
*.q for Alpha
*.b for Bravo
*.c for Charlies
*.d for Delta


==Picking a Dropship==
Most walls (including resin walls) or dense objects (including barricades and MG emplacements) can be crushed by armoured vehicles by simply ramming into them, though walls will take some time to get through. The vehicle takes no damage while attempting to destroy walls or dense objects. Feel free to make as much space as you need, while avoiding the wrath of any engineers trying to make barricades. Certain walls, like outer hull, heavy reinforced walls, dense ice or cave rock cannot be destroyed by being rammed. Cave rock however can be cleared by someone with a Plasma Cutter.


At the start of an op, you can choose one of several options using the dropship picker terminal, which will be often located next to the Tadpole landing spot in Hangar. You can only make a single selection, and this selection cannot be changed once the Tadpole is deployed.
=Initial Preparations=
 
First of all head to the Hangar bay. You'll find the Vehicle Bay, where you can buy your APC using the Vehicle Part Fabricator. Only one APC can be bought (without admin intervention). Lower the lift, and purchase the equipment and modules you want from the UI. A total of 20 magazines can be bought per weapon - <s>with weapons with multiple ammo types you'll need to split the difference between them</s> only one weapon exists currently. You can toss any magazines in by clicking the APC entrance with the munition in hand - but you can't toss other things in like backpacks without entering the APC itself. Supply crates can also be thrown into the APC, which can be made using wood, useful for loading in a large amount of supplies.  Additional ammo can be ordered from req as needed.
===Tadpole Variants===


<div style="float:left; margin-right:20px">
__TOC__
</div>
<br>
==APC Equipment==
<tabs>
<tab name="Weapons">
{| class="wikitable"
{| class="wikitable"
|-
|-
! scope="col" style="background-color:#407bbf; color: white; border:3px solid #cc6600" | Model !! scope="col" style="background-color:#407bbf; color: white; border:3px solid #cc6600" | Description
</tab>
 
<tab name="Weapons">
{| class="wikitable"
|-
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert Image here<br>'''Tadpole Standard Model'''
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600"| Equipment
|style="background:#312d43; color: white; border:3px solid #ff7e00"| The Tadpole-03, used as the standard Tadpole dropship. Is the most compact variant and has the best firing angles, but is vulnerable to gas. Has a Nanomed Mini and a fire extinguisher cabinet.
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Description
 
|-
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert Image here<br>'''Tadpole Carrier Model'''
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |
|style="background:#312d43; color: white; border:3px solid #ff7e00"| The Tadpole-01, phased out by the Tadpole-03. Has smaller points of ingress with reinforced orbital glass installed on the cockpit, and a door that helps stop sneaky undesirables from getting at the main computer. Also has a camera console and a map table of limited use. Firing angles heavily limited due to extra hull.
[[File:TGMC M56 Cupola.png |64px]] <br>'''Cupola Minigun'''
 
|style="background:#302f38; color: white; border:3px solid #00d102"| A minigun which has IFF properties. 75 rounds per magazine, but ammo dries up quickly. Additional magazines can be ordered from Requisitions for 10 points each.
|-
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert Image here<br>'''Tadpole Food Truck Model'''
</tab>
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Equipped to provide hungry marines hot meals to improve morale (or pacify xenoes with well made hotdogs). Cooking skills not provided. '''Has no interior or weapon attach point'''
<tab name ="Driver Modules">
 
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert Image here<br>'''Tadpole NK Haul Model'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Designed for hauling, maintenance and general engineering. Large size makes it difficult to land and harder to defend. However more space means it’s easier to store supplies.
 
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert Image here<br>'''Tadpole Mobile Bar Model'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Primed to slake the thirst of marines. Bartender skills not provided. '''Has no interior or weapon attach point'''
 
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert Image here<br>'''Tadpole Umbillical Model'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"|  Comes with an umbilical for tactical insertion, which has extra blast doors installed. Windows are reinforced orbital glass but very limited firing angles.
 
|}
 
=Preparing the dropship=
 
Once you’ve picked a model, you’ll be expected to fly it. Keep in mind that
**You cannot launch until at least 12:18
**Launching early will prevent the FOB drone from being deployed.
 
Make sure to consult with everyone before departing- deploying before the FOB is constructed will cause marines to be angry at you! This doesn’t mean you should be sitting around though…
 
==Initial Defences==
 
First of all the plasteel cades on most models are often unwired. This means xenoes can slash at them without taking any damage! You start off with barbed wire in your construction pouch, so use it on the plasteel barricades to wire them and help deter any nasties that might consider slashing at them. You might also want to link any plasteel barricades using a crowbar, which allows all the barricades to open and close simultaneously. This comes at the risk of leaving you more open to xenoes charging straight in and overwhelming you, should anyone leave the barricades open however.
 
Second, you need to make a choice on getting rid of the windows on your dropship. There are upsides and downsides to your choices.
 
'''Keeping the windows'''
<br>
Windows can only be shot through with laser weapons. This means if you don’t have a laser weapon, xenoes or other hostiles will be able to break the window unchallenged, unless you get out and expose yourself to danger. On the flip side, gas cannot penetrate through windows, keeping your occupants and yourself safe from them.
 
Keep in mind windows cannot be repaired by any means. When they take enough damage, they will break and leave you exposed.
 
'''Removing your windows'''
<br>
You’ll have to apply some elbow grease to the windows, as most of them cannot be deconstructed with tools. Once you remove them, they can be replaced with normal barricades, which can be shot over and more importantly repaired. This will require using up some of the materials you have on hand though.
 
You are also more exposed to gas, from both boilers and defilers. This requires you to wear Mimir, otherwise you’ll find yourself eventually succumbing to either toxins or acid.
 
Thirdly you need to install equipment on the weapon attach-points (on the front of the tadpole), and the interior attach-point (located inside, obviously). Both these slots take dedicated equipment, and can be installed using a Powerloader. You can pick up equipment by simply clicking on it with an empty claw. If you want to drop something, click on an empty tile nearby. To install something, click on the attachpoint while directly adjacent to it (weapon attach points can be somewhat finicky as they're small. If you're having trouble clicking on it, try alt clicking the tile and directly clicking on the attachpoint in the status bar). The hangar will often have some equipment lying around for you to choose, but in case they get lost/destroyed, you can print more using the dropship fabricator. Keep in mind that the Pilot Officer also needs to use this fabricator, and often demands a monopoly on it. Don’t waste points mindlessly on equipment you don’t need. You can deploy equipment on weapon attachpoints using the Navigation Computer.
 
A list of equipment is as follows. (This can also be installed on the Alamo, but as it's often parked on either the ship or the FOB, equipment is rarely installed on it).
 
==Dropship Equipment==
 
<tabs>
<tab name="Interior Attachpoint">
{| class="wikitable"
{| class="wikitable"
|-
|-
! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Module !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Module
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Description
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Max Capacity
|-
|-
 
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert image here<br>'''Machinegun deployment system'''
[[File:TGMC APC Overdrive Module.png]] <br>'''Overdrive Module'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Contains a modified HSG-102. Starts off with a unique 500 round mag, but can use the standard 300 round mags.
|style="background:#302f38; color: white; border:3px solid #00d102"| Faster speed than other modules and more speed. Can store extra marines
|style="background:#302f38; color: white; border:3px solid #00d102"| 20
|-
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert image here<br>'''Dropship Operating Table Deployment System'''
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Cannot be used as a surgery table until deployed on an attach-point. Doesn’t come with an anaesthetic tank by default, and needs a spare one from medbay.
[[File:TGMC APC Medical Interior.png]] <br>'''Medical Interior'''
|style="background:#302f38; color: white; border:3px solid #00d102"| Installed with a operating table and a nanomed, to treat marines on the go. You'll need to supply your own doctor
| style="background:#302f38; color: white; border:3px solid #00d102"| 12
|-
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert image here<br>'''Mortar deployment system'''
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Installs a TA-55DB mortar, a twin barrelled variant of the TA-50S, capable of firing the same 80mm rounds. Requires coordinates to fire. Both barrels can be loaded, and fired right after another, but it takes a little longer to load compared to the single barrelled variant.
[[File:TGMC APC Clone Interior Module.png]]<br>'''Clone Bay Interior'''
|style="background:#302f38; color: white; border:3px solid #00d102"| An experimental APC with 8 clone tubes, a Kwik e Equip vendor, and a gibber. Clone tubes need to be activated, and dead bodies can be put into the gibber to produce more biomass
|style="background:#302f38; color: white; border:3px solid #00d102"| 12
|-
|-
|}
</tab>
</tab>
<tab name="Weapon Attachpoint">
<tab name ="Gunner Modules">
{| class="wikitable"
{| class="wikitable"
|-
|-
! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Module !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description  
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Module
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Description
|-
|-
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert image here<br>'''Sentry Deployment System'''
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Installs a modified ST-571 sentry. You cannot change it’s settings (so no radial mode), and turrets are just as vulnerable to being knocked over or damage as normal ones. Deploy in front of engineers tending to APC’s to cause IFF related salt.
[[File:TGMC Armored Vehicle Zoom Module.png]]<br>'''Zoom Module'''
|-
|style="background:#302f38; color: white; border:3px solid #00d102"| A periscope with nightvision that gives you a wider view of the battlefield.  
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|Insert image here<br>'''Flare deployment system'''
|style="background:#312d43; color: white; border:3px solid #ff7e00"| Fires standard M40 FLDP grenades. They burn much brighter and are anchored, but have a dramatically shorter lifetime. Still sets anyone who gets hit by them on fire.
|-
|-
|}
|}
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</tabs>
</tabs>


Finally you'll need to consider what to actually stock on the Tadpole. As a minimum, you'll be expected to take a supply beacon from req so that the Tadpole can act as a resupply point and fufill req orders. Taking a fulton pack is optional, but also recommended as people with often drag corpses to the Tadpole, expecting them to be sold. If the RO is not present to give you any of these, you may need to hack the requistions vendor to get your gear.
=Manning the APC=
[[File:TGMC APC Interior.png|thumb|An example of an APC interior]]
To enter the APC, you need to drag click yourself to the vehicle, while standing at the entrance. This entrance is at the rear of the APC, make sure you're standing directly in line with the center of the APC.
1. Drivers seat
2. Ammo rack
3. Ammo Breech
4. Periscopes
To enter the drivers seat, dragclick your sprite to the seat. To exit once you've buckled yourself into a seat, simply press resist, or click the buckled icon in the top right corner of the screen. If you want to leave the APC, just click on the door to the left.


While it's not mandatory, you should pack ammo
==Driving==


==Time to fly==
Driving is pretty simple! You use the WASD or arrow keys by default to move around. The APC cannot move diagonally, and there's a brief delay when turning 90 degrees. Remember, you can drive through walls and objects without incurring damage- don't be afraid to give something a good old ram if it's in your way. You also have '''Toggle Lights''' and '''Honk Horn''' as action buttons on the top left of your HUD, which hopefully should be self explanatory - Use the lights so you can see, use the horn to <s>put the fear of god into those xenoes</s> warn marines that they need to get out of the way. You can also fire your secondary (or rather primary?) weapon by using left click.


You can pilot the dropship using the navigation computer and other than you, only the Captain, Field Commander, Synthetic and Squad Leaders (including acting Squad Leaders) can launch the dropship.
The APC’s current ammo is displayed to the right of your HUD. '''Note : The display is currently bugged and may require you exit and enter the vehicle several times to properly update the display.'''


Once you hit launch, after a little while you’ll be in low orbit (you’ll notice the scenery change around you). Click on the navigation computer again to enter the landing interface.
===Reloading===


The green areas indicates valid landing turfs. The red areas indicates dense turfs. Naturally the entire dropship shadow must be green for the Tadpole to land.
Once out of ammo, you’ll need to reload. Simply take the corresponding ammo, and load it into the secondary breech. There's also an ammo rack to load any spare ammo, so make use of it. Any empty magazines are automatically unloaded – Try to make sure you don’t mix up live ammo on the floor with empty ones. If neccesary you can also perform an early reload by taking the magazine out of the corresponding breach with an empty hand, then loading a new magazine in. A dedicated loader can help improve your downtime, so you don't need to leave your seat and load your ammo- potentially losing track of targets and your situational awareness.


If you’re having trouble seeing where you are, toggle Night Vision mode. While in Night Vision mode all turfs are revealed, but you cannot see their contents or any marines/xenoes. Once you’ve decided where to land, turn off Night Vision and check to see whether the area you’re landing is under attack, has barricades, or has supplies. Anything underneath the Tadpole when it lands will be crushed, in the case of organics, gibbed.
===Repairing===


Places not to land
Repairing is a simple endeavour - use a welding tool. Each repair attempt takes 2 seconds, and increases the integrity by -. Unskilled marines attempting repairs will fumble and take longer to perform the repair. Getting out of the APC exposes you to danger, so don't be afraid to ask others to help repair your APC on the fly.
*On top of the FOB cades
*On top of ammo and supplies in the FOB
*On top of machine gun emplacements/sentries
*Directly in front of a whole load of xenoes
*In the wide open where you can be attacked from all sides and gassed


As a reminder, disable nightvision mode to check if the area is hot, or if you’re landing on anything important.
=Playing as the '''APC'''=
 
The APC is a '''support''' vehicle. Attempting to use it as a subsitute tank will only end one way - poorly. Always have marines nearby, and avoid placing the APC in such a way that it blocks marines or is unnecessarily exposed to danger. Avoid taking long detours alone, and always use your radio to ask for help, or ask for engineers to PC/C4 any obstructions to clear a path for you. Otherwise play to your drivers module's strengths, whether that's acting as a glorified supply truck, having a doctor onboard as a mini medbay, or printing out fresh meat using the cloning module.
==Defending the Tadpole==
 
There’s a wide range of threats to your Tadpole and if it falls, so do the chances of the ops success. Defending your Tadpole’s navigation computer is of upmost importance. Any xenomorph can destroy the tadpoles navigation computer after a delay, and once the computer is destroyed, the Tadpole will permanently disabled. There is no way to repair the Tadpole once it’s disabled in this manner. Do not let the navigation computer be destroyed at any cost.
 
If the situation is desperate, every Tadpole variant has a inner and outer door button. Pressing this will shut the blast doors, protecting you from threats… or keeping any threats inside and unable to escape. These blast doors are not invulnerable, and can be melted with acid or destroyed with a crusher charge, but they are immune to conventional slashing. Remember though, deploying these blast doors only delay the inevitable. You will probably need to leave, ASAP if marines do not bail you out.
 
When req has spare points, you can also consider buying a standard ST-571 sentry, which will better help defend against threats, compared to the forward facing turrets mounted on the weapon attach-points, especially if you plan on leaving the Tadpole unattended.
 
More importantly close the barricades behind you when you leave the Tadpole to prevent threats and, '''<s>INFORM THOSE FUCKWIT, CRAYON EATING MARINES THAT THEIR MOTHER WILL DIE IN THEIR SLEEP IF THEY DON'T CLOSE CADES BEHIND THEM, AND IF THEIR MOTHER IS ALREADY DEAD, THAT YOU'RE PERSONALLY GOING TO FLY OVER AND PISS ON THEIR MOTHER'S GRAVE</s>''', polietly but firmly remind marines to close the barricades behind them as well.
 
As for more specific threats :
 
===== Xenomorph Threats =====
 
'''Sentinels,Spitters,Drones'''
 
These castes have acid, which can melt through your barricades and windows. They’re fragile enough to be deterred by gunfire, but consider packing a shotgun loaded with buckshot or slugs (or other weapons with either knockback or stagger) to stagger them and prevent them successfully vomiting acid on your Tadpole.
 
'''Hunters'''
 
A Hunter won’t be able to do much if your barricades are up. If they’re down- or worse destroyed- be very careful and be vigilant for stealthed hunters trying to board. While a tac sensor will pick up movement, Hunters can move very slowly to stay almost invisible to the naked eye. Primordial Hunters can also use Disguise to pretend to be an ordinary object. If you see messages in your chatlog along the lines of  ''“M40 FLDP begins to slash delicately at the computer”''- start shooting and ask questions later. Ideally around where the computer is.
 
'''Warriors'''
 
Warriors can punch your barricades, dealing some upfront damage. Nothing that can't be solved with a welder, but the more imminent danger is their ability to Grapple Toss you over any barricades. For this reason avoid hugging the barricades so you don't get fished out. Otherwise, just shoot them and repair damage to your cades as necessary.
 
'''Carriers'''
 
More of a nuisance than a danger- but if they come with other xenoes they can quickly turn a bad situation worse. They can throw huggers over cades and while they can easily be killed, if you're attempting to shuffle through multiple unaware marines to shoot or melee them, they can potentially trigger a hugger. Staying alert and aware is your best defence (and hoping your other marines are too as well), and as carriers are somewhat fragile it doesn't take too much firepower for them to go away.
 
'''Crushers'''
 
A threat that can be hard to deal with, especially if your landing spot is more open. Making razor wire with metal, then deploying it can be used to stop the Crusher should one be able to charge at you, but the razowire must be at full health to stun the crusher. Alternatively you can try to open the plasteel cades or use the blast doors button when the Crusher comes charging, then close them quickly to trap them. In both instances, you’ll need other marines around to help secure the kill. Crushers love attempting to crush the interior attach-point, so if they do have a lane to charge at it you may want to consider repositioning the Tadpole to avoid the loss of any equipment there.
 
'''Warlock'''
 
Your bane. The Warlock has two great abilities to make your life miserable – Grav crush and Psychic blast, and one to make your attempts at killing them difficult, Psychic Shield. If the Warlock has line of sight of ANY of your Tadpole tiles, they can use Grav crush to create a damaging AOE that will most likely hit you and everyone inside. Alternatively they can use Psychic blast to damage you or your cades directly. Mindless bullet spam will be reflected at you using Psychic shield, and trying to chase it down can also be punished with Psychic shield (not to mention leaving your Tadpole alone or getting ambushed by other xenoes).
 
Your only deterrent is other marines keeping the Warlock away, or the humble X ray rifle with a tac sensor, which can penetrate the Warlock’s shield and shoot at it safely from behind cover (or more likely, marines).
 
'''Boilers''' [[File:DMCA_Boiler.png|64px|Boiler]]
 
The threat they pose depends on three things : The type of Tadpole you have, if it’s Primordial, and if you’re wearing Mimir. A Tadpole with windows and closed off departments? Minimal threat, until your windows break. A Tadpole with cades? A serious threat if you don’t have Mimir. Does it have Primordial? Then you're going to be dealing with the threat of direct neuro/acid lances that can bypass your cades and hit you directly. And those direct hits will ''hurt''. Closing your blast doors is a last ditch option, but you can either consider moving so the boiler has to reposition, or asking for a sniper rifle to try and counter snipe the boiler.
 
'''Defilers''' [[File:TGMC_Defiler.png|64px|Defiler]]
 
If you're wearing Mimir, the gas shouldn't do you any harm. The bigger threat is that the gas is opaque- allowing xenoes to sneak up and slash/melt your barricades. Keep your ears open for the sounds of slashing, and don't be afraid to spam bullets into the gas cloud to try and deter xenoes. Be especially wary if you saw any acid castes prowling around, there's no overt tell on your cades being melted. And as always- avoid standing directly next to a barricade, Defilers can use Defile over them and deal serious toxin damage to you.
 
'''Behemoth'''[[File:TGMCBehemoth.png|64px|Behemoth]]
 
=Orders=
{{Orders}}
 
<br>


=Tips and Tricks=
*Consider getting a M-22 welding kit (free from the surplus uniform equipment vendor) or the techinician welder pack (orderable from req, some free in engineering lockers), so you don't run out of fuel while repairing the APC. You can also keep a couple of welding kits inside the APC as a surplus.
*Warlock psy beams and Behemoth rocks can do devastating damage to the APC. Always be careful if they're around.
*The APC can get fairly cluttered with objects at times and it's easy to lose track of items. Type Point To in the command bar at the bottom of the screen, then press enter to get a drop down list of all the objects you can see. Find your item in the list, press OK, and a arrow should appear over the tile where your item is.
*Dead bodies count as passengers. Be mindful loading bodies in so that you don't end up inadvertently locking yourself out of the APC by filling it up to capacity. Bodies can always be tossed out of the APC by clicking on the exit while grabbing them.
*You have the skills to sub in as an Assault Crewman, should that be necessary.
{{TGMC-Jobs}}
{{TGMC-Jobs}}

Latest revision as of 15:32, 7 June 2024

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


VEHICLE CREW

Transport Crewman
Access: N/A
Difficulty: Hard
Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours), Staff Sergeant (300 hours), Sergeant Major (1000 hours)
Class: Navy
Supervisors: Field Commander
Duties: Carry supplies and marines across the battlefield. Get forced to take a long detour due to being blocked, get jumped by 4 xenoes and get your APC destroyed.
Guides: This is the guide.
Quote:"GET OUT THE WAY YOU ASSHOLE." Several moments later - "APC DIED WITHOUT SUPPORT THANK YOU GUYS SO MUCH."

Introduction

Your job as the Transport Crewman is to drive the APC Athena – A utility vehicle. The APC can serve a couple of support roles, but it only has a single M56 Cupola to defend itself with. This means it's better off not leading an assault and instead being parked just behind the front lines, where help isn't too far away.

More information about skills
Assault Crewman Skills
Medical
0/5
Surgery
0/5
Engineering
2/5
Construction
2/5
Police
0/2
Powerloader
3/4
Leadership
0/4
CQC
0
Smartgun
-4
Melee
0
Firearms
1
Stamina
0

Communication

As a Transport Crewman you have access to the following radio channels Default radio commands:

  • .v for Command
  • .u for Requisitions
  • .m for Medical
  • .s for Fire Support
  • .e for Engineering
  • .q for ALPHA SQUAD
  • .b for BRAVO SQUAD
  • .c for CHARLIE SQUAD
  • .d for DELTA SQUAD
  • , for General radio

The Awesome Personnel Carrier

Everyone can get into APC, but only you can drive it (or people with Large Vehicles 3 i.e. Assault Crewman). Only so many people can get into the APC at one time (including dead bodies), depending on the driver module which was selected. You can toss anyone into the APC by click dragging them into it, standing at the entrance (situated behind the APC). You can alternatively just left click on the APC while grabbing the person.

While the APC is immune to gunfire and incendiary weapons, it can still take damage from explosions, melee, lava, xeno slashes, acid spit, acid clouds, Warrior punches, Crusher charges, Behemoth Earth Pillars, Warlock Psychic Blasts/Lances and Psychic Crush.

Marines can fire past armoured vehicles with any IFF weapon or while in aim mode. If they need to get past the vehicle, they can jump ontop of the vehicle, and walk over it normally. Any marine on top of the APC while it moves will get knocked off (and potentially crushed if they land in front of the vehicle) unless they have at least one empty hand. Xenoes can also hop on top of the vehicle, but won be thrown off if the vehicle moves. The APC cannot shoot any targets that have jumped on top of it. If you have a xeno on top, your only option is to hope marines with IFF/Aim mode are around to help you. Unless you're willing to get out of your APC and shoot the bugger yourself.

The APC will knock any mobs out the way when they move into them, damaging them in the process (fairly significantly in the case of humans) except for a Crusher, who will not be knocked back or take damage. Vehicles take no damage from knocking a mob out the way, even if they’re trying to run over a Crusher.

Most walls (including resin walls) or dense objects (including barricades and MG emplacements) can be crushed by armoured vehicles by simply ramming into them, though walls will take some time to get through. The vehicle takes no damage while attempting to destroy walls or dense objects. Feel free to make as much space as you need, while avoiding the wrath of any engineers trying to make barricades. Certain walls, like outer hull, heavy reinforced walls, dense ice or cave rock cannot be destroyed by being rammed. Cave rock however can be cleared by someone with a Plasma Cutter.

Initial Preparations

First of all head to the Hangar bay. You'll find the Vehicle Bay, where you can buy your APC using the Vehicle Part Fabricator. Only one APC can be bought (without admin intervention). Lower the lift, and purchase the equipment and modules you want from the UI. A total of 20 magazines can be bought per weapon - with weapons with multiple ammo types you'll need to split the difference between them only one weapon exists currently. You can toss any magazines in by clicking the APC entrance with the munition in hand - but you can't toss other things in like backpacks without entering the APC itself. Supply crates can also be thrown into the APC, which can be made using wood, useful for loading in a large amount of supplies. Additional ammo can be ordered from req as needed.


APC Equipment

<tabs> <tab name="Weapons">

</tab> <tab name="Weapons">
</tab> <tab name ="Driver Modules">
Equipment Description


Cupola Minigun

A minigun which has IFF properties. 75 rounds per magazine, but ammo dries up quickly. Additional magazines can be ordered from Requisitions for 10 points each.
</tab> <tab name ="Gunner Modules">
Module Description Max Capacity


Overdrive Module

Faster speed than other modules and more speed. Can store extra marines 20


Medical Interior

Installed with a operating table and a nanomed, to treat marines on the go. You'll need to supply your own doctor 12


Clone Bay Interior

An experimental APC with 8 clone tubes, a Kwik e Equip vendor, and a gibber. Clone tubes need to be activated, and dead bodies can be put into the gibber to produce more biomass 12
Module Description


Zoom Module

A periscope with nightvision that gives you a wider view of the battlefield.

</tab> </tabs>

Manning the APC

An example of an APC interior

To enter the APC, you need to drag click yourself to the vehicle, while standing at the entrance. This entrance is at the rear of the APC, make sure you're standing directly in line with the center of the APC. 1. Drivers seat 2. Ammo rack 3. Ammo Breech 4. Periscopes To enter the drivers seat, dragclick your sprite to the seat. To exit once you've buckled yourself into a seat, simply press resist, or click the buckled icon in the top right corner of the screen. If you want to leave the APC, just click on the door to the left.

Driving

Driving is pretty simple! You use the WASD or arrow keys by default to move around. The APC cannot move diagonally, and there's a brief delay when turning 90 degrees. Remember, you can drive through walls and objects without incurring damage- don't be afraid to give something a good old ram if it's in your way. You also have Toggle Lights and Honk Horn as action buttons on the top left of your HUD, which hopefully should be self explanatory - Use the lights so you can see, use the horn to put the fear of god into those xenoes warn marines that they need to get out of the way. You can also fire your secondary (or rather primary?) weapon by using left click.

The APC’s current ammo is displayed to the right of your HUD. Note : The display is currently bugged and may require you exit and enter the vehicle several times to properly update the display.

Reloading

Once out of ammo, you’ll need to reload. Simply take the corresponding ammo, and load it into the secondary breech. There's also an ammo rack to load any spare ammo, so make use of it. Any empty magazines are automatically unloaded – Try to make sure you don’t mix up live ammo on the floor with empty ones. If neccesary you can also perform an early reload by taking the magazine out of the corresponding breach with an empty hand, then loading a new magazine in. A dedicated loader can help improve your downtime, so you don't need to leave your seat and load your ammo- potentially losing track of targets and your situational awareness.

Repairing

Repairing is a simple endeavour - use a welding tool. Each repair attempt takes 2 seconds, and increases the integrity by -. Unskilled marines attempting repairs will fumble and take longer to perform the repair. Getting out of the APC exposes you to danger, so don't be afraid to ask others to help repair your APC on the fly.

Playing as the APC

The APC is a support vehicle. Attempting to use it as a subsitute tank will only end one way - poorly. Always have marines nearby, and avoid placing the APC in such a way that it blocks marines or is unnecessarily exposed to danger. Avoid taking long detours alone, and always use your radio to ask for help, or ask for engineers to PC/C4 any obstructions to clear a path for you. Otherwise play to your drivers module's strengths, whether that's acting as a glorified supply truck, having a doctor onboard as a mini medbay, or printing out fresh meat using the cloning module.

Tips and Tricks

  • Consider getting a M-22 welding kit (free from the surplus uniform equipment vendor) or the techinician welder pack (orderable from req, some free in engineering lockers), so you don't run out of fuel while repairing the APC. You can also keep a couple of welding kits inside the APC as a surplus.
  • Warlock psy beams and Behemoth rocks can do devastating damage to the APC. Always be careful if they're around.
  • The APC can get fairly cluttered with objects at times and it's easy to lose track of items. Type Point To in the command bar at the bottom of the screen, then press enter to get a drop down list of all the objects you can see. Find your item in the list, press OK, and a arrow should appear over the tile where your item is.
  • Dead bodies count as passengers. Be mindful loading bodies in so that you don't end up inadvertently locking yourself out of the APC by filling it up to capacity. Bodies can always be tossed out of the APC by clicking on the exit while grabbing them.
  • You have the skills to sub in as an Assault Crewman, should that be necessary.
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