TGMC:Squad Smartgunner: Difference between revisions
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* Given that you have IFF, you can save marines from resin traps. These traps permit facehuggers to 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. | * 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. | ||
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* Against Crushers/Defenders, try to move to their sides/back to maximise damage to their less-armored areas. However, don't do this if you're liable to being flanked: you should have at least 1 person as a meat-shield in case a few xenos try to gank you. | * Against Crushers/Defenders, try to move to their sides/back to maximise damage to their less-armored areas. However, don't do this if you're liable to being flanked: you should have at least 1 person as a meat-shield in case a few xenos try to gank you. | ||
* 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 but a Crusher, Ravager, or a Defender. | * 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 but a Crusher, Ravager, or a Defender. |
Revision as of 01:55, 7 October 2020
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: Corporal Class: Marines Supervisors: Squad Leader Duties: Use suppressive fire to help keep your squad intact. Guides: N/A Quote:Peace through superior firepower. |
Introduction
You are specially-trained to operate one of the Terragov Marine Corps' most effective weapons systems: the T-29 Smartgun. The Smartgun is an electronically powered, belt-fed 10mm general support machine gun that's stabilized on a combat harness and augmented with an infrared auto-tracking system.
In TGMC, the main role of the Squad Smartgunner is a second-line support unit.
PAGE IS OUTDATED DUE TO THE FACT THAT THIS PAGE TALKS ABOUT THE M56B SMARTGUN AND NOT THE T-29; PAGE IS SLOWLY GETTING UPDATED!
Playing the Smartgunner
Though it may seem powerful, you are not a front-line combatant. Your gun deals less damage than a pulse rifle and you're slow enough to be caught by nearly any caste while wielding/reloading your weapon. 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.
Also don't forget the most powerful aspect of your weapon: the built-in IFF. It's turned on by default, and when it's on you will not hit any other friendly marines equipped with IFF transmitters. 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 and other civilians, so be careful. It's also extremely important that your bullets will hit sentries and the HMG otherwise engineers and other marines will yell at you for destroying essential machinery.
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.
- The equipment rack contains your weapon, an extra drum, and head mounted sight in the essential smartgunner set, as well as additional special ammunition and gun attachments.
GHMME Automated Closet
<tabs>
<tab name="Standard Kit">
</tab> <tab name="Webbing">
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Extra pouches that you can clip to your uniform.
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Extra pouches that you can clip to your uniform.
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Pistol Holster that you can clip to your uniform.
</tab> <tab name="Belts">
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