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=Playing as the '''APC'''=
=Playing as the '''APC'''=
The first most important thing you need to learn is that '''the tank will get destroyed without support'''. It's very easy to get overwhelmed by xenoes attacking you from all sides, and even easier to park yourself right up against a wall with nowhere to escape to. '''Do not charge off alone.''' You need to be at the front, but not so far forward marines cannot help you- but not so far back that you aren't in a position to shoot your primary weapon at anything. Or worse, so far back that marines need to backtrack to help you. If you're getting overwhelmed or feel as if you're getting left behind, '''use your radio''' to inform marines of the situation. More importantly pay attention to radio so you don't miss out on marines pushing or retreating. Communicate with your other crewman - if you feel like the driver is being too reckless with their positioning, or isn't getting in the right position to shoot at, '''tell them'''. If you feel like your gunner isn't priotising the right targets, inform him. You're two peas in the same pod, and you need to be on the same page- whether that's attacking, retreating, getting repairs ect.
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.


The Tank isn't some invincible monstrosity, damage can slowly stack up from spits, Warlock psy beams, acid clouds or just good old slashing. Ultimately it's a support vehicle which has a very big gun on it.
=Tips and Tricks=
=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 tank. You can also keep a couple of welding kits inside the Tank as a surplus.
*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 tank. You can also keep a couple of welding kits inside the Tank as a surplus.

Revision as of 01:23, 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, meaning it's better off not leading an assault.

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 Introduction

Everyone can get into APC, but only you can drive it (or people with Large Vehicles 3). Only so many people can get into the APC at one time (including dead bodies), depending on the driver module picked. You can toss anyone into the APC by dragging them into it while standing at the entrance (situated behind the APC).

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 tank 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 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 rounds 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 actually entering the Tank itself. 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 Vehicle

To enter the Tank, 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 Tank..

To enter a 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 tank’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 are also ammo racks to load any spare ammo, so make use of them. Any empty shells/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 takes 2 seconds, and increases the integrity by 5.5%. 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.

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 tank. You can also keep a couple of welding kits inside the Tank as a surplus.
  • It can be tempting to take long diversions to avoid being forced to destroy a wall - Don't unless you have an escort. It's easy to get harassed by a lone xeno- who might call other xenoes in as backup.
  • Warlock psy beams and Behemoth rocks can do devastating damage to the APC. Always be careful if they're around.
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