TGMC:Squad Smartgunner: Difference between revisions
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* 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. | * 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. | ||
* Stick with your squad. Follow the Squad Leader's (SL's) orders as much as you can. It's better for you to stick with the group and have meatshields than to have those meatshields go and become xeno-mothers/food since you were lounging around at the FOB. In case the SL is rather inexperienced/"baldie" (e.g. ordering an assault against 12+ xenos with only 3 people including you), at the very least stick with a large group of people (and ask for a mentor to help "guide" the SL) as possible. | * Stick with your squad. Follow the Squad Leader's (SL's) orders as much as you can. It's better for you to stick with the group and have meatshields than to have those meatshields go and become xeno-mothers/food since you were lounging around at the FOB. In case the SL is rather inexperienced/"baldie" (e.g. ordering an assault against 12+ xenos with only 3 people including you), at the very least stick with a large group of people (and ask for a mentor to help "guide" the SL) as much as possible. | ||
* 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. | * 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. |
Revision as of 22:14, 22 January 2019
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
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File:N/A Squad Smartgunner |
Access: Squad Smartgunner Equipment Room, Squad Room Difficulty: Easy Supervisors: Squad Leader Duties: Use suppressive fire to help keep your squad intact. Guides: N/A Quote: Peace through superior firepower. |
A smartgunner's role is defined completely by the tool that they carry: the mighty Smartgun. It's designed as a support weapon: keeping away and finishing off enemies who would otherwise be able to flee from a lack of bullets to the skull.
Your Gear
Smartgun
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 need to equip the IR Visor (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and Smartgun Harness (Armor).
Pros:
- Fast fire rate un-modded (about as fast as you can click), making it great for suppression fire
- Possesses an anti-friendly fire system (IFF), allowing one to shoot through allies to hit your foes
- Can use burst fire
- Comes with an integrated Magnetic Harness and Flashlight
- Has a 50 round capacity with 500 reserve rounds in its Powerpack
- Empty Powerpacks can be replenished by equipping it in your hand, clicking its icon on the bottom of the screen, then dragging it over to your ammo locker in your prep room to restock the machine. Then you can just dispense it and stick it back onto yourself: this process can be done as many times as needed.
- Powerpacks can be ordered at Requisitions like other ammo types.
- Comes with an IR Visor to help spot targets in the dark: lessening reliance on light sources such as flares
Cons:
- Deals about the same damage as an SMG per shot (i.e. 30), making it weaker against T3s unmodded
- Wielding has a 1-2 second delay, and slows you while wielded
- Using it requires having the IR Visor (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and Smartgun Harness (Armor) to be used: taking up space for things in those respective slots such as for extra weapons/ammo/supplies.
- Liberal use tends to run the Powerpack dry, necessitating either Requisitions or periodic trips to and from the Almayer to maintain usage of the Smartgun.
- Reloading takes about 3 seconds and must be done by standing still: moving at all interrupts the reloading process. It automatically starts reloading around every 5 seconds it doesn't fire a bullet, but it is not recommended to rely on this too much.
Your Job
You're not Rambo: 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. Treat yourself more as a mobile sentry gun: stay behind your teammates and use them as meat shields while you blast at anything that comes near. Your strength is covering for your team:
- 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.
- Stick with your squad. Follow the Squad Leader's (SL's) orders as much as you can. It's better for you to stick with the group and have meatshields than to have those meatshields go and become xeno-mothers/food since you were lounging around at the FOB. In case the SL is rather inexperienced/"baldie" (e.g. ordering an assault against 12+ xenos with only 3 people including you), at the very least stick with a large group of people (and ask for a mentor to help "guide" the SL) as much as possible.
- 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.
- 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.
Tips
- Typically it is recommended to not attach any extra attachments to the Smartgun lest you cripple your suppressive ability through a lower fire rate/damage. A Barrel Charger (BC) does help against T3s and more armored xenos through, and an extended barrel means that your suppressive shots will be more accurate in exchange for damage.
- A PFC 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.