TGMC:Squad Smartgunner: Difference between revisions
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* Does not consume energy since it does not have multiple modes compared to the M56B | * Does not consume energy since it does not have multiple modes compared to the M56B | ||
* | * Can use full auto, meaning you can hold down the mouse button to shoot rather than spam clicking | ||
* Possesses an anti-friendly fire system (IFF), allowing one to shoot through allies to hit your foes | * Possesses an anti-friendly fire system (IFF), allowing one to shoot through allies to hit your foes | ||
* A single squad smartgunner with the T-29 can carry a total of 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in '''backpack''' not satchel, and 1 drum in T-29) compared to the squad smartgunner with the M56B that can only carry 1,500 ammo (1 drum in M56B and 2 drums in belt) | |||
* A single squad smartgunner with the T-29 can carry 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in '''backpack''' not satchel, and 1 drum in T-29) compared to the squad smartgunner with the M56B that can only carry | |||
* T-29 drums can be ordered at Requisitions like other ammo types. | * T-29 drums can be ordered at Requisitions like other ammo types. | ||
* Comes with the Night Vison Goggle, or NVG, to help spot targets in the dark | * Comes with the Night Vison Goggle, or NVG, to help spot targets in the dark; note that NVG works without T-29 | ||
'''Cons of T-29:''' | '''Cons of T-29:''' | ||
* Does not have multiple modes | * Does not have multiple modes, meaning that the T-29 is lock in IFF | ||
* No in-built motion detector like the M56B | |||
* Must be manually reloaded | * Must be manually reloaded AND takes time to reload. Reloading takes about 3 seconds and must be done by standing still; moving at all interrupts the reloading process | ||
*<del>SOUNDS UGLY REEEEEEEEEEEEEEEEEEEEEEE</del> | *<del>SOUNDS UGLY REEEEEEEEEEEEEEEEEEEEEEE</del> | ||
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* Does not have a default magnetic harness compared to its sibling, the M56B | * Does not have a default magnetic harness compared to its sibling, the M56B | ||
* Only have 200 ammo internal capacity compared to the M56B which has | * Only have 200 ammo internal capacity compared to the M56B which has 500 ammo | ||
* Deals about the same damage as | * Deals about the same damage as a LMG per shot (i.e. 30), making it weaker against T3s unmodded | ||
* Wielding has a 1-2 second delay unmodded, and slows you while wielded | * Wielding has a 1-2 second delay unmodded, and slows you while wielded | ||
* Liberal use tends to run the T-29 drums dry, necessitating either Requisitions or periodic trips to and from the Almayer to maintain usage of the Smartgun. | * Liberal use tends to run the T-29 drums dry, necessitating either Requisitions or periodic trips to and from the Almayer to maintain usage of the Smartgun. | ||
'''Reccomended attachments:''' | '''Reccomended attachments:''' |
Revision as of 01:46, 10 March 2021
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) Class: Marines Supervisors: Squad Leader Duties: Use suppressive fire to help keep your squad intact. Guides: N/A Quote:"RO! I NEED MORE DRUMS!" |
Introduction
You are specially-trained to operate one of the Terragov Marine Corps' most effective weapons systems: the T-29 smart machine gun. This brand new model is a gun that can shoot through other marines without a special harness or powerpack compared to its previous ancestor, the M56B Smartgun
In TGMC, the main role of the Squad Smartgunner is a second-line support unit.
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 are 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.
Don't forget the most powerful aspect of your weapon: the built-in IFF. It's turned on by default, and when it is 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, FRE ERT, and other civilians, so be careful.
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.
- In the beginning, you get 800 ammo since each T-29 drums consist of 200 ammo. Obtain more from requisition; each new drums cost 5 req points.
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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