TGMC:Chief Ship Engineer: Difference between revisions
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|jobtitle = Chief Ship Engineer | |jobtitle = Chief Ship Engineer | ||
|access = Engineering Areas, Maintenance Passages, Command | |access = Engineering Areas, Maintenance Passages, Command | ||
|difficulty = | |difficulty = Easy | ||
|Class = Navy | |Class = Navy | ||
|Rank = Lieutenant Junior Grade(starting), Lieutenant(25hrs), Lieutenant Commander(50hrs) | |Rank = Lieutenant Junior Grade(starting), Lieutenant(25hrs), Lieutenant Commander(50hrs) |
Revision as of 17:08, 20 March 2024
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
ENGINEERING | |
Chief Ship Engineer |
Access: Engineering Areas, Maintenance Passages, Command Difficulty: Easy Rank: Lieutenant Junior Grade(starting), Lieutenant(25hrs), Lieutenant Commander(50hrs) Class: Navy Supervisors: Commander Duties: Supervise the Ship Technicians, and organize the repairs and constructions around the ship. Guides: Guide to Engineering Guide to Fire Support Quote:Why do I have to build the FOB? It's only one of my three actual responsibilities? |
Introduction
As the Chief Ship Engineer, you are capable of doing everything your STs can do - and more - but as a command role, you're expected to let them do the work, and focus on leading.
You have access to pilot the Tadpole, have better Engineering skills than most, and can step up to build the FOB, pilot the Tadpole, load the OB, or help with Overwatch if absolutely everything else is being handled.
Playing as the CSE
In the current way that TGMC is, you t looks com find yourself being the only command member, or all command roles not being filled but that's okay. If Requisitions and Overwatch are already being manned, consider:
- Maintain the fusion reactors.
- Re-arming the Condor Jet.
- Loading the Orbital Bombardment Cannon.
- Helping with Overwatch.
- Yelling at the ST to bring you alcohol from the CL office.
Crying because you probably aren't needed most of the time.
Repairing Critical Machinery
These are some of the machinery that are critical for the ship's well-being. Make sure to memorize them if you can.
APC
First, determine how the APC was damaged. If it's wires are simply cut (such as from a xeno swipe), simply use the wire cutters and mend every wire and replace the panel *with a screwdriver. If it was totally destroyed, move onto the next step.
- If it was destroyed, remove the cover with a crowbar or whack it off with something, like a knife.
- Remove the power cell with an empty hand.
- Screwdriver the board loose.
- Crowbar the board out (boards from destroyed APCs crumble when removed, necessitating a replacement).
- Use wirecutters to remove the power terminal, you will receive 5 cable coil from this.
- The power terminal 'must' be exposed first, crowbar up the floor tile in front of the APC if it's not
- Use a blowtorch to weld the frame off the wall, you will gain 1 metal sheet from this.
- Construct a new APC frame from two sheets of metal.
- Pick-up the frame and attach it to the wall.
- Install a power control module.
- Screwdriver the board in place.
- Install 5 cable coil into the APC.
- Slot in a power cell.
- Crowbar the cover shot.
- Swipe the APC with an appropriate ID card and access the interface.
- Enable the breaker.
- (Optional) Lock the interface with the ID.
Ship-side Fusion and Geothermal Reactors
The ship-side fusion reactors will start off in perfect condition and pre-loaded with a fusion cell at the beginning of each round, making it a simple matter of turning them on. The planet-side geothermal reactors however, will always be in the maximum state of damage. In the event that you need to repair or, for the ship-side reactors, replace the fusion cell with a fresh one, here's the simple steps to doing so.
- First, assess the damage. If the reactor is undamaged, move onto the second step.
- Second, assess the power level (This only applies for fusion reactors, if the reactor you're repairing is a geothermal one, skip to the last step). This can be found out in two ways, the first is by examining it and getting a percentile readout, and the other is by looking for the bright blue bar on the right side of the reactor that gives a rough readout. If the reactor's on, the central screen will flash and turn red when the cell is running low.
- If the power is out or running low, first turn off the reactor, if it is running, by clicking on it with an empty hand.
- Next, crowbar open the maintenance panel and the power cell will drop on the ground beneath you.
- After that, grab a fresh cell from one of the tables to the north or south side and take the discarded cell to the recycler to the right, the recycler will recharge it for later.
- Finally, turn it on. If you did it right, the reactor should turn on. If it did not, read and review each step. If it still doesn't turn on, consider asking for help.
Orbital Bombardment Cannon
see: TGMC:Guide to fire support#Orbital Bombardment
Orders
As command staff, you have access to orders, which can be used to buff nearby troops with helpful effects. These also cause you to broadcast a quote over the radio(provided you have one) so people know when you're calling one out. After giving an order, there is a cooldown period until you can give another one. Give orders using the action buttons on the top-left of the screen.
Orders
All Command staff and assigned Squad Leaders have access to Orders which can be used to buff nearby troops. Using one causes you to shout out a unique phrase over the radio. After giving an Order, there is a one-minute cooldown period until you can give another one, but cooldowns for Orders and Markers are separate.
Order effects are influenced by your Leadership skill, which increases both the effect and range.
Order | Description |
---|---|
Move order |
Increases movement speed by 0.1 per Leadership level
Great for retreats and getting to objectives quickly |
Hold order |
Reduces damage received by 5% per Leadership level
Increases pain resistance, reduces the effects of dizziness and jitteriness |
Focus order |
Increases accuracy by 10% plus 5% per Leadership level
Makes Aiming instant |
Rally marker |
Places a directional pointer and a map icon, urging marines to Rally at a given point. |
Attack marker |
Places a directional pointer and a map icon, urging marines to Attack a given point. |
Defend marker |
Places a directional pointer and a map icon, urging marines to Defend a given point. |
Retreat marker |
Places a directional pointer and a map icon, urging marines to Retreat from a given point. |
Tips
TGMC Roles | ||
TerraGov Marines | 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 | 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, |