Shoulder Holster
|
Pistol Holster that you can clip to your uniform.
Only one thing may be clipped to your uniform
Capable of storing one pistol in it.
</tab>
<tab name="Belts">
Item:
|
Desc.:
|
M39 Belt Holster
|
SMG Holster that goes on your belt.
Has only one slot, and draws revolvers on click.
Capable of storing an M39 without increased weight (Grips/Stock)
|
Ammo Load Rig
|
A belt for your uniform, intended for holding magazines.
You can right click it to change the drawing mode.
Has five slots for storing items.
Storage
|
Combat Knife
|
Shells or handfuls of bullets
|
Any kind of flare/flare nade
|
M41A MK2 Magazines
|
M39 Magazines
|
M42C Magazines
|
Sunfury Lasgun Cells
|
M4A3 Magazines
|
M44 Speedloaders
|
Any grenade
|
Claymores
|
|
Shotgun Shell Belt
|
A belt used to hold up to 50 shotgun shells, two boxes worth.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Buckshot shells
|
Slug Shells
|
Flechette Shells
|
Incendiary Shells
|
|
M4A3 Belt Holster
|
Pistol Holster that goes on your belt.
Has five slots, and draws pistols on click.
Capable of storing only one pistol in it.
Storage
|
Any Pistol, not revolvers.
|
Any Pistol Magazines
|
|
M44 Belt Holster
|
Revolver Holster that goes on your belt.
Has five slots, and draws revolvers on click.
Capable of storing only one revolver in it.
Storage
|
M44 Revolvers
|
M44 Speedloaders
|
|
Knife Rig
|
A knife rig that goes on your belt
Can switch drawing modes by right clicking.
Capable of storing six throwing knives within.
Storage
|
M11 Throwing Knives.
|
</tab>
<tab name="Pouches">
Pouch:
|
Desc:
|
Shotgun Shell Pouch
|
A pouch used to hold shotgun shells. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Buckshot shells
|
Slug Shells
|
Flechette Shells
|
Incendiary Shells
|
|
Magazine Pouch
|
A pouch used to hold magazines. Has two slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Shells or handfuls of bullets
|
M41A MK2 Magazines
|
M39 Magazines
|
M42C Magazines
|
Sunfury Lasgun Cells
|
M4A3 Magazines
|
M44 Speedloaders
|
|
Medium General Pouch
|
A medium general pouch that goes into your pocket. Holds small and tiny items.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
Storage
|
Any tiny item
|
Any small item
|
|
Flare Pouch
|
A pouch used to flares. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Flare Grenades
|
Manual Flares
|
|
First Aid Pouch
|
A pouch used to hold construction materials. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Tramadol Injectors
|
Tricordazine Injectors
|
Gauze
|
Ointment
|
Medical Splints
|
|
Pistol Magazine Pouch
|
A pouch used to hold pistol magazines. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
M4A3 Magazines
|
M44 Speedloaders
|
|
Sidearm Pouch
|
A pouch used to sidearms. Has one slot.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Any Revolvers
|
Any Pistols
|
</tab>
<tab name="Masks">
Item:
|
Desc.:
|
TGMC Gas Mask
|
A gas mask that restricts your vision, but filters out harmful gasses.
|
TGMC Coif
|
A coif that protects you from extreme cold conditions.
|
Rebreather
|
Heats or cools down air as you breath it, protecting you from extreme conditions.
|
</tab>
</tabs>
NEXUS Automated Equipment Rack
<tabs>
<tab name="T-29 Kit">
Item:
|
Desc.:
|
T-29 drum magazine
|
Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum.
|
T-29 smart machine gun
|
A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID.
|
Night Vision Goggles
|
Grants you full sight of the terrain, but not full night sight. The only marine job that spawns with NVG.
|
</tab>
<tab name="T-25 Kit">
</tab>
<tab name="Attachments">
Item:
|
Desc.:
|
Suppressor
|
A barrel attachment that makes shots quieter, and reduces damage. Also other stats. Wee.
|
Extended Barrel
|
A barrel attachment that makes shots more accurate, and reduces damage. Other stats. Wee.
|
Recoil Compensator
|
A barrel attachment that makes recoil less of a problem, apparently. Other stats. Wee.
|
Magnetic Harness
|
A rail attachment that makes your gun snap back to your suit storage if you drop it. Makes you less accurate. Other stats. Wee.
|
Red Dot Sight
|
A rail attachment that makes your shots more accurate. Other stats. Wee.
|
Quick Fire Assembly
|
Reduces the delay on single fire shots, reduces your burst count by one, and reduces your accuracy. Other stats. Wee.
|
Laser Sight
|
Underbarrel attachment that makes your gun better for certain things. Other stats, wee.
|
Vertical Grip
|
Underbarrel grip that makes your bursts more accurate. Other stats. Wee.
|
Angled Grip
|
Underbarrel grip that allows you to wield faster. Other stats. Wee.
|
</tab>
</tabs>
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 only need to equip M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor). your smart weapon and ammo for your smart weapon to shoot.
Difference between T-29 and T-25
Recent development with IFF weapons provides a smartgunner with another tool in their deployment, the T-25. The T-29 is considered as the traditional weapon of the smartgunner, giving suppressive fire down the line to ward off xenomorphs from engaging in CQC. The T-25, however, is for the smartgunner with a keener sense of resource management, hyperaggressive mindset, and an acute sense of timing. Metaphorically and in the ideal, the T-29 is the spikes that xenomorphs must deal with when getting closed to marines, whereby the T-25 mows down xenomorphs. While you can unga with both of these weapon systems, the T-25 is best suited for such lifestyle.
<tabs>
<tab name="Pros of T-29">
Desc.:
|
Beginner friendly! Everyone wants to dakka!
|
Strong and familiar ammo economy to veterans
|
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)
</tab>
<tab name="Cons of T-29">
Desc.:
|
Lower rate of fire compared to T-25
|
Cannot chase xenomorphs so easily; you are slow when wielding T-29
|
Longer wielding time
|
Takes time to reload T-29
</tab>
<tab name="Pros of T-25">
Desc.:
|
Faster rate of fire
|
Easily a weapon to chase xenomorphs with since you can run faster with this weapon compared to the T-29
|
More underbarrel attachment choices! Can use the mini-flamethrower, mini-shotgun, or mini-grenade launcher!
|
Putting a bayonet on T-25 one shot resin nodes and sticky resins!
|
Can put scopes on T-25!
</tab>
<tab name="Cons of T-25">
Desc.:
|
Difficult ammo economy
|
Bipolar in gameplay: conservative but opportunistic due to the 50 ammo
|
Always reloading since you want to have 51 ammo ready to mag dump xenomorphs
</tab>
<tab name="Stats side by side">
T-29 stats |
T-25 stats |
T-12 stats
|
aim_slowdown = 0.95
wield_delay = 1.3 SECONDS
name = "smartgun bullet"
accurate_range = 15
damage = 20
scatter = -10
penetration = 20
sundering = 1
|
aim_slowdown = 0.55
wield_delay = 0.6 SECONDS
name = "smartrifle bullet"
damage = 25
penetration = 15
sundering = 1
|
fire_delay = 0.2 SECONDS
scatter = -10
aim_slowdown = 0.4
wield_delay = 0.7 SECONDS
damage = 25
penetration = 5
sundering = 0.5
|
</tab>
</tabs>
Difference between M56B and T-29
Note that a squad smartgunner cannot choose between a M56B and a T-29. In TGMC, from their vendor, the squad smartgunner gets either the T-29 or T-25. This section is only used for comparison given that long time ago in TGMC and in another server (CM), squad smartgunners are familiar with the M56B.
The T-29 and T-25 are very flexible compared to the M56B. Whereas the M56B demands that the squad smartgunner wears only one type of armor () and cannot use any backpack (), the T-29 allows for variance in armor and storage.
<tabs>
<tab name="Pros of T-29">
Desc.:
|
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
|
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)
|
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; note that NVG works without T-29
</tab>
<tab name="Cons of T-29">
Desc.:
|
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 AND takes time to reload. Reloading takes about 3 seconds and must be done by standing still; moving at all interrupts the reloading process
|
SOUNDS UGLY REEEEEEEEEEEEEEEEEEEEEEE
|
No in-built magnetic harness like the M56B
|
Only have 200 ammo internal capacity compared to the M56B which has 500 ammo
|
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
|
Liberal use tends to run the T-29 drums dry, necessitating either Requisitions or periodic trips to and from shipside to maintain usage of the Smartgun.
</tab>
</tabs>
Reccomended attachments:
- Magnetic Harness (though if you want to use a red-dot sight, it is highly recommended to have a harness belt)
M56 Head Mounted Sight
Required to use the Smartgun, and gives you enough nightvision to see the entirety of about half of the screen as if it were completely lit, even through walls and darkness.
Tips
- Kill xenos, get more ammo. Use ammo to kill more xenos, then get more ammo. Make req happy.
- If you are rolling with the T-25, it is best to roll with the T-25 ammo package and hold empty T-25 mags .
- Roll and chase down xenomorphs with the T-25 when they are less than half their health. This will utilize the T-25 to its fullest potential assuming you have a fresh mag in your T-25 AND you won't waste your ammo when xenomorphs can just sponge up the ammo and walk away. Just be careful of other xenomorphs!
- Xenomorphs will get punished when they push if you do your job. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides.
- Given that you have IFF, you can save marines from resin traps. These traps make facehuggers 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.
- 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.
- 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. This goes for warrior's lunge, too. Pump lead into that warrior since they have to grab a marine for like 2 seconds, enough to mag dump them.
- 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.
- STOP CHARGING IN FRONT DAMMIT
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
|
|
|
|
|
|
|
|
|
|