The Guide Of Xur Part One
- Xurphorus
- Registered user
- Posts: 234
- Joined: 05 Mar 2015, 22:17
- Location: The Sulaco Brig
- Byond: Xurphorus
The Guide Of Xur Part One
Welcome.
This is a guide that will give a detailed insight of what it takes to player better, and also develop as a marine player. What you will learn in this guide is basic ways of how certain roles as a Sulaco crewman should be handled, and how you should interact with characters of other roles. This guide will also give detail on how you handle encounters of different Aliens of different castes. As you read along, I hope this guide will help you become /All that you can be/ as a robust as fuck in your own way marine. Enjoy.
Section One: The Naval Officer[Command Roles]
[CDR]The Commander - This is the leading officer on the ship, the one responsible for all personnel aboard the ship. Known as the CO, their word is law as long as it doesn't interfere with the guidelines of ''Marine Law''. His rank commands respect on and off the ship, but depending on his character you are not obligated to act a certain way towards them. I'm gonna be real with you, there are some shit Commanders out there, we have all seen them. If someone plays this role, please don't go AFK 20 minutes into the round, especially if there is no XO. As the Commander you have access to /most/ of the ship but that doesn't not give right to perform certain duties outside of your skill set, you are required to lead, plan out strategies, and relay them to your Bridge Officers. Some commanders don't monitor squad channels but if you want to stay informed of the situation on the ground it is best to always hear everything that happens on and off your ship. Always keep High Command informed of your situation, doing such /might/ better your chances of assistance, depending on the progress, but really we all know it depends on the Admin gods, and the chances of seeing some real helm is slim, like really fucking slim. Just do the best you can, and always have a level head as you lead. When commanding the squads its always best to have a single squad at the ready if a planned assault needs backup. Always have a squad protecting the FoB. Always have a minimum of two squads assaulting. This ain't a role to fuck around with.
''Always make it look like you know what you're doing.'' - Bill Carson
[L.CDR]The Executive Officer - This is the second in command aboard the ship. Known as the XO by all roles, this is the one person people will look for if the CO is not available to give orders. Personally this is one of my favorite roles because you have the ability to person certain tasks the Commander cannot if he or she is busy. Good of expediting certain tasks that would take to long naturally like making sure marines have their supply orders correctly packed ,and sent down with haste. Another reason XO is such a great role, is that you can take over the Sulaco if the Commander is total shit, but only if you have the support of your peers, and the blessings of High Command, or wait until your CO dies a horrible death and his body cannot be found thus locking the role for a new CO to be presented. Hooray for Democracy! Be sure to follow every procedure explained for the Commander section of this guide if you come across a situation that leaves you in charge.
[LT]The Bridge Officer - Known as the Overwatch of the marines. The BO has only one job, and that's to sit on their asses. They are responsible for updating marine objectives, relaying orders from the CO, make sure marines are keeping on track, and to push buttons. Yes to push buttons, they pretty much only have two real jobs at the console and that is to send supplies or fire the orbital beacon, both of which are seriously important to marines on the ground. Please know what you are doing when firing an orbital beacon, the settings are for offsets of 10 on an X/Y grid. When firing them, you cannot expect your SL to always know the right offsets but have them give you a general direction so that you as the one pulling the trigger can wing it. When playing this role please be sure to understand that you are not the will of god speaking down to marines on the ground. To them, you are only a voice in their head that tells them what they /should/ be doing. To them, you are only a pencil pusher that watches the progress. If there is a combat situation going on around the squad you are watching, please refrain from asking about progress until that combat situation has passed, in this 2D spessman game, you cannot fight, and respond at the same time. Some BOs make it very taxing for squads to operate when they are getting orders from their Squad leader, the one actually on the ground with them fighting, and you the Over/Watch/, in better terms the Witness, that is only watching the situation unfold through means of helmet camera that also has no radio, and cannot hear general comms on the ground. In terms of communication, using the personal message comms on the console, use it to speak to the SL personally, but make sure youre patched into the squad channel to keep better tabs. Please always be available to do your fucking jobs at your post.
''Always listen to all channels at once, its never too bad to have too much info.'' - Joe ''Ken'' Kent
[ENS]The Pilot Officer- Known as the PO, you only have one job. Pilot the drop ship. Its not hard, just sit in the chair, and work the controls. Always make it known when you are departing, so that those looking for a ride can make haste, and catch the bus before being late for school. The PO can assist with loading supplies, loading, and off loading wounded, but must always be at the ready when needed to launch. Not much to be said here, just fly up, and down.
_____________________________________________________________________________
Section Two: The Marine Corps
[SSGT] The Squad Leader - The Alpha, he who leads the pack. Known as the SL to all, the squad leader is responsible for all marines under his wing. His word is law in any combat situation, and must be heeded. Not doing so will lead to some grievous deaths to them, and you also if you're not careful. As a squad leader you have a direct line to the command channel, making sure you report in every so often, and keeping your overwatch updated. You have possession of the Orbital beacon ,and Supply beacons. Those items are fairly important to your squads success in combat. With the Orbital Beacon[OB], you can toss into heavily controlled hostile areas, and have your overwatch set it off, taking down anything or anyone in its blast radius. With the Supply Beacons you only have one task, set them down in a marine controlled area, and ask command to send your supplies. Squad leaders must set the bar on leading because its just not your own life to worry about but your marines lives also. From my own thoughts of an SL since I take pride in it, not everything Command orders you to do is the thing to do, follow your instincts, and if you see things going south, make sure you get your guys out of that situation. Don't expect everyone in your squad to follow you, but those that do follow you, earn your trust. When marines are looking for guidance, its the Squad Leader that guides them.
[SGT] The Squad Specialist - The Beta, he who protects the pack. The specialist is the subsidiary of the Squad leader, someone who can lead the squad if the SL is not available. Specialists are unique in their own right as they have the choice of different weapons, and gear.
SADAR: The SADAR spec is the most recommended to have when involved with a Hive siege. Armed with a variety of rockets, you can carefully pick your targets, and turn the tide of battle as long as you're cautious. Use the High Explosive for mainly incapacitating, if you find yourself firing at a tank, only do so when it is surrounded by smaller foes to maximize the effectiveness, the same should go for Phosphorus rounds. Armor Piercing rounds should only be used for tanks(Crushers), do not be afraid of FF with it since the explosion is condensed, but do not fire unless you know you have the shot.
Grenade Launcher: The GL spec isnt much to brag about, basically their purpose is crowd control. Just like the SADAR spec, the GL user can down multiple enemies. Good for attacking a hive that's enclosed inside of the caves. Be sure to watch the angles when unleashing hell upon the Xeno scum since the grenades loosed can end up bouncing off surfaces, and blowing up in your face, or anyone around you. Friendly Fire is real people.
B18: The muscle, hyped up on roids, and clearly overestimated. Sure the B18 armor has a lot of defensive perks, but if you're just gonna run around with a god damn machete you should just lay down and die. You were made to be tough, but not a fucking Rambo. B18 users are good when it comes to support, and CQC situations so be sure to have a shotgun, or my own personal setup which is a Shield and Gyro modded M41. Whatever preference is your own choosing, just be sure to always protect the squad.
Marksman/Sniper: What can one really say about the Sniper, just because you have a ranged weapon doesn't mean you know how yo use it correctly. Pick you targets, watch the cross fire, and please don't fucking shoot someone in the fucking head. I am always seeing some god damn sniper pretty much stumping a possible assault because they don't know how to pick their shots, and end up killing someone actually doing some damn work. As a sniper you need to have a scout mentality about things. Patience is key.
''The lights, are your only friend.'' - Aiden Newton, Sniper Specialist.
[CPL]The Squad Medic: Okay when one is the medic they should wake up from cryo knowing that they are the most important one on the squad besides the SL. Not in rank but in their role as the healer. They are not essentially made for combat situations but should avoid combat, and focus on healing their squad-mates. I am tired of seeing medics charge head first into combat when they should be sticking inside of the formation and making sure everyone stays combat ready.When the medic is gone, then who heals the wounded marines? Squad cohesion can slowly decay when there are no working medics. Some medics would head to the medical bay to top off on some extra meds and that's a good move. Always stay stocked, and always be on the ready to do some quick life saving.
"When I say you have skull fractures, that means you stop running around, you idiot." - Alaina Koepple
[CPL] The Squad Engineer: The rookie grease monkey of the marines. The Combat Engineer is responsible for crafting quick defenses, and setting up the FoB. Make sure to always pack the essentials, Plasteel, Metal, Mines, Tools, and a spare battery for the Sentry. When building an FoB, use the resources around you before using your own. The key to a solid FoB is pooling all that you can get your hands on with your own, and crafting something out of it. Be sure to have back doors, and traps set up all around your FoB if needed. Never think the job is done, something always can be worked on, and everything can be improved on, symmetry is important. Now for assaulting or making a forward position, don't be afraid to use wood, wood barricades cannot be shot through but make excellent cover from incoming fire. As an engineer always make sure to secure your escape before anything else for the last line of defense. Personally, an FoB formed around the LZ gives marines a good chance to keep their foot in the door.
[PVT/PFC]The Squad Marine: Ok grunts listen up, you are the cannon fodder, your importance in the squad may vary, depending on how well you follow orders, slays bodies, and Kill Kill Kill. Xeno killing is all you know, following orders is all you know. All that in between shit is for the birds. As a standard marine always listen to your SL, follow your SL, and never go off on your own. Rambo grunts are frowned upon. The type of mindset you should have as a standard is a pack mentality. Squad leaders are the Alpha, the specialists are the Beta, and the rest of the pack is the body. Always have a double, your double is your battle buddy, your brother in arms. When scouting always have a watchful eye of your chosen battle buddy. Never have a situation where you must Blue Falcon your battle buddy. Trust in each other is key, and as the standard you must hold together. Holding the line is key, when your SL says don't push, don't fucking push, become the wall ,and hold the fucking line and stop aiming for the head unless you're taking down another human. HEADSHOTS DONT WORK ON XENOS, ALWAYS AIM FOR THE CENTER OF MASS.
________________________________________________________________________________
That sums it up for part one, part two will give details on how to handle Sulaco Ship Crew, and Sulaco Civilian Crew. Hoped this help.
This is a guide that will give a detailed insight of what it takes to player better, and also develop as a marine player. What you will learn in this guide is basic ways of how certain roles as a Sulaco crewman should be handled, and how you should interact with characters of other roles. This guide will also give detail on how you handle encounters of different Aliens of different castes. As you read along, I hope this guide will help you become /All that you can be/ as a robust as fuck in your own way marine. Enjoy.
Section One: The Naval Officer[Command Roles]
[CDR]The Commander - This is the leading officer on the ship, the one responsible for all personnel aboard the ship. Known as the CO, their word is law as long as it doesn't interfere with the guidelines of ''Marine Law''. His rank commands respect on and off the ship, but depending on his character you are not obligated to act a certain way towards them. I'm gonna be real with you, there are some shit Commanders out there, we have all seen them. If someone plays this role, please don't go AFK 20 minutes into the round, especially if there is no XO. As the Commander you have access to /most/ of the ship but that doesn't not give right to perform certain duties outside of your skill set, you are required to lead, plan out strategies, and relay them to your Bridge Officers. Some commanders don't monitor squad channels but if you want to stay informed of the situation on the ground it is best to always hear everything that happens on and off your ship. Always keep High Command informed of your situation, doing such /might/ better your chances of assistance, depending on the progress, but really we all know it depends on the Admin gods, and the chances of seeing some real helm is slim, like really fucking slim. Just do the best you can, and always have a level head as you lead. When commanding the squads its always best to have a single squad at the ready if a planned assault needs backup. Always have a squad protecting the FoB. Always have a minimum of two squads assaulting. This ain't a role to fuck around with.
''Always make it look like you know what you're doing.'' - Bill Carson
[L.CDR]The Executive Officer - This is the second in command aboard the ship. Known as the XO by all roles, this is the one person people will look for if the CO is not available to give orders. Personally this is one of my favorite roles because you have the ability to person certain tasks the Commander cannot if he or she is busy. Good of expediting certain tasks that would take to long naturally like making sure marines have their supply orders correctly packed ,and sent down with haste. Another reason XO is such a great role, is that you can take over the Sulaco if the Commander is total shit, but only if you have the support of your peers, and the blessings of High Command, or wait until your CO dies a horrible death and his body cannot be found thus locking the role for a new CO to be presented. Hooray for Democracy! Be sure to follow every procedure explained for the Commander section of this guide if you come across a situation that leaves you in charge.
[LT]The Bridge Officer - Known as the Overwatch of the marines. The BO has only one job, and that's to sit on their asses. They are responsible for updating marine objectives, relaying orders from the CO, make sure marines are keeping on track, and to push buttons. Yes to push buttons, they pretty much only have two real jobs at the console and that is to send supplies or fire the orbital beacon, both of which are seriously important to marines on the ground. Please know what you are doing when firing an orbital beacon, the settings are for offsets of 10 on an X/Y grid. When firing them, you cannot expect your SL to always know the right offsets but have them give you a general direction so that you as the one pulling the trigger can wing it. When playing this role please be sure to understand that you are not the will of god speaking down to marines on the ground. To them, you are only a voice in their head that tells them what they /should/ be doing. To them, you are only a pencil pusher that watches the progress. If there is a combat situation going on around the squad you are watching, please refrain from asking about progress until that combat situation has passed, in this 2D spessman game, you cannot fight, and respond at the same time. Some BOs make it very taxing for squads to operate when they are getting orders from their Squad leader, the one actually on the ground with them fighting, and you the Over/Watch/, in better terms the Witness, that is only watching the situation unfold through means of helmet camera that also has no radio, and cannot hear general comms on the ground. In terms of communication, using the personal message comms on the console, use it to speak to the SL personally, but make sure youre patched into the squad channel to keep better tabs. Please always be available to do your fucking jobs at your post.
''Always listen to all channels at once, its never too bad to have too much info.'' - Joe ''Ken'' Kent
[ENS]The Pilot Officer- Known as the PO, you only have one job. Pilot the drop ship. Its not hard, just sit in the chair, and work the controls. Always make it known when you are departing, so that those looking for a ride can make haste, and catch the bus before being late for school. The PO can assist with loading supplies, loading, and off loading wounded, but must always be at the ready when needed to launch. Not much to be said here, just fly up, and down.
_____________________________________________________________________________
Section Two: The Marine Corps
[SSGT] The Squad Leader - The Alpha, he who leads the pack. Known as the SL to all, the squad leader is responsible for all marines under his wing. His word is law in any combat situation, and must be heeded. Not doing so will lead to some grievous deaths to them, and you also if you're not careful. As a squad leader you have a direct line to the command channel, making sure you report in every so often, and keeping your overwatch updated. You have possession of the Orbital beacon ,and Supply beacons. Those items are fairly important to your squads success in combat. With the Orbital Beacon[OB], you can toss into heavily controlled hostile areas, and have your overwatch set it off, taking down anything or anyone in its blast radius. With the Supply Beacons you only have one task, set them down in a marine controlled area, and ask command to send your supplies. Squad leaders must set the bar on leading because its just not your own life to worry about but your marines lives also. From my own thoughts of an SL since I take pride in it, not everything Command orders you to do is the thing to do, follow your instincts, and if you see things going south, make sure you get your guys out of that situation. Don't expect everyone in your squad to follow you, but those that do follow you, earn your trust. When marines are looking for guidance, its the Squad Leader that guides them.
[SGT] The Squad Specialist - The Beta, he who protects the pack. The specialist is the subsidiary of the Squad leader, someone who can lead the squad if the SL is not available. Specialists are unique in their own right as they have the choice of different weapons, and gear.
SADAR: The SADAR spec is the most recommended to have when involved with a Hive siege. Armed with a variety of rockets, you can carefully pick your targets, and turn the tide of battle as long as you're cautious. Use the High Explosive for mainly incapacitating, if you find yourself firing at a tank, only do so when it is surrounded by smaller foes to maximize the effectiveness, the same should go for Phosphorus rounds. Armor Piercing rounds should only be used for tanks(Crushers), do not be afraid of FF with it since the explosion is condensed, but do not fire unless you know you have the shot.
Grenade Launcher: The GL spec isnt much to brag about, basically their purpose is crowd control. Just like the SADAR spec, the GL user can down multiple enemies. Good for attacking a hive that's enclosed inside of the caves. Be sure to watch the angles when unleashing hell upon the Xeno scum since the grenades loosed can end up bouncing off surfaces, and blowing up in your face, or anyone around you. Friendly Fire is real people.
B18: The muscle, hyped up on roids, and clearly overestimated. Sure the B18 armor has a lot of defensive perks, but if you're just gonna run around with a god damn machete you should just lay down and die. You were made to be tough, but not a fucking Rambo. B18 users are good when it comes to support, and CQC situations so be sure to have a shotgun, or my own personal setup which is a Shield and Gyro modded M41. Whatever preference is your own choosing, just be sure to always protect the squad.
Marksman/Sniper: What can one really say about the Sniper, just because you have a ranged weapon doesn't mean you know how yo use it correctly. Pick you targets, watch the cross fire, and please don't fucking shoot someone in the fucking head. I am always seeing some god damn sniper pretty much stumping a possible assault because they don't know how to pick their shots, and end up killing someone actually doing some damn work. As a sniper you need to have a scout mentality about things. Patience is key.
''The lights, are your only friend.'' - Aiden Newton, Sniper Specialist.
[CPL]The Squad Medic: Okay when one is the medic they should wake up from cryo knowing that they are the most important one on the squad besides the SL. Not in rank but in their role as the healer. They are not essentially made for combat situations but should avoid combat, and focus on healing their squad-mates. I am tired of seeing medics charge head first into combat when they should be sticking inside of the formation and making sure everyone stays combat ready.When the medic is gone, then who heals the wounded marines? Squad cohesion can slowly decay when there are no working medics. Some medics would head to the medical bay to top off on some extra meds and that's a good move. Always stay stocked, and always be on the ready to do some quick life saving.
"When I say you have skull fractures, that means you stop running around, you idiot." - Alaina Koepple
[CPL] The Squad Engineer: The rookie grease monkey of the marines. The Combat Engineer is responsible for crafting quick defenses, and setting up the FoB. Make sure to always pack the essentials, Plasteel, Metal, Mines, Tools, and a spare battery for the Sentry. When building an FoB, use the resources around you before using your own. The key to a solid FoB is pooling all that you can get your hands on with your own, and crafting something out of it. Be sure to have back doors, and traps set up all around your FoB if needed. Never think the job is done, something always can be worked on, and everything can be improved on, symmetry is important. Now for assaulting or making a forward position, don't be afraid to use wood, wood barricades cannot be shot through but make excellent cover from incoming fire. As an engineer always make sure to secure your escape before anything else for the last line of defense. Personally, an FoB formed around the LZ gives marines a good chance to keep their foot in the door.
[PVT/PFC]The Squad Marine: Ok grunts listen up, you are the cannon fodder, your importance in the squad may vary, depending on how well you follow orders, slays bodies, and Kill Kill Kill. Xeno killing is all you know, following orders is all you know. All that in between shit is for the birds. As a standard marine always listen to your SL, follow your SL, and never go off on your own. Rambo grunts are frowned upon. The type of mindset you should have as a standard is a pack mentality. Squad leaders are the Alpha, the specialists are the Beta, and the rest of the pack is the body. Always have a double, your double is your battle buddy, your brother in arms. When scouting always have a watchful eye of your chosen battle buddy. Never have a situation where you must Blue Falcon your battle buddy. Trust in each other is key, and as the standard you must hold together. Holding the line is key, when your SL says don't push, don't fucking push, become the wall ,and hold the fucking line and stop aiming for the head unless you're taking down another human. HEADSHOTS DONT WORK ON XENOS, ALWAYS AIM FOR THE CENTER OF MASS.
________________________________________________________________________________
That sums it up for part one, part two will give details on how to handle Sulaco Ship Crew, and Sulaco Civilian Crew. Hoped this help.
- Butterrobber202
- Registered user
- Posts: 652
- Joined: 15 Mar 2015, 22:52
- Location: In a Super Secret Nerd Underground Bunker
Re: The Guide Of Xur Part One
-1
Bad Advice. Please Bwionk Xur forever.
Requesting you add Snowball's quote for Engi 'Stop fucking pushing me you Fucknuggets'
Bad Advice. Please Bwionk Xur forever.
Requesting you add Snowball's quote for Engi 'Stop fucking pushing me you Fucknuggets'
the alien drone (848) has been robusted with the emergency toolbox by Johnny 'Snowball' Redem!
► Show Spoiler
► Show Spoiler
- Sadokist
- Donor
- Posts: 630
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- Location: Seattle, Washington
Re: The Guide Of Xur Part One
Make an MP one so I can criticize you thoroughly
- Martzin
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- Location: The Jungle
Re: The Guide Of Xur Part One
since when in the history of Xur has he ever been an MP?Sadokist wrote:Make an MP one so I can criticize you thoroughly
- Renomaki
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- Posts: 1777
- Joined: 22 Jul 2016, 18:26
Re: The Guide Of Xur Part One
I seen a few rounds where he WAS MP, believe it or not.Martzin wrote: since when in the history of Xur has he ever been an MP?
Guess he got bored of being an SL and wanted to try something new for once.
Sometimes, bravery comes from the most unlikely sources.
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
- LordeKilly
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- Posts: 806
- Joined: 24 Feb 2015, 16:55
- Location: mongoria
- Byond: lordekilly
Re: The Guide Of Xur Part One
You forgot to put in the part where if you're a marine you address all Command staff as, "Navyboys" and the Commander as "Cap'm" or "Lointnent."
And if you're command staff you just act like a dick.
And if you're command staff you just act like a dick.
- Bigchilly
- Registered user
- Posts: 172
- Joined: 27 May 2016, 21:23
Re: The Guide Of Xur Part One
You forgot to add the part that says command is shit, and the only way you know your doing something good is when someone with bold text says: "Good shit marines"
| Flitz 'Rook' Waldmuller |
- Warnipple
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- Joined: 13 Jun 2016, 08:57
- Location: Kanoya Airfield
Re: The Guide Of Xur Part One
You should write an MP one.Sadokist wrote:Make an MP one so I can criticize you thoroughly
Although I can already visualize it.
Step 1: Attend RO line
Step 2: AFK
Step 3: Head into cyro
I jest
Accurate representation of my character as Corporate Liason: http://i.imgur.com/Ynnvuxx.png
- ShortTemperedLeprechaun
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- Joined: 22 Aug 2015, 16:39
- Location: Having coffee somewhere in ireland
Re: The Guide Of Xur Part One
Actually, aiming for the head DOES help damage xenos now, at the risk of breaking your partners brain case. So, win lose?
https://www.youtube.com/watch?v=9dA6plQFKzY Scotty Hardy: Resident loud mouth, smart assed Irishman. Gahn'tha-cte Bhu'ja: Honorable duelist, beserker charger, jungle hunter.
- Sadokist
- Donor
- Posts: 630
- Joined: 01 May 2015, 07:55
- Location: Seattle, Washington
Re: The Guide Of Xur Part One
Of course, what else are you supposed to do?Warnipple wrote: You should write an MP one.
Although I can already visualize it.
Step 1: Attend RO line
Step 2: AFK
Step 3: Head into cyro
I jest
- Eenkogneeto
- Registered user
- Posts: 536
- Joined: 14 Aug 2016, 02:44
Re: The Guide Of Xur Part One
Or Harlequins 'What do you mean I can't have an explosive crate for what might be a false alarm?'Butterrobber202 wrote:-1
Bad Advice. Please Bwionk Xur forever.
Requesting you add Snowball's quote for Engi 'Stop fucking pushing me you Fucknuggets'
But the pushing one sums up the role fairly well. Always when I'm standing in the middle of the hive with plasteel the marines get pushy.