Marine Equipment and Tactics [WIP]

Generic, on-topic discussion about Colonial Marines.
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Nalsur
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Marine Equipment and Tactics [WIP]

Post by Nalsur » 09 Jan 2015, 19:37

MARINE CORE
Equipment and Tactics
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Weaponry
Marine Core's arsenal is vast,too vast to nail down every single trinket we have in store for our enemies.
Here by is a list, description and suggested use of ornament and gadgets available onboard NMV Sulaco.

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Firearms

M-41A
M-41A more commonly known as "Pulse Rifle" is the standard issue weapon of Colonial Marines.
Fires 10mm explosive-tipped case-less rounds. Features additional customization options including under-barrel attachments.
Has a special railing which can house a standard issue Flashlight, after certain modifications with the use of a Screwdriver.

An overall standard firearm, best issued to regular troopers.
The possible addition of a flashlight makes it ideal for use in dark environment.
Can be housed on the back of your armor, slung on the waist or on your back if you don't have a backpack.

M-39 SMG
M-39 is a combat sub-machine gun with high rate of fire.
It's relatively low recoil allow for it to be fired from the hip while held in one hand.
Fires 9mm explosive-tipped case-less rounds. Holds 30 rounds per clip, just as Pulse Rifle.

M-39 is short and compact ideal for Engineers and Medics, who need to often leave their other hand free in order to use various tools.
Can be housed on the back of your armor or slung on the waist.

M-37 Pump Shotgun
M-37 kicks quite a punch when it comes to short range encounters. How ever it is relatively huge and can not be modified.
Fires standard 16 gauge shotgun shells. Can be loaded with up to 8 shells at once. Shells come in boxes.

M-37 should be a weapon of choice for CQC specialists. But it's size means that if you choose it you better hold tight onto it.
Bringing a spare to the battlefield is not an option. Good for cramped environments.
Can be housed on the back of your armor or slung on your back if you don't have a backpack.

L-6 Squad Automatic Weapon
L-6 more commonly known as SAW. Is a powerful auto-cannon.
Fires advanced 7.62 shredder rounds. Packing enough power to blow off limbs.
How ever it's impact comes at a cost of high-recoil, which requires the operator to pace their shots.

Useful for holding out against massed lightly armored assaults. Magazine holds 50 rounds, that are fed into the barrel by a belt.
Light enough for a single soldier to carry it around without the need of an advanced heavy support exo-skeleton harness attached to his armor.
Due to it's specifications it is the only weapon that can rival the famous M-56 series Smartgun on the battlefield. Which is why it is so loved by HW Specialists.
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Sidearms

M4A3
M4A3 is a standard issuesidearm of the Colonial Marines. It is compact and fit's almost everywhere.
Fires .45th caliber rounds. Magazines contain 12 rounds each. Not the most power-full sidearm but it will have to do.
Can be utilized by literally anyone. From basic troops to medics, engineers and even civilian personnel if the need arises.

Magnum 44
44 Magnum is renowned amongst the veterans of various military conflicts.
Magnum fires special "44 Magnum" rounds. Colonial Marines armory's supplement them with speed-loaders to reload quicker.
These "bad-boys" can end a life of a hostile unarmored humanoid in 3 mere shots, provided those be applied to the head in a rapid succession.

It's a relatively cumbersome weapon mostly prefered by veterans and officers that don't usually carry big guns around.
As such people that tend to carry lot's of things around like medics or engineers, tend to stay away from the Magnum and use the standard M-4A-3.

_____________
Close Quarters Combat

Combat Knife
The Combat Knife is the best friend of any Colonial Marine past, present and future.
A left over from pre-colonization era, the Combat Knife is made of nano-weave stainless steel.

Combat Knife can help in performing of a multitude of daily tasks of a marine. Howe ever the CQC is where it shines.
The knife can be stuffed into your boots, stashed in your backpack, attached to your waist if you have no belt or placed in the said belt.
The backside of the blade is non-sharpened which allows a trooper to temporarily grip onto the knife with their bare teeth, which is useful when multitasking.

Consumables

The "Flash-bang" Grenade
The "Flash-bang" Grenades more commonly referred to as just "Flashbangs" are a common piece of Colonial Marine equipment.
Simple in use and reliable they are amongst favorites of law enforcement authorities. During various rebellion suppression deployments they made it into Colonial Marine arsenal.

In order to activate the Flashbang you simply need to press a button on the side of a case and throw the grenade towards desirable targets.
Make sure you have eye protection first. Compact the Flashbangs can be stuffed almost anywhere, a box, a backpack, a belt even into marines uniform pockets.

The Smoke Grenade
Smoke grenades have been in service of various military groups since their creation back on earth.
Compact they can be stuffed almost anywhere, a box, a backpack, a belt and into the uniform pockets of a marine.

Easy to use, primers are activated by a press of a button on the side of grenades casing, after priming just throw it into the area where a smoke cloud is required.
Upon detonation various chemical compounds create a cloud of dense smoke. Most commonly used to cover a retreat or an approach. After a while smoke starts to disperse.

Flare
Flares are a common way to illuminate the dark areas in the absence of flashlights and night vision goggles.

The instructions are following "pull cord, make light" simple enough so that even a monkey could understand this.
Flares are relatively small and fit almost anywhere from backpacks to belts or uniform pockets and don't forget the boxes.

This is a Work In progress. I just wanted to put up a Guide/Data Base type of thing regarding marine Weapons and Equipment.
Next will come Sidearms then I will start working on equipment and gadgets!
ALSO!!! If ANYONE Knows how to insert spoilers with custom names I'd appreciate. Wanna make this less bulky.
Last edited by Nalsur on 17 Jan 2015, 16:57, edited 1 time in total.

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RE: Marine Equipment and Tactics [WIP]

Post by coroneljones » 10 Jan 2015, 14:43

Remember The tactic that i started way back in the first CM server
Marine Wall:
Form a Wall of marines and fire forward...FOR THE EMPRHA,THEY SHALL NOT ESCAPE DAH BULLET RHEIN!
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RE: Marine Equipment and Tactics [WIP]

Post by Minimike » 10 Jan 2015, 15:44

People are shit and fire on the marine next to you - use tabels

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Nalsur
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RE: Marine Equipment and Tactics [WIP]

Post by Nalsur » 11 Jan 2015, 09:55

coroneljones wrote: Remember The tactic that i started way back in the first CM server
Marine Wall:
Form a Wall of marines and fire forward...FOR THE EMPRHA,THEY SHALL NOT ESCAPE DAH BULLET RHEIN!
Yeah I do remember. And albeit sometimes it could turn another hallway into a deadly killzone where hellstorm of bullets rains upon xenos, it was not always effective. Especially when people started shooting different lanes, resulting in Friendly Fire. Though those cases were easily fixed by Backward-Arrowhead formation.

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RE: Marine Equipment and Tactics [WIP]

Post by supernamekianpenis » 26 Jan 2015, 16:36

I'd say a good tactic I use is

Please don't fire at gas tanks
Everyone isn't for themselves, save teammates, but don't go out of your way if you can't get them
No teamkilling
"I am comandr" usually means it isn't the commander speaking, so don't follow that order
Space marines are valuable, pack all your ammo.

onto tactics:
if you are to fortify an area, make it engineering, captain's room or even the medbay.

Engineering: You get metals and supplies, it's somewhat closed in, being at the bottem of the map. You can also whore all the power.

Captain's Room: There are 2 ways in, through one of the two doors, or the vents.

Medbay: Although open, you have the ability to cut open your friends and rip out xenos or you can administer medicine to wounded. Also can zerg rush Viro which is where a lot of hives are set up.

Tips:

all you need to do is follow others and don't be an ass. if your squad is close knit and not assholes, you can have a decent time playing.
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RE: Marine Equipment and Tactics [WIP]

Post by speedybst » 26 Jan 2015, 19:18

the zerg rush tactic is a meta tactic, so be warned or something like that.
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RE: Marine Equipment and Tactics [WIP]

Post by Nalsur » 28 Jan 2015, 09:50

supernamekianpenis wrote: ~SNIP
speedybst wrote: the zerg rush tactic is a meta tactic, so be warned or something like that.
The Tactics section will be devoted to positioning and formations rather than to strategies of winning rounds.
Speaking of which. I am in the process of gathering screen-shots for that part. So far I only have cramped environment (aka Maintenance Tunnels warfare) ones ready.
Last edited by Nalsur on 28 Jan 2015, 09:56, edited 1 time in total.

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RE: Marine Equipment and Tactics [WIP]

Post by razerwing » 28 Jan 2015, 12:19

Did a bit of research into the actual Colonial Marines formation stuff, apparently they've done away with the 'triangle' formations. Pretty much, they way it used to be done is you'd have two guys up front, with one covering the rear. However, the Colonial Marines are meant for deployment in non-linear, ever-changing battlefields with the sole purpose of rapid deployment and force projection. Because of this, they adopted a riskier, more mobile two-man form, one up front, one in the back. Or, two up front, two in the back.

I've noticed that people often tend to group up into one big clusterfuck whenever they hear of an alien. Anywhere. I think sticking with the two-man formations might be a good idea, considering that the space station is relatively cramped everywhere. Less friendly fire generally means more bullets hitting your enemy no?
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RE: Marine Equipment and Tactics [WIP]

Post by Nalsur » 29 Jan 2015, 07:30

razerwing wrote: Did a bit of research into the actual Colonial Marines formation stuff, apparently they've done away with the 'triangle' formations. Pretty much, they way it used to be done is you'd have two guys up front, with one covering the rear. However, the Colonial Marines are meant for deployment in non-linear, ever-changing battlefields with the sole purpose of rapid deployment and force projection. Because of this, they adopted a riskier, more mobile two-man form, one up front, one in the back. Or, two up front, two in the back.

I've noticed that people often tend to group up into one big clusterfuck whenever they hear of an alien. Anywhere. I think sticking with the two-man formations might be a good idea, considering that the space station is relatively cramped everywhere. Less friendly fire generally means more bullets hitting your enemy no?
Believe it or not but "triangle" formation aka backward Arrowhead is one of the most effective formations I could come up with while playing this. Two men upfront BOTH get to shoot two lines at the same time without FFing and the third person can provide support on the middle line if necessary, as well as hurl grenades and flares in front of the formation without hitting anybody with them. So yeah, Backward Arrowhead is on the list. As well as box and a few other formations that are mostly situational based. As well as tips to positioning one-self in a way so that their teammates can provide fire support and do various tasks.

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RE: Marine Equipment and Tactics [WIP]

Post by Allan1234 » 29 Jan 2015, 08:03

Two man formations... Also known as a Fire-team or for those who do not understand what a FT is, a Fire-team or Fire and Advance team is a team of 2-4 people where one to two people will cover the others as the others advance and vise versa
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RE: Marine Equipment and Tactics [WIP]

Post by Nalsur » 29 Jan 2015, 08:12

HeinrickArchsider wrote: Two man formations... Also known as a Fire-team or for those who do not understand what a FT is, a Fire-team or Fire and Advance team is a team of 2-4 people where one to two people will cover the others as the others advance and vise versa
Honestly? Fire Team operating does not translate very well into SS13. Which the above is the more or less standard way in which such Fire-teams operate.

Also guy's I appreciate the input and feedback, but let's not clog the thread with any possible or impossible tactics you come up with.
If you've got something that you believe must absolutely be in the MEaT be so kind and drop me a PM with details, and if you will also be generous enough to provide Screen-shots(from in game) that showcase such situation or tactic being used. That would be DAMN AMAZING. And I'l include it int the MEaT if it works well. Thanks!!
Last edited by Nalsur on 29 Jan 2015, 08:13, edited 1 time in total.

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RE: Marine Equipment and Tactics [WIP]

Post by supernamekianpenis » 29 Jan 2015, 18:16

HeinrickArchsider wrote: Two man formations... Also known as a Fire-team or for those who do not understand what a FT is, a Fire-team or Fire and Advance team is a team of 2-4 people where one to two people will cover the others as the others advance and vise versa
A fireteam is inside a squad. What people assume is a squad, is actually a fireteam or element, are used to carry out any order. They could be to cover retreat, lay down suppressing or just sentry.
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RE: Marine Equipment and Tactics [WIP]

Post by TopHatPenguin » 12 Mar 2015, 15:49

One of ya admin/mod chaps can ya move this to guides?
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