viewtopic.php?f=135&t=14790
Otherwise continue if you are not a newbie:
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This is going to be a guide for all squad specialties
SL
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As an SL, you are probably the most important person in the squad ... DO NOT RUSH INTO COMBAT AND DIE, USE YOUR TOOLS OF CAS AND OB, STAY ALIVE AS LONG AS POSSIBLE, IF YOU'VE READ THE STARTER GUIDE, YOU KNOW THAT THE GRUNTS ARE SUPPOSED TO PROTECT YOU, EVEN IF THEY HAVE TO BODY SHIELD YOU.
Equipment:
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I usually get an extra MRE and put it in my satchel.
Your locker, which has all the standard equipment, except for:
Better helmet
Better body armor
You have a pistol holster, a large mag pouch, and a large general pouch.
I usually go for this with my SL vendor:
Grab the webbing.
Grab the large general pouch.
Grab the pistol holster.
Vend the Supply Beacons.
Put them in my webbing.
Vend the C4, Orbital Beacon, and Tactical Binos ... I then put them in the large general pouch.
Grab the hollowpoint pistol mags.
Put them into my suit armor.
Grab the AP mag, and put it into my satchel.
Grab the motion tracker, and put it into my satchel.
I then give my spare set of armor to the specialist or one of the medics, if not engies, if not one of the marines.
This is what I get from the regular vendors:
A standard issue M4A3 Service Pistol, and load it with my AP mag, stick it in it's holster.
A standard issue M41A Pulse Rifle, with just a bayonet.
A "nightraider" survival knife, into my boot.
6 M41A magazines, loading 1 into the gun, and 5 into my load rig.
A marking flare pack, put it into my satchel.
I ask while i'm getting these things, or after, for the RO to get a special weapon called the M4RA battle rifle, it's a very good weapon, and VERY deadly, and can use even regular M41A magazines, as well as it's special A19 marksman rounds.
If the RO says "no" or doesn't get lucky and doesn't get it, then I ask for just a mag harness and a skele-stock.
Your locker, which has all the standard equipment, except for:
Better helmet
Better body armor
You have a pistol holster, a large mag pouch, and a large general pouch.
I usually go for this with my SL vendor:
Grab the webbing.
Grab the large general pouch.
Grab the pistol holster.
Vend the Supply Beacons.
Put them in my webbing.
Vend the C4, Orbital Beacon, and Tactical Binos ... I then put them in the large general pouch.
Grab the hollowpoint pistol mags.
Put them into my suit armor.
Grab the AP mag, and put it into my satchel.
Grab the motion tracker, and put it into my satchel.
I then give my spare set of armor to the specialist or one of the medics, if not engies, if not one of the marines.
This is what I get from the regular vendors:
A standard issue M4A3 Service Pistol, and load it with my AP mag, stick it in it's holster.
A standard issue M41A Pulse Rifle, with just a bayonet.
A "nightraider" survival knife, into my boot.
6 M41A magazines, loading 1 into the gun, and 5 into my load rig.
A marking flare pack, put it into my satchel.
I ask while i'm getting these things, or after, for the RO to get a special weapon called the M4RA battle rifle, it's a very good weapon, and VERY deadly, and can use even regular M41A magazines, as well as it's special A19 marksman rounds.
If the RO says "no" or doesn't get lucky and doesn't get it, then I ask for just a mag harness and a skele-stock.
► Show Spoiler
Use briefing as a time to figure out things, what FT is going to do what if we get this assignment.
You should also assign FT's to be prepared earlier, you aren't doing anything sitting there in a chair, make squad FT"s.
You should also assign FT's to be prepared earlier, you aren't doing anything sitting there in a chair, make squad FT"s.
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There can be up to 3 FT's, each you can assign different orders.
This is how I USUALLY do MINE:
FT1 = Offensive/first responders (most marines, 1 medic, specialist leading)
FT2 = 1 Medic and 2 Engineers, FOB and hard/critical treatment
FT3 = My personal guard (1-2 marines, and SG, they stick close to me at all times, all places, and at all costs)
BUT since you are reading this guide (which means you are either a first timer, or looking for tips)
I would suggest this FT formation:
FT1 = main squad (everyone except 1 medic, 1 engineer (they need to keep their sentry or m59D machine gun mobile with this engineer), and 1-2 marines, led by YOU)
FT2 = building squad (1 engineer, 1 medic, and 2 marines for defense)
FT3 = meta-morph squad (this is usually for the specialist and 1-2 marines merging with another squad specialist from another squad to create a merged fire-team, this will make a VERY effective killing team, if they have enough marines to guard and protect their flanks that is.
This is how I USUALLY do MINE:
FT1 = Offensive/first responders (most marines, 1 medic, specialist leading)
FT2 = 1 Medic and 2 Engineers, FOB and hard/critical treatment
FT3 = My personal guard (1-2 marines, and SG, they stick close to me at all times, all places, and at all costs)
BUT since you are reading this guide (which means you are either a first timer, or looking for tips)
I would suggest this FT formation:
FT1 = main squad (everyone except 1 medic, 1 engineer (they need to keep their sentry or m59D machine gun mobile with this engineer), and 1-2 marines, led by YOU)
FT2 = building squad (1 engineer, 1 medic, and 2 marines for defense)
FT3 = meta-morph squad (this is usually for the specialist and 1-2 marines merging with another squad specialist from another squad to create a merged fire-team, this will make a VERY effective killing team, if they have enough marines to guard and protect their flanks that is.
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As an SL people look up to you, people expect you to make the best decisions despite what command says, and you should expect that.
What YOU need to establish, is what YOU expect from THEM.
Now what I mean by this, is command can tell you what to do ... but what they CAN'T do, without being a fuckin' super-computer human IRL, is micro-manage your team.
When you give orders, expect protests, or even insubordination.
But if you give GOOD orders, AND YOU PARTICIPATE IN THE ACTION AS WELL BY SUPPORTING YOUR SQUAD, they are more likely to listen, even to BOGUS/FUBAR/TARFU orders.
So instead of saying things like these:
"Alright FT1 go to hydro"
"Everyone fall back to nexus"
"EVERYONE CHARGE"
These things look normal RIGHT?
BUT ... it's NOT what you should say, THESE are things that you should say, i'm going to highlight important points with {word}:
"FT1 {we} need to go to hydro to {reinforce} (given squad), they are getting killed and they {need} our help, if {we} don't, {we} will most likely lose hydro if {we} don't."
This makes the marines themselves feel more pushed toward helping hydro, because the way YOU word it, it makes it sound like if they DON'T help hydro, they are letting everyone down, and contributing to defeat, and letting people die.
"Everyone fall back to nexus, if {you} don't, you {won't} be {supported}"
This makes the marines feel as if they stay, they are basically committing suicide, because you said you will not give them support, which is HUUUGE, since you have CAS and OB abilites, which without those, you effectively are an incapacitated squad, the marines KNOW this, whether they admit it or not.
"Everyone, on my mark we need to charge, (given squad) is pinned down from all sides, and if {we} {don't} push, {they will be killed}, or {OB themselves for nothing}
This make the marines feel as if they don't push, they are leaving a LOT of marines to die, or make them feel as if they need to save them. OB themselves for nothing also gives the implication that they would rather die than submit to the enemy, something that they could prevent.
In general, give more SPECIFIC orders, along with trying to word things that make the marines feel as if they have a responsibility for the deaths of others if they don't help them, making them more motivated to go along with your word.
Gameplay
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Generally you should try to stick back, laze targets and call in air-strikes to those lazers, co-ordinate your men, and when something arises or something bad happens, deal with it as best as you can.
Specialist
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Well, you've become one of the most useful roles in the game besides SL, and one of the hardest to spawn as, it's time to get to work marine.
First off, you have a selection of choices to make, make this BEFORE you even get your armor on.
Since these all play VERY differently, each will have their OWN guide.
You always have a webbing too I think, in addition to some cool pouches.
Sniper
Recon
Heavy Grenadier
Demolitionist
First off, you have a selection of choices to make, make this BEFORE you even get your armor on.
Since these all play VERY differently, each will have their OWN guide.
You always have a webbing too I think, in addition to some cool pouches.
Sniper
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You are a sniper, you are support with VERY heavy weaponry, so always check your LOF before firing, if you aren't sure, DON'T FIRE, or move up, and check again, make sure you are protected from flanking with a couple of marines.
Gear:
sniper smock (backpack)
recon armor (same protection as regular armor, but allows you to move faster)
sniper rifle
3 magazines for your rifle, these are regular, incendiary, and flak (not sure what flak is used for, doesn't seem to have extra damage on small, or un-armored targets ... *shrugs*)
full body paint
mod 44 combat pistol
3-4 AP mags for your pistol
recon sights (night vision, but DON'T forget to turn on your suit light so other marines can see you)
Gear:
sniper smock (backpack)
recon armor (same protection as regular armor, but allows you to move faster)
sniper rifle
3 magazines for your rifle, these are regular, incendiary, and flak (not sure what flak is used for, doesn't seem to have extra damage on small, or un-armored targets ... *shrugs*)
full body paint
mod 44 combat pistol
3-4 AP mags for your pistol
recon sights (night vision, but DON'T forget to turn on your suit light so other marines can see you)
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You are recon, you are support with VERY heavy weaponry, you are basically the sniper+, your main additional equipment is that you ... in addition to your SL, have tactical binoculars, like your SL.
Gear:
Same as sniper + tac binos
Gameplay:
Play like the SL and the sniper combined, go easy, be careful, and WATCH YOUR FLANKS.
Also ... inform the damn PO which squad you are in, you don't have access to command channel like the SL does, PLEASE let the CAS PO's tune in and make their lives easier.
Gear:
Same as sniper + tac binos
Gameplay:
Play like the SL and the sniper combined, go easy, be careful, and WATCH YOUR FLANKS.
Also ... inform the damn PO which squad you are in, you don't have access to command channel like the SL does, PLEASE let the CAS PO's tune in and make their lives easier.
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You are the Heavy Grenadier, you are a true "glass cannon" of the marines, ESPECIALLY if you team with the SADAR specialist.
If you do ... there is practically NOTHING that can stop you 2 from 2v1-ing a ravager or maybe even the queen, or a crusher practically at the same time, but if you see 2 ... be careful ... please.
Assuming you co-ordinate well that is.
Gear:
B18 Helmet
B18 Armor
B18 Gloves
Grenade launcher
2 HEDP grenade load rigs
Mines
(something else I can't remember?)
Gameplay:
You are VERY strong, VERY robust ... and therefore ... VERY TARGETED, by xeno's.
Xenos would LOVE to have your head as a trophy, or even another race fond of head trophies ...
Work with your squad, your grenades have a VERY short fuse time, basically if the xeno watches it hit the ground, it's gonna get stunned.
Grenades have a 3 blast radius, INCLUDING the center point.
Be aware that grenades will BOUNCE off of objects, causing possible errors.
YOU ARE THE BIGGEST CAUSE FOR CONCERN FOR FF, be VERY careful.
YOU ARE THE BIGGEST, BADDEST, MOST DAMAGE ABSORBING, MOST FF IMMUNE, INVINCIBLE MARINE.
DO NOT GET COCKY, spitters would LOVE to rapid-fire spit neuro-toxins at you knocking you down infinitely as long as they have 2-3 spitters/sentinels around, therefore KO-locking your ass down, until they drag you to their hive, your helmet will block about ... eh ... 3-5 huggers, but if they drag you into a big ass egg hive, you're done.
If you do ... there is practically NOTHING that can stop you 2 from 2v1-ing a ravager or maybe even the queen, or a crusher practically at the same time, but if you see 2 ... be careful ... please.
Assuming you co-ordinate well that is.
Gear:
B18 Helmet
B18 Armor
B18 Gloves
Grenade launcher
2 HEDP grenade load rigs
Mines
(something else I can't remember?)
Gameplay:
You are VERY strong, VERY robust ... and therefore ... VERY TARGETED, by xeno's.
Xenos would LOVE to have your head as a trophy, or even another race fond of head trophies ...
Work with your squad, your grenades have a VERY short fuse time, basically if the xeno watches it hit the ground, it's gonna get stunned.
Grenades have a 3 blast radius, INCLUDING the center point.
Be aware that grenades will BOUNCE off of objects, causing possible errors.
YOU ARE THE BIGGEST CAUSE FOR CONCERN FOR FF, be VERY careful.
YOU ARE THE BIGGEST, BADDEST, MOST DAMAGE ABSORBING, MOST FF IMMUNE, INVINCIBLE MARINE.
DO NOT GET COCKY, spitters would LOVE to rapid-fire spit neuro-toxins at you knocking you down infinitely as long as they have 2-3 spitters/sentinels around, therefore KO-locking your ass down, until they drag you to their hive, your helmet will block about ... eh ... 3-5 huggers, but if they drag you into a big ass egg hive, you're done.
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You are the Demolitionist, you are a true "glass cannon" of the marines, ESPECIALLY if you team with the Heavy Grenadier specialist.
If you do ... there is practically NOTHING that can stop you 2 from 2v1-ing a ravager or maybe even the queen, or a crusher practically at the same time, but if you see 2 ... be careful ... please.
Assuming you co-ordinate well that is.
Gear:
SADAR rocket launcher
5 missiles, 2 AP, 2 HE, 1 incendiary
mines
(I feel like i'm missing something)
Gameplay:
YOU ARE NOT, I repeat, ARE NOT, as strong, juggernauty, and powerful as the GL specialist.
However, you deal VERY high damage, but when the missile hits, it creates smoke, as well as behind you from where you launched, this creates a VERY hard to identify WHERE exactly the target is ... sure it's in the smoke, but you can't see behind it, nor can you see if it's being moved.
THIS is where the GL spec comes in, he just launches grenade after grenade into the smoke ... until the big bitch ... or bug ... or ravager ... is dead
HOWEVER, the PERFECT counter to you is a crusher, he is IMMUNE to explosions, hehe, but is the OPPOSITE of immune, to an organism's worst fear:
FIRE
If a crusher is attacking you, load an incendiary, AND TELL EVERYONE YOU LOADED ONE, there are several reasons for this:
1: YOU ONLY HAVE 1 INCENDIARY ROCKET, USE IT WISELY
2: IT'S BURN RADIUS, IS VERY LARGE, LIKE 4 BLOCKS/METERS INCLUDING THE CENTER.
3: If you launch it, and no-one chases it, you just wasted a rocket, incendiary rockets ALWAYS put a crusher into critical, and will ALWAYS almost KILL THEM, SO CHASE THE THING, AND LET THE GRUNTS KILL IT WITH THEIR AMMO, as well as your secondary, it's anti-bullet exo-skeleton is practically NON-EXISTANT WHEN IT'S LAYING ON THE GROUND IN CRIT, HIT IT, AND HIT IT HARD, AND DON'T STOP UNTIL IT'S DEAD, OR 2 RAVAGERS OR A RAVAGER AND ANOTHER CRUSHER COME ALONG. In this case
RUN BITCH RUUUUN
If you do ... there is practically NOTHING that can stop you 2 from 2v1-ing a ravager or maybe even the queen, or a crusher practically at the same time, but if you see 2 ... be careful ... please.
Assuming you co-ordinate well that is.
Gear:
SADAR rocket launcher
5 missiles, 2 AP, 2 HE, 1 incendiary
mines
(I feel like i'm missing something)
Gameplay:
YOU ARE NOT, I repeat, ARE NOT, as strong, juggernauty, and powerful as the GL specialist.
However, you deal VERY high damage, but when the missile hits, it creates smoke, as well as behind you from where you launched, this creates a VERY hard to identify WHERE exactly the target is ... sure it's in the smoke, but you can't see behind it, nor can you see if it's being moved.
THIS is where the GL spec comes in, he just launches grenade after grenade into the smoke ... until the big bitch ... or bug ... or ravager ... is dead
HOWEVER, the PERFECT counter to you is a crusher, he is IMMUNE to explosions, hehe, but is the OPPOSITE of immune, to an organism's worst fear:
FIRE
If a crusher is attacking you, load an incendiary, AND TELL EVERYONE YOU LOADED ONE, there are several reasons for this:
1: YOU ONLY HAVE 1 INCENDIARY ROCKET, USE IT WISELY
2: IT'S BURN RADIUS, IS VERY LARGE, LIKE 4 BLOCKS/METERS INCLUDING THE CENTER.
3: If you launch it, and no-one chases it, you just wasted a rocket, incendiary rockets ALWAYS put a crusher into critical, and will ALWAYS almost KILL THEM, SO CHASE THE THING, AND LET THE GRUNTS KILL IT WITH THEIR AMMO, as well as your secondary, it's anti-bullet exo-skeleton is practically NON-EXISTANT WHEN IT'S LAYING ON THE GROUND IN CRIT, HIT IT, AND HIT IT HARD, AND DON'T STOP UNTIL IT'S DEAD, OR 2 RAVAGERS OR A RAVAGER AND ANOTHER CRUSHER COME ALONG. In this case
RUN BITCH RUUUUN
► Show Spoiler
Ah, so you are the medic eh? Well, first off, you are going to want to get the LIFE-SAVER bag, NOT the MEDICAL RIG, as it holds less, and you need as MUCH medicine on the field AS POSSIBLE.
Grab everything, grab the SL armor if it's offered (you will need it near the end of the op if things go south)
Gear:
medic fatigues
medic helmet
life-saver bag
defib
(general medical schitt)
You will want the pills instead of the auto-injectors, GET RID OF THE DAMN AUTO-INJECTORS, PASS IT TO THE SL OR SPEC, THEY SHOULD KNOW HOW TO USE IT.
Grab as much advanced brute trauma, and burn trauma kits as you can, this is important when de-fibbing.
Gameplay:
You are the medic ... do I even need to say this?
DON'T FUCKING RUSH LIKE A RAMBO BALDIE MARINE INTO THE MIDDLE OF BATTLE, LET THE GRUNTS DRAG THE MARINES TO YOU, EVEN BALDIES AREN'T STUPID TO LEAVE MARINES BEHIND IF THEY CAN HELP IT, THEY ARE ACTUALLY SMART.
Heal behind the safety of LEGIT COVER, don't heal behind a barricade, as a boiler can just lob gas over the barricades, or a spitter which ignore barricades, instantly killing your patient, and possibly crit-ing or even killing ... YOU, get to ACTUAL cover, like behind a WALL, NOT a barricade.
Alright, I have a dead patient, but they have an electrical symbol instead of a death symbol above them ... what does that mean?
TREAT THESE PEOPLE ALMOST INSTANTLY FIRST, I DON'T CARE IF YOU ARE TREATING SOMEONE WHO IS STABLE AND NEEDS A BROKEN BONE SPLINTED, THESE PEOPLE ARE LITERALLY, BECOMING PERMA-DEAD.
Here's what you do:
Scan them
Use advanced trauma kit on all BLEEDING parts of the body, ignore other parts, unless it's over 35 damage.
DO NOT splint broken bones YET.
If they have oxygen damage, or toxin damage, give them peri, and give them dexalin (for oxygen) or dylovene(for toxin), this means that they have an injured ORGAN, and peri will heal it, and the dexalin or dylovene will heal the damage done.
GET YOUR DE-DEFIBRILLATOR OUT ... QUICKLY, strip them of their armor, as it gets in the way of de-fibrillation, and click on them with help intent, and on their chest.
What to do when charge is delivered:
"subject is braindead" i'm sorry ... but they're gone, they've left the body, you CAN try one more time to see if they'll come back, which is what I like to do, but most likely they've gone into the body of a xeno.
something along the lines of "subject's current state is not in a condition to be revived" usually because they have over 350 damage. They are gone ... i'm sorry.
"vital signs are too weak, try again" PLEASE TRY AGAIN, THIS MEANS THAT THEY JUST HAVE A LOT OF DAMAGE, KEEP TRYING.
"defibrillation successful" Congratulations, you saved a marine.
Ok, now you're wondering "ok, but what are all these meds?"
Here is a quick guide to memorization (I came up with this to help)
Bic heals a beaten up d*ck (I KNOW, it's a little vulgar ... but at least it helped ME OK?)
Kelo heals a burned up heel'o (heals burn damage)
dex heals a witching hex (oxygen damage, as usually witches like to choke or drown their victims using voodoo dolls ... right?)
dylovene helps a toxin vein (toxin damage)
peridaxon helps a wounded oxen (oxen have lots of organs, and usually have problems with organs)
space-a-cillin helps an infected sealin' (infection)
This may, or may NOT, help you memorize, but it's convenient to know which chemicals do what without wasting time looking at a wiki.
Grab everything, grab the SL armor if it's offered (you will need it near the end of the op if things go south)
Gear:
medic fatigues
medic helmet
life-saver bag
defib
(general medical schitt)
You will want the pills instead of the auto-injectors, GET RID OF THE DAMN AUTO-INJECTORS, PASS IT TO THE SL OR SPEC, THEY SHOULD KNOW HOW TO USE IT.
Grab as much advanced brute trauma, and burn trauma kits as you can, this is important when de-fibbing.
Gameplay:
You are the medic ... do I even need to say this?
DON'T FUCKING RUSH LIKE A RAMBO BALDIE MARINE INTO THE MIDDLE OF BATTLE, LET THE GRUNTS DRAG THE MARINES TO YOU, EVEN BALDIES AREN'T STUPID TO LEAVE MARINES BEHIND IF THEY CAN HELP IT, THEY ARE ACTUALLY SMART.
Heal behind the safety of LEGIT COVER, don't heal behind a barricade, as a boiler can just lob gas over the barricades, or a spitter which ignore barricades, instantly killing your patient, and possibly crit-ing or even killing ... YOU, get to ACTUAL cover, like behind a WALL, NOT a barricade.
Alright, I have a dead patient, but they have an electrical symbol instead of a death symbol above them ... what does that mean?
TREAT THESE PEOPLE ALMOST INSTANTLY FIRST, I DON'T CARE IF YOU ARE TREATING SOMEONE WHO IS STABLE AND NEEDS A BROKEN BONE SPLINTED, THESE PEOPLE ARE LITERALLY, BECOMING PERMA-DEAD.
Here's what you do:
Scan them
Use advanced trauma kit on all BLEEDING parts of the body, ignore other parts, unless it's over 35 damage.
DO NOT splint broken bones YET.
If they have oxygen damage, or toxin damage, give them peri, and give them dexalin (for oxygen) or dylovene(for toxin), this means that they have an injured ORGAN, and peri will heal it, and the dexalin or dylovene will heal the damage done.
GET YOUR DE-DEFIBRILLATOR OUT ... QUICKLY, strip them of their armor, as it gets in the way of de-fibrillation, and click on them with help intent, and on their chest.
What to do when charge is delivered:
"subject is braindead" i'm sorry ... but they're gone, they've left the body, you CAN try one more time to see if they'll come back, which is what I like to do, but most likely they've gone into the body of a xeno.
something along the lines of "subject's current state is not in a condition to be revived" usually because they have over 350 damage. They are gone ... i'm sorry.
"vital signs are too weak, try again" PLEASE TRY AGAIN, THIS MEANS THAT THEY JUST HAVE A LOT OF DAMAGE, KEEP TRYING.
"defibrillation successful" Congratulations, you saved a marine.
Ok, now you're wondering "ok, but what are all these meds?"
Here is a quick guide to memorization (I came up with this to help)
Bic heals a beaten up d*ck (I KNOW, it's a little vulgar ... but at least it helped ME OK?)
Kelo heals a burned up heel'o (heals burn damage)
dex heals a witching hex (oxygen damage, as usually witches like to choke or drown their victims using voodoo dolls ... right?)
dylovene helps a toxin vein (toxin damage)
peridaxon helps a wounded oxen (oxen have lots of organs, and usually have problems with organs)
space-a-cillin helps an infected sealin' (infection)
This may, or may NOT, help you memorize, but it's convenient to know which chemicals do what without wasting time looking at a wiki.
► Show Spoiler
You are an engineer, a master builder, and NO I am NOT saying that just because of the LEGO movie, you really DO have to be A FUCKIN' MASTER BUILDER AND TACTICIAN.
Gear:
tool-belt
welding goggles
mines
an engineer token (used for 1 of 2 things which is why i'll split this role into 3 sections.
A bunch of other useful items.
The builder
Turret Manager
M59D Machine Gun Manager
ALL MANAGERS OF THE SPECIAL WEAPONS:
You should always take care of your weapon, because it IS your main weapon.
Stick close to your weapon.
If you have directional lock, or the M59D, GET YOUR FUCKING FLANKS COVERED GOD DAMMIT.
Gear:
tool-belt
welding goggles
mines
an engineer token (used for 1 of 2 things which is why i'll split this role into 3 sections.
A bunch of other useful items.
The builder
► Show Spoiler
This is the guy that will take all the metal, plasteel, wood, more metal, and all the building shit.
He will be building forts for you're guys' protection.
He will be building forts for you're guys' protection.
► Show Spoiler
This man is responsible for the automatic turret that he can drag around, it can fire in bursts of 3, or just 1 bullet.
The turret can be 360 for less range, but can also be locked a certain direction for longer range.
The turret can be 360 for less range, but can also be locked a certain direction for longer range.
► Show Spoiler
This man is responsible for the machine gun emplacement, but he need to dis-assemble it every time he moves it, so don't move him around too much.
This is locked on 1 round shot, but has a VERY low cooldown, meaning you can shoot LOTS of rounds down-field, or down-range, and has a VERY high chance to hit things off-screen.
This is locked on 1 round shot, but has a VERY low cooldown, meaning you can shoot LOTS of rounds down-field, or down-range, and has a VERY high chance to hit things off-screen.
You should always take care of your weapon, because it IS your main weapon.
Stick close to your weapon.
If you have directional lock, or the M59D, GET YOUR FUCKING FLANKS COVERED GOD DAMMIT.
► Show Spoiler
Ahhhh the beloved smart-gunner, the work-horse of the Colonial Marines ... and the most targeted man in the xeno eye, they'd do almost ANYTHING to get him off the battlefield, even spend 10-20 minutes, just to get them off.
Gear:
Mag-harness armor (required)
power-pack (required if you ever want to reload your smart-gun)
smart-gun (mmmmmmm I just love saying it, smartgun)
A special sight (eye rape, but allows you to see in the dark, don't forget to turn on your suit light though)
Gear:
Mag-harness armor (required)
power-pack (required if you ever want to reload your smart-gun)
smart-gun (mmmmmmm I just love saying it, smartgun)
A special sight (eye rape, but allows you to see in the dark, don't forget to turn on your suit light though)
Godspeed Marine o7