Specialist Guide

Player-made guides on how stuff works.
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Pictish20
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Re: Specialist Guide

Post by Pictish20 » 08 Aug 2017, 00:16

So, question. What attachments can you slap on the GL? I've not been able to find it anywhere.
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Re: Specialist Guide

Post by Imperator_Titan » 08 Aug 2017, 06:28

Pictish20 wrote:So, question. What attachments can you slap on the GL? I've not been able to find it anywhere.
Only a magnetic harness. Same with the SADAR.

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Re: Specialist Guide

Post by Pictish20 » 08 Aug 2017, 11:53

Imperator_Titan wrote:Only a magnetic harness. Same with the SADAR.
Thanks.
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9/19 Wins per rounds ratio as Commander
I also play as the synthetic named Lucien, and I am an ex-mentor.
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Re: Specialist Guide

Post by xywenx00 » 08 Aug 2017, 15:57

You can see all the attachments you can slap on something here: wiki/Marine_Equipment Thought it seems that it needs a rework since the wiki says that the Grenade Launcher isn't part of the possible items you can slap the mag harness on.
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Re: Specialist Guide

Post by Pictish20 » 08 Aug 2017, 16:48

xywenx00 wrote:You can see all the attachments you can slap on something here: wiki/Marine_Equipment Thought it seems that it needs a rework since the wiki says that the Grenade Launcher isn't part of the possible items you can slap the mag harness on.
Yes. I've consulted that page quite often, but I knew you could put a mag harness on, from personal experience, and was wondering if there were more attachments that weren't marked on the page.
Charlton 'Stiffy' Cavalet-I'm probably in the CIC (or CL's office), by choice or RNG, who knows.
9/19 Wins per rounds ratio as Commander
I also play as the synthetic named Lucien, and I am an ex-mentor.
"My center is giving way, my right is in retreat; situation excellent. I shall attack." - Ferdinand Foch

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Re: Specialist Guide

Post by Steelpoint » 09 Aug 2017, 12:51

My biggest issue with the Sniper nowadays is how fucking rare Sniper bullets are. Its honestly easier to keep the Grenade Launcher resupplied nowadays.

I may add that as a drawback to the guide later on, the general lack of bullets is a serious drawback. Now to mention how weak most of the sniper bullets are.
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Re: Specialist Guide

Post by Lokiki_01 » 13 Oct 2017, 06:22

Honestly, just use gyro with sniper rifle to make it a great secondary. And heavily modded M41 as primary. Boom - you're decent now.
SADAR is still kinda good to kill crushers from time to time. HE should be used only on T2s and Elite T1s, cause you won't do any damage to T3 with it. WP good for FF and scaring some xenos away. Tho bullets and other rockets with scare them off as fast.
Mosty SADAR is still good in good hands, I strongly suggest to hang out with B18 spec for HE + 6 nades combo for killing Queens.
About B18. Don't ever load HIDP nades, use only HEDP(red ones). Leave HIDP in briefing for others to take and become the strongest stun machine marines have. Never stop tossing nades on stunned Queen, you need all 6 for her to die.
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Re: Specialist Guide

Post by Symbiosis » 26 Oct 2017, 15:55

Steelpoint wrote:
09 Aug 2017, 12:51
My biggest issue with the Sniper nowadays is how fucking rare Sniper bullets are. Its honestly easier to keep the Grenade Launcher resupplied nowadays.

I may add that as a drawback to the guide later on, the general lack of bullets is a serious drawback. Now to mention how weak most of the sniper bullets are.
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Re: Specialist Guide

Post by Redikalzip » 01 Nov 2017, 06:56

Update for SADAR: Smoke after explosion was removed. And yah, it's good. (25 points for 1 crate with rockets)
Too for snipers, your maggs can't be refilled in cargo, only request new. (25 too for crate with maggs for M42A)
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Re: Specialist Guide

Post by Steelpoint » 06 Nov 2017, 06:48

Slightly updated the guide. Mostly just tidying up.
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Re: Specialist Guide

Post by Kesserline » 28 Nov 2017, 06:24

Needing update on the Sniper loadout.

The "ammo issue" is no longer a problem. Thanks to Req revamp, you can have 6 per 6 incendiary mags for only 20 req points. If the flak is still quite useless and only used on a last resort basis you can start with :
- Around 2 to 3 Marksman mag (1 already loaded, 1 with your crate, 1 or 2 in RO already)
- Between 1 and 7 incendiary mags (1 in crate, until six more if the RO orders you a full crate or splits or whatever)
- Between 1 and 2 flak mags.

Sniper/Scout spec has become one of the most viable loadout in terms of ammo conservation.

By being the tacticoolest, the kindest, the awesomest person, you can easily begin your Spec sniper round with about 150 sniper bullets (which is quite enough to give you time to die horribly and/or spend your ammo before feeling the need to order a new box of sniper mags). So, unless RO and/or Cargo is uncompetent, or just dicks, you can have a faily amount of good stuff to shoot.

PS : by having a good secondary weapon (like M41 with RDS/EB or shotty with Gyro/Recoil), you can really avoid depending only on your sniper ammo.

SADAR is a medium loadout in terms of ammo and damage/killing potential (stun, big damage, stuff like that)

GL has still a big toll on a Req supplies, yet, you can order a grenade box for the B18 but damn.. Still 100 points. You can supply a lot of marines for that cost. But still, a B18 spec with GL can easily set the foundations for a Marine Major. With Medium/High pop rounds, you start with 2 boxes already, so you don't have to order one. But dayum.

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Re: Specialist Guide

Post by Symbiosis » 28 Nov 2017, 06:34

SADAR and B18 are high risk, high reward.

SADAR quite easily has the potential for being the #1 Spec loadout... with a battle buddy to assist them.

It is imperative that the SADAR Spec be assigned a Flametrooper. Its goal is to kill as many T2/Praetorians as possible. Wait for the SADAR To land a rocket, flamethrower the stunned/downed Xeno.
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Re: Specialist Guide

Post by Kesserline » 28 Nov 2017, 06:36

Hot damn, totally right!

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Re: Specialist Guide

Post by Steelpoint » 28 Nov 2017, 07:02

Sniper has indeed become more viable recently due to the requisitions revamp, I'll have to update the guide to account for the new changes.

Also, good marines to buddy up with makes all Spec weapons far more powerful. The RPG is definitely a great weapon to use and it only becomes more powerful with nearby Marines to capitalize on the AoE stun.
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Re: Specialist Guide

Post by spookydonut » 30 Dec 2017, 05:21

An update: the RPG is no longer visible when stored on armor, RPG-spec-armor or others. RPG spec armor is trash though, its the scout armor but you can only store the RPG on it.

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Re: Specialist Guide

Post by Jeser » 31 Dec 2017, 01:19

Why trash tho, it gives RPG spec speed bonus, which is neat.
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Re: Specialist Guide

Post by spookydonut » 31 Dec 2017, 10:20

It's the scout armor but you're limited only to the RPG for suit storage

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Re: Specialist Guide

Post by Steelpoint » 15 Jun 2018, 00:52

Slowly getting around to updating the guide, added foundation entries for the two newer Spec kits, slightly updated other entries, and tossed in a new sidearm I like to use for some spec kits into the secondary weapons section.
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Re: Specialist Guide

Post by DankAnimemes » 16 Jun 2018, 18:01

Steelpoint wrote:
15 Jun 2018, 00:52
Slowly getting around to updating the guide, added foundation entries for the two newer Spec kits, slightly updated other entries, and tossed in a new sidearm I like to use for some spec kits into the secondary weapons section.
When you do update it you should remove the smartgun part since it is no longer a spec kit.

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Re: Specialist Guide

Post by ghost120 » 16 Jun 2018, 19:03

DankAnimemes wrote:
16 Jun 2018, 18:01
When you do update it you should remove the smartgun part since it is no longer a spec kit.
just read a note under the m56b smartgun image
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Re: Specialist Guide

Post by DankAnimemes » 16 Jun 2018, 19:25

ghost120 wrote:
16 Jun 2018, 19:03
just read a note under the m56b smartgun image
Thanks I did not see that

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Re: Specialist Guide

Post by Lorem123 » 01 Jul 2018, 13:06

Is this guide updated for the most recent patches? I want to start playing Specialist but I don't want to make dumb mistakes due to outdated info.
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Re: Specialist Guide

Post by Steelpoint » 01 Jul 2018, 13:12

Mostly accurate, but I'd not trust the RPG section yet since the RPG lacks the good stun abilities.
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Re: Specialist Guide

Post by Lorem123 » 01 Jul 2018, 13:57

Oh right, all xenos are nearly stun-proof now, right?
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Re: Specialist Guide

Post by Dauntasa » 01 Jul 2018, 15:57

Steelpoint wrote:
01 Jul 2018, 13:12
Mostly accurate, but I'd not trust the RPG section yet since the RPG lacks the good stun abilities.
Also the Sniper doesn't get CAS binos, just regular binos.

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