SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

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Dragon2323
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SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by Dragon2323 » 14 Nov 2015, 09:19

-=-=-=-=-=-=-=-=-
THE SENIOR LANCE CORPORAL COUNCIL'S GUIDE TO: NOT BEING A FILTHY BOOT
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INFORMALLY: how2notintoshit[url=https://thisisasecureurljusttosaythatitwasjackseriouswhomadethatupandtheyisbitchingatmeoverbyondpagerhelp.com]™[/url] Welcome, unrobust scrubs, robust scrubs, graytide, and recurring Colonial Marines, to the USS Sulaco, and, dependently, welcome to the Colonial Marines game-mode and server. The floor is white, and often coloured different colours based on what blood is spilled on it, but you will be taught to walk these floors like any other Marine, whether you're just now waking up from cryogenics for the very first time, or whether you're deploying back to the USS Sulaco once more, with the help of this detailed multi-role guide.

There is a bit that we have to cover before we do touch the big, scary server, and wrap our arms around the M41A and march along the way – including the general hierarchy, and very basic tips on not getting your junk baton'd in by the Military Police – and a little bit about your weapons and the scary opposing forces of space that threaten the Corps. Probably not the OpFor, though. Since this is a SLCPLC guide, it won't be 100% serious.
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SECTION A-1: THE HIERARCHY
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SECTOR COMMAND (Administration)
These guys control everything. Your pay, whether your rifle miraculously bends to shoot you in the head, and whether or not you are a band of brothers and competent marines. When SECTOR COMMAND tells you to jump, to avoid inconvenience, ask them HOW HIGH.

THE COMMANDER of the USS Sulaco
The Commander. Medal-man. The suit without a suit. Formals. The Boss. Big Boss. The Commander is designated as your direct superior. If you don't have a Commander, and you don't have his right-hand man to replace him, run around screaming – that usually works. The Commander is in charge of the USS Sulaco, and managing the Marines onboard the vessel. Essentially right under glorious SECTOR COMMAND.
THE EXECUTIVE OFFICER of the USS Sulaco
The Commander always needs a right hand. Every marine does. That's the role that the Executive Officer fills. Without an Executive Officer, the Sulaco is often endangered when the Commander is murdered, kidnapped, or mutinied against. He's right under the Commander, and you'd better trust him.
THE BRIDGE OFFICERS of the USS Sulaco
Civilian Advisors, usually survivors, and butterbar Marines and Navy ensigns alike, the Bridge Officers are the bread and butter of every Command team. Without them, the Executive Officer and Commander would actually have to do something for themselves. The Bridge Officer fulfills Overwatch duties for the Marines, watching over each Squad independently. Each Bridge Officer is equal, but they're all under the Executive Officer and the Commander.
MILITARY POLICE and the LIASON Military Police. The Red Shirts. The batons. Gooks. Marine Security Forces. The Military Police are here to uphold the LAW – and that means dispensing the WRATH OF THE GOLDEN BOLT to Marines like you, if they don't listen. For the most part, they're pretty equal to you, but with the law involved, they outrank almost anyone on board the USS Sulaco. Treat 'em well, and maybe you won't fear the WRATH OF THE GOLDEN BOLT in a mutiny.

The Liason, on the other hand, is the Suit. The Corporate Man. The Stooge. Weyland-Yutani has sent a Corporate Liason to check up and watch the USS Sulaco Marines. Maybe that's because Banter Squad's members are finally coming out of the woodworks again? The Liason is a civilian, but he has a lot of power with that fax machine. No sane marine would ever dare C4 it, for it could save you.

SQUAD LEADERS
It doesn't matter what squad you're in. If you're a Squad Leader, you're Moses. You are the man whom is expected to part the red sea. When the Command team asks you to jump, you will ask how high, and you will tell your squad how high – and they will do it. Why? Unit cohesion, and stupid stuff like that. It's really all about avoiding Military Police and their wrath. The Squad Leader, there are four, stands high above the regular marines. Mostly because they're on tables, a lot. Jerks.

SPECIALISTS
It doesn't matter what squad you're in, Specialist. You have something special. Maybe it's your education, or that you've seen something operated a certain way and are the only person who can repeat it. You are the Heavy Weapons Guy. You are the Walking Ordinance. You are DESTRUCTION. The Specialist is become DEATH, destroyer of worlds.
MEDICS
Congratulations, Squad Medics. You've probably got a Ph.D in something other than ass-kicking, and that's why the Corps gave you a trauma kit and a bottle of Tramadol. It's time to start saving lives, and taking 'em on the side, Corpsman.
ENGINEERS Build it. Tear it down. And build it AGAIN. And then BLOW IT UP. You are the Engineer, you are the Messiah of Broken Doors and FOB Dreams. With your toolbelt, insulated gloves, and welding goggles, you are the very heart and soul of an FOB. Of course, you're also a doorknob. But, you're a special doorknob.

Engineers have access to the UA 571-C Sentry Gun, an autocannon that can hold its own against pretty much everything. Just keep your ID on, Engineers.
STANDARDS
Come on you apes, do you want to live forever? Everyone fights, and no-one quits! You are a Squad Standard. You are the Corps. You are a Grunt. You are the Rifle. Shoot everything, even if it's a Marine, and half a bet, you'll get a promotion, or a medal. Of course, you're also probably secretly the most competent Marine on the USS Sulaco whom could pretty much perform every single role.

At least twenty belong to every squad, dead or alive. Cannon fodder is your definition of a good time.

-=-=-=-=-=-=-=-=-
SECTION A-2: THE WEAPONS
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The weapons of the Colonial Marine Corps are what make every single Marine effective. You can be good with one, or better with another, but either way, you have a gun – that automatically makes you better than a civilian. This section will teach you how to use your weapons properly.
PRIMARY WEAPONRY
► Show Spoiler
SPECIALIST WEAPONRY
► Show Spoiler
SECONDARY WEAPONRY
► Show Spoiler
-=-=-=-=-=-=-=-=-
SECTION A-2: GENERAL EQUIPMENT SETUPS
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So, you've read through all that, and you finally want to know where you can go to shoot something. Well, before you do that, you need to tie those boots, get your knife in the sheath, and load your rifle and belt with ammunition, all the while securing your beautiful brain with a casket. These are suggested loadouts, though not fully necessary – they'll make you a damn killing machine if you let 'em!
COMBAT MARINES Standards, etcetera, should follow this – it works out pretty well.
► Show Spoiler
SQUAD MEDICS If this doesn't meet your fancy, try out Disco Dalek's Guide to Field Medic Loadouts!
► Show Spoiler
SQUAD ENGINEERS
► Show Spoiler
Carry the UA 571-C turret if no other engineer in your squad took it. Get it set up before deployment if possible, and then carry it around that way.

SQUAD SPECIALISTS
► Show Spoiler
If you're playing Squad Leader, you aren't expected to have a TERMINAL CASE OF BALDITIS, but, just in case you do..

SQUAD LEADERS
► Show Spoiler
-=-=-=-=-=-=-=-=-
SECTION A-3: BEING THE MARINE YOU ALWAYS WANTED TO BE
-=-=-=-=-=-=-=-=-
You've read it all enough, aspiring newbie and/or recurring marine, if you've gotten this far, and now you're capable of competently holding up with even the best of ol' Banter Squad or Sanctum – unless you're bald. That... could be a problem. But, from here on out, this is where you learn more about being a Marine.

You start off in the cryogenics bay, leading into the showers, and then the cafeteria, on a very linear path. Every marine starts off here, aside from Sulaco Staff, like Requisitions, Engineers, Doctors, and the Bridge Staff. And, since you're a marine, this is where you wake at the start of your round. So, let the others move around a bit, and get ready to move.
► Show Spoiler
Since you started in cryogenics, you should move on to leave and go to the cafeteria. There are a few MRE boxes lying around, and a few vendors. The vendors will be packed, so try to knick the boxes. It's easiest to eat three satchels of protein substitute, they're quite robust at filling you up. Hopefully there aren't any fights starting over more experienced marines tossing soap to slip others.
► Show Spoiler
Once you've ate, you should probably head to preparations. This is where you get everything, your jumpsuits, your armour, your helmets, your belts, and your weapons – everything. There are four doors. The red is marking Alpha, the yellow marks Bravo, the purple marks Charlie, and the blue marks Delta. Find your squad on your ID – you'd also be told at the start – and find that prep to gear up.
► Show Spoiler
Now that you've probably geared up in your squad prep, and grabbed your weapon of choice and your bootknife, and filled up on ammunition, you should think for a few – where to next? There are two alleys that you can go down, now. You can either go to Requisitions, to get attachments and order extra gear, or you can go straight to briefing to appease the bridge team.
► Show Spoiler
Well, after sorting things out, and getting your gear, you've probably already gone through briefing. Since you've gone through briefing, it's good to assume that you're ready to deploy, right? Go up to and click on the ladder to go down. There are two methods of transportation aboard the USS Sulaco. The Drop Pod Vindicator, and the Dropship, Rasputin.

Find whichever one you're deploying from with your squad, and drop on down, Marine. From there, you could end up on any one of three maps as of current – Halloween Manor, Lazarus Landing, or W-Y Prison Facility Daedalus. Whichever map you spawn on, you should stick with your squad and follow your objectives. Frequently, you'll have to build up an FOB first, and then proceed to defend and root out aliens. It takes quite a bit, actually.

For the most part, you have a lot to do from here on out, and hopefully this got you an eye-opener.
-=-=-=-=-=-=-=-=-
SECTION A-4: TIPS AND TRICKS FROM THE SENIOR LANCE CORPORAL COUNCIL
-=-=-=-=-=-=-=-=-
Well, now you've gone through a few rounds, but you're wondering what's up next to do – well, there's quite a bit to think about – how can you make yourself better? How is that going to be possible? Well, marine, there's quite a bit.

1) Try out other roles. Sure, being a Rifleman is amazing, but you need to see what else is in store. Try Engineer, Medic, and Specialist – do not do ANY important job without a few Standard rounds under your belt.

2) Experiment with attachments. What makes what robust? That's for you to decide.

3) Coordinate with other marines. What's the point in letting the aliens break into the FOB and slaughter? Ha, there's no point at all, marine! Make sure you know who's watching your back!

4) Don't waste another marine's life. Always recover bodies for cloning. If you don't, some call you worse than Hatler. Others call you an opportunist.

5) No matter what happens, don't lethally engage the Corporate Liason for being a fucknut. If the Liason is busy being a fucknut in a high-danger situation, you should probably ask them to unass themselves and provide a PMC team. This may not always work.

6) Experiment with weaponry. Sure, you're an epic-1337-true-shot with that M41A, but what about the M4A3 or the M37? Master the weapons – only then can you be robust.

7) Learn melee combat. You have to be able to fight both humans and aliens to fully succeed here. Aim for the chest.

8) Aim properly. Aim for the chest against aliens. Aiming for the head puts your friends at risk due to friendly fire. Watch your firing lanes – Osalaa Wooki provided a refresher guide on the almighty firing lanes of the Corps, so give that a look. You can literally just click this entire paragraph to go to Wooki's guide. Won't stress it enough.

9) Remember human-versus-human combat. Do not use this against aliens. Aim for the goddamn chest versus aliens.
- Attack the mouth if unarmed and using fists.
- Attack the groin if carrying weak melee.
- Attack the head if superior equipment is in your arsenal. This includes ranged weapons.
- Attack the hands if your opponent is a bit too disarm-y. This helps if your weapon is sharp. Lop that bastard's hands off. Just lop 'em off. He don't need 'em.
- Attack the hands if they aren't protected. Redfield noted this.

10) Read the ranks, the lore, and rules. Read the goddamn rules - as important as aiming for the chest.

11) Order Combat Stimulants. One mix is Hyperzine, Synaptizine, a massive amount of Dylovene, and a painkiller like Oxycodone or Tramadol. Tramadol is far better than Oxycodone, given the units you can apply it in. These stims are powerful as all hell, and should usually be controlled by a medic.
-=-=-=-=-=-=-=-=-
SECTION A-5: ASSISTANT GUIDES THAT MAY HELP OUT IN TURNING YOU FROM A BOOT TO A GRUNT
-=-=-=-=-=-=-=-=-
Losing Battles, Winning Wars: A Guide to Marine Command by Dyne
Also known as "How Do I Squad Lead, Admin"

Field Medic Loadouts by Disco Dalek
Also known as "How Do I Robust Medic"
Off Topic
This guide was written pre-Alpha, and then paraphrased from 10k words FOR ALPHA. It hurts.
Last edited by Dragon2323 on 21 Nov 2015, 21:13, edited 3 times in total.

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Re: SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by Seehund » 14 Nov 2015, 10:14

Very good guide, quite informative.
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Re: SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by LordeKilly » 14 Nov 2015, 11:56

Great job, now we can only pray that majority of the marines become more robust so murhreen rounds actually happen.
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Re: SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by Redfield5 » 14 Nov 2015, 12:01

This wasn't written by a Senior Lance Corporal.
"You think I'm intimidated by the threat of brig time? I basically lurch from one NJP to the next!" 
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Re: SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by Dyne » 14 Nov 2015, 12:25

Can disagree on some things, especially on SL level, but a splendid effort nonetheless.
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Re: SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by TopHatPenguin » 14 Nov 2015, 14:58

With the 9th general tip, it's also good to aim for the leg/foot due to that way even if the enemy player human does critically injure you, they will have a extremely hard time getting back to get medical care if they have lost or a broken leg.
Good guide with lots of useful info.
Last edited by TopHatPenguin on 14 Nov 2015, 17:33, edited 1 time in total.
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Re: SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by Disco Dalek » 14 Nov 2015, 15:14

Very well done overall. Speaking from personal preference, that setup for a medic wouldn't work out very well though. If you need a belt full of ammunition, you're doing your job wrong. Taking one lifesaver belt in the belt slot and one in the backpack works better if an extra is available. If there is only one lifesaver belt, it's better to take a defib in the pack since they actually work pretty well now. The normal contents of a lifesaver belt will definitely not last very long so it's better to replace every injector besides quick clot and dex plus with other, more effective supplies. I might actually make a guide to medic load outs since there's so much to consider.
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Re: SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by Redfield5 » 18 Nov 2015, 14:11

One time, I got into a firefight with another Marine during a mutiny, that Marine being a Specialist outfitted in B18. Most people go for the head when fighting human enemies, though my adversary's full set of B18 made him nigh-invincible to my attacks. I exploited his unprotected hands and shot one off with my rifle. Without a hand, he was reduced to using either an M39 or his .45. It's a fact that broken/maimed hands will significantly weaken an enemy combatant, though I have a theory that when the Marines have split into two significant factions, crippling them by either hitting their hands, legs, or feet, it'll create chaos for the opposing force's medical compliment.

Let's say you have an engagement between 10 combatants, 5 on either side. Cripple them somehow, they're going to run for Medbay in the hope for a quick surgery. You force at least half of the enemy contingent to retreat, and there's also the chance that their intents won't be set to "Help" as they blindly run through the hallway, possibly even pushing back their own allies as they attempt to engage you. Then you've got a good number of enemy troops turtling in Medbay, waiting for surgery. Crippled Marines could allow for the other side to negotiate a cease-fire, as they have lost the advantage.
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Re: SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by LordeKilly » 20 Nov 2015, 06:24

Redfield5 wrote:One time, I got into a firefight with another Marine during a mutiny, that Marine being a Specialist outfitted in B18. Most people go for the head when fighting human enemies, though my adversary's full set of B18 made him nigh-invincible to my attacks. I exploited his unprotected hands and shot one off with my rifle. Without a hand, he was reduced to using either an M39 or his .45. It's a fact that broken/maimed hands will significantly weaken an enemy combatant, though I have a theory that when the Marines have split into two significant factions, crippling them by either hitting their hands, legs, or feet, it'll create chaos for the opposing force's medical compliment.

Let's say you have an engagement between 10 combatants, 5 on either side. Cripple them somehow, they're going to run for Medbay in the hope for a quick surgery. You force at least half of the enemy contingent to retreat, and there's also the chance that their intents won't be set to "Help" as they blindly run through the hallway, possibly even pushing back their own allies as they attempt to engage you. Then you've got a good number of enemy troops turtling in Medbay, waiting for surgery. Crippled Marines could allow for the other side to negotiate a cease-fire, as they have lost the advantage.
"The enemy can not push your button, if you disable his hand."
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Re: SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by Egorkor » 21 Nov 2015, 13:59

LordeKilly wrote: "The enemy can not push your button, if you disable his hand."
pic too large, look under.
► Show Spoiler
as of the guide, it's /pretty good/. seriously.

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Re: SLCPLC | The Guide To Not Being A Filthy Boot [ LONG ]

Post by Ms.Degrasse » 12 May 2016, 11:39

Excellent guide. Needs an update, but is really well written.

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