I'll throw in my two bits.
Combat Engineer:
The role of the Combat Engineer is primary to get the squad where they need to be, and to make sure the Aliums Opposing Force doesn't push them out. You are armed and carry a weapon, capable of assisting the Marines in a firefight but your primary focus should always be on your engineering role, even if that means hacking open a door, welding vents or doors shut(or open), setting up fortifications and throwing down tables and flipping them to give some cover to your buddies.
Equipment.
Standard Marine Issue: Helmet, Boots, Armor, Combat Belt, Squad Headset, Breath mask and emergency o2 tank(Pocket).
Engineering Specific: Insulated Gloves, Satchel, Stocked Toolbelt (/w Multitool), Welding Goggles, Industrial Welder 25-50 sheets of metal.
Riotshield x1: It blocks bullets and stops fellow marines from shoving you away from that thing you are hacking/building/welding.
M39 SMG x1: One handed, quick to fire and ready on hand.
9mm SMG Mag x8-9: 6 in your belt, 1-2 in your armor and 1 in your pocket.
M41A Pulse Rilfe x1: Suit Storage slot. Sling it on your back, because what's a marine without his rifle. Handly if you run out of SMG ammo or find a Marine without his own weapon.
10mm Rifle Mag x7: Put them in the Box your internals came in. If your squadmates/fellow Marines ever say they are low on Rifle ammo, give them a Mag, or throw the box into your FoB and let them restock from it. Also works with your own M41, but what fun is that?
M23A1 Pistol x1: Slip it in your belt, every Marine needs a sidearm to go with his Rifle, and that SMG is just too big. Can loan it to a fellow marine in need, but regardless if you are using this it's time to gather the squad and head back to the Sulaco to rearm: Situation FUBAR.
.45 Pistol Mag x1 (Optional): If you only want 8 SMG mags, put this in your suit storage slot. Otherwise, disregard.
Marine Combat Knife x1: Makes your boots fit better. Useful if you find yourself on a long deployment and need to shave. And for those rare CQC moments in the 26th century.
Operation: You're armed to the teeth but much of what you are carrying is for your squad, not you. You have 2 belts, wear the one applicable to what you are doing right at the time. Keep your shield up and ready, though if you are dug in and defending it's okay to drop it for a quick reload. Follow your objectives and do what it takes to keep the squad safe. Your industrial welder may take up a precious Backpack/satchel slot but it's worth it. You will be welding a lot, reinforce your table parts with metal rods to make them able to stand up to a few hits. If you're out of metal, weld the rods together to make steel sheets or start wrenching furniture apart to scavenge. Most engineers are seen as the MacGyver, turning a crummy hallway or lobby of a derelict space station into a bunker. Setting up Singularity will fall you (rare is the marine brave enough to set up Solars.) Remember you can fix APCs that have been slashed, and particularly cruel/effective way to keep an enemy at bay is to lay down knotted cables under grills to electrify them, just make sure your non-gloved squadmates don't brush up against them. For a true bugzapper, bypass the SMES alltogether and send 2 million watts right into the station grid.
Squad Composition, Cohesion, and Loadouts
- Davidchan
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- LordeKilly
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RE: Squad Composition, Cohesion, and Loadouts
Still getting eyetwitches when people use "clip" over a magazine.