Marine Roles: Done
Civilian Roles: Done/Needs some Editing
Survivor Role: Done/Needs some Editing
Xeno Roles: Done
For a disclaimer on people that read this and see bits and pieces from other guides, I have incorperate some of the tactics from other Guides and I would try to post to give credit where credit's due though I can't remember every guide I picked something up off of and no I haven't just blatantly copy & pasted from other peoples work. Also if you see a blue link, like the one at the top-right of this or ones in future reference click them, they're memes. "God, has a hard on for Marines... Because we kill, everything we see!" Combat-Marine:
- Usually for myself though this is completely debaitable for most players on CM and "Well, opinions are like assholes... Everybody has one." - Clint Eastwood in Dirty Harry so I'll put my version of my gear forward and if people want to try it out and like it then you'll have Attenbruv to thank, anyways; so when I start I head to the Prep' room which is standard, get boinked around by the mass of bodies all rushing to get their precious script items at the same time. Though once you finally get their you can give your self a pat on the back.
Get the usual stuff, armour, boots, gloves, headset etc, now for the more juicier part. I usually stock four boxes of Shotgun Slugs (The red ones if you aren't aware of the difference.) Take the fourth one and empty it into the belt, the belt can't carry the boxes as fitting the box into the belt is reminiscent of a fat guy trying to squeeze down a kids slide. It just doesn't work, however taking them into groups of five will fit like a glove get the Bayonet stick it in your boot. The bayonet for me hasn't really served much purpose other than being a window smasher, wooden barricade breaker or the last defence against a Xeno when nested. Though it's better than trying to bare-knuckle fight against a Xeno otherwise you deserve the instant decap.
Pump Shotgun, make sure this is filled. What you'll want for it is a Wooden Stock, Extended-Barrel and Foregrip. These three components will make the shotgun pretty much like a single shot rifle, if you get Buckshot (which are the green ones) rounds, this spreads and only goes a fraction of a distance further. Which is about as useful as Adam Sandlers acting career. Terrible. Moving on however, now that you got your attachments, gear and such the only other thing I possibly pick up is flares but, then again I rarely use them, it's a good thing to have when the time comes, you have to act god and shout "Let there be light!" And give the common rabble of baldies that don't know how to use their armour flash light, some alternative light.
- I don't particularly play this role, as I have the compulsive desire not to be screamed at by every Tom, Dick and Harry about "Plz medic I ned Peri!" So I can't offer much advice, other than from what I've observed of it, the Medics are a pretty critical role when it comes to the final push against Xenos, you'll be looking around at the copius amounts of bodies sprawled around you thinking thoughts like this or this. So generally I tend to avoid that role, though I'm sure there's others around that might give you a more descriptive break down of it.
- To be fair, again I haven't dabbled too much in it, though from what I've read from the Wiki and observed from multiple rounds of people playing a Specialist, usually I tend to go Marksmen. Only because they can be incredibly useful when you hear the hordes of Xenos starting to flood across the river like council estate ilk when they hear a jobseekers open up around their area. Though anyways, what you'll want to do is pick a spot, set up your tent and keep incognito with the the Chrome for a little while as exposing your self to Xenos straight off the bat will make them more reclusive to coming across.
- This is actually my main role, I RP on the character of Johnny O'Connor. I love the Engineering stuff as it's just overall useful. Anyways, as a Engi' or Engineer, you'll want to make sure if there's one or two of you, one of you should be assigned to pick up the Sentry and Mines, the other more so pick up the building resources. Metal and Plasteel being the two only ones you particularly need. This is circumstancial as given that CO changes their opinion more than a woman picking what they want for takeaway you might have to brace it out, until such a task is delegated then you know what you're doing and how to get it done.
My main advice when setting up a FOB of any calibre is to make sure that you remember that concentrating the Xenos forcefully is the best course of action, Xenos will just vomit their chromosomes all over every barricade you put down 9/10 times so this advice is a little null and void though if you get the stupid Xenos that tend to just assault without any tactical thought to it, making it awkward for them to get through the barricades and such overall makes it 10x easier to put them down. That, and you get to feel badass like Gandalf. By making it difficult for Xenos to get through, set up tables, barricades and racks to hold them off, if you set up racks behind tables it prevents Runners from clambering over them instantly which is a pretty neat trick.
Do not assume your Squad is watching over you, unfortunately you have to assume your squad is like Madeline McCans parents and extremely neglectful of your well being, as much as your life depends on it. When you build in hot spots that you know will become infested with Xenos eventually at the beginning or middle-game then think about how much time it takes to construct your design then get to it, if you believe it'll be too long to do such a thing and you'll probably get assassins creed back stabbed by a Runner/Hunter then it's probably not worth going out on a limb to risk your own hide for the sake of constructing one wall girder.
Everything you'll need to know on how to construct various pieces is on the wiki so I wont go that much into detail as that's pretty pointless and would make this guide incredibly lengthy. (Insert penis joke)
- When I first started playing CM I went as a SL pretty much instantly, why you ask? Because Baldies got to shine some day. However I did the opposite and probably led more suicides for my squad then any sort of heoric achievement. Though through failure we learn, so my advice or tips for being a SL, carry two supply beacons and one orbital bombardment beacon. You'll know the difference between the two because one flashes blue while the other green. It's pretty self explanatory anyways though for those that are colour blind, I feel for you bro, or sis... Or whatever you identify as. Swiftly moving on! Grab your webbing and all the bits and pieces you'll need. Don't get the shoulder holster, as much as it is bad ass to tug out a Service Pistol and start popping people like you're a German Officer executing the Bolsheviks, the Service Pistol is pretty useless and overall not a great weapon with limited bullets (7) in a mag and given it doesn't store multiple clips in a shoulder holster, you only get one that's in the pistol, so its more of a suicide weapon than of actual use.