TGMC:Transport Officer

Материал из RU TGMC - Incitatus
Марин
Пилот ТАДА


Transport Officer

Доступ: Взлетная Полоса, Раздевалка Пилотов и КиК
Сложность: Сложно
Звание: Уорент-офицер (Начальный), Старший уорент-офицер (25ч), Энсин (50ч), Младший лейтенант (100ч), Лейтенант(200ч), Майор(250ч)
Категория: Флот
Вышестоящие: Капитан, Полевой командир, Штаб-офицер
Задачи: Летайте на ТAДе, перевозя морпехов, припасы и критически важные для миссии предметы . Получайте прямые попадания глобы Бойлера, гравитационные удары Варлока или Хантер вывел из строя компьютер ТАДа в инвизе, потому что НИКТО НЕ ЗАКРЫЛ КАДЫ
Руководства: Руководство по Транспорту
Цитата:"Нигде без наc"

Введение

В качестве офицера по транспорту ваша главная роль — пилотировать ТАД. ТАД— важный десантный корабль, который морские пехотинцы используют в качестве точки сбора, возможно, используют для эвакуации, когда дела идут не так. Технически, вы также должны взять на себя командование, если нет других старших офицеров, но от вас этого не ждут. Следует отметить, что ранняя эвакуация с половиной морпехов, и, более того, без объявления об этом, приведет к провалу операции, и винить буду вас.

Связь

Как часть командования, вы имеете доступ ко всем частотам морской пехоты. Обязательно сообщите морпехам по общему радио, когда отправляется ТАД и где он приземляется. Вы часто будете разговаривать с РО о поставках (например, металл и пласталь) или о фултонах/ASRS для продажи ксеносов.

Приказы

Как член командного состава у вас есть доступ к приказам, которые можно использовать для усиления ближайших морпехов полезными эффектами. Активируя приказ, вы произносите его по командной частоте вашего отделения (при условии, что у вас есть рация), чтобы люди знали, когда Вы его используете. Ваши приказы имеют время восстановления, и после их использования, вам нужно подождать определённое время, пока он не восстановится, прежде чем отдавать приказ снова. Отдавайте приказы, используя кнопки действий в верхнем левом углу экрана.

Приказ Описание

Ускорить шаг

Увеличивает скорость передвижения. Отлично подходит для преследования или бегства от ксеноморфов, или если вы просто хотите быстрее перемещаться, как на корабле. РО в восторге!

Держать позицию

Повышает сопротивляемость боли. Полезно, потому что боль замедляет скорость передвижения, заставляет ронять предметы, да и вообще просто отстой. Также сохраняет запасы обезболивающего на тот случай, когда его не хватает

Прицельный огонь

Повышает точность, что, в свою очередь, увеличивает общий урон, потому что больше выстрелов действительно поражают врага. Также заставляет морпехов чаще попадать в товарищей, но чаще всего вы не можете это контролировать.

Выбор десантного корабля

В начале раунда вы можете выбрать один из нескольких вариантов с помощью терминала выбора десантного корабля , который будет расположен рядом с местом посадки Головастика в Ангаре. Вы можете сделать только один выбор, и этот выбор нельзя будет изменить после развертывания Головастика. Все варианты Tadpole оснащены Вендором медицинского оборудования Flight Surgeon (с основными медицинскими принадлежностями, автоинъекторами и флаконами с реагентами) и как минимум одним огнетушителем.

Варианты Tadpole

Подготовка десантного корабля

После того, как вы выбрали модель, вам нужно будет на ней полетать. Помните, что

  • Вы не сможете запустить ее как минимум до 12:18
  • Ранний запуск не позволит развернуть беспилотник FOB.

Обязательно проконсультируйтесь со всеми перед отправлением — развертывание до того, как FOB будет построен, вызовет гнев морских пехотинцев! Но это не значит, что вам следует сидеть без дела…


Запасы ТАДа

Наконец, вам нужно будет подумать, что именно хранить на ТАДе. Как минимум, от вас потребуется взять маяк снабжения из Карго, чтобы ТАД мог действовать как точка пополнения. Брать Фултоны необязательно, но также рекомендуется, так как люди часто тащат трупы в ТАД, ожидая, что их продадут.

Хотя это не обязательно, вы можете взять коробки с боеприпасами, моток кабеля из вендора You-Tool и медицинские принадлежности, такие как шины, бинты и т. д. Еда также является чем-то важным. Постарайтесь не выбрасывать ящики с боеприпасами морпехов с ТАДа, это считается дурным тоном, даже если у вас есть свои собственные ящики с боеприпасами.

Морпехи могут иногда использовать Миномет или Howtizer на TАДе. Хотя вы не обязаны освобождать для них место, просто имейте в виду, что установка любого из них может быть полезной, если морпехи захотят.

Flying the Dropship

You can pilot the dropship using the navigation computer and other than you, only the Captain, Field Commander, Synthetic and Squad Leaders (including acting Squad Leaders) can launch the dropship.

Once you hit launch, after a little while you’ll be in low orbit (you’ll notice the scenery change around you). Click on the navigation computer again to enter the landing interface.

Landing the Tadpole

The Tadpole can land in any unobstructed, open-air position (i.e. not caves). When using the landing interface, accessible by using the central console in low-orbit, you will see a birds-eye view of the battlefield, and an outline of the Tadpole in the center of the screen. If the entire outline is green, you have a viable landing area; if any tiles are red, they are obstructed, and the Tadpole cannot land in that position. You can rotate the landing outline using the rotate button at the top of your HUD (smaller side is your nose). Once a landing field has been selected, the outline will turn blue, indicating that the Tadpole will arrive there shortly.

Fully green landing indicator. You're clear to land.

Partially red landing indicator. The landing zone is obstructed.

Blue landing indicator. The landing zone has been selected.

If you’re having trouble seeing where you are, toggle Night Vision mode (the option is in the window that appears when clicking the navigation computer). While in Night Vision mode all turfs are revealed, but you cannot see their contents or any marines/xenoes. Once you’ve decided where to land, turn off Night Vision and check to see whether the area you’re landing is under attack, has barricades or supplies. Anything underneath the Tadpole when it lands will be crushed, in the case of organics, gibbed.

Xenoes frequently wall off areas, so don't be afraid to ask marines to clear walls for you to land. You may have to repeatedly ask over radio, or use orders before Marines actually start to clear walls. Marines can also clear metal or reinforced walls for you, via using C4, detpacks, Plasma cutters, or a whole load of bullets (preferably fired out their guns).

Places not to land

  • On top of the FOB barricades
  • On top of ammo and supplies in the FOB
  • On top of machine gun emplacements/sentries
  • Directly in front of a whole load of xenoes
  • In the wide open where you can be attacked from all sides and gassed

As a reminder, disable nightvision mode to check if the area is hot, or if you’re landing on anything important.

The best position for the Tadpole is just behind the front lines or near the objective- where it can provide support with a HSG, but isn't the main focus of xenoes. Landing right on the front line themselves might block other marines- or more likely get yourself swarmed by multiple xenoes. The Tadpole can also be used to fortify a miner position, which will help bring req a steady stream of points. The choice is ultimately up to you, depending on what the Tadpole is loaded with.

Defending the Tadpole

There’s a wide range of threats to your Tadpole and if it falls, so do the chances of the ops success. Defending your Tadpole’s navigation computer is of upmost importance. Any xenomorph can destroy the tadpoles navigation computer after a delay, and once the computer is destroyed, the Tadpole will permanently disabled and will not be able to fly. There is no way to repair the Tadpole once it’s disabled in this manner. Do not let the navigation computer be destroyed at any cost.

If the situation is desperate, every Tadpole variant has a inner and outer door button. Pressing this will shut the blast doors, protecting you from threats… or keeping any threats inside and unable to escape. These blast doors are not invulnerable, and can be melted with acid or destroyed with a crusher charge, but they are immune to conventional slashing. Remember though, deploying these blast doors only delay the inevitable. You will probably need to leave, ASAP if marines do not bail you out.

When req has spare points, you can also consider buying a standard ST-571 sentry. This will better help defend against threats compared to the forward facing turrets mounted on the weapon attach-points, especially if you plan on leaving the Tadpole unattended. Either set them to radial and plonk them in the center of the Tadpole, or if you have the luxury of buying several- one in each direction.

Don’t try to be clever and launch with multiple xenos onboard. They can break the computer mid flight and land back on the planet safely. Don’t try to be very clever and launch xenomorphs back to the marine mother ship. Onboard xenoes are an absolute menace to deal with and will distract ship personnel and force marines to stay onboard instead of deploying. If you have no option but to abandon the Tadpole, do it.

More importantly close the barricades behind you when you leave the Tadpole to prevent threats from boarding and, INFORM THOSE FUCKWIT, CRAYON EATING MARINES THAT THEIR MOTHER WILL DIE IN THEIR SLEEP IF THEY DON'T CLOSE CADES BEHIND THEM, AND IF THEIR MOTHER IS ALREADY DEAD, THAT YOU'RE PERSONALLY GOING TO FLY OVER AND PISS ON THEIR MOTHER'S GRAVE, polietly but firmly remind marines to close the barricades behind them as well.

As for more specific threats :

Xenomorph Threats

Sentinels,Spitters,Drones,PraetoriansSentinelSpitterDronePraetorian

These castes have acid, which can melt through your barricades and windows. They’re fragile enough to be deterred by gunfire, but consider packing a shotgun loaded with buckshot or slugs (or other weapons with either knockback or stagger) to stagger them and prevent them successfully vomiting acid on your Tadpole. They shouldn’t be able to do too much damage, but having a sentry can help drive them off.

HuntersHunter

Be vigilant for stealthed Hunters trying to board. Consider taking a tactical sensor, as it can detect their movement to help you spot them. Primordial Hunters can also use Disguise to pretend to be an ordinary object (and they can still move while disguised). If you see messages in your chatlog along the lines of “M40 FLDP begins to slash delicately at the computer”- start shooting and ask questions later. Ideally around where the computer is.

WarriorsWarrior

Warriors can very easily fish you out of the Tadpole using Grapple Toss or Fling, which can be extremely dangerous if there are other xenoes around to help finish you off. A shotgun can help deter them, but keep an eye out, especically if you're launching/evaccing.

CarriersCarrier

More of a nuisance than a danger- but if they come with other xenoes they can quickly turn a bad situation worse. They can throw huggers and while the huggers themselves can easily be killed, if you're attempting to shuffle through multiple unaware marines to shoot or melee a hugger, they can potentially trigger before you kill them. Staying alert and aware is your best defence (and hoping your other marines are too as well), and as carriers are somewhat fragile it doesn't take too much firepower for them to go away.

WraithWraith

Just another nuisance, yet capable of amplifying the threat of other xenoes. They are capable of banishing your blast doors to let themselves- or other xenoes inside. A Wraith can also make portals- not on the Tadpole itself luckily- but near it. While it shouldn’t present too much danger (unless they start using huggers), you can dispel a portal by throwing an explosive through or at it. Fortunately their damage is average, and they’re relatively fragile, so you can just shoot them to make them go away.

Boilers Boiler

The threat they pose depends on three things : The type of Tadpole you have, if it’s Primordial, and if you’re wearing Mimir. A Tadpole with windows and closed off departments? Minimal threat, until your windows break. No closed off departments? A serious threat if you don’t have Mimir. Closing your blast doors is a last ditch option, but you can either consider moving so the boiler has to reposition, or try asking for someone to counter snipe the boiler.

Keep in mind that tangle rounds and anti gas grenades can purge gas. Use them sparingly though, they’re a little pricey to order from req.

Defilers Defiler

If you're wearing Mimir, the gas shouldn't do you any harm. The bigger threat is that the gas is opaque- allowing xenoes to sneak up and attack everyone inside. Keep your ears open for the sounds of slashing, and don't be afraid to spam bullets into the gas cloud to try and deter xenoes. Be especially wary if you saw any acid castes prowling around before the gas cloud gets emitted, there's no overt tell on your blast doors being melted. If a Defiler is winding up in line of sight of you- inflicting stagger will stop them, and will even stop them while they’re emitting gas.

As before, tangle rounds and anti gas grenades can purge gas. If you’re getting overwhelmed by gas, consider throwing one.

ShrikeShrike

Shrikes have an ability called Unrelenting Force, allowing them to fling everyone out of the Tadpole. They also have a Primordial ability called Psy Vortex, that will knock you around a bit. It's not too much a threat, but can absolutely buy time for other xenoes to attack the Tadpole. If in doubt, close your blast doors and launch.

BehemothBehemoth

Behemoths are very capable of boarding your Tadpole, erecting several Earth Pillars, then detonating them all- stunning you and dealing a non significant amount of damage in a AOE range. If you have your blast doors you can try trapping them, otherwise consider leaving.

If you see a Behemoth roar- close your blast doors immediately, launch and endure any complaints about leaving marines behind. They’ve just activated Primal, and are about to ruin your day with multiple falling AOE exploding rocks, a massive AOE shockwave, and if you have any open cades- stampeding over everyone multiple times. If you have no blast doors or cades- you are already dead.

Crushers Crusher

A threat that can be hard to deal with, especially if your landing spot is more open. Making razor wire with metal, then deploying it can be used to stop the Crusher should one be able to charge at you, but the razowire must be at full health to stun the crusher. Alternatively you can try to use the blast doors button when the Crusher comes charging, then closing them quickly to trap them. In both instances, you’ll need other marines around to help secure the kill. Crushers love attempting to crush the interior/weapon attach-point, so if they do have a lane to charge at it you may want to consider repositioning the Tadpole to avoid the loss of any equipment. They also have Crest Toss, which can potentially launch you out of the Tadpole.

Queen Queen

In the upper range band of “Oh shit, I’m in danger”, the Queen has acid, spit, and a lovely stunning screech. Pre-emptive use of the HOLD order can mitigate the duration of the stun, and provide a minor defence and pain resistance boost. Other than that, just shoot it and hope they leave. Some cocky Queens like to try to board the Tadpole- you can try to trap it using the blast doors, and hope that everyone inside can kill it before they kill you.

King King

These bastards like to waltz up to your Tadpole and use Petrify, which will freeze you solid. While you’re helpless they’ll either melt barricades, or line up a Shattering Roar to knock you down while other xenoes start attacking you. There is a defence against this- staggering them. Using a shotgun at close range (or any other weapon capable of inflicting stagger) will prevent them from using their ability, and hopefully buy you enough time for help to come. Kings also occasionally like to use Psychic Summon near (or god forbid on) the Tadpole to overwhelm it. Make sure to call out the summon, if you have no other marines to help, lower your blast doors and launch. Primoridial Kings can use Zero Form Beam, which pierces through walls, on top of doing a lot of damage. If there's a lot of marines/dense objects on the Tadpole it can be hard to get out of the way, and it may be necessary to launch if help doesn't come in time.

WarlockWarlock

Your bane. The Warlock has two great abilities to make your life miserable – Grav crush and Psychic blast, and one to make your attempts at killing them difficult, Psychic Shield. If the Warlock has line of sight of ANY of your Tadpole tiles, they can use Psychic Crush to create a damaging AOE that will most likely hit you and everyone inside. Alternatively they can use Psychic Blast/Lance to damage you directly. Mindless bullet spam will be reflected at you using Psychic Shield, and trying to chase it down can also be punished with Psychic shield (not to mention leaving your Tadpole alone or getting ambushed by other xenoes). Pray no one gets the bright idea to fire a rocket at the Warlock with your Tadpole nearby.

Your deterrents aren't great. One is other marines keeping the Warlock away, or the humble X ray rifle with a tac sensor, which can penetrate the Warlock’s shield and allows you to shoot at it safely from behind cover (or more likely, through marines). Similarly the Railgun (no not the CAS one, the handheld one) can also penetrate the shield, penetrate walls and cause Stagger, knocking them out of the Shield or stopping any windup attacks like Psychic Blast or Crush.

If you're close to being critted, you may just need to issue a Hold Order and launch before the Warlock can finish you off

Marine Threats

Grenades

"beep beep". One second later, there’s a live grenade in the centre of the Tadpole. It’s alright, there’s plenty of reasons. Maybe they got shuffled when they threw the grenade, perhaps a Shrike or Warlock bounced the grenade back, or maybe they can’t aim for shit WHY DO WE HIRE THESE ASSHOLES. When you hear a grenade prime, just keep a lookout for any exclamation marks, and be prepared to pick up the grenade and throw it out of the Tadpole. Mark the marine for retribution later and rip his guts out in private

Close Air Support

Sometimes CAS will misfire directly over the Tadpole. If they’ve fired a railgun or minirocket at you, you won’t be able to launch the Tad in time. Just evade the incoming damage, and prepare to repair the cades as quickly as possible. Bombs and missiles however can be avoided, but you need to launch as soon as possible (The Tadpole takes 5 seconds to launch, and most bombs take about 10-12 seconds to land). Just remember, you are under no obligation to sit there and take it.

Tadpole Hugging

The marines are being beaten! The only safe place happens to be your Tadpole! They retreat there, and the medics attempt to revive their dead- only to paint a massive target on your back. Everyone being in one spot invites Warlocks, Behemoths, Boilers and Defilers to use their attacks on you. Amidst the gas that claims the non Mimir marines, the unavoidable Grav crush because everyone is piled on and not shooting the Warlock- and in your confused and dazed state even the Queen and King are starting to pile on the Tadpole. There aren’t many ways to directly avoid this situation- if marines haven’t fortified the outer perimeter, xenoes are going to come bearing down on you, and there’s only so much you can do to fight them off. Especially if those fluoride guzzling fuckwits are too busy complaining or healing, and not SHOOTING.

Recognise the dire situation, and call for an evac. Use Orders to make a nice big announcement, use the HOLD order to reduce incoming damage and keep marines in the fight, yell again over the radio that you’re evaccing, point any any marines outside the cades to get in, then leave. If your barricades are breached- you may need to cut your losses, engage the blast doors and leave. If you’ve lost your blast doors- Good luck.

People will get left behind. People will ignore the announcements. There isn’t much you can do but take it on your chin.

What you should absolutely NOT do is evac unannounced, taking half the marines with you. Leaving half the marines on the ground dramatically increases the chance of them dying, as they need to take on the full xenomorph threat with only half the forces. Even worse, don't hang about in the landing interface trying to choose the perfect spot when you get yelled at to rescue the marines you left behind. The longer you wait to land, the worse the odds are for the marines down there- and the more likely you'll get swarmed down there when you land and cause a full wipe. Land back as quickly as possible, yell at everyone to get on, then launch.

Tadpole Kidnapping

Any, aSL, SL, FCDR or Synthetic can launch the Tadpole. Remember that the Tadpole is yours, and you have authority over it for better and for worse. At the very least, try not to be so far away from the Tadpole that you can’t yell at anyone trying to take it.

Unintentional Full Evacs

On Nuclear War if there are less than 5 marines on the ground, xenoes can force call the Alamo. Occasionally upon finishing a disk, every marine will pile onto the Tadpole- especially if they're under attack. If you launch while everyone is on the Tadpole, xenomorphs will be able to hijack Alamo. You have two options- yell at those lazy shmucks to walk inform everyone that they need to move to the next objective on foot, or if the situation is dire and they cannot- call an evac.

Шаблон:Orders


Tips and Tricks

  • The importance of Mimir cannot be understated if you have no windows. You WILL be gassed. You WILL take damage. You will NOT be excused for launching early and leaving marines behind just because you nearly died to gas.
  • The NK Haul Tadpole is limited choice of dropship, as its large size makes it hard to land without marine assistance, and it's very hard to defend.
  • Sentries deployed on the weapon points have easily exploited blindspots. If you notice a xeno exploiting this, you can retract the sentries using the navigation computer.
  • Marines frequently do not read radio. They also miss announcements and orders. If you've repeated yourself at least twice over radio, and given at least one order- don't feel guilty about abandoning those marines if you're evaccing. You tried after all.
  • Most of the time, the Tadpole is going to end up cluttered. If you have trouble trying to find a specific thing, type Point-To in the command bar (default key Шаблон:Key), then use the dropdown menu to locate the item you want. Once you press ok, a green arrow should appear over the tile the item you were looking for. Шаблон:Key + click or Шаблон:Key + click to sift through the contents and pick up whatever you needed to find.


Модель Описание
безрамки

Tadpole Standard Model

Tadpole-03, используемый как стандартный десантный корабль Tadpole. Является самым компактным вариантом и имеет лучшие углы стрельбы, но уязвим к газу.
безрамки

Модель Tadpole Carrier

Tadpole-01, снятый с производства Tadpole-03. Имеет меньшие точки входа с армированным орбитальным стеклом, установленным на кабине, и дверь, которая помогает не допустить нежелательных лиц к главному компьютеру. Также имеет консоль камеры и стол с картой ограниченного использования. Углы обстрела сильно ограничены из-за дополнительного корпуса.
безрамки

Модель грузовика с едой Tadpole

Оборудован для обеспечения голодных морпехов горячей едой для повышения боевого духа (или усмирения ксеносов хорошо приготовленными хот-догами). Навыки кулинарии не предусмотрены. Не имеет внутренних помещений или точек крепления оружия
безрамкиМодель Tadpole NK Haul Предназначен для транспортировки, обслуживания и общего машиностроения. Большой размер затрудняет приземление и оборону. Однако больше места означает, что легче хранить припасы. Поставляется с дополнительным металлом для укрепления или ремонта баррикад.
безрамки

Модель мобильного бара Tadpole

Предназначен для утоления жажды морских пехотинцев. Навыки бармена не предусмотрены. Не имеет внутренних помещений или точек крепления оружия
безрамки

Модель Tadpole Umbillical

Поставляется с пупочной камерой для тактической вставки. Окна сделаны из армированного орбитального стекла, но имеют очень ограниченные углы обстрела и могут быть очень сложными для посадки/высадки, особенно если вы не проверяете, где приземляетесь, и не паркуетесь прямо у стены.
TerraGov
Marine Corps
Командование Капитан, Полевой Командир, Штаб-офицер, Офицер-Пилот
Инженерия и Снабжение Главный корабельный инженер, Офицер снабжения, Корабельный инженер
Медицина Главный врач, Военный врач, Исследователь
Морпехи Командир отделения, Мех-пилот Смартганнер, Инженер отделения, Санитар отделения, Морпех
Гражданские Представитель корпорации
Роботизированные Боевые роботы, Синтетик, ИИ
Улей
ксеноморфов
Тир 0 Лицехват, Личинка, Миньоны, Предлярва
Тир 1 Трутень, Бегун, Защитник, Часовой, Бейнлинг
Тир 2 Лорд улья, Переносчик, Призрак, Охотник, Бык, Воин, Плеватель, Пантера, Кукловод
Тир 3 Пожиратель, Осквернитель, Опустошитель, Крушитель, Преторианец, Бойлер, Варлок, Бегемот, Химера
Тир 4 Принцесса, Королева, Король, Разум улья, Predalien Предалиен
Остальные Отряд Быстрого Реагирования, Выживший