TGMC:Assault Crewman

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TGMC это билд, созданный на основе CM-SS13 и переделанный под ТГ.



VEHICLE CREW
jobtitleRu


Assault Crewman

Доступ: N/A
Сложность: Hard
Звание: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours), Staff Sergeant (300 hours), Sergeant Major (1000 hours)
Категория: Navy
Вышестоящие: Field Commander
Задачи: Pilot the tank, push the frontline, oneshot the queen, cry when behemoth oneshots your tank.
Руководства: This is the guide.
Цитата:"Surprise surprise. Yet ANOTHER round with Bill Torres playing as Assault Crewman. It's only been the fiftieth time this week. Ever notice how Bill ALWAYS gets assault crewman from round start? You think this is a coincidence? I think not, especially with allegations that Bill has hired coders to rig the ready-up job selection proc. Do you think a person like him wouldn't alter his own ready-up RNG to ALWAYS PLAYASSAULT CREWMAN? I don't think so. Admins? I leave the case in your hands."

Introduction

Your job as the Assault Crewman is to man the MT Bateng – A powerful offensive tank. At minimum one crewman is required to drive the tank, and the other is required to shoot it. Шаблон:TGMC-Skills

Communication

As a Assault Crewman you have access to the following radio channels Шаблон:TGMCRadioCommands

Tank Preamble

Файл:TGMC Vehiclefab.png
The Vehicle bay in the Pillar of Spring. The machine next to the YouTool is the fabricator, which is used to purchase the tank and operate the elevator

You cannot enter or load the Tank without the Large Vehicle skill, and you cannot drive or fire the Tank without Large Vehicles 3. Marines can be given a loader instruction manual to boost their Large Vehicle skill by one – and this will allow them to enter and load the Tank (but they will not be able to drive or fire it). Assault Crewman start with one loader manual, however more cannot be ordered. Pick who you choose as your loader carefully. Up to 4 crew may be in the Tank at the same time, should you somehow get your hands on more manuals or Assault Crewmen.

While the Tank is immune to gunfire and incendiary weapons, it can still take damage from explosions, lava, xeno slashes, acid spit, acid clouds, Warrior punches, Crusher charges, Behemoth Earth Pillars, Warlock Psychic Blasts/Lances and Psychic Crush.

Marines can fire past armoured vehicles with any IFF weapon or while in aim mode. If they need to get past the vehicle, they can jump ontop of the vehicle, and walk over it normally. Any marine on top of the tank while it moves will get knocked off (and potentially crushed if they land in front of the vehicle) unless they have at least one empty hand. Xenoes can also hop on top of the vehicle, but won be thrown off if the vehicle moves. The Tank cannot shoot any xenoes on top of it and will need help from other marines to deal with any threats that have jumped onboard.

The tank will knock any mobs out the way when they move into them, damaging them in the process (fairly significantly in the case of humans) except for a Crusher, who will not be knocked back or take damage. Vehicles take no damage from knocking a mob out the way, even if they’re trying to run over a Crusher.

Most walls (including resin walls) or dense objects (including barricades and MG emplacements) can be crushed by armoured vehicles by simply ramming into them, though walls will take some time to get through. The vehicle takes no damage while attempting to destroy walls or dense objects. Feel free to make as much space as you need, while avoiding the wrath of any engineers trying to make barricades. Certain walls, like outer hull, heavy reinforced walls, dense ice or cave rock cannot be destroyed by being rammed. Cave rock however can be cleared by someone with a Plasma Cutter.

Initial Preparations

First of all head to the Hangar bay. You'll find the Vehicle Bay, where you can buy your Tank using the Vehicle Part Fabricator. Only one Tank can be bought (without admin intervention). Lower the lift, and purchase the equipment and modules you want from the UI. A total of 20 rounds can be bought per weapon - with weapons with multiple ammo types you'll need to split the difference between them. You can toss any magazines in by clicking the tank entrance with the munition in hand - but you can't toss other things in like backpacks without actually entering the Tank itself. Additional ammo can be ordered from req as needed.


Tank Equipment

Equipment Description

Файл:TGMC LTB Cannon.png
LTB main battle tank cannon

A cannon that fires powerful explosive rounds or grenades. LTB shells are loaded one at a time, grenade magazines have 10 rounds. You cannot load both magazine types at the same time. LTB rounds can be ordered for 10 points per shell via requisitions. Grenade magazines cannot currently be bought. LTB rounds are capable of gibbing marines. Be EXTREMELY careful where you aim!.
Ammo:
Файл:TGMC LTB Ammo Grenade.png

Grenades

Shoots grenades
Файл:TGMC LTB Ammo HE.png

HE (High Explosive)

Default shell. A high explosive shell. Travels until it hits a wall, or it makes contact with some poor soul's forehead, or you know, a xenomorph.

200 damage, 50 AP, 20 sunder. Will gib marines INSTANTLY on direct hit

Файл:TGMC LTB Ammo APFDS.png

APFDS (APFSDS/Armor Piercing Fin Stabilized Discarding Sabot)

Also known as Sabot. large, tungsten metal dart capable of punching through walls (and also marines and xenos alike)

Extremely fast projectile speed. 300 damage, 75 AP. Only has a ~1/3 chance of gibbing marines

Файл:TGMC LTB Ammo Canister.png

Canister

Shoots out a fan of projectiles in a 180 degree radius from the cannon muzzle

30 damage per pellet. 12 pellets.

Файл:TGMC LTB Ammo Flechette.png

Flechette

Shoots out a cluster of large metal darts. Only available in HVH modes.

50 damage, 15 AP, 2 sundering per dart.

Файл:TGMC Armored Vehicle Chaingun.png
LTB ATP chaingun

A chaingun with a high rate of fire. Has IFF, but very noticable damage falloff at range. Good for keeping xenoes off you in a pinch. 150 rounds per magazine. Additional magazines can be ordered from Requisitions for 10 points each.

Uses LTA-AP chaingun ammo drums. Does 30 damage, 35 AP, 1 sundering per round.

Equipment Description

Файл:TGMC M56 Cupola.png
Cupola Minigun

A minigun which has IFF properties. 75 rounds per magazine, but ammo dries up quickly. Additional magazines can be ordered from Requisitions for 10 points each.

Uses HSG-102 cupola minigun boxes 30 damage, 10 AP, 1 sundering per shot.

Файл:TGMC OMR mk3 flamer.png
OMR Mk.3 secondary flamer

A cupola mounted flamethrower which does not have IFF properties. 150 "rounds" per tank. Sprays burning fuel, tiles you click on are set on fire and mobs that are hit by the projectile are also set on fire. Good for keeping xenos off you, but the flame projectiles are very slow. Also semi-useful for clearing resin walls and weed nodes. Additional magazines can be ordered from Requisitions for 10 points each.

Uses napalm stream tanks 6 damage per flame + fire stacks DoT

Module Description

Файл:TGMC Armored Vehicle Overdrive.png
Overdrive Module

Driver Module Increases the speed of the Tank.

Файл:TGMC Armored Vehicle Zoom Module.png
Zoom Module

Gunner Module A periscope with nightvision that gives you a wider view of the battlefield. You cannot fire while zoomed in

Manning the Vehicle

Файл:TGMC Tank Interior.png

To enter the Tank, you need to drag click yourself to the vehicle, while standing at the entrance. This entrance is at the rear of the tank, make sure you're standing directly in line with the center of the Tank..

  • 1: Red: Gunner seat
  • 2: Blue: Driver seat
  • 3: Cyan: Loader seat and periscope
  • 4: Yellow: Primary breach
  • 5: Green: Secondary breach
  • 6: Purple: Primary ammo rack
  • 7: Brown: Secondary ammo rack

To enter a seat, dragclick your sprite to the seat. To exit once you've buckled yourself into a seat, simply press resist, or click the buckled icon in the top right corner of the screen. Note that marines that have read the loader manual cannot drive or shoot the tank. If you want to leave the tank, just click on the door to the left.




Driving

Driving is pretty simple! You use the WASD or arrow keys by default to move around. The Tank cannot move diagonally, and there's a brief delay when turning 90 degrees. Remember, you can drive through walls and objects without incurring damage- don't be afraid to give something a good old ram if it's in your way. You also have Toggle Lights and Honk Horn as action buttons on the top left of your HUD, which hopefully should be self explanatory - Use the lights so you can see, use the horn to put the fear of god into those xenoes warn marines that they need to get out of the way.

Gunner

Once in the gunner seat, use Left Click to fire your primary weapon, and Right Click to fire your secondary weapon, and use middle click to toggle the safety. If it isn’t already obvious, the primary gun has a limited 90 degree fire angle. Use the directional movement keys to rotate the main gun, or alternatively just click in the direction you wish to fire. Note that turning the main gun has a delay (though you aren’t restricted in turning in 90 degree increments). Once the primary gun is lined up, just click on the tile you want to fire at. The secondary gun has no firing angle restrictions. Both the primary and secondary guns can be fired at the same time.

The tank’s current ammo is displayed to the right of your HUD. Note : The display is currently bugged and may require you exit and enter the vehicle several times to properly update the display.

Reloading

Once out of ammo, you’ll need to reload. Simply take the corresponding ammo, and load it into the primary or secondary breech. There are also ammo racks to load any spare ammo, so make use of them. Any empty shells/magazines are automatically unloaded – Try to make sure you don’t mix up live ammo on the floor with empty ones. If neccesary you can also perform an early reload by taking the magazine out of the corresponding breach with an empty hand, then loading a new magazine in. A dedicated loader can help improve your downtime, so you don't need to leave your seat and load your ammo- potentially losing track of targets and your situational awareness.

Repairing

Repairing is a simple endeavour - use a welding tool. Each repair takes 2 seconds, and increases the integrity by 5.5%. Unskilled marines attempting repairs will fumble and take longer to perform the repair. Getting out of the Tank exposes you to danger, so don't be afraid to ask others to help repair your Tank on the fly.

Playing as the Tank

The first most important thing you need to learn is that the tank will get destroyed without support. It's very easy to get overwhelmed by xenoes attacking you from all sides, and even easier to park yourself right up against a wall with nowhere to escape to. Do not charge off alone. You need to be at the front, but not so far forward marines cannot help you- but not so far back that you aren't in a position to shoot your primary weapon at anything. Or worse, so far back that marines need to backtrack to help you. If you're getting overwhelmed or feel as if you're getting left behind, use your radio to inform marines of the situation. More importantly pay attention to radio so you don't miss out on marines pushing or retreating. Communicate with your other crewman - if you feel like the driver is being too reckless with their positioning, or isn't getting in the right position to shoot at, tell them. If you feel like your gunner isn't priotising the right targets, inform him. You're two peas in the same pod, and you need to be on the same page- whether that's attacking, retreating, getting repairs etc.

The Tank isn't some invincible monstrosity, damage can slowly stack up from spits, Warlock psy beams, acid clouds or just good old slashing. Ultimately it's a support vehicle which has a very big gun on it.

Campaign

In Campaign, the tank is available in Combined Arms and when purchased as an asset, and any marine that reads the Tank Crewmember pages that come with it can become a tanker. It also has directional armor, meaning if you're hit from the sides, you take extra damage. If you're hit from the rear, you take even more damage. Try not to show your sides or your rear to the enemy lest you get evaporated by a HEAT rocket or a Malleus hover tank using the particle lance.

The Malleus

The Sons of Mars gets a hover tank, this is faster, can strafe like mechs, but is a casemate, meaning you can only fire in a 90-ish degree cone in front of the tank, and also has less armor and is slightly bigger.
It randomly gets either a magazine fed coil-gun, a heavy anti-armor particle lance, or essentially a giant volkite cannon for anti-infantry. The secondary rocket launcher is the default and has to be reloaded from outside.

What you can do if you're not the Armored Crewman

Файл:TGMCMarine.gifSquad Marine
You can help back up the tank as infantry cover, shoot xenoes on the tank (note you have to use Aim mode) and be a loader if you're not doing anything special. Try not to get in the way.
Файл:TGMCEngineer.gifSquad Engineer
If you're not going to be required to repair APCs and cade areas, or doing something like manning artillery/defending miners/etc. you can be useful as a loader, as you are essentially a Squad Marine with the skills to not fumble repairing the tank. You can bring a welder pack to help repair, or bring a radio pack for when the tank eventually needs ammo from the RO and you can especially take a plasma cutter when the tank wants to push into caves.
Файл:TGMCCorpsman.gifSquad Corpsman
If you see the AC out of their vehicle and they're hurt, heal them. Or revive them if they're somehow dead. Do not load for the tank as you are required to heal your fellow marines.
Файл:TGMCSmartGunner.gifSquad Smartgunner
Shoot xenomorphs off the tank. You have IFF by default so you do not have to wait until you're in aim mode to fire. Simply just do your job.
Файл:TGMCRO.png Requisitions Officer
Buy ammo for the tank when asked. Please do note that the tank has different weapons with different ammo types so please ask the AC for what they're using and what they want if you don't know beforehand. Cry yourself to sleep because you picked RO.

Файл:TGMC Transport Crewman.PNG
Transport Crewman: Help break down walls. Don't push in front unless there's room for both you and the tank to be side by side.

Don't block the tank's way.
I say again. DO NOT block the tank's way
GET OUT OF THE FUCKING WAY
PLEASE

Tips and Tricks

  • Consider getting a M-22 welding kit (free from the surplus uniform equipment vendor) or the technician welder pack (orderable from req, some free in engineering lockers), so you don't run out of fuel while repairing the tank. You can also keep a couple of welding kits inside the Tank as a surplus.
  • It can be tempting to take long diversions to avoid being forced to destroy a wall - Don't unless you have an escort. It's easy to get harassed by a lone xeno- who might call other xenoes in as backup.
  • Warlock psy beams and Behemoth rocks can do devastating damage to the Tank. Always be careful if they're around.
  • Boiler acid gas clouds can do good damage to your tank. Try to get out of them as soon as possible
  • Both Boilers and Defilers can spread gas all around you, making it hard to drive/shoot without accidentally killing a friendly Marine, and blocks field of vision of all the marines surrounding you as support.
  • You are immune to fire on the ground (and white phosphor gas). Do note that you are not immune to Pyrogen fire tornadoes and fireballs, though.
  • The tank can be transported by the Tadpole, though depending on the TO's tadpole choice, you might have to destroy some windows. Only the center of the tank has to be on the tadpole.
  • The tank only takes damage from lava if the center is on a lava tile.
  • Ravagers, behemoths (especially if xenos have T3 primordial) and crushers (and sometimes Widow) are generally pretty scary, as they can do large amounts of damage in a short time or have enough health to tank damage.
  • Queen can screech marines supporting you and King can use his primordial ability to essentially delete your health if you're not careful. Both are also very tanky.
  • The wraith can banish the tank.
  • Important to note that the tank (and the APC) takes damage from CAS and any friendly artillery, like the mortar, howitzer and the MLRS system.
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