TGMC:Pilot Officer: Difference between revisions
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|access = Condor Piloting, Pilot Gear and CIC | |access = Condor Piloting, Pilot Gear and CIC | ||
|difficulty = Medium | |difficulty = Medium | ||
|Rank = Ensign (Starting), Lieutenant Junior Grade (10 hrs), Lieutenant (25 hrs), Lieutenant Commander (100 hrs), Commander (300 hrs) | |Rank = [[TGMC:Marine_Ranks|Ensign (Starting), Lieutenant Junior Grade (10 hrs), Lieutenant (25 hrs), Lieutenant Commander (100 hrs), Commander (300 hrs)]] | ||
|superior = [[TGMC:Captain|Captain]], [[TGMC:Field_Commander|Field Commander]], [[TGMC:Staff Officer|Staff Officer]] | |superior = [[TGMC:Captain|Captain]], [[TGMC:Field_Commander|Field Commander]], [[TGMC:Staff Officer|Staff Officer]] | ||
|duties = Support the ground-forces with CAS providing zoning with strafes and flanks. Miss every single xeno but gib marines with rockets. | |duties = Support the ground-forces with CAS providing zoning with strafes and flanks. Miss every single xeno but gib marines with rockets. | ||
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=Alamo= | =Alamo= | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Most of this information is only relevant if you want to actually operate the Alamo, and since the PO job has since been split between Transport and Pilot Officers this section largely remains here as a relic of an era where PO's had both duties to operate the transport craft and the condor. Your main duty as a PO now is the Condor. | |||
There are two ways to controlling the Alamo, via its cockpit and via remote computers.[[File:TGMC_Alamo_cockpit.png|frame|The Alamo's cockpit|link=https://tgstation13.org/wiki/File:TGMC_Alamo_cockpit.png|alt=]]In the cockpit of the Alamo you will find the three main consoles. | There are two ways to controlling the Alamo, via its cockpit and via remote computers.[[File:TGMC_Alamo_cockpit.png|frame|The Alamo's cockpit|link=https://tgstation13.org/wiki/File:TGMC_Alamo_cockpit.png|alt=]]In the cockpit of the Alamo you will find the three main consoles. | ||
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It should also be noted that any Squad leader, Field Commander, Synthetic, or even anyone in CIC onboard the ship can use the Alamo Cycle computer to remote control its departure and arrivals. So really you won't need to spend much time messing around with the Alamo unless you really wanna fly it. | |||
</div> | </div> | ||
<div class="mw-collapsible mw-collapsed" style="width:100%"> | <div class="mw-collapsible mw-collapsed" style="width:100%"> | ||
= | =The Condor (CAS)= | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
[[File:TGMC condor.png|thumb|504x504px|Most beautiful piece of metal there is, Condor]] | [[File:TGMC condor.png|thumb|504x504px|Most beautiful piece of metal there is, Condor]] | ||
[[File:TGMC vehicle condor ui.PNG|thumb|326x326px]] | [[File:TGMC vehicle condor ui.PNG|thumb|326x326px]] | ||
Close Air Support, or for short CAS, is your way of helping the marines. You can rain down hell on your enemies with bullets, rockets and lasers. The groundside marines can help you with tactical binoculars or a lit CAS signal flare, to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available. Remind them about flares and marks. | Close Air Support, or for short CAS, is your way of helping the marines. You will be doing this in the Condor Aerospace fighter (Definitely not an A-10 but in space). You can rain down hell on your enemies with bullets, rockets and lasers. The groundside marines can help you with tactical binoculars or a lit CAS signal flare, to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available. Remind them about flares and marks. <s>Please just throw a CAS flare I beg you marines.</s> | ||
== Preparation == | == Preparation == | ||
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Most CAS weapons will deal explosive damage, the values of which are listed below. (Note that the values listed are only against xenomorphs, not against humans). | Most CAS weapons will deal explosive damage, the values of which are listed below. (Note that the values listed are only against xenomorphs, not against humans). | ||
To get more points; Have the ship sit at a lower orbit level to greatly improve your Fabricator point generation. Of course doing this also means your back in the fight faster too but also renders Requisitions to have a reduced passive generation. In general you should ask Req if he is Ok with going lower so you can buy more toys to use. Do note having the ship at a lower orbit when the Xeno's hijack also greatly reduces their transit time up to the ship; If the situation is going south you better start climbing the ship if you want any hope of getting an ERT. | |||
'''Light Explosion:''' Deals 90-110 damage, along with 2 stagger, 3 slowdown, and 10 sunder. | '''Light Explosion:''' Deals 90-110 damage, along with 2 stagger, 3 slowdown, and 10 sunder. | ||
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'''GAU-21 30mm Cannon''' | '''GAU-21 30mm Cannon''' | ||
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | ||
Your standard area-denial tool. Use it to clear mazes, prevent xeno pushes, or to prevent xenos from retreating. | Your standard area-denial tool. Use it to clear mazes, prevent xeno pushes, or to prevent xenos from retreating. You get one of these integrated as the nose cannon on the Condor. | ||
{| class="mw-collapsible mw-collapsed wikitable;background-color:#808080;" | {| class="mw-collapsible mw-collapsed wikitable;background-color:#808080;" | ||
! Ammunition types: | ! Ammunition types: | ||
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*Ask for CAS lasers in <code>.s</code> | *Ask for CAS lasers in <code>.s</code> | ||
*Ask for green CAS flares in general channel. | *Ask for green CAS flares in general channel. | ||
**Also, you can make a crate with CAS flares from weapons vendor, and send it from | **Also, you can make a crate with CAS flares from weapons vendor, and send it from Requisitions | ||
*CAS is most effective during defense. You cannot shoot without visions, and marines attacking mean that there would be a lot of FF. | *CAS is most effective during defense. You cannot shoot without visions, and marines attacking mean that there would be a lot of FF. | ||
*T4 xeno have very high bomb defense, and can shrug off even larger explosions. | *T4 xeno have very high bomb defense, and can shrug off even larger explosions. | ||
*Your most useful asset for Marines is Support; Clear mazes and use your specialized mini rockets frequently. Reducing the places a Xeno can hide can greatly improve the survival chances of Marines on the ground. | |||
*Seriously; trying to actively attack a Xeno is just going to disappoint you with how often they just run away before it lands; They can still see your targeting laser even through walls. | |||
*Use it moreso as a deterrent to keep xenos away from certain areas so Marines can grab the injured and fall back. | |||
*Conversely; blocking off an escape route for a xeno might net the marines a kill; or even score you one if they don't see your targeting laser while they run. | |||
</div> | </div> | ||
Latest revision as of 20:34, 4 July 2024
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This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
MARINE | |
![]() Pilot Officer |
Access: Condor Piloting, Pilot Gear and CIC Difficulty: Medium Rank: Ensign (Starting), Lieutenant Junior Grade (10 hrs), Lieutenant (25 hrs), Lieutenant Commander (100 hrs), Commander (300 hrs) Class: Navy Supervisors: Captain, Field Commander, Staff Officer Duties: Support the ground-forces with CAS providing zoning with strafes and flanks. Miss every single xeno but gib marines with rockets. Guides: Guide to Fire Support Quote:"You can be my wingman any time." |
Introduction
Pilot Officer is a special role that gets to engage in combat, without ever setting foot on the planet. The Condor cockpit is your home, and you're technically shipside staff. When you're in the plane, you'll get to see more of the battlefield, as well as launch air-to-surface munitions, making you invaluable at covering flanks or pointing out hotspots.
As Pilot Officer, your primary duties are:
- Flying the Condor to help ground forces
- Using your bird's-eye-view to provide extra information to marines
- In absence of other command, taking responsibility for the mission
- Looking cool while doing it
Communication
It’s usually a good idea to communicate a lot.
While your primary duties are in the Condor, you might also be the one to fly the Alamo to the planet and recall it back to the ship, if no one else can. Be clear about when you're cycling the Alamo. You have the ability to send orders, so use this to update people on when the Alamo is moving.
Depending on your team, remember that only command roles start with tactical binoculars and get access to the Command and Fire Support radio channel. All roles can get green CAS flares. You can communicate with a squad directly to coordinate, like when asking Squad Leaders to provide lazes with their binoculars for you to bombard; or asking Squad Marines to throw CAS Flares.
Default radio commands:
- .v for Command
- .u for Requisitions
- .m for Medical
- .s for Fire Support
- .e for Engineering
- .q for ALPHA SQUAD
- .b for BRAVO SQUAD
- .c for CHARLIE SQUAD
- .d for DELTA SQUAD
- , for General radio
- First letter of squad name
- for CUSTOM SQUADS
Installing stuff on ships
If you want to install a module or reload a weapon, you will need a powerloader (yellow robot).
- Right click the powerloader [image of the powerloader] and click “Enter powerloader”
- Alternatively, you can clickdrag your sprite onto the powerloader.
- Make sure your hands are empty before attempting to enter the powerloader.
- Move in front of the module or ammo pack and left-click on it to pick up
- You can carry two modules, simply switch active hand to carry another one.
- Move to the ship slot and click left click on it, wait until installed or reloaded
- You can switch hands while doing an action. So you can install two modules at once.
- Note that for some weapons (machineguns) to be reloaded, you need to discard empty ammo box first. Do this by clicking the module.
- This also can be used to take off a module (it goes into your hand)
Alamo
The Condor (CAS)
Orders
All Command staff and assigned Squad Leaders have access to Orders which can be used to buff nearby troops. Using one causes you to shout out a unique phrase over the radio. After giving an Order, there is a one-minute cooldown period until you can give another one, but cooldowns for Orders and Markers are separate.
Order effects are influenced by your Leadership skill, which increases both the effect and range.
Order | Description |
---|---|
![]() Move order |
Increases movement speed by 0.1 per Leadership level
Great for retreats and getting to objectives quickly |
![]() Hold order |
Reduces damage received by 5% per Leadership level
Increases pain resistance, reduces the effects of dizziness and jitteriness |
![]() Focus order |
Increases accuracy by 10% plus 5% per Leadership level
Makes Aiming instant |
![]() Rally marker |
Places a directional pointer and a map icon, urging marines to Rally at a given point. |
![]() Attack marker |
Places a directional pointer and a map icon, urging marines to Attack a given point. |
![]() Defend marker |
Places a directional pointer and a map icon, urging marines to Defend a given point. |
![]() Retreat marker |
Places a directional pointer and a map icon, urging marines to Retreat from a given point. |
TGMC Roles ![]() | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot |
Vehicle Crew | Assault Crewman, Transport Crewman | |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Doctor, Researcher | |
Marines | Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |