A Hand-Holding General Marine Starter Guide -by mizolo (A.K.A Anekcahap Volkov)

Player-made guides on how stuff works.
Post Reply
User avatar
mizolo
Registered user
Posts: 235
Joined: 09 Jan 2017, 02:16
Byond: mizolo

A Hand-Holding General Marine Starter Guide -by mizolo (A.K.A Anekcahap Volkov)

Post by mizolo » 15 Sep 2017, 08:08

You see this new server ... Colonial Marines ... eh, i'll try it What on earth? What do I do in this server? HALP!

NEVER FEAR, for I am here!



Well first off you really ARE new to the server, ask a staff, they helped me TREMEEENDOUSLY when I started SS13 in near-end 2016, and they will help you, if they blatantly DON'T help you ... well ... i'm not gonna go there or say anything about that.

If you are new, don't play the first round you see ... THIS IS NOT A PRANK, AND NOT A JOKE ... familiarize yourself with the ship ... the map ... the equipment the marines use ... things like that.


Table of Contents:
1: Rules? UGH
2: Spawning in
3: Comms
4: Briefing
5: Target Practice
6: Your First Drop
7: Tactics of the Corps



Rules, PLEASE ... PLEASE ... just read the ... even the pro's do it.
► Show Spoiler

Alrighty enough rules, LET'S GO ALREADY!!!

Alright, calm down, I know you're excited to shoot some bugs, but you need to know things first.

Spawning In & Getting Prepped
► Show Spoiler


Alright, you may hear some chatter over comms ... but ... how do I use my headset?


Communications 101:
► Show Spoiler
ALRIGHTY, LET'S KICK SOME XENO BUTT ... wait ... what's that announcment? BRIEFING? Do I HAVE to go to that???


Briefing, attachments, and assignments.
► Show Spoiler

Target Practice, not just for the noobs, it's for pro's as well.
► Show Spoiler
Your First Drop, and most likely your worst.

And in this life, most likely your last in the corps.

► Show Spoiler
The list is endless on what can happen, and it's a little different every round.

Unfortunately, the game meant to have a "perfect imbalance"

This means the xenos ... usually ... well ... win.




HOWEVER, NEVER FEAR, FOR AN ERT DISTRESS CALL IS ... pizza that was supposed to be delivered a WEEK AGO!? ... welp ... we're fucked.

When the xenos take control of the DS, and crash into the ship, command may send out a distress beacon, calling possible reinforcements, or the dreaded XRT, a ship full of xeno's.

prime and launch escape pods,

and best of all ways to go out ...

Arm the Self-Destruct
https://www.youtube.com/watch?v=EO9x0y5lqD0



If you live long enough to be at the ship and the Dropship is on a collision course ... well ... i'm not gonna tell you what to do ... that's up to you ... godspeed marine, for he has a hard-on for marines, because we kill ... everything we see.

o7
Anekcahap Volkov
never abandons a patient as a medic, even when a ravager is on him 1 v 1
[CENTER]Image[/CENTER]

Habalabam
Registered user
Posts: 27
Joined: 22 Jan 2017, 09:44
Byond: Habalabam

Re: A Hand-Holding General Marine Starter Guide -by mizolo (A.K.A Anekcahap Volkov)

Post by Habalabam » 01 Oct 2017, 07:40

This was AWESOME. As a marine first-timer, this one was very helpful.

Can you include a little something about the first time you make hostile contact? What does the squad/SL expect from you?

As you have suggested a loadout, can you also include a section in how to use the remaining part of it? Primarily, how do you use the Underslung Grenade Launcher. The UGL is a prime way a rookie marine can ruin everybody's day.

Can you also suggest some basic macros/hotkeys? How DO you grenade spam? Where do you get the grenades, for that matter?

User avatar
mizolo
Registered user
Posts: 235
Joined: 09 Jan 2017, 02:16
Byond: mizolo

Re: A Hand-Holding General Marine Starter Guide -by mizolo (A.K.A Anekcahap Volkov)

Post by mizolo » 01 Oct 2017, 14:15

The main reason I didn't include getting grenades from RO, is because grenades are tricky, they bounce off of things like walls and objects, and most of the time during a contact they are either running away or on top of another marine, So it's NOT a viable option especially for first timers (no offense intended)

For first contact, it really depends, if first time you see a bug pounce and slash up a marine, shoot it, if you just see it, kind of do a "me looks at the red dog cautiously" or something like that as you don't REALLY know they are hostile, or just fire a warning shot in me and fire a shot at the wall or something
Anekcahap Volkov
never abandons a patient as a medic, even when a ravager is on him 1 v 1
[CENTER]Image[/CENTER]

Habalabam
Registered user
Posts: 27
Joined: 22 Jan 2017, 09:44
Byond: Habalabam

Re: A Hand-Holding General Marine Starter Guide -by mizolo (A.K.A Anekcahap Volkov)

Post by Habalabam » 02 Oct 2017, 05:58

I think a good tip is to "practice" grenade tossing by throwing flares. And you should get the hotkeys down while so doing. Also, how to use the UGL both loading and firing until empty.

The firing range drills were a nice touch. Maybe add some firing range hotkey drills? And incorporate a tactical mag change.

I like your narrative style. Hopefully, you can expand upon it and hold the proverbial hand into the first encounter.
Maybe even a little set of tips relating to the "sweep"/"Power"/"FOB" that are likely to be the squad orders upon landing.

I dunno really... just more of what you're already doing.

Maybe HEDP grenades should be available as dummy grenades. If they give off the same warning, they will still scatter the xenos. But they could just give off a small puff of smoke or something.
If they were available at the firing range, then people could use them both to practice and also to fake out xenos.

User avatar
MeetraSurik
Registered user
Posts: 10
Joined: 07 Oct 2017, 04:27
Location: Germany
Byond: MeetraSurik

Re: A Hand-Holding General Marine Starter Guide -by mizolo (A.K.A Anekcahap Volkov)

Post by MeetraSurik » 08 Oct 2017, 22:51

This is a very helpfull guide thanks for it! It really helps newcomers like me with Details like the attachment loadout and things you should do. I actually like this one better than the one on the wiki.

Post Reply