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squad_roles [2024/08/26 18:32]
admin [MEDIC]
squad_roles [2024/08/30 13:39] (current)
admin [GENERAL ROLE]
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 ==== TECHNICIAN ==== ==== TECHNICIAN ====
  
-What really makes this unit useful is their hacking ability thanks to their gadgets. They can open or close/seal doors, hack databanks, and handle ordnances like turrets and mines. Turrets are also tanky, and if placed by Technicians, they have a higher damage output. It is practical to use them to seal service tunnel hatches too, as they can do it for fewer <color #66ff00>Action Points</color> compared to other marines. Equipping this unit with the right tools and using these tools wisely allows you to control the movement of the enemy and acquire precious loot. Don’t treat them as if they are only a support unit. Gear them up with proper weapons and ammunition, and they will perform well during encounters.+What really makes this unit useful is their <color yellow>hacking ability</color> thanks to their gadgets. They can open or <color yellow>close/seal doors</color><color yellow>hack databanks</color>, and handle ordnances like <color yellow>turrets</color> and <color yellow>mines</color>. Turrets are also tanky, and if placed by Technicians, they have a higher damage output. It is practical to use them to <color yellow>seal service tunnel hatches</color> too, as they can do it for fewer <color #66ff00>Action Points</color> compared to other marines. Equipping this unit with the right tools and using these tools wisely allows you to control the movement of the enemy and acquire precious //loot//. Don’t treat them as if they are only a support unit. Gear them up with proper weapons and ammunition, and they will perform well during encounters.
  
 //Some (useful but not mandatory) variations of a Technician's Inventory//: //Some (useful but not mandatory) variations of a Technician's Inventory//:
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 ==== HEAVY ARM SPECIALIST ==== ==== HEAVY ARM SPECIALIST ====
  
-As they are carrying some savage weapons, Heavys can one-hit enemies or eliminate many of them easily with their AOE attacks. Equipping them with such armaments is costly but very effective. Find the sweet spot for them so they can prepare more strikes if you save the right amount of <color #66ff00>Action Points</color> for these actions. Using Heavy weapons yields demolition and hazards (fire, acid, poison, etc.) within range. Use this to drive alien movement, snipe primary targets, and eliminate grouped foes. If you need to tear down some walls or break through doors, Heavys will be more than happy to assist you—depending on their type of weapon, of course! Note that these demolishers often have to toggle [[combat_mechanics#the_combat_panel|Friendly Fire]] on, so plan your actions carefully, as a chain reaction can potentially occur due to these actions!+As they are carrying some savage weapons, Heavys can **one-hit** enemies or eliminate many of them easily with their **AOE** attacks. Equipping them with such armaments is costly but very effective. Find the sweet spot for them so they can prepare more strikes if you save the right amount of <color #66ff00>Action Points</color> for these actions. Using Heavy weapons yields demolition and hazards (fire, acid, poison, etc.) within range. Use this to drive alien movement, snipe primary targets, and <color yellow>eliminate grouped foes</color>. If you need to tear down some //walls// or break through //doors//, Heavys will be more than happy to assist you—depending on their type of weapon, of course! Note that these demolishers often have to toggle [[combat_mechanics#the_combat_panel|Friendly Fire]] on, so plan your actions carefully, as a chain reaction can potentially occur due to these actions!
  
  
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 ==== CQW ==== ==== CQW ====
  
-This role offers various combinations, allowing you to equip these units in many ways to suit the mission at hand. They can support other marines, prepare attacks, inflict significant damage, or hold a position if needed. The latter can be achieved by equipping a shield, which sacrifices some <color #66ff00>Action Points</color> but provides a more resistant unit. With access to numerous ammunition types, a marine with a CQW (Close Quarters Warfare) weapon can be a serious damage dealer. Consider Armor Penetration, Poison, Acid, Fire, Cryo, and other damage types or combos they can inflict alone or with another squad member. They can also use grenades if the situation requires them.+This role offers various **combinations**, allowing you to equip these units in many ways to suit the mission at hand. They can support other marines, prepare attacks, inflict significant damage, or hold a position if needed. The latter can be achieved by equipping a <color yellow>shield</color>, which sacrifices some <color #66ff00>Action Points</color> but provides a more //resistant// unit. With access to numerous ammunition types, a marine with a CQW (Close Quarters Warfare) weapon can be a serious damage dealer. Consider Armor Penetration, Poison, Acid, Fire, Cryo, and other damage types or [[tactics#combos|combos]] they can inflict alone or with another squad member. They can also use grenades if the situation requires them.
  
  
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 ==== GENERAL ROLE ==== ==== GENERAL ROLE ====
  
-Not every unit needs to fill a specific role; generally, they are marines capable of using all weapons and gadgets. The difference lies in efficiency. If the available Skill Points don't allow for specific roles, that doesn't make a unit worthless. However, having both Specializations set is mandatory and well-advised. Similarly, equipping each unit with a proper weapon, a reasonable amount of ammunition, and some helpful items (like bandages, stimulants, grenades, etc.) is highly recommended. Spending Skill Points on [[skills#field_expertise|Field expertise]], [[skills#biochemistry|Biochemistry]], or [[skills#electrotechnics|Electrotechnics]] will also yield benefits for you.+Not every unit needs to fill a specific role; generally, they are __marines__ capable of using **all** weapons and gadgets. The difference lies in //efficiency//. If the available Skill Points don't allow for specific roles, that doesn't make a unit worthless. However, having both Specializations set is mandatory and well-advised. Similarly, equipping each unit with a proper weapon, a reasonable amount of ammunition, and some helpful items (like bandages, stimulants, grenades, etc.) is highly recommended. Spending Skill Points on [[skills#field_expertise|Field expertise]], [[skills#biochemistry|Biochemistry]], or [[skills#electrotechnics|Electrotechnics]] will also yield benefits for you.
  
-__Note__: It is imperative to bring enough ammo to a mission. Though – with some luck – you may find ammo, or even weapons during the mission, it is best practice to estimate how much ammo you would need in the worst case. For example, if you could fire a rifle, say, 4 times a turn on average, and each attack cost 5 ammo, then for a mission that had a deadline of 20 turns, a minimum safe amount would be a stack of 4x5x20=400.+===Note: It is imperative to bring enough ammo to a mission. Though – with some luck – you may find ammo, or even weapons during the mission, it is best practice to estimate how much ammo you would need in the worst case. For example, if you could fire a rifle, say, 4 times a turn on average, and each attack cost 5 ammo, then for a mission that had a deadline of 20 turns, a minimum safe amount would be a stack of 4x5x20=400.===
  
 //Possible equipment//: //Possible equipment//:
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 ---- ----
  
-→ Next: [[usccf_weapons|Weapons]]+→ Next: [[usccf_weapons|Weapons & Ammunition]]
  
 ← Previous: [[damage_type_info|Damage type info]] ← Previous: [[damage_type_info|Damage type info]]
  
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squad_roles.1724689974.txt.gz · Last modified: 2024/08/26 18:32 by admin