User Tools

Site Tools


squad_roles

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
squad_roles [2024/08/26 18:36]
admin [HEAVY ARM SPECIALIST]
squad_roles [2024/08/30 13:39] (current)
admin [GENERAL ROLE]
Line 158: Line 158:
 ==== 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.
  
  
Line 186: Line 186:
 ==== 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//:
Line 213: Line 213:
 ---- ----
  
-→ Next: [[usccf_weapons|Weapons]]+→ Next: [[usccf_weapons|Weapons & Ammunition]]
  
 ← Previous: [[damage_type_info|Damage type info]] ← Previous: [[damage_type_info|Damage type info]]
  
 ← [[start|Back to Main page]] ← [[start|Back to Main page]]
squad_roles.1724690197.txt.gz · Last modified: 2024/08/26 18:36 by admin