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squad_roles [2024/08/26 18:39]
admin [GENERAL ROLE]
squad_roles [2024/08/30 13:39] (current)
admin [GENERAL ROLE]
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 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]]
  
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squad_roles.1724690393.txt.gz · Last modified: 2024/08/26 18:39 by admin