TGMC:Mech Pilot

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TGMC is a project based on the CM-SS13 codebase.


MARINE
TGMC Mech pilot.png
Mech Pilot
Access: Mech Pilot
Difficulty: Hard
Rank: Lance Corporal (starting), Corporal (25hrs), Sergeant (125hrs)
Class: Marines
Supervisors: Squad Leader
Duties: Shoot xenomorph with mech, attempt to not blast marines to the stratosphere
Guides: This is the guide
Quote:"Highly MECHANIZED dumbass"


Introduction

After countless hours in R&D and the scrapping of tank, the TerraGov Marine Corps Mechanized Research Division has finally created a mechanized warrior for the assembly lines. At first, these were made to combat against the developing Sons of Mars, but with the xenomorph menace being more of a threat to humanity than SOMs, High Command deemed the mech as an essential tool against the Hive. Chosen by the selected few in the enlisted ranks, these men-children undergo intense training on manipulating limbs foreign to them, going to SERE training in case if their mech gets destroyed, and analyzing xenomorphs' tactics to ride their very own mech.

More information about skills
Mech Pilot Skills
Medical
0/5
Surgery
0/5
Engineering
1/5
Construction
1/5
Police
0/2
Powerloader
3/4
Leadership
0/4
CQC
0
Smartgun
-4
Melee
0
Firearms
1
Stamina
0

Mechanics

Mech has some unique mechanics worth noting, the first of them is Plasma. Plasma is the resource mechs use to fire energy weapons, swing melee weapons and use their modules. The reactors use phoron as fuel, so you need phoron bars to feed it. It recharges by itself at a steady pace but can be either boosted with the generator modules or the consumption can be reduced with the efficiency module. If you run out of plasma, you can't move or turn until it regenerates back a bit, so keep an eye on it. Reloading as a mech is done via the UI, or by standing still when your ammo is empty, where the mech will start a timer to reload the weapon, you just need to wait. If you run out of ammo, you can take the mech ammo boxes and click on the mech with it on your hand to add more ammo. Repairing module damage is done via the UI and you need to stand still for it to work. This is also a good time to have engineers fix you up.

Playing the Mech Pilot

  • Mech pilots can change the mech's armor, weapon, and modules for different game styles.
  • Mech pilots have infinite ammo to get from mech console, but they have a limited ammount of mags they can put in mech. Get a crate to store the mags, and rope an innocent PFC to carry it for you.
  • You do not have IFF nor aim mode. Marines cannot shoot through you even if they have IFF or aim mode.
  • If xenomorphs slash flank and back, they cause more damage, with the latter causing more.
  • If xenomorphs are on your ass, you need time to turn around. It's best to have marines protecting your flanks.
  • Anyone with engineering skills can fix mech. However, you have only Engineering skill level 1, making you very slow at it. Bring a friend.
  • Light armor makes mech fast but have lower health. Heavy armor makes mech slow but have higher health.
  • You need to get ammo from your vendor or req, but energy weapons and melee use energy, meaning they don't need to reload.
TGMC
Roles

TGMC PFC Jim.png
TerraGov Marines

Ranks

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

Playtime

Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter
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, Survivor