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**Describe the suggestion**
Fort zancudo is home to the US Army, Marines and Air Force. These assets could be used to put down harden criminals and Momo.
**Link to addons/maps**
Quite a few av…
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### Description
See title. This can injure xenos and xeno buildings to the point of their destruction
### Test Merges
Server-Side Code Modifications: https://tgstation13.org/parsed-logs/sybil/serve…
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This would allow us to query more precisely to allow our fast units to get closer to slow enemy units to kite them, i.e. Banshees vs Marines, Reapers vs Adepts.
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See here: http://www.battlecode.org/contestants/releases/
Are launchers useful still? That HP nerf is really big.
I feel like we would have more luck attacking directly into them with tanks and a hu…
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Several files including the [`mkdocs.yml` ](https://github.com/marinecoders/marines.dev/blob/main/mkdocs.yml) have linked to `v2.marines.dev` this is simply for correct asset mapping. Prior to relasin…
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# Background
Marines have two modes to get their target standing position within a squad:
- "tight" following, which is similar to AS2K4's "blind follow" mode, where marines will follow the squa…
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NPC pack
combine - nazi
gasmask - zmzomb/zm marine
beret - smg zombie
ski mask - shotgunner
cigar - chaingunner
medic - undead homeboy
uas unique marine sprite are combine.
h…
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Getting sparta'd by a shieldbug at the big final road may throw the marine high enough to reach the kill area made for marines jumping off the broken bridge at the beginning.
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everything here
https://cm-ss13.com/wiki/Marine_Equipment#Mercenary_or_Black_Ops_Equipment
specifically in mercenary or black ops equipment
some of this you can find on colonies randomly (NOT MARSO…
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```
Further description of the enhancement:
-The idea is to have aliens spawn in large groups. Each alien will stay dorment
until a marine gets within a certain distance of it. Then it will attack
…