◈ Navigation Index ▼
- 01 Getting Started in CM-SS13
- 02 General Gameplay Mechanics
- 03 Colonial Marine (USCM) Guide
- 04 Xenomorph (Xeno) Guide
- 05 Survivor Role Tips
- 06 Lesser-Known Features and Mechanics
Comprehensive Guide to CM-SS13 Tips and Tricks
CM-SS13 is a heavily modified Space Station 13 server, drawing inspiration from the 'Aliens' film series and built upon the 'Baystation 12' codebase. It offers a strategic, roleplay-based team deathmatch experience with deep and complex interwoven systems. This guide provides essential tips and tricks for both new and experienced players to navigate the hostile environments of CM-SS13.
Getting Started in CM-SS13
To begin playing, you'll need to download CM-SS13, which is most easily done via the Steam launcher. Before diving into gameplay, it is crucial to read and understand all server rules to avoid potential bans.
Upon starting, you can customize your character's name, physical information, occupation choices, background, marine gear, UI, and game settings in the Lobby Menu.
For in-game assistance, players can use the mentorhelp command (accessed by pressing F1 and selecting 'Gameplay Issue').
General Gameplay Mechanics
Interacting with the game world primarily involves your mouse. Click on objects to pick them up into your active hand. To set them down, use the drop button on your HUD or press 'Q' in hotkey mode. Objects can be thrown by clicking the throw button or pressing 'R' in hotkey mode, then clicking on a tile.
Hotkey mode, toggled with 'Tab', allows for quick actions: 'E' to equip, 'X' to swap hands, and 'F3' or 'T' to talk.
Colonial Marine (USCM) Guide
Playing as a Colonial Marine requires teamwork, situational awareness, and adherence to tactical principles to survive against the Xenomorph threat.
Survival and Positioning
Never Go Alone: Avoid isolating yourself. If you die alone, no one will be able to rescue you.
Stay Mobile: Do not stand still when near an active front.
Avoid Leading: If you are vulnerable ('bald' or unarmored), never lead the front line.
Situational Awareness: Carry a motion detector to anticipate enemy movements.
Team Pushes: Coordinated team pushes are highly effective against Xenomorphs, often causing them to scatter. Cornering a Xeno typically results in its death.
Chain of Command: Listen to your squad leader, gunny, or lieutenant for orders and guidance.
Hold Your Ground: Hunker down during engagements. Charging recklessly can lead to friendly fire incidents.
Evacuation Route: Always know the location of the Landing Zone (LZ).
Combat Tactics
Avoid 'Unga Bunga': Mindless rushing is generally ineffective unless you are exceptionally robust.
Targeting Priority: If a Xenomorph breaches your lines, use your M41 or pistol and aim directly. Avoid using shotguns or the A6 (uranium rounds) at close range, as their projectiles can over-penetrate and hit multiple friendly marines.
Weapon Effectiveness: The M37 shotgun is highly regarded. Grenades are generally ineffective against Xenomorphs.
Fire Discipline: Do not use burst fire with the M41 when friendly marines are nearby, as it can cause instant friendly fire casualties. Use semi-auto mode to reduce damage to teammates.
Fire Immunity: Be aware that Ravagers and Queens are immune to fire.
Macros: Set up macros for quick actions.
Gear and Inventory Management
Equipment Location: Ammo and weapons are found in the armory, while basic gear is in the prep room. M41A MK1 ammo crates need to be crowbarred open.
Basic Skills: All marines possess engineering, construction, and fireman carry skills.
Tool Enhancements: Welders do not require goggles, and basic marine gloves are insulated. Sentries are significantly stronger.
Medical Supplies: Right-click your lifesaver belt to draw pills directly from the bottle. You can hold throwing knives or goggles in your mouth slot.
Chemical Management: To fill a flask, add 5 units of any liquid (e.g., from a cup), then use pills or chem bottles from medkits.
Environmental Interaction: You can shoot over vendors and move them with a wrench; vendors also block movement.
Movement Penalty: Walking barefoot incurs a slowdown, so ensure you have shoes.
Painkillers & Injectors: Always carry painkillers and medical aid. Try to secure at least one oxycodone injector, which can be life-saving.
PFC Loadouts: As a Private First Class (PFC), prioritize grenade packs or flamethrower packs.
Sidearms & Throwables: Sidearms are generally considered useless, though the flare gun can be an exception. Throwing knives are effective, but normal knives are not. Underbarrel flamethrowers and grenade launchers are often ineffective.
Medical and Healing
No Revives: In CM-SS13 PVE, defibs do not exist, and there are no revives. Marines die at -200 HP instead of -100 HP, meaning once you're dead, that's it.
Fire Damage: If you catch fire, roll on the ground to extinguish it. Once the fire is out, remove your armor, as it insulates heat and can cause continued burn damage. Water also extinguishes fire.
Medical Roles: Doctors have access to special chem mixes and Concentrated Adrenaline, which can pull marines out of critical condition to continue fighting, though it incurs oxygen and heart damage. Medics are crucial for preventing marines from bleeding out.
Roles and Leadership
Rifleman: The backbone of the squad, responsible for following orders, staying close to their squad, and utilizing their combat technician skills for tools and defenses.
Squad Leader (SL): Leads a squad (typically two riflemen and a smartgunner), ensuring cohesion and following orders. Squads are often informally divided into Gun and Rifle Teams.
Section Sergeant: Acts as the Platoon Commander's direct subordinate on the ground, responsible for keeping troops together, following orders, and implementing small unit tactics (e.g., alternating assault and reserve squads).
Platoon Commander: Oversees and guides squads, primarily through squad messages, and relays orders via the chain of command. They hold high responsibility for overall mission direction and often communicate with the game master.
Command (CO/XO/Staff Officer): The