Handbook to Merc

Introduction
Welcome to MercDonalds! We are very glad you decided to sign up for us and our franchise. Good payment, Cloning and our beloved Mercbucks system all for you, only just in exchange you complete the various missions and fight the threats all across the universe! This handbook will give you some insight on what you should do on your first mission and possibly subsequent ones. Our crew of Screeches is ready to assist at any moment.

Getting Started


When you join the server, you will probably witness this or any other such lobby screen to the right. Click on Setup, at the bottom of the screen, and you will bring up the character menu. Here you can set your name and other settings.

Once you picked your job, saved your settings and done everything you wanted, exit the char setup. Once ready to join the game, click on the middle icon next to Setup, this will give you the faction selection panel, for the purpose of this guide, pick Mercenary.

This being the ship you'll spawn in as a Mercenary. You spawn in the Cryogenic section of the ship, with the rest of the mercenaries. All you need to do once the game starts is go to the left and enter one of the booths you will see with a vendor. You can also type Map ingame down in the command line(that being the reddish pink bar at the bottom right) to see the current map.

IMPORTANT: You can press Tab to switch between a Normal and Hotkey mode. Hotkey is much more recommended to use, as while Normal uses keys to move, and various ctrl+button, Hotkey simply uses WASD for movement and just one button press, so if you ever played any FPS or such game genre you are likely to be familiar with Hotkey than Normal. If you wish to use Normal, that is fine. Press Help at top-right for extra assistance. Take your time to figure out the controls.

Understanding the HUD


1 - Your stats, these change depending on your role and kit.

2 - Context actions, used for toggling the plashlight, leaving the tonk, unbuckling from chairs, etc.

3 - Toggled abilities, such as the Reporter's upload news report.

4 - Targeted abilities, such as Darth Vader's force lightning power.

5 - The accessory slot, used for cigarettes mainly.

6 - The suit slot, where your armor goes.

7 - The ID slot, self-explanatory.

8 - The chest slot, mainly used for storing guns such as rifles and shotguns, can be used for a chest webbing.

9 - The belt slot, mainly used for belts, can also store small guns.

10 - The back slot, used for backpacks, large weapons, and shields.

11 - The equip button, equips whatever is in your active hand(the hand with the white outline) into an inventory slot, such as a rifle onto an empty chest slot. The belt slot, mainly used for belts, can also store small guns. The hotkey for this is E.

12 - The swap hands button, swaps current hand. The hotkey for this is X.

13 - The use underbarrel attachment button, activates the underbarrel attachment of the gun currently held in the active hand. Examples include the masterkey shotgun and underbarrel grenade launcher. The hotkey for this is 1.

14 - The use rail attachment button, activates the rail attachment of the gun currently held in the active hand. Examples include the rail scope. The hotkey for this is 2.

15 - The toggle firemode button, used for switching between a gun's firemodes, such as an assault rifle's semi-automatic and burst-fire modes. The hotkey for this is 3.

16 - The hands, any items you pick up will go here. The active hand is denoted by the white outline.

17 - The pocket slots, used for holding small items.

18 - The drop button, drops whatever is in active hand. The hotkey for this is Q.

19 - Secondary Health Doll, click on this to check your health.

20 - The resist button, can be used for resisting out of grabs, pulls, and chairs. The hotkey for this is B.

21 - The throw button, clicking this toggles throw mode. Anywhere you click on will throw the item in your active hand towards it. The hotkey for this is R.

22 - The status button, can be used to lie down and stand up, mostly used for getting off the ground when you aren't stunned. You can crawl while in rest mode and use this to avoid inaccurate gunfire from enemies.

23 - The height layer viewing button, allows you to see what's above/below you. Hotkey for this is F.

24 - The height layer movement button, allows you to go up and down, requires a flight pack. The scroll-wheel can be used for this.

25 - The health indicator, if this is green, you're good. When severely injured, this will turn orange, then red.

26 - The temperature indicator, shows how cold/hot the environment is for you, IE, being in a plasma fire will make the icon go red, being in cold environs blue.

27 - The pressure indicator, if this is green, you're good. If the environment doesn't have safe pressure, it will flash yellow. As of a recent change, this is no longer in use..

28 - The oxygen indicator, will flash if your character is unable to breathe.

29 - The internals indicator, an empty tank means no internals, blue tank means internals are on. You can click on this to turn internals an and off.

30 - The tracker, can be used to find your squad leader, guns vended by you, or locations around the map..

31 - The radio panel, this is where you can configure headset channels, such as disabling, or changing default frequency.

32 - The help panel, acts as an ingame tutorial.

33 - Shows what last object or mob the mouse has hovered over.

Grabbing Gear
Once you enter a vendor, click on it. Then log in. The booth will lock and you can freely browse the gear, but you probably have no idea which one to pick. If you need some help with that, here is some order to help out a bit until you start buying other kits and weapons and etc.

First, you'll need to pick a kit, this'll be your armor. We'll use the W(H)Y Marine Armor kit as an example. On the left side of the Voucher UI, click the left or right arrows until you see the W(H)Y, with the W(H)Y Marine Armor kit on the right side of the menu.

Then, it's time to pick a gun. Click on the bright green button in the top left of the weapons panel. This is above the currency exchange panel. We'll go with a M41A, which costs 3 W$. It comes with a under-barrel grenade launcher by default giving you an option for blasting enemies hiding around corners. This should leave you with 2 W$, which you can spend on special ammo such as armor piercing rounds, an SMG, or two attachments.

For attachments, click on the attachment category to cycle through it. It consists of three sub-categories, rail, under-barrel, and barrel. A chain bayonet will give you a decent means of defending yourself without needing to grab a knife. Then you can get a red-dot sight, for more accuracy.

With this sort of loadout, you will have a good medium-range option thats either quite accurate with bursts or very fast at firing accurate single shots, and AP ammo for facing down heavily armored targets.

Once your loadout has been completed, you still need ammo, medical supplies and whatnot and actual things to carry it in. To get ammunition for your pulse rifle, head back to the rifles section, then click on the pulse rifle, in the bottom right corner, you'll be able to vend standard ammo, as well as special ammo if you've still got the funds to purchase them. Put your Pulse Rifle on your back slot, then grab a belt and webbing in storage equipment and put them on. Its up to you how to fill up your space, but its common to usually get at least 4-6 medical pouches (Not trauma or chemical aid. Those contain only patches or only chemicals, the normal one has a mix, and it will get you up from 0 Health to full almost always), some Plare pouches and ammo for the rest.

In terms of priority, Ammo, then Medical then Plares in filling up spaces. You also have a default flashlight installed in it, somewhere along the left side of the screen which you can turn on.

Getting to the Battleground
Once geared, move to the left-most side of the ship and look for your squad's deployment bay. For this instance, we're going to assume you're in the Alpha squad, which is a straight shot down the hall. Just buckle yourself to an unused chair and await deployment. Make sure you have everything you need on you, because you won't be able to return.

Incase you've missed initial deployment, Alpha's deployment bay will have an all access console appear, followed by a new deployment pad in a ring shape around the console. Like the other deployment pads, you must buckle in.

Actually Doing Your Job
Now that your equipped and in the mission area, check the status panel on the right side of the game window and cooperate with other Mercenaries to accomplish your objectives.

For more advanced/specific guides, visit the respective Mercenary Role page.

Or click on these:

BETA Guide

GAMMA Guide

DELTA Guide

Other Tips

 * Always stick with your Squad Leader. Doesn't matter how they look like, you still should follow them, they are most likely to know what to do and organize the squad into shape.
 * Experiment! There is many different types of gear and attachments. Find out which one suits your style best.
 * You can perform a Tactical Reload by click dragging a fresh magazine in your inventory or on the ground into your gun. It uses Reflexes, so having higher Reflexes will make tactical reloading faster.
 * Pick up the empty magazines you drop! You can refill them by using the magazine on any deployed resupply box.
 * If you find yourself with no Squad Leader and a dead squad or such, follow the horde. Its better to stick in numbers than alone and easy prey.
 * Accomplish your objectives as fast as possible, it won't matter how many enemies you kill if all of you just run out of ammo and the objective isn't completed.
 * Pay attention to the radio at all costs. Practice if needed. It can save your life when someone calls for a retreat or says the Zurganids are flanking.
 * Point-Blanking is not a thing here. Shoot past the enemy that's next to you or start meleeing them.
 * Bump Attacks are in this game. You can wield a melee weapon in one hand and a ranged weapon in another, and run into something while shooting at the same time, the bump attacks will have your more damaging melee weapon hit as well.
 * A skill system is in place, while any Mercenary can repair structures or heal teammates, more specialized roles are better equipped and have greater efficiency in doing those tasks.
 * You can wield SMG's and Pistols in one-hand and such, but any weapon that you can usually wield in one hand can also be wielded in two for a much greater benefit in accuracy, recoil and etc.