The Smartgunner's Autistic Guide (Now with 90% more potassium and vitamin B-12!!!)

This is going to be long, so mentally prepare yourself for the wall of text I’m about to unleash.
If you’re new to the game, I don’t recommend you use this guide unless you’re confident you can make sense of the sheer autism below. There’s a lot of information overload.

I will not be covering gamesense here. Knowing when to push and when to retreat is how competent people frag while staying alive (Yes, SGs should be hard-pushing even on the frontline if it means taking out xenos, as long as the risk of becoming perma’d or capped is acceptable)- But that’s something you learn through experience, not from reading a guide, sadly.

If you’re looking for what ammo type to use on each xeno strain as SG, scroll all the way down.

Okay. We’ll start with the barest of bones- Knowing what your gun’s stats are.

M56B Smartgun
RoF 300 RPM
Falloff 1 DMG per tile (-8 DMG at the edge of your screen), can vary significantly due to inherent bullet damage being slightly random.
Damage Precision (non-AP) - 30 DMG, AP - 20 DMG
Range 12 Tiles (basically, you’re not really going to hit anything off-screen, which is 8 tiles.)

FALLOFF INFO

Falloff is brutal for SGs, given that falloff begins IMMEDIATELY after the bullet leaves the barrel. The MK2 has quadruple the falloff, but the falloff doesn’t occur until after a certain effective range (well beyond 8 tiles).

  • E.g. A MK2 will encounter zero falloff at 8 tiles, and thus deal roughly the same 44 non-AP and 33 AP damage to xenos. An SG will encounter 8 tiles of falloff at 8 tiles, and thus deals roughly 22 non-AP and 12 AP damage to xenos.

COMPARISON TO MK2 PULSE RIFLE

At point-blank range, an SG is only roughly 20% less effective at non-AP work and 30% less effective at AP work than the Mk2. This disparity will increase as the xenos get further away.

This means an SG is about 40% less effective than a non-AP MK2, and a whopping 60% less effective than an AP MK2 AT MAX VISION (8 tiles). (SGs have +20% firerate over a Mk2, 300 RPM vs 240 RPM on full-auto). This doesn’t take into account the inferior accuracy of the Mk2 vs pinpoint SG accuracy though.

The MK2 can’t switch ammo quickly, but has the incredible power of killing every single base xeno without AP in less than 40 bullets (tested) thus the actual “need” to switch to AP magazines is far, far lower.

GUN IS PEE PEE POO POO BAD BUT GEAR IS SEXY GOOD

Ok, so your gun is a hot, sopping, wet piece of shit that tickles xenos. Does this mean it’s useless in combat? No! Don’t forget the absolutely ridiculous power of NVGs + Mesons + IFF + Extra sight! SGs can quite easily become top fraggers from stealing other people’s kills doing an incredible job at finishing off and killing paincrit and low xenos other marines can’t see, or can’t shoot because PVT Stanley wants to flouride-stare the rav until it recovers from paincrit and escapes.

Your average rifleman will struggle to shoot in a combat situation from fear of FF and the lack of light (those flare and light nerfs hit hard), which will decimate their actual RoF. In most situations, the SG will end up doing a fuckton of damage simply from being able to shoot at xenos 100% of the time (even if your gun is kind of ass)

SMARTGUNNER SETTINGS

Equipment Settings
Far Sight This adds +1 tile of sight to your entire screen, letting you see further than your average joe (8 tiles total). This passively drains power every tick, therefore to conserve power- You should keep it off while you’re shipside (unless it’s hijack), and turn it on when you land planetside.
Ammo mode Change your ammo mode between Precision (0 AP) and AP (40 AP) ammunition. You’ll be using this constantly depending on what you’re shooting at.
Lethal Mode Controls whether you shoot up friendly marines or not. Only turn it off if you’re going to murder someone. When IFF is off, you are restricted to Precision ammo, and cannot use AP. 99% of the time, keep Lethal Mode off.
Autofire A literal noobtrap. Completely fucking useless, and you’ll forget to turn it back on half the time. Eats up power at a heavy rate. Never ever turn this on.
Accuracy Improvement Makes your gun more accurate. Increases the power cost of firing each bullet very slightly.Toggle this on at roundstart, and keep it on forever.
Motion Detector It’s a free MD embedded in your gun. Lets you detect non-USCM movement signals everywhere on your screen, and several tiles off-screen. Turn HUD off to see the signals more clearly (F12). Increases the power cost of firing each bullet very slightly. Toggle it on at roundstart, and keep it on forever.
Recoil Compensation Removes the absurd screenshake from shooting the SG. Increases the power cost of firing each bullet very slightly. Toggle it on at roundstart, and keep it on forever.

WHAT YOU SHOULD BE DOING

  • SWITCH AMMO MODES
    Always switch ammo modes immediately based off what xeno you’re shooting. Is it a lurker? Precision. Is it a defender? AP. If you’re using Precision on a Crusher, you are literally doing absolutely nothing to it. Switch. Your. Ammo. Mode.
    To tell what ammo mode you’re on INSTANTLY, look at what colour your bullets are.
    Orange = Precision, Yellow = AP
    .

  • COVERING YOUR FELLOW MARINES
    It’s literally your job as SG. If someone is getting dragged by a woyer, focus fire on that motherfucker. If someone is planting C4, cover their ass. if someone is getting dragged by a woyer but there’s 2 other woyers, run away like a little bitch commit to a reverse tactical charge and cry for help.

  • STANDING BEHIND YOUR MEATSHIELDS FELLOW UNGAS
    Unless marines are fearRPing hard or you’re committed to securing a kill, you shouldn’t be pointmanning most of the time. In most circumstances you should at least have one marine between you and the enemy, so the woyer and queen drag their ass instead you can make full use of your IFF.

  • STICK WITH COMPETENT STUN-SPECIALISTS
    It hurts when you’re the SADAR, direct AP a ravager and watch it fart in your general direction as it gets up and escapes because no one followed up with you.

  • RECOIL, ACCURACY, MD, FAR SIGHT, IFF ON, EVERYTHING ELSE OFF
    Autofire is a noob trap. Turn on Far Sight after you land, because it consumes charge over time.

  • POINT SHIT OUT
    You have NVGs. You see stuff others can’t. A lot of the time marines leave people to perma because they don’t know the body exists- Make marines aware of it so the poor guy gets back in the game.
    Your MD also tells you whether there’s a flank. Point it out so everyone doesn’t get sandwiched. You have the best situational awareness of any marine planetside, use it.

  • SHARING IS CARING
    Share supplies with your fellow SGs. Only steal more than your fair share if no one will notice.
    This also means, don’t mindlessly spray all your ammo at resin walls 24/7. It’s a dick move to everyone else who needs the same ammunition.

PROTIPS

  • HIDE THE HUD
    The HUD is the enemy. It effectively reduces your vision north, south and east by 1 tile and adds clutter. That extra tile has often meant the difference between a dead xeno, and a living one.
    Press F12 to hide and unhide it.

  • YES, YOU CAN STILL PB WITH THE SG (TECHNICALLY)
    An interesting fact about the Smartgun is that it’s one of the few guns which literally is incapable of shooting at an enemy when clicked on at point blank range. This leads to unfortunate situations where SGs start smacking their guns at xenos, not knowing why they won’t fire.
    For example, the queen is next to me. I’m bodyblocked and can’t move away. I have my gun wielded and I’m on harm intent. Combat click-drag override is on. I click on the queen to shoot her, but I can’t! The SG WILL NOT SHOOT if you click directly on the sprite of a xeno next to you. It literally cannot. All you’ll do is melee them!
    So, how do you get past this dilemma?
    It’s simple- Don’t sprite-click! Instead, click on ANY TILE THAT ISN’T THE XENO SPRITE (so you start firing), and then drag your mouse onto the xeno. This works even when the xeno is paincrit on the floor next to you. When you’re in PB range, it’s easy to start sprite-clicking in a panic. Keep calm and avoid doing so!

  • RELOAD EARLY & SAVE THOSE DRUMS
    The number of times where I was on the verge of killing a xeno only to hear CLICK is astonishing. You never, ever want to be caught running out of ammo in a firefight as an SG.
    When you hear the shift to a lighter firing tone (indicating you’re at 25% ammo, aka. 125 rounds), reload the second you’re out of combat. Put the depleted drum back in your belt and combine all the ammo so you get a full drum later when you have time.
    To do this with minimal effort, switch your belt storage mode so you take out the FIRST thing you put in immediately without opening the belt storage menu. Thus, you will only pull out fresh drums, not the depleted ones you put in.

  • PUT A RAIL LIGHT ON YOUR GUN
    I mean, there’s no disadvantage. Marines will appreciate you giving an extra tile of light in front.

  • SAVE BATTERIES
    Depleted batteries can always be recharged by a recharger, which is found in shipside medical. It’s free and the RO won’t need to waste money on new batteries this way. Don’t throw your cells away, save them.

  • ALWAYS BUY THE MEDHUD AND EITHER BINOS/RF/LD
    Being able to tell your true health status free from the masking effect of painkillers is a massive buff, along with identifying which corpses to drag. Your NVGs let you see through binoculars, so having some kind of range-enhancing device is essential for situational awareness and lasing.

  • PACK BASIC MEDS
    This isn’t SG specific, but holy shit. The number of people who don’t even pack fucking GAUZE is too damn high. I recommend gauze, one MRE, splints and an analyser. Always grab a webbing vest and have one pouch dedicated to medicinal drugs. That can be autoinjectors, pills or 3 unga flasks in a general pouch. (My personal favorite)

  • GET A MACHETE POUCH
    You’re one of the few people who can buy a machete pouch, which is absolutely wild at killing walls and weeds. It also has the funny effect of being good at reverse bursting xenos, which is hilarious and has saved my life several times.

Full data on what ammo type to use on each strain of xenomorph, including how many shots to crit (STC) each xeno with each ammo type.


I’d submit the whole excel file, but the forum only allows for images and media. Might use Google Drive/Docs.

All STC (PREC) data was collected manually by shooting each xeno strain (from the front) to crit with the standard M56B off-weeds, 6 tiles away, which is common for SGs. Replicates of 3, average taken (rounded up).

You can be 100% confident in the STC (PREC) data. (+/- a few bullets due to random damage variation)

IN CASE YOU CAN’T SEE THE IMAGE, HERE’S A DUMBED DOWN TEXT VERSION

Alien Strain Best Ammo Mode
Drone Base PRECISION
Gardener PRECISION
Healer PRECISION
Hivelord Base PRECISION
Whisperer PRECISION
Carrier Base PRECISION
Eggsac PRECISION
Queen (I) AP
Queen (M) AP
Burrower Base AP
Sentinel Base PRECISION
Spitter Base EQUAL
Praetorian Base AP
Dancer AP
Oppressor AP
Vanguard AP
Warden AP
Boiler Base AP
Trapper PRECISION
Defender Base AP
Steelcrest AP
Warrior Base AP
Crusher Base AP
Charger* AP
Runner Base PRECISION
Acider EQUAL
Lurker Base PRECISION
Vampire AP
Ravager Base AP
Hedgehog AP
Berserker AP
Abomination Base AP

General rule of thumb- If a xeno has armour, use AP. If no armour, no AP.

(Xenos either have no armour, or at or above 15 armour, which makes AP more effective or as effective relative to non-AP. This does not apply to non-SG weapons, which have slight armour penetration in their non-AP ammunition.

Notes on SPECIFIC, NOTEWORTHY STRAINS

Queen (Immature) Doesn’t have screech or spit. Helpless in combat. Kill her ASAP and don’t fearRP.
Burrower Stay 2 tiles away to avoid the stomp.
Praetorian (Vanguard) Has a regenerating shield that COMPLETELY BLOCKS ONE ATTACK. This ranges from AP SADAR to SG bullets. AP SADAR will still stun, but not deal HP damage. Due to how BYOND works, shield only breaks about one second after the first hit. Same STC as other praes due to lowered health.
Boiler (Trapper) I cannot stress this enough. If you notice that it’s a Trapper strain, switch from AP to Precision immediately. Trappers melt to non-AP ammo, due to the lack of armour.
Defender (Any) Don’t bother shooting them when they’re fortified, even if you have AP. You will do effectively NO damage. Only shoot if they’re green-flamed (B gel, armour-debuffing), or if they’re being overrun by marines (no hope of escape).
Charger (Base) The most common source of delimbs, due to AOE slash. Do not get closer than 2 tiles, due to the Stomp ability slowing you down MASSIVELY.
Crusher (Charger) Non-AP does literally 0 damage to the front. Side armour takes 176 shots to crit, Back armour takes 70 shots to crit with precision. Very funny to bodyblock.
Lurker (Vampire) Annoying little shits. Switch from precision to AP if you notice a Lurker is a vamp.
Ravager (Hedgehog) - Builds up to 300 shards passively and from being damaged- At 300 shards, has +15 armour, up to a WHOPPING 40 total. (Consumes shards for abilities) Regular ammo utterly ineffective at 40 armour. Do NOT shoot the shield.
Ravager (Berserker) Don’t get close. The Eviscerate ability (2 tile range) is horrifying, but also when the ravager is at it’s most vulnerable.
Abomination The guy playing this is probably an XX baldie who’ll die instantly, similar to greeno queens. Don’t worry about them.

Thanks for reading, and I hope you learned something new!

Protip: Eat the resin fruit. It’s delicious.

13 Likes

Love the guide!
And remember to aspiring SGs

DON’T FORGET THE BINOCS

With NVGs, It is the most powerful utility that SGs have. Anyone who does not take binocs as sg, needs to seriously reconsider. Use it ANY time you have downtime. Be it around medics to see the unflared backline, around flanks, around the front, etc.

So many times I see sgs without binocs, who do not binoc often, and I wonder, “why are you not doing the most easy thing that nets you the most positive impact for your team”. SG specializes in gaining information, not just in supportive fire.

If you call out an enemy in the darkness, they are useless. They will not be able to kill or capture when you spread news of their location. If they’re overextended, it leads to kills.

4 Likes

Good guide. I would only SG once in a blue moon. But everything here makes sense. And yes like birb said. If you don’t take some form of binos you’re wasting the NVGs a bit. It’s so powerful to look and see when a xeno is all alone and overextended. Or some people are in trouble etc.

Also don’t apologize to the silly americans who can’t date things properly.

2 Likes

Absolutely Phenomenal.

Explains everything a smartgunner would need and want to know. Wish i had this when i started out instead of finding out the hard way.

2 Likes

I just follow a simple guideline: Stay behind other marines and play support for them. You’re there to add chip damage on stunned xenos and pressure xeno attacks so they run away and stop slashing pvt. stanley 1-2 seconds sooner.

Remember that you have nightvision and this makes you intrinsically braver than marines who can’t see anything, which makes it very easy for you to frontline and push as nobody else takes any initiative. They are all fear roleplaying because they can’t see shit and think a warrior is about to grab them, but you have to stay behind them its important to stay behind them.

Because if you take initiative and lead from the front as an SG, you will die. When xeno players make risk assessments and prioritize marines in a group, a frontlining SG is a priority target because you’re annoying and sort of dangerous and hard to actually get to and kill if you stay in the back and vulnerable and stupid (with irreplaceable equipment) if you’re in the front. Warriors will take risky grabs just to kill you, which they wouldn’t do for pvt. stanley so let stanley go first.

3 Likes

Very good guide, i just wished it would talk abit about the smartgun modes such as Auto Fire , accuracy improvement , Recoil compensation or MD , since as a first timer you can get easily overwhelmed by the amount of modes and probably waste your battery on things such as Auto Fire and don’t even activate the Recoil compensation.
Made me remember that i played like 40 hours of SG without knowing you could switch precision to AP, if this guide existed when i started playing it would be incredible helpful, we need it on the wiki page NOW!!!

2 Likes

I have over 200 hours as a smartgunner and I learned some things from this guide. Great writeup!!

3 Likes

Wish I had this when I first started. Top notch.

1 Like

Fair point, yeah. I’ll edit and give a quick rundown of what each “ability” does. I’ve played SG for so long it’s basically just “click on them at roundstart and forget it exists” so it never even occurred to me haha

3 Likes

I’d say it depends- You can frontline effectively without dying if you have good gamesense and know when to get back and when to push. It’s never “you should never frontline” or “you should always frontline”, rather there’s a time and a place for frontlining- But knowing that exact time and place is hard for newbies.

I’d just recommend newbies stay back until they get more experience.

2 Likes

This is a really great guide. I’ve been wanting to learn SG for a while (or at least understand it). Thanks for posting!

2 Likes