Standards/Grunts, and pushing the limits.

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Renomaki
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Standards/Grunts, and pushing the limits.

Post by Renomaki » 04 Feb 2017, 13:32

Everyone knows the standard (or grunt, as I prefer to call them). They are a super casual role where their only focus is shooting things and not much else.. Or at least, that is how most of them play it.

But sometimes, there comes a time when a standard needs to do more than shoot things. Sometimes someone gets shot in the crotch and needs a band-aid, or the engineer needs help building the FoB, or something along those lines. I myself, when I go standard, often try to dabble in other tasks when able and within reason, but at times, I do wonder what the REAL limits of a grunt really is.

Metarules dictate that one should only play a role as one would expect them to play as, with medics being the go-to healers of the group, specs being the heavy weapons guys who know how to operate said heavy weapons, and etc etc. But surely a grunt, with all his military training, must know some basics from other skill trees, right?

First aid is pretty obvious, since you can't rely on a medic to fix every boo-boo you happen to get. Any man with a brain knows how to apply cream and a band-aid to a scratch or a burn respectfully. Construction is where I tend to tread carefully. After all, while girders and reinforced tables are expected from engineers, a standard should be able to use a hammer and nails to make basic wooden barricades and basic tables, right? After all, building an FoB is a lot of work for only 1-2 guys, so I believe is it fair game for standards to get involved to some degree, although how far one can go with it is more up to debate.

And then there are things I wish standards could have and do. For instance, I yearn for the day standards are given their own kind of disposable anti-tank weapon so we don't always have to rely on a spec to go SADAR all the time. Standards already have the training to use certain grenade launcher weapons, flame throwers, and even light sniper rifles, so I don't see how it could hurt to have a standard equivalent of a SADAR.

A grunt is more than a guy who just shoots things in my opinion. They should be dabblers of many things, but masters of none. The well rounded infantry that is encouraged to help his fellow marines in ways other than simply shooting at things for them. But then, that is just how I feel about them.

What do you think standards should be able to do to help out, without going overboard of course?
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Derpislav
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Re: Standards/Grunts, and pushing the limits.

Post by Derpislav » 04 Feb 2017, 13:34

I don't what kinda army DOESN'T train the grunts in first aid, basic construction and using anti-tank weapons.
Apparently the USCM doesn't.
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Re: Standards/Grunts, and pushing the limits.

Post by Sneakyr » 04 Feb 2017, 14:22

I've always figured that standards could move junk around (filing cabinets and vending machines, for instance), build tables, and do basic welding (weld openy bits makes door no openy, for example). Never been questioned on it by either admins or other players. Stuff like building walls, reinforced barricades, and electrical engineering I leave up to the engineers.
For medicine, I usually leave the advanced kits alone and use everything in a basic medkit. Simple to use stuff like pills, autoinjectors, and stasis bags I feel are pretty easy to grasp for a grunt.
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Re: Standards/Grunts, and pushing the limits.

Post by Gorglol » 04 Feb 2017, 14:59

I play Standard so I have less responsibility and got more freedom and time to RP. I do however like mentioned patch up temporary defenses like tables and stuff, use roll of gauze and ointment and that type of stuff to patch myself and my friends.

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Re: Standards/Grunts, and pushing the limits.

Post by LarryOrtega » 04 Feb 2017, 18:03

Kane wrote:I play Standard so I have less responsibility and got more freedom and time to RP. I do however like mentioned patch up temporary defenses like tables and stuff, use roll of gauze and ointment and that type of stuff to patch myself and my friends.
You can use advanced trauma and advanced burn kit too, you cannot use Defib
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Re: Standards/Grunts, and pushing the limits.

Post by Eenkogneeto » 04 Feb 2017, 18:58

Every good Standard brings some tricord injectors, Some MREs, and Tons of flares IMO, Anything else is negotiable but you should really have atleast flares and some tricord as a PFC. How often have you seen a marine paralyzed on the ground in pain? Pop a tricord in him and he'll eventually get up probably. Sure maybe he has internal bleeding, a broken skull and no arm, but thats a job for a medic. Not a standard.
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Re: Standards/Grunts, and pushing the limits.

Post by LarryOrtega » 04 Feb 2017, 19:47

Eenkogneeto wrote:Every good Standard brings some tricord injectors, Some MREs, and Tons of flares IMO, Anything else is negotiable but you should really have atleast flares and some tricord as a PFC. How often have you seen a marine paralyzed on the ground in pain? Pop a tricord in him and he'll eventually get up probably. Sure maybe he has internal bleeding, a broken skull and no arm, but thats a job for a medic. Not a standard.
I always go to medbay to ask docs to fill my flask with Tricord/Tramadol and ask for a health analyzer and an advance trauma kit
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Re: Standards/Grunts, and pushing the limits.

Post by Abbysynth » 04 Feb 2017, 20:05

I don't get how marines wouldn't know how to use a defibrillator. A child could use one. They actually have voice instructions that tell you exactly how to do it when you open any kit, including stuff like taking a person's shirt off.

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Re: Standards/Grunts, and pushing the limits.

Post by Snypehunter007 » 04 Feb 2017, 22:20

Abbysynth wrote:I don't get how marines wouldn't know how to use a defibrillator. A child could use one. They actually have voice instructions that tell you exactly how to do it when you open any kit, including stuff like taking a person's shirt off.
You be surprised at how people fuck up using an AED, even with the voice instructions.

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Re: Standards/Grunts, and pushing the limits.

Post by Mook476 » 05 Feb 2017, 03:35

This sounds pretty good actually I agree Reno as most "Grunts" do have at least basic knowledge in multiple skill trees
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Re: Standards/Grunts, and pushing the limits.

Post by Houlihan » 05 Feb 2017, 16:23

I have the same kind of question. For instance I know grunts can't do straight up construction, but they can unwrench tables for the squads engis. But can they weld vents, can they secure and unsecure girders?

As Reno said, I love that grunts are basically a (sometimes) helpful version of SS13 assistants, able to take on a variety of tasks at a very basic level to facilitate the life of the people who actually have a skill and an importance. Taking stabilized wounded to evac yourself, following around an engi fortifying an area devoid of marines, or throwing the nearest critted marine at the feet of the medic are just some example of the things you can do if you decide you want to take on more of a support role for a while instead of being full on assault or standing around.
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Re: Standards/Grunts, and pushing the limits.

Post by caleeb101 » 05 Feb 2017, 17:32

For anti-tank weapons, I've always dreamt of having a Light machine gun team sort of thing. So the gun itself would be a typical light machine gun, the m60 for instance that comes standard with a bipod and a stock. It'd take 30 seconds to set up and it would have to be over a table. There would be a debuff to reloading it if you're the operator. Thats where the team mate would come in. They load it faster. As for the ammo, they could be special explosive impact bullets that are basically just AP bullets. The team could be 1 per squad. Maybe its a bit gimmicky but I'd love it.
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Re: Standards/Grunts, and pushing the limits.

Post by Marcus Jackson » 05 Feb 2017, 18:37

caleeb101 wrote:For anti-tank weapons, I've always dreamt of having a Light machine gun team sort of thing. So the gun itself would be a typical light machine gun, the m60 for instance that comes standard with a bipod and a stock. It'd take 30 seconds to set up and it would have to be over a table. There would be a debuff to reloading it if you're the operator. Thats where the team mate would come in. They load it faster. As for the ammo, they could be special explosive impact bullets that are basically just AP bullets. The team could be 1 per squad. Maybe its a bit gimmicky but I'd love it.
While AP seems a bit much, and a table being required for firing limits you significantly, I think a weapon such as this is an excellent idea for squads with tons of grunts who squabble over pulse rifle attachments and such. Not only would it foster more teamwork among marines, you'd have an alternative to trying to get your squad of idiots to actually set up the sentries you bring.

I like this idea, I vote a "yes" to it being at least attempted.
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Re: Standards/Grunts, and pushing the limits.

Post by jusa297 » 07 Feb 2017, 17:53

That's the only reason why i don't like playing grunt. They can't do shit besides shooting. Also (pre HG removal) i felt like i couldn't do anything against the aliens. There was this one time where i had my helmet and a riot shield. Charger comes at me running fast, so i dodge it and he misses his stun. He trew two huggers at me, went past my shield and my helmet and fucked me up.
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Re: Standards/Grunts, and pushing the limits.

Post by caleeb101 » 08 Feb 2017, 17:49

jusa297 wrote:That's the only reason why i don't like playing grunt. They can't do shit besides shooting. Also (pre HG removal) i felt like i couldn't do anything against the aliens. There was this one time where i had my helmet and a riot shield. Charger comes at me running fast, so i dodge it and he misses his stun. He trew two huggers at me, went past my shield and my helmet and fucked me up.
I mean, your helmet doesn't even protect you anymore and you burst in like two-three minutes with the new temporary update. So it's not any different if you think about it, lol.
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Re: Standards/Grunts, and pushing the limits.

Post by jusa297 » 09 Feb 2017, 12:08

caleeb101 wrote:I mean, your helmet doesn't even protect you anymore and you burst in like two-three minutes with the new temporary update. So it's not any different if you think about it, lol.
I disagree, most types can't carry huggers and now they don't insta attatch, so you can actually dodge it.
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Re: Standards/Grunts, and pushing the limits.

Post by nerocavalier » 09 Feb 2017, 13:22

I mainly just grab dying marines and take them to medics. Only meds I take are tricordrazine autoinjectors since channeling Rookie can never go wrong.

Setting up regular tables don't amount to much so I just guard Engis while they do their thing.
Troublesome, as usual.

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Re: Standards/Grunts, and pushing the limits.

Post by jusa297 » 09 Feb 2017, 13:42

nerocavalier wrote:I mainly just grab dying marines and take them to medics. Only meds I take are tricordrazine autoinjectors since channeling Rookie can never go wrong.

Setting up regular tables don't amount to much so I just guard Engis while they do their thing.

That's the best rookies can do. Guard pepole. Guard engies while they build. Guard the medics while they heal. Guard your stupid SL as they rush north caves, disregarding the orders of command. Guard your spec while they shoot you with a sniper and tells you to clear fire line. Guard survivors so they don't shoot themselves (That's a lame RP, don't do it.) Might as well rename the class to bodyguard.
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Re: Standards/Grunts, and pushing the limits.

Post by Redikalzip » 10 Feb 2017, 05:40

I want to say that the Marines used with AP ammo at the sight of the crusher or when the rush of strangers. For your FF incapacitate Marine for 20-30 minutes.
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Re: Standards/Grunts, and pushing the limits.

Post by RedsPro » 24 Feb 2017, 21:20

Mate AP is best grab all the AP you can and if a runner charges toggle that burst on and go nuts
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Re: Standards/Grunts, and pushing the limits.

Post by Rocco Ward » 26 Feb 2017, 14:12

I had an issue with two marines come up when I was RO last night. I was having the CTs and myself distribute complimentary mines to every marine, including standards. There were one or two marines who said that the rules forbid them and it was meta. I'm not too sure about this, placing a mine is simply just placing it on the ground and hitting the on switch, no? I could understand a restriction for doctors and Sulaco crew from using them, but standards shouldn't have a problem IMO.
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Re: Standards/Grunts, and pushing the limits.

Post by LarryOrtega » 02 Mar 2017, 08:44

Rocco Ward wrote:I had an issue with two marines come up when I was RO last night. I was having the CTs and myself distribute complimentary mines to every marine, including standards. There were one or two marines who said that the rules forbid them and it was meta. I'm not too sure about this, placing a mine is simply just placing it on the ground and hitting the on switch, no? I could understand a restriction for doctors and Sulaco crew from using them, but standards shouldn't have a problem IMO.
It's not meta, it's basic training. But you better don't give mines to the standard, most of them are baldies and place them wrongly
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In 1,000 years a relic. In 5,000 years archaeological remains. In 10,000 years an ancient mystery.
In 20,000 years a legend like Atlantis. We are nothing. Life is so short and death so long. "


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