You want to simply discover Requisition as RO ?
Hot damn, welcome to this brand new post where I try to impose my point of view, in a total illegitimately way.
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Cargo rush : 1200 to 1225
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First, grab your Quatermaster's stamp from your office and put it in your large general pouch.
Don't hesitate to open the RO line at 1205, the time for you to grab the most ordered items (machetes, webbings, M39 and M44 holsters, preparing your nade box).
If you have a CT, put him on one line and keep ordering shits (You need at least 3 stacks of metal for FOB + 2 Sandbags + 1 Plasteel, that would be enough for the early operation. You have now some points to spare : I suggest you to order some Heavy Weapons and some Muzzle Attachments).
If you have 2 CTs, man the 2 lines. If you sense the Command is a little too bitchy about "BRIEFING NOW CLOSING RO", man the second line. You'll have plenty of time to order shits for late waking marines.
I prefer only opening 1 line, if I have only 1 CT, no matter what Command says, because I want to play legos in my corner, only interfering in the lines for dipshit-whining marines or specific requests (Spec/Smarties/Engineers/Medics/Cool kids). I prefer having the possibility to issue 4 robust marines with fucking awesome loadouts, than serving 12 boots that will waste their weapons/ammo/nades and die like dipshits. (But that's my opinion, moreover, your only CT can be a damn hero and manage to fuel the entire battalion with only 1 desk)
Don't hesitate to open the RO line at 1205, the time for you to grab the most ordered items (machetes, webbings, M39 and M44 holsters, preparing your nade box).
If you have a CT, put him on one line and keep ordering shits (You need at least 3 stacks of metal for FOB + 2 Sandbags + 1 Plasteel, that would be enough for the early operation. You have now some points to spare : I suggest you to order some Heavy Weapons and some Muzzle Attachments).
If you have 2 CTs, man the 2 lines. If you sense the Command is a little too bitchy about "BRIEFING NOW CLOSING RO", man the second line. You'll have plenty of time to order shits for late waking marines.
I prefer only opening 1 line, if I have only 1 CT, no matter what Command says, because I want to play legos in my corner, only interfering in the lines for dipshit-whining marines or specific requests (Spec/Smarties/Engineers/Medics/Cool kids). I prefer having the possibility to issue 4 robust marines with fucking awesome loadouts, than serving 12 boots that will waste their weapons/ammo/nades and die like dipshits. (But that's my opinion, moreover, your only CT can be a damn hero and manage to fuel the entire battalion with only 1 desk)
THE MASTER OF KEWL GUNS
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First : you need to gather all the crates from N-E Req, empty them, and set them on (or near) the Elevator (Keep only 2 crates max for supply pads, you'll have time to gather more crates or just buy crates with metal or cheap shits easily).
Second : Prepare your first order (in most midround pop, you have around 100 points) :
- I usually take 5 metal stacks - 50 points
- 1 plasteel stack - 50 points.
Order your shits, grab the things. Stamp the REQUEST forms and stamp the SUPPLY MANIFESTS. (If you have a doubt ? Stamp.)
Third : send back the elevator with ALL the crates emptied (minus the 2 you keep for your supply pads). Order new shits like Heavy Weapons and Muzzle Attachments (take the Muzzle pack at 40 points, for the 2 Barrel Chargers, but also some Extended Barrel and Recoil Compensators that are always welcome).
Let your CTs suffer from the pain and the distress caused by Ungas and Dungas, while you play legos assembling your Heavy Weapons.
Make some quick looks at the RO lines, if you find a badass marine : tell him to go to the southern/northern door. Tell him to chose his Heavy Weapon (Heavy Pulse Rifle, or Battle Rifle).
If you are to issue a HPR, I advise :
- A large ammo box (800 rounds) (tell the marine to put that baby on his exo suit slot)
- The weapon itself + its spare mag (200 rounds)
- 3 attachments loadouts (BC/RDS/FG = Hard hitting, QF/FG/RC = Reactive or RDS,BFA,RC = Suppressive) for maximum damage, maximum reactivity or maximum suppressive fire with a fair amount of accuracy for each loadout.
BAM : 1 000 rounds of freedom with enough firepower to compete with a Sentry.
If you are to issue a BR, I advise :
- BFA + RC (4 bullets burst HOTDAYUM and good accuracy)
- The weapon itself + its spare A19 velocity mag.
- 3 AP mags (for still having some mega punch)
- If the incendiary mag is not already issued, and if you know the marine for being a damn good sharpshooter, hand it to him.
ALL REST ON YOUR APPRECIATION OF WHAT IS A GOOD MARINE.
Usually, my appreciation is based on what I see when I play SL/Marine or when I observe marines when I die like a dipshit.
I do and I will keep whitelisting my Heavy Weapons towards marines. Heavy Weapons mean heavy possibility of FF. Do not waste resources on boots. If they improve themselves, they will be worthy of what you can give to them.
But hey, you're the RO now, follow your own criterias !
Second : Prepare your first order (in most midround pop, you have around 100 points) :
- I usually take 5 metal stacks - 50 points
- 1 plasteel stack - 50 points.
Order your shits, grab the things. Stamp the REQUEST forms and stamp the SUPPLY MANIFESTS. (If you have a doubt ? Stamp.)
Third : send back the elevator with ALL the crates emptied (minus the 2 you keep for your supply pads). Order new shits like Heavy Weapons and Muzzle Attachments (take the Muzzle pack at 40 points, for the 2 Barrel Chargers, but also some Extended Barrel and Recoil Compensators that are always welcome).
Let your CTs suffer from the pain and the distress caused by Ungas and Dungas, while you play legos assembling your Heavy Weapons.
Make some quick looks at the RO lines, if you find a badass marine : tell him to go to the southern/northern door. Tell him to chose his Heavy Weapon (Heavy Pulse Rifle, or Battle Rifle).
If you are to issue a HPR, I advise :
- A large ammo box (800 rounds) (tell the marine to put that baby on his exo suit slot)
- The weapon itself + its spare mag (200 rounds)
- 3 attachments loadouts (BC/RDS/FG = Hard hitting, QF/FG/RC = Reactive or RDS,BFA,RC = Suppressive) for maximum damage, maximum reactivity or maximum suppressive fire with a fair amount of accuracy for each loadout.
BAM : 1 000 rounds of freedom with enough firepower to compete with a Sentry.
If you are to issue a BR, I advise :
- BFA + RC (4 bullets burst HOTDAYUM and good accuracy)
- The weapon itself + its spare A19 velocity mag.
- 3 AP mags (for still having some mega punch)
- If the incendiary mag is not already issued, and if you know the marine for being a damn good sharpshooter, hand it to him.
ALL REST ON YOUR APPRECIATION OF WHAT IS A GOOD MARINE.
Usually, my appreciation is based on what I see when I play SL/Marine or when I observe marines when I die like a dipshit.
I do and I will keep whitelisting my Heavy Weapons towards marines. Heavy Weapons mean heavy possibility of FF. Do not waste resources on boots. If they improve themselves, they will be worthy of what you can give to them.
But hey, you're the RO now, follow your own criterias !
THE LOGISTICOOL CALCULATION OF POINTS
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Try to always run low on Req points, but not TOO low. I advise having a reserve between 20 and 50 points, depending on how Command and marines depend on you. Usually, most LTs don't give a shit about you. But, some good LTs are here to make specific orders quite often, and THOSE are the ones you want to serve. Having 100 points sleeping is useless, you have the power to fuel the fucking war machine.
20 points is quite low, barely giving you some margin to have some metal.
50 points is rather high, allowing to order any regular things (OBs, SBs, metal) with speed and quantity.
20 points is quite low, barely giving you some margin to have some metal.
50 points is rather high, allowing to order any regular things (OBs, SBs, metal) with speed and quantity.
THE GOLDEN RETRIEVER OF CRATES
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Send your CT(s) to find more crates : 2 in the firing range. If you have some cool MTs or CE, ask them to send you their 2 crates from upper engineering (emptied to not steal their metal reserves).
Ask LTs to retrieve the crates you send groundside, to get more Req Points, if they don't give a shit, send a CT groundside.
Ask LTs to retrieve the crates you send groundside, to get more Req Points, if they don't give a shit, send a CT groundside.
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MP IS YOUR FRIEND
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Send your CT(s) to nearby preprooms to gather shitloads of regular ammo (pulse rifle, shotties, SMG) and food. Ask the MPs (radio channel ) nicely on their comms. Usually, they have nothing to do, and they'll be glad to help. MPs are cool guys when you are not a cunt with them.
They will even carry crates or retrieve crates and bags for you if they kinda like you !
This is basically my standard request : "This is RO to MP. How copy ? (... waiting for answer...)" "Requesting one MP escorting my CT(s) to nearby preprooms. Objective : gathering bags of ammo and food. Over."
Like my grandma would have said : EZ PZ 360° NOSCOPE.
They will even carry crates or retrieve crates and bags for you if they kinda like you !
This is basically my standard request : "This is RO to MP. How copy ? (... waiting for answer...)" "Requesting one MP escorting my CT(s) to nearby preprooms. Objective : gathering bags of ammo and food. Over."
Like my grandma would have said : EZ PZ 360° NOSCOPE.
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CARGONIAN BRIGADE
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To avoid powergame or shits, wait for at least 1 red alert, to gather uniforms/armors for your CTs and yourself and weapons for self defence. After the first red alert (ended or still going), I always try to have at least 2 metal stacks, some ammo, some nades, some spare weapons nearby a crate, ready to pack for the briefing or other location.
When red alert ends, get rid of your armor and additional weapons and let them in a corner of Req, in case the alert goes up again. But, you have no IC reasons to carry them anymore without powergaming so eh.. Be cool.
A red alert means ALL SHIP ready to fight. For a simple larva to the fucking shitload of CLF/Xenos coming to kick your ass. But I prefer filling my emergency crate when you're pretty sure you gonna have your ass kicked ICly.
When Alamo is heading back up on your beloved Almayer, you're basically a marine now, but, you still have to wait for Red Alert before acting. So, make Cargonia proud.
When red alert ends, get rid of your armor and additional weapons and let them in a corner of Req, in case the alert goes up again. But, you have no IC reasons to carry them anymore without powergaming so eh.. Be cool.
A red alert means ALL SHIP ready to fight. For a simple larva to the fucking shitload of CLF/Xenos coming to kick your ass. But I prefer filling my emergency crate when you're pretty sure you gonna have your ass kicked ICly.
When Alamo is heading back up on your beloved Almayer, you're basically a marine now, but, you still have to wait for Red Alert before acting. So, make Cargonia proud.
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CRITICAL COOL KIDS ATTACHMENTS
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Depending on the server population (low-pop, medium and high-pop) you start with variable stocks of attachments. The more people are connected, the more attachments you have at the beginning.
But, some attachments are "less valuable" than others. Here is a list in descending order :
- Barrel Charger (BC) : expensive but useful as fuck. Issue to Smartgunners in first priority, Spec in second priority. Improves significantly the firepower of a weapon. (Suggestion : decrease the accuracy, fix it with adding RDS and/or FG on weapons other than the Smartgun).
- Quick Fire Adapter (QF or QFA) : The perfect mix between an iron shitstorm and a perfect controlled fire. Usually, the user will keep on single-fire mode, but with an improved firerate. (Suggestion : get an Extended barrel AND/OR an FG to fix the downside accuracy of the QF).
- Burst Fire Assembly (BFA) : When you want to go full suppressive or add some DPS when you burst. (Two downside : ammo conservation is lowered, as you fire more bullets / accuracy fucked and spread. Suggestion : fix that with EB/RC and/or RDS to get a maximum burst ability. For example, a good SL pulse rifle is : RDS/BFA/EB. You still have some spread, but damn, you can go 5 bullets hard on your target).
- Rail Scope : Useful for marksmen PFCs, allows to zoom, but decreases your firerate really hard. (Suggestion : add an EB and/or FG/BFA either to improve accuracy like hell, either to improve firepower).
- Gyroscopic Stabilizer (Gyro) : makes your two-handed weapon one-handed (great for emergency shotty + buckshot for medics/engineers, or for dual welding badass) (Suggestion : issue to Medics/Engineers first).
- Red Dot Sight (RDS) : it's your Iron RO Fist. Shove it in the face of every PFC asking for accuracy. It has no downside, except preventing the user to add a rail flashlight on the said weapon.
- Forward Grip (FG) : A cool thing for any Pulse rifle or Shotty. It has no downside, except preventing the user to add an underbarrel attachment on the said weapon.
- Extended Barrel / Recoil Compensator (EB and RC => RC = EB but for shotties, M4RA, Revolvers and HPR) : Underrated attachment. Has the same boost of accuracy of the RDS, but lower lightly your firepower (but, what does firepower if you can't hit the target ?) (Suggestion for Pulse Rifles : RDS+EB+2 nades loaded in UGL ==> Good shit.) Recoil Compensator are really good to prevent too much recoil on gyro shotties.
- Magnetic Harness : securize the weapon in your exo-suit slot when you drop it instead of letting it on the ground. More like a QoL attachment, but especially important for RPG and B18 Specs.
THE ULTRA UNDERRATED AND/OR USELESS SHIT :
- Suppressor : plays the same stats as the FG, but gets on your muzzle instead of underbarrel.
- Rail flashlight : already available for Squads in their preprooms, only good for grounside LTs.
- Bayonet : already available for Squads in their preprooms, only good for grounside LTs.
- Underbarrel Grenade Launcher : already available for Squads in their preprooms, only good for grounside LTs.
- Masterkey shotgun underbarrel : add a buckshot/slug ability to your Pulse Rifle, quite interesting, but underrated.
- Miniflamer underbarrel : add a flaming ability to your weapon, quite interesting but less powerful than the primary flamer. Good for area denial or clearing paths, nothing else (CANNOT SET YOUR TARGET ON FIRE DIRECTLY UNLIKE PRIMARY FLAMER).
- ALL STOCKS : those are shitty in my opinion as they greatly reduce your firerate, and thus, your DPS. Which mean you can't down a target on your own. But hey, PFCs keep on asking for them. (Suggestion : hand them to anyone asking for it, but never order those. They are not optimal on any loadout, waste of points)
If you have spare points, and a continuous flow of late-waking marines : resupply the top-list attachments in priority (but make sure you still have quantities of RDS/FG/EB/RC which are the classic and always useful attachments).
Advices on crates :
- For QF and Railscope : order rail attachment crate (x2 of each : 10 points more expensive, but you get 2 of each, including 2 RDS for your stocks).
- For BFA : only order BFA crate (more optimal cost/quantity ratio)
- For BC : order muzzle attachment crate instead of only BC (10 points more expensive : but you get 2 EB and 2 RC which are important for your Battle Rifle loadout ==> BFA + RC).
ACCURACY STAT : CM is not a First-Person Shooter. Aiming in a direction won't make your hit ANYTHING in that direction. You have to think about ACCURACY stat. (Spread may redirect some of your bullets in other directions) Accuracy allows you to SUCCESSFULLY hit something on a tile concerned by the direction of your fire.
But, some attachments are "less valuable" than others. Here is a list in descending order :
- Barrel Charger (BC) : expensive but useful as fuck. Issue to Smartgunners in first priority, Spec in second priority. Improves significantly the firepower of a weapon. (Suggestion : decrease the accuracy, fix it with adding RDS and/or FG on weapons other than the Smartgun).
- Quick Fire Adapter (QF or QFA) : The perfect mix between an iron shitstorm and a perfect controlled fire. Usually, the user will keep on single-fire mode, but with an improved firerate. (Suggestion : get an Extended barrel AND/OR an FG to fix the downside accuracy of the QF).
- Burst Fire Assembly (BFA) : When you want to go full suppressive or add some DPS when you burst. (Two downside : ammo conservation is lowered, as you fire more bullets / accuracy fucked and spread. Suggestion : fix that with EB/RC and/or RDS to get a maximum burst ability. For example, a good SL pulse rifle is : RDS/BFA/EB. You still have some spread, but damn, you can go 5 bullets hard on your target).
- Rail Scope : Useful for marksmen PFCs, allows to zoom, but decreases your firerate really hard. (Suggestion : add an EB and/or FG/BFA either to improve accuracy like hell, either to improve firepower).
- Gyroscopic Stabilizer (Gyro) : makes your two-handed weapon one-handed (great for emergency shotty + buckshot for medics/engineers, or for dual welding badass) (Suggestion : issue to Medics/Engineers first).
- Red Dot Sight (RDS) : it's your Iron RO Fist. Shove it in the face of every PFC asking for accuracy. It has no downside, except preventing the user to add a rail flashlight on the said weapon.
- Forward Grip (FG) : A cool thing for any Pulse rifle or Shotty. It has no downside, except preventing the user to add an underbarrel attachment on the said weapon.
- Extended Barrel / Recoil Compensator (EB and RC => RC = EB but for shotties, M4RA, Revolvers and HPR) : Underrated attachment. Has the same boost of accuracy of the RDS, but lower lightly your firepower (but, what does firepower if you can't hit the target ?) (Suggestion for Pulse Rifles : RDS+EB+2 nades loaded in UGL ==> Good shit.) Recoil Compensator are really good to prevent too much recoil on gyro shotties.
- Magnetic Harness : securize the weapon in your exo-suit slot when you drop it instead of letting it on the ground. More like a QoL attachment, but especially important for RPG and B18 Specs.
THE ULTRA UNDERRATED AND/OR USELESS SHIT :
- Suppressor : plays the same stats as the FG, but gets on your muzzle instead of underbarrel.
- Rail flashlight : already available for Squads in their preprooms, only good for grounside LTs.
- Bayonet : already available for Squads in their preprooms, only good for grounside LTs.
- Underbarrel Grenade Launcher : already available for Squads in their preprooms, only good for grounside LTs.
- Masterkey shotgun underbarrel : add a buckshot/slug ability to your Pulse Rifle, quite interesting, but underrated.
- Miniflamer underbarrel : add a flaming ability to your weapon, quite interesting but less powerful than the primary flamer. Good for area denial or clearing paths, nothing else (CANNOT SET YOUR TARGET ON FIRE DIRECTLY UNLIKE PRIMARY FLAMER).
- ALL STOCKS : those are shitty in my opinion as they greatly reduce your firerate, and thus, your DPS. Which mean you can't down a target on your own. But hey, PFCs keep on asking for them. (Suggestion : hand them to anyone asking for it, but never order those. They are not optimal on any loadout, waste of points)
If you have spare points, and a continuous flow of late-waking marines : resupply the top-list attachments in priority (but make sure you still have quantities of RDS/FG/EB/RC which are the classic and always useful attachments).
Advices on crates :
- For QF and Railscope : order rail attachment crate (x2 of each : 10 points more expensive, but you get 2 of each, including 2 RDS for your stocks).
- For BFA : only order BFA crate (more optimal cost/quantity ratio)
- For BC : order muzzle attachment crate instead of only BC (10 points more expensive : but you get 2 EB and 2 RC which are important for your Battle Rifle loadout ==> BFA + RC).
ACCURACY STAT : CM is not a First-Person Shooter. Aiming in a direction won't make your hit ANYTHING in that direction. You have to think about ACCURACY stat. (Spread may redirect some of your bullets in other directions) Accuracy allows you to SUCCESSFULLY hit something on a tile concerned by the direction of your fire.
Here we are, share tips for your RO colleagues with your point of view (simple marine, SL, LT, XO, CT...). Do not hesitate to criticize the nonsense I wrote, anyway, I have a mohawk crest and I'll keep being logisticool, but I love feedback and improving my way of playing depending on what is the most important for the battalion.