What should Requisitions be ordering early round?
- ThePiachu
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What should Requisitions be ordering early round?
I'm wondering how can I up my RO game. What sort of things should I be ordering for the first deployment, or even before that. Should I preemptively order extra BCs because they always run out? Should I get a spare box of granades and toss them into Alamo like a box of candy? Perhaps order a shipment of metal and plasteel because marines do love their FOB materials?
Also, what are the types of orders RO should approve and deny during the early round?
Also, what are the types of orders RO should approve and deny during the early round?
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- YourGuts
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Re: What should Requisitions be ordering early round?
I've always found more metal can never hurt, it saves marines having to scavenge like lunatics. AP ammo is also fantastic, you will be loved if you give them AP. As for denying? I'm not too sure, just keep in mind efficiency, for example; most wont get any use of out a HPR, whereas if you order the aforementioned AP, every one will. Using that mindset you can basically balance things out. The SG needs more powerpacks? Well, just tell him to bring his powerpacks up on the Alamo. Cut corners and preserve points when and where you can.
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- x31stOverlord
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Re: What should Requisitions be ordering early round?
Don't bother ordering extra attachments, waste of points for lack of payoff.
Try assembling a crate of FOB supplies early on, if you are RO and have two CTs, let them handle the lines, find out from Command who is on FOB, set up a crate for the FOB, include flare packs, metal, plasteel and sandbags (not on prison), throw in your spare claymores and maybe order another lot. Throw one of your grenade boxes in there. Leave the others for distribution.
Deny any special snowflakes wanting their HPRs unless you know they are robust and not likely to waste the points. Deny orders from Pyro specs early on, their ammo lasts forever.
Don't bother ordering mortars if a squad engineer asks for one, half the time no one bothers using it unless it is permenantly drilled into their heads they have one
Ask the SLs if they have issued all their flamers, if one squad hasn't used/doesn't want their flamers, get them to bring them to you so you can give them out or send them down in a supply drop.
Big AP ammo boxes and an AP ammo box might be a good idea. But not for distributing to anyone, find out which squad seems to be the best, get them to come to you and issue AP mags and the big box to the squad, they'll love you and hate each other when the FF eachother to death with said AP. But AP means kills. Likely save this for Delta and if Charlie ever get back to standard Charlie as well.
Try assembling a crate of FOB supplies early on, if you are RO and have two CTs, let them handle the lines, find out from Command who is on FOB, set up a crate for the FOB, include flare packs, metal, plasteel and sandbags (not on prison), throw in your spare claymores and maybe order another lot. Throw one of your grenade boxes in there. Leave the others for distribution.
Deny any special snowflakes wanting their HPRs unless you know they are robust and not likely to waste the points. Deny orders from Pyro specs early on, their ammo lasts forever.
Don't bother ordering mortars if a squad engineer asks for one, half the time no one bothers using it unless it is permenantly drilled into their heads they have one
Ask the SLs if they have issued all their flamers, if one squad hasn't used/doesn't want their flamers, get them to bring them to you so you can give them out or send them down in a supply drop.
Big AP ammo boxes and an AP ammo box might be a good idea. But not for distributing to anyone, find out which squad seems to be the best, get them to come to you and issue AP mags and the big box to the squad, they'll love you and hate each other when the FF eachother to death with said AP. But AP means kills. Likely save this for Delta and if Charlie ever get back to standard Charlie as well.
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- Bancrose
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Re: What should Requisitions be ordering early round?
FOB Supply Crate, Maybe some more of those webbings and what not. Don't try and waste your time on buying Ammo. Ask your CO or XO or SO to give you squad prep access to steal ammo there.
Metal, Mines, Plasteel, Make sure you get bags of food, ammo, flares(Get these from the cafeteria and the marine preps). Maybe even a small resupply of medical supply for the Medics on the field(Ask Medbay), Powerpacks for Smartguns and do remember that you can restock the empty powerpacks to get fresh ones just ask the SG for his. You click and drag them into the ammo vendor and they get resupplied. Other than that you can start focusing on other things like an HPR or a Mortar.
Metal, Mines, Plasteel, Make sure you get bags of food, ammo, flares(Get these from the cafeteria and the marine preps). Maybe even a small resupply of medical supply for the Medics on the field(Ask Medbay), Powerpacks for Smartguns and do remember that you can restock the empty powerpacks to get fresh ones just ask the SG for his. You click and drag them into the ammo vendor and they get resupplied. Other than that you can start focusing on other things like an HPR or a Mortar.
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- Rohesie
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Re: What should Requisitions be ordering early round?
First of all, turn all the channels on. Ask as needed to have a picture of where each squad is. Try to coordinate that both the LZ and the forward bases and frontlines are supplied. Often you'll get redundant orders, or multiple orders you can fulfill on a single package. Having that kind of intel also allows you to aid the squads through comms.
Whenever you get a request for supplies from a SO, tune into the squad channel and ask if that's what they really need (often it's not), and what else you can add to the crate. The common grunt also has its needs, often overlooked.
In general you'll be asked for an infinite amount of metal and plasteel. You will never be able to deliver as much as they ask you. But there is no need to. If you did, it would be just wasted anyway. Send them in small amounts: never more than 4 stacks per delivery. If an engie comes to get attachments, ask if they have building materials. It's better to have the materials spread in the hands of several engineers than hoarded in the hands of a few.
Don't send plasteel at start, or the engies will get lazy and start doing triple-plasteel-barricades. Let them feel the scarcity and only send those later into the round.
Start by forcing sandbags unto the squads at start of round (unless the map is Prison, of course), specially FOB one. They are underappreciated, much sturdier than metal, and when you are asked for a ton of metal later it will come out much, much cheaper. Do it at start and on idle squads so they have time to fill them.
Ideally there should be a big AP box both in FOB and in the frontlines. Besides food, flares and spare ammo of each kind. Ask the marines directly on radio what else they need. Claymores can be powerful allies in the hands of experienced players.
At some point you'll find yourself without points. Make custom-modded weapons and put them on the dropship, using attachments you have in large quantities.
Be proactive. You won't always be asked what is necessary and you'll often be asked what is not. Filter the requests instead of saying 'yes' to everything, and don't wait to be requested to deliver essential supplies.
Never send medical crates. They are worthless.
Whenever you get a request for supplies from a SO, tune into the squad channel and ask if that's what they really need (often it's not), and what else you can add to the crate. The common grunt also has its needs, often overlooked.
In general you'll be asked for an infinite amount of metal and plasteel. You will never be able to deliver as much as they ask you. But there is no need to. If you did, it would be just wasted anyway. Send them in small amounts: never more than 4 stacks per delivery. If an engie comes to get attachments, ask if they have building materials. It's better to have the materials spread in the hands of several engineers than hoarded in the hands of a few.
Don't send plasteel at start, or the engies will get lazy and start doing triple-plasteel-barricades. Let them feel the scarcity and only send those later into the round.
Start by forcing sandbags unto the squads at start of round (unless the map is Prison, of course), specially FOB one. They are underappreciated, much sturdier than metal, and when you are asked for a ton of metal later it will come out much, much cheaper. Do it at start and on idle squads so they have time to fill them.
Ideally there should be a big AP box both in FOB and in the frontlines. Besides food, flares and spare ammo of each kind. Ask the marines directly on radio what else they need. Claymores can be powerful allies in the hands of experienced players.
At some point you'll find yourself without points. Make custom-modded weapons and put them on the dropship, using attachments you have in large quantities.
Be proactive. You won't always be asked what is necessary and you'll often be asked what is not. Filter the requests instead of saying 'yes' to everything, and don't wait to be requested to deliver essential supplies.
Never send medical crates. They are worthless.
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Re: What should Requisitions be ordering early round?
AP, AP and more AP.
And some metal here and there.
And some metal here and there.
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- Helplesssheep
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Re: What should Requisitions be ordering early round?
FOB supplies and then weapons and ammunition.
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- Arbs
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Re: What should Requisitions be ordering early round?
Yes metal and some plasteel should be pre-ordered before deployment to be delivered post deployment.
Then its a mix of ammo/AP and metal.
Something else I’ve been trying as a CT is modding rifles with spare attachments and handing them out via drop or so.
Then its a mix of ammo/AP and metal.
Something else I’ve been trying as a CT is modding rifles with spare attachments and handing them out via drop or so.
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- Renomaki
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Re: What should Requisitions be ordering early round?
In my honest opinion, there isn't too big a need to order stuff too early, considering that the new system allows for supplies to be nearly instantly delivered compared to the old 2 minute delay between shipments.
However, if there is some things I suggest NOT ordering too early into the round, it is spec ammo.
After all, you'll never know if the spec you just bought rockets for is going to die in the first engagement or not. As for Grenade Launchers, you normally start with a few grenade boxes at the start of the round, so save one for later if the GL user needs it.
Manage your funds well, and be careful what you buy early on, because there are no refunds.
However, if there is some things I suggest NOT ordering too early into the round, it is spec ammo.
After all, you'll never know if the spec you just bought rockets for is going to die in the first engagement or not. As for Grenade Launchers, you normally start with a few grenade boxes at the start of the round, so save one for later if the GL user needs it.
Manage your funds well, and be careful what you buy early on, because there are no refunds.
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- DefinitelyAlone0309
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Re: What should Requisitions be ordering early round?
Early game, metal+plasteel+sandbags (if not on Prison) should be your priority. Tank parts should be somewhere in that pile, but it's just way too much of an investment when a lot of TCs are currently bald. Once the hype dies down and we start to have TC mains, that's when you should prioritize it.
About the topic of Spec ammo, only order Sniper's ammo, and throw the B18 one nade box (you have like 3 spares on high pop). Everything else should be left until the spec really needs it.
ONLY ORDER OTHER SPEC'S AMMO BEFORE DEPLOYMENT IF YOU KNOW THE SPEC IS A GOOD PLAYER AND WON'T DROP DEAD WITHIN 5 MINUTES OF DEPLOYMENT.
If marines are starting to engage in combat, you should start dropping AP mags and ammo box down. Of course, include the metal and plasteel and sandbags if the engineers need it
About the topic of Spec ammo, only order Sniper's ammo, and throw the B18 one nade box (you have like 3 spares on high pop). Everything else should be left until the spec really needs it.
ONLY ORDER OTHER SPEC'S AMMO BEFORE DEPLOYMENT IF YOU KNOW THE SPEC IS A GOOD PLAYER AND WON'T DROP DEAD WITHIN 5 MINUTES OF DEPLOYMENT.
If marines are starting to engage in combat, you should start dropping AP mags and ammo box down. Of course, include the metal and plasteel and sandbags if the engineers need it
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- FearTheBlackout
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Re: What should Requisitions be ordering early round?
I truly wish that the Tank Crewmen had some kind of vendor that let them pick one module for each slot. Expecting Requisitions to pay for hardpoint modules AND plasteel for tank-friendly FOBs is asinine.
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- ThePiachu
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Re: What should Requisitions be ordering early round?
Having at least a grenade vendor would be nice. Or one for sidearms / webbing / machettes. Handing out attachments is not bad if you don't have to leave your chair for those special orders really.FearTheBlackout wrote: ↑09 Jun 2018, 22:49I truly wish that the Tank Crewmen had some kind of vendor that let them pick one module for each slot. Expecting Requisitions to pay for hardpoint modules AND plasteel for tank-friendly FOBs is asinine.
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- RaidenFTW
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Re: What should Requisitions be ordering early round?
- Spec ammo, except Pyro.
-FOB materials metal and plasteel
- Tank modules.
There ya go.
-FOB materials metal and plasteel
- Tank modules.
There ya go.
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- Brotemis
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Re: What should Requisitions be ordering early round?
As much as I enjoy Tank, you really should be able to pick a single module for each slot without having to order things from req. Its crippling for req and slows things down for req and the tank crew to deploy everyone in a timely fashion. Were req points increased to account for tank modules?FearTheBlackout wrote: ↑09 Jun 2018, 22:49I truly wish that the Tank Crewmen had some kind of vendor that let them pick one module for each slot. Expecting Requisitions to pay for hardpoint modules AND plasteel for tank-friendly FOBs is asinine.
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- FearTheBlackout
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Re: What should Requisitions be ordering early round?
Not that I know of!
Meztli 'Penumbra' Tlachi - reasonable, outgoing CMP WARRANT REVOKED; INVESTIGATION PENDING
Tonati 'Lumen' Tlachi - focused, sarcastic Doctor/Researcher
Bailey 'Androgyne' James - exactly what you'd expect
Dominick 'Umpire' Feldspar - creepy, slow-paced Officer
Dana 'Croc' Swartwout - dawdling, unsympathetic Squad Marine/Specialist
Damon 'Hellboy' Banner - satanic, pyromaniacal Squad Marine/Specialist
Amelia 'Green' Goodwin - senile, polite Corporate Liaison/Medical Researcher
Tonati 'Lumen' Tlachi - focused, sarcastic Doctor/Researcher
Bailey 'Androgyne' James - exactly what you'd expect
Dominick 'Umpire' Feldspar - creepy, slow-paced Officer
Dana 'Croc' Swartwout - dawdling, unsympathetic Squad Marine/Specialist
Damon 'Hellboy' Banner - satanic, pyromaniacal Squad Marine/Specialist
Amelia 'Green' Goodwin - senile, polite Corporate Liaison/Medical Researcher
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Re: What should Requisitions be ordering early round?
AP and metal friend.
AP and metal.
Instead of AP you can order extended mags.
AP and metal.
Instead of AP you can order extended mags.
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- solidfury7
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Re: What should Requisitions be ordering early round?
Tank Equipment
Metal
More Metal
1x plasteel
1 x Mortar + Ammo
Metal
More Metal
1x plasteel
1 x Mortar + Ammo
Character
William 'Jester' Crimson
Roles
CMP
Captain
Staff Officer
William 'Jester' Crimson
Roles
CMP
Captain
Staff Officer
- Bulaven
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Re: What should Requisitions be ordering early round?
Grenades. Lots of grenades.
From an RP standpoint, I would honestly just stick with grenades and attachments, at least until the first drop occurs. Then? Mines, plasteel, metal, sandbags, and more grenades.
The reason I suggest this is because, before the first landing, we don't know that there is going to be a rather painful, prolonged engagement in the works.
From an RP standpoint, I would honestly just stick with grenades and attachments, at least until the first drop occurs. Then? Mines, plasteel, metal, sandbags, and more grenades.
The reason I suggest this is because, before the first landing, we don't know that there is going to be a rather painful, prolonged engagement in the works.
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- DefinitelyAlone0309
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Re: What should Requisitions be ordering early round?
Have fun with all the nade ff.Bulaven wrote: ↑19 Jun 2018, 23:56Grenades. Lots of grenades.
From an RP standpoint, I would honestly just stick with grenades and attachments, at least until the first drop occurs. Then? Mines, plasteel, metal, sandbags, and more grenades.
The reason I suggest this is because, before the first landing, we don't know that there is going to be a rather painful, prolonged engagement in the works.
Also, in a military operation, ordering metal+sandbags+plasteel for a FOB makes sense.
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- Bulaven
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Re: What should Requisitions be ordering early round?
Fair on the FF part.DefinitelyAlone0309 wrote: ↑20 Jun 2018, 00:10Have fun with all the nade ff.
Also, in a military operation, ordering metal+sandbags+plasteel for a FOB makes sense.
But, we're not immediately assuming that this is going to be a heavy military action. Consider it as being a hierarchy of escalation.
When assuming that it may be a simple search and rescue operation, at first, it's understandable to expect the Engineers to be able to work with what they have, because we're not immediately expecting a determined, vicious OpFor to have slaughtered the colonists, necessitating an FOB to be fortified in the first place. Light and medium munitions would be cleared from the get-go (Using Major McCain's briefing from AVP2 as an example), so rifles, grenade launchers and the like are a given, but air strikes and armored vehicles would be held back until the situation devolved. OpFor and its presence have been designated (Which, honestly, could be done as soon as a hostile Xenomorph is encountered), heavy support would be available and cleared for use. Likewise, additional materials (Metal, plasteel, sandbags, mines, et cetera) would immediately be requested and distributed, understanding and accepting the fact that thie operation has shifted from a S&R scenario to an actual battle. Depending on the severity of the immediate Xenomorph presence, I might even say that it would escalate slowly, perhaps bringing down the FOB supplies due to expecting a minor skirmish, and authorizing the heavy stuff as time went on.
Just my two cents.
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