Just a thread on my favorite RO-le, the RO.
Whats everyone gist? what do you like? not like? more stuff that can be done? cool stuff that should be done? How the RO effects you, how you effect the RO?
Some of my thoughts:
Req lines are too fuckin crazy. Trying to think of solutions:
- Grab bag PFC's:
pfc's turn in a bag of gear for attachments. Simple shit. Eases up the line, Free's up Req to focus on more tasks, Spec's/ SL's and such will almost always get first dibs on the best stuff, so the best players get the best stuff. All the gear PFC's turn in get sent down when squads need it most, rather than "RO: wait, shit, hold up, 4 squads are asking for all the ammo and food, oh god, if only 70 marines who were fucking around for 20 minutes only filled one bag of stuff, this wouldnt be happening oh goooood..."
seriously, its much easier for the RO to fill out requests for flamer's, Mortar rounds, spare metal supplies, etc. if there not being bombarded by the small requests.
RO and Req, thoughts on it? tips tricks, ideas, opinions.
- KingKire
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RO and Req, thoughts on it? tips tricks, ideas, opinions.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
- FGRSentinel
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Re: RO and Req, thoughts on it? tips tricks, ideas, opinions.
That idea's a double-edged sword since you have to also rely on the CTs and RO (if not you) to not immediately run off to catalog and store every single thing the PFCs bring back the moment the bag is handed to them and that the CTs aren't so slow that the added step drags things out longer than necessary, which it'll do about half the time. I've had rounds where the line moved at a speed of x people per minute... but I've also had rounds where the line moved at x minutes per person. I've seen rounds where a simple "can I get a mag harness please?" causes CTs to flounder for 20-30 seconds and the line doesn't move an inch for 4-5 minutes, only for the RO or CTs to close the line for briefing and force marines to drop without any attachments whatsoever.
Honestly it'd be better if Marines that went up for medical treatment got into the habit of returning to prep to grab ammo and other supplies before dropping since those supplies will generally be dragged to the front line anyways...
Honestly it'd be better if Marines that went up for medical treatment got into the habit of returning to prep to grab ammo and other supplies before dropping since those supplies will generally be dragged to the front line anyways...
Ensign Goddard Pearsall, the Pilot that always has Souto
- Lorem123
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Re: RO and Req, thoughts on it? tips tricks, ideas, opinions.
I'm actually working on a RO guide that should be done this weekend.
Orlando Blackburn
- Urytion
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Re: RO and Req, thoughts on it? tips tricks, ideas, opinions.
I have some basic rules. No BCs for medics or engineers. They should be doing their job. No two gyro. I prefer marines to live. I have no attachment limit for marines, but if they go overboard or keep asking for something I've already told them no, it all of a sudden goes down to "you get an EB and you'll be fucking glad". Two grenades a person, except for the grenade spec who gets a box. If people don't walk up to the window and immediately say what they want, they get a couple seconds before they get removed. Especially in high pop.
I don't approve tank parts or ammo until after the attachment rush. Take the form, put it to one side, tell them I'll deal with it later. Fulfilling every order during rush slows down the line and results in salt. Tank rarely deploys on first drop anyway.
After the attachment rush is done, send your goons to hoard ammo, food, metal, literally anything they can get their hands on. The RO should never leave cargo if they have CTs.
I don't approve tank parts or ammo until after the attachment rush. Take the form, put it to one side, tell them I'll deal with it later. Fulfilling every order during rush slows down the line and results in salt. Tank rarely deploys on first drop anyway.
After the attachment rush is done, send your goons to hoard ammo, food, metal, literally anything they can get their hands on. The RO should never leave cargo if they have CTs.
- Gnorse
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Re: RO and Req, thoughts on it? tips tricks, ideas, opinions.
don't buy HPRs.
If anyone asks for an HPR, shame them.
If anyone asks for an HPR, shame them.
-local suicidal delta PFC. No, not murry, the other one- : Oussama 'DOA' Neghiz
Please don't follow me if you don't want to die
Occasional commander, Part-time smartgunner and Full-time PFC.
(Huge thanks to Okand37 for making this cute boi !)
Please don't follow me if you don't want to die
Occasional commander, Part-time smartgunner and Full-time PFC.
(Huge thanks to Okand37 for making this cute boi !)
- FGRSentinel
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Re: RO and Req, thoughts on it? tips tricks, ideas, opinions.
Honestly I know this tip might be controversial, but there's one thing I have to say: keep a few BCs in reserve for when you run out of AP mags. Nothing hurts more than being a PFC with absolutely nothing except basic pulse rifle ammo but the BC at least makes the reduced penetration less painful by making the shots that do punch through a Crusher's armor have more of a punch. The alternative is them hassling their squad for AP mags or searching every corpse in hopes of finding one.
It's also worth noting that a competent marine with a BC Pulse Rifle can probably solo the Queen after she shrieks, so if you have a marine that you know has good fire control come in asking for attachments for a pulse rifle, putting a BC aside for them is a great way to spook the xenos when the queen drops in a few bursts without warning. This part is partially from experience since I once had an encounter with the queen where I was trapped alone with her in CIC and got her down below half health in the 5-10 seconds it took me to get cornered with an unmodified Pulse Rifle.
If you want to be evil, put a few BCs aside for the Smartgunners. As long as they keep their guns' IIF on, the four of them are the only people in their respective squads that don't have to worry about blowing another marine's head off, so the extra damage isn't as much of a risk for them. If they do somehow FF another Marine, however, they obviously turned off the IFF and the BC wouldn't make much difference.
Other than that, if you have attachments to spare and notice a theme to what a specific marine's asking for, there's probably no harm in tossing 1-2 extra attachments their way if they're okay with it. Marine with a pulse rifle asks for a scope and grip? Maybe ask if they want a stock or EB while they're there to make those long-ranged shots hit more often, for instance.
It's also worth noting that a competent marine with a BC Pulse Rifle can probably solo the Queen after she shrieks, so if you have a marine that you know has good fire control come in asking for attachments for a pulse rifle, putting a BC aside for them is a great way to spook the xenos when the queen drops in a few bursts without warning. This part is partially from experience since I once had an encounter with the queen where I was trapped alone with her in CIC and got her down below half health in the 5-10 seconds it took me to get cornered with an unmodified Pulse Rifle.
If you want to be evil, put a few BCs aside for the Smartgunners. As long as they keep their guns' IIF on, the four of them are the only people in their respective squads that don't have to worry about blowing another marine's head off, so the extra damage isn't as much of a risk for them. If they do somehow FF another Marine, however, they obviously turned off the IFF and the BC wouldn't make much difference.
Other than that, if you have attachments to spare and notice a theme to what a specific marine's asking for, there's probably no harm in tossing 1-2 extra attachments their way if they're okay with it. Marine with a pulse rifle asks for a scope and grip? Maybe ask if they want a stock or EB while they're there to make those long-ranged shots hit more often, for instance.
Ensign Goddard Pearsall, the Pilot that always has Souto
- Alterist
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Re: RO and Req, thoughts on it? tips tricks, ideas, opinions.
There's a box in the back room of Req that has random weapons in it, there's a chance of it being HPRs. This is the only time you should ever be handing out HPRs as RO/CT