Radio backpack

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Jroinc1
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Re: Radio backpack

Post by Jroinc1 » 14 Jan 2017, 11:04

Did you know that with engineer access, and a little knowledge, it is possible to remove a tcomms relay from the sulaco, carry it in your backpack, and build it outside the Rasputin? You need to know how to link machines, and how comms works, but it took me about 5-10 minutes, counting the walking and transit time.
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Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

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Re: Radio backpack

Post by NoahKirchner » 14 Jan 2017, 11:05

Jroinc1 wrote:Did you know that with engineer access, and a little knowledge, it is possible to remove a tcomms relay from the sulaco, carry it in your backpack, and build it outside the Rasputin? You need to know how to link machines, and how comms works, but it took me about 5-10 minutes, counting the walking and transit time.
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Jroinc1
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Re: Radio backpack

Post by Jroinc1 » 14 Jan 2017, 11:06

NoahKirchner wrote:icky in ocky
current round
purge the mentors
How is this current round? I just said what's possible, and that I've done it before. I was talking about 3 rounds ago...

Honest.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Radio backpack

Post by NoahKirchner » 14 Jan 2017, 11:09

Jroinc1 wrote:How is this current round? I just said what's possible, and that I've done it before. I was talking about 3 rounds ago...

Honest.
I was like 90% just messing with you. (B-b-but I heard on the radio? MT... Pearshall, WAAT?)
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Re: Radio backpack

Post by Imperator_Titan » 15 Jan 2017, 06:58

+1, aliens slashing the telecomms apc on the Ice Colony usually ends up with marines running off and never returning since you won't know if they got attacked or if they're drunk in the warehouse.

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completelynewguy
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Re: Radio backpack

Post by completelynewguy » 16 Jan 2017, 02:05

+1, experienced telecomms being fixed and then broken within a timespan of a person blinking.

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Re: Radio backpack

Post by Edgelord » 16 Jan 2017, 12:52

+1 would be a radiomann
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Re: Radio backpack

Post by Snypehunter007 » 02 Feb 2017, 20:38

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flying_loulou
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Re: Radio backpack

Post by flying_loulou » 03 Feb 2017, 13:31

Great idea.
+1

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Re: Radio backpack

Post by XenonDragneel » 09 Feb 2017, 10:53

Here what I THINK this should go as....

Radio Standard marines with a radio backpack should have it's own Supply beacon, communication with Commands and RO.

I think sending message up to sulaco should be very very slow for SL now... if they are going to add Radio guy, then he can send message faster. I think it should be a new class for a marine, eh'?

This is my opinion so idk heh.
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Saxis
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Re: Radio backpack

Post by Saxis » 10 Feb 2017, 22:56

+1 I mean it honestly makes sense that the Marines would be deployed with a radio considering the unknown nature of the distress beacon. How do the Marines know if their comms will work on the surface? A distress beacon does not entail fully working voice comms. Having a limited way to communicate with the Sulaco with T-comms down is completely logical under the circumstances of the deployment.
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Re: Radio backpack

Post by Nightcaper » 11 Feb 2017, 23:42

Derpislav wrote:+1 if it allows comms to work despite the equipment on Sulaco being disabled. Aliens knowing how to target the radios? Come on, man. The rule against beelining for it is basically "yes, you can meta target telecomms, just don't make it obvious"

Sooo much +1 to this. Sick of tcomms metatargeting, give us a way to counter it.

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Re: Radio backpack

Post by Caryl » 05 Mar 2017, 05:26

+1, but you know. I'd rather a Deployable Radio Transmitter, CARRIED by the Radio-man, and only HE has access to it, similar as to how a SPEC only has access to SPEC Weapons. Deployable Radio Transmitter works in X area around it. Meaning, only marines near the Transmitter has the ability to use their radio headsets. Might I add the removal of the Planet Telecomms station? Gives this a much more RP-ish way. Or move the Telecomms near the xeno hive, HUEHUEHUE. So that if marines want comms all 'round the planet, they'd have to clear and push towards the Radio Station encroached by tons of Xenos.
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Re: Radio backpack

Post by XenonDragneel » 05 Mar 2017, 16:55

Caryl wrote:+1, but you know. I'd rather a Deployable Radio Transmitter, CARRIED by the Radio-man, and only HE has access to it, similar as to how a SPEC only has access to SPEC Weapons. Deployable Radio Transmitter works in X area around it. Meaning, only marines near the Transmitter has the ability to use their radio headsets. Might I add the removal of the Planet Telecomms station? Gives this a much more RP-ish way. Or move the Telecomms near the xeno hive, HUEHUEHUE. So that if marines want comms all 'round the planet, they'd have to clear and push towards the Radio Station encroached by tons of Xenos.
That actually sounds good...

Like your the SL and want coordination for the Oribital Bombardments... "I WANT X-4 AND Y 5"
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Re: Radio backpack

Post by Rain7x » 05 Mar 2017, 21:42

This is pretty cool +1
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Re: Radio backpack

Post by Kerek » 06 Mar 2017, 19:10

+1 this would be a really neat thing. Making this the only way to reach the sulaco would be neat. Only if cargo could order more because xenos.
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Re: Radio backpack

Post by Kiroking » 01 May 2017, 15:26

+1 Lets fucking do it.
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Re: Radio backpack

Post by David Attenbruv » 01 May 2017, 19:52

Eh, I don't know. On one hand I somewhat believe that the radioman will pretty much make the Mappers time and effort to construct a TComm section of the map null and void, because what's the point in having a TComm when every squad as a radio man that circumvents the use of a TComm. Though then again, what's the point in having a radio man if the TComm works, because then everyone can communicate to each other anyways.

I +1 this because it adds more roles to play in the game.
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Re: Radio backpack

Post by Dunril » 01 May 2017, 19:55

Having Radio Operator Roles per squad would be cool.

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Re: Radio backpack

Post by contactdenied » 02 May 2017, 23:54

Radio operators would spawn with their own radio backpack, which would have 5 or 6 slots of space because there is a radio attached to it. There is also a power cell (100 percent) already in the backpack, so a radio operator would also spawn with one extra power cell (same as power cell installed in backpack.) in their backpack to power the radio backpack after the first one runs out. A radio backpack would work for everyone in the radio operator's sight (people behind walls would not have radio access, as the radio operator cannot see them.), and could be activated and deactivated when needed. Activation time for the radio operator could be 5 seconds for it to turn on and work, while if someone like a standard is using a radio backpack, it could take 10 seconds for them to turn it on because they're unfamiliar with radio backpacks. Deactivation of radio backpacks would be instantaneous. When on, a radio backpack would use up power over time (1 percent per 5 seconds possibly.) Also, making the radio operator third in command would be great, next to moving the planet telecoms closer to the nest to discourage marines from immediately going to telecoms and instead relying on the radio operator for a time. Requisitions could also have 4 extra radio backpacks in one of their vendors, in case a squad radio operator loses their backpack. When you need to change batteries, the battery could dump itself out when out of power or if you press a button in the top left (like the welding goggles function). Otherwise, there could be a separate backpack space in a radio backpack where you'd put a battery, swap one out for another, or dump one.

also +1 from me i like it and want it please and thank you
Last edited by contactdenied on 03 May 2017, 17:12, edited 6 times in total.
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Re: Radio backpack

Post by TheMaskedMan2 » 03 May 2017, 09:57

+1 and all that for reasons above.
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Re: Radio backpack

Post by contactdenied » 15 May 2017, 23:37

bump ump
Phillip Driver, jack of all trades, reliable in some. Your typical jumpy flamer PFC or ammo fumbling CPL, always has a pair of ballistic goggles on him for unknown reasons. Will probably die mid sentence, because he talks (and gets bullied) too much for his own good. He has his moments though.

Jim, a Gen 2 Synthetic. Has a tendency to get melted to bits when planet side, and that's when he's behind barricades. Despite that, he's vigilant and always ready to drag you out of danger, even if it damages him in the process.

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Re: Radio backpack

Post by Jory13 » 15 May 2017, 23:52

+1 I have some ideas: The radio-pack, like contactdenied's idea has limited charges in witch the user has to keep his equipment operational and charged. Each squad gets a radio-pack and can use it to communicate with other squads and command.

The the backpack has a fairly sized radius in witch the marines can use it to communicate on their squad's channel via their headsets, the SL or radioman would have to use the pack in order to communicate with command and other squads.
Cons: New marines that arrive would not have a damn clue as to whats going on when they arrive and are out of comms range.
Pros: Encourages squads to stick together.
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Re: Radio backpack

Post by TJ3003 » 16 May 2017, 02:14

+1
Not only would it be neat to limit communications to the Sulaco through these backpack operators, but also limit the range of communications, forcing cohesion of the squad to stick with the radio guy, additionally it would be quite immersive that it is some form of task that communications to and from a spaceship in orbit might be difficult, and require a high powered transmitter instead of something comparable to a walkie talkie. (Like the backpack operator)
Im all for this idea, I can only see it adding immersion, I belive instead of a entirely different role you can have it be given in one of two ways, through the SL much like the flamer they got, they have a single radio backpack, or Cargo start with Six radio backpacks, that they can hand out too the four squads, and two additional people like engineers that might stay at the FOB its self. And Cargo would obviously be capable of ordering more with both of these options.

Ontop of this I do belive the Radio Backpack should be slightly more limited in space then a normal backpack maybe one or two slots, nothing major I just dont think yould have as much space due to the tech.

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Re: Radio backpack

Post by Butterrobber202 » 17 May 2017, 10:02

Another Squad member that has little storage space joy.

But still a good idea +1 for reasons stated above
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