Whats so appealing about the MT role?

Generic, on-topic discussion about Colonial Marines.
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Recounted
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Whats so appealing about the MT role?

Post by Recounted » 17 Jul 2018, 10:16

For all my years i've been on CM, I never bothered getting into the backend of the ship role much. To me, they don't seem to do anything special passing the time at all. Until the most recent add changes with mt's getting to replace the OB's and being a grease monkey for the tank crewmen.
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Re: Whats so appealing about the MT role?

Post by DefinitelyAlone0309 » 17 Jul 2018, 10:39

Recounted wrote:
17 Jul 2018, 10:16
For all my years i've been on CM, I never bothered getting into the backend of the ship role much. To me, they don't seem to do anything special passing the time at all. Until the most recent add changes with mt's getting to replace the OB's and being a grease monkey for the tank crewmen.
For me, it's the fact that they can virtually get in anywhere they want (unless we're talking shutters ofc). It's pretty fun to think up some weird mission impossible shit for yourself, when you eventually get bored, if you're not following the tank.

Also, since nobody gives a fuck about engineering as a location unless Alamo crashes, you can build a lot of things in there.
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Re: Whats so appealing about the MT role?

Post by ThesoldierLLJK » 17 Jul 2018, 10:49

Actually you can run a underground black market with certain items and certain weapons if you're stealthy enough, clever enough, and willing to take the risks.
I look at it as playing a stealth minigame.

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Re: Whats so appealing about the MT role?

Post by Mrsteelshanks » 17 Jul 2018, 10:55

Recounted wrote:
17 Jul 2018, 10:16
For all my years i've been on CM, I never bothered getting into the backend of the ship role much. To me, they don't seem to do anything special passing the time at all. Until the most recent add changes with mt's getting to replace the OB's and being a grease monkey for the tank crewmen.


Its all about the potential roleplay, Interaction as an M.T can be brilliant fun and hilarious

Especially with that Grabba fellow
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Re: Whats so appealing about the MT role?

Post by ThesoldierLLJK » 17 Jul 2018, 11:16

Tactical shotguns sell to muhreens for top dollar, just saying.
The only risk is getting caught by the MPs

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Re: Whats so appealing about the MT role?

Post by DefinitelyAlone0309 » 17 Jul 2018, 11:17

Thesoldier wrote:
17 Jul 2018, 11:16
Tactical shotguns sell to muhreens for top dollar, just saying.
The only risk is getting caught by the MPs
Most MPs are so tied down trying to brig command that they probably won't even notice, especially if you do it early enough.
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Re: Whats so appealing about the MT role?

Post by Mrsteelshanks » 17 Jul 2018, 11:36

Thesoldier wrote:
17 Jul 2018, 11:16
Tactical shotguns sell to muhreens for top dollar, just saying.
The only risk is getting caught by the MPs
I got a warning about selling things black market OOC from an admin once. I couldnt understand why, seems quite fair to me
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Re: Whats so appealing about the MT role?

Post by RobBrown4PM » 17 Jul 2018, 11:50

It's a great RP Role, and if you wanna engage in some shady underground shenanigans you're not gonna find a better role to do so.
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Re: Whats so appealing about the MT role?

Post by ThesoldierLLJK » 17 Jul 2018, 11:53

Mrsteelshanks wrote:
17 Jul 2018, 11:36
I got a warning about selling things black market OOC from an admin once. I couldnt understand why, seems quite fair to me
Pretty sure that was under the old rule set, unless it's about how you were going about doing it.
The official wiki even tells you step by step how to modify a requisitions vendor to make it spit out contraband.

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Re: Whats so appealing about the MT role?

Post by Maxim Inc » 17 Jul 2018, 15:43

That cargobay fight club was fun to run as the CE a week ago.
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Re: Whats so appealing about the MT role?

Post by ThePiachu » 17 Jul 2018, 19:41

If you play an MT as intended, it can be a pretty zen game. You go around, fix stuff, clean the place, reload OBs. You don't have any real pressure on yourself since everything takes a long time to break. So you can watch some podcast while you watch the generators and know you are contributing to the team.

You can also help other departments since you have some time to spare - help POs reload their dropships, CTs sort through shit from dead or SSD people, move crates around, etc. Again, no real pressure, just do whatever you're allowed to and help at your pace. CTs get stressed early round, doctors get stressed late round, you only get stressed when the xenos come knocking.
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Re: Whats so appealing about the MT role?

Post by BillyBoBBizWorth » 17 Jul 2018, 20:03

Not sure.
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Re: Whats so appealing about the MT role?

Post by Mitii » 17 Jul 2018, 20:52

Recounted wrote:
17 Jul 2018, 10:16
For all my years i've been on CM, I never bothered getting into the backend of the ship role much. To me, they don't seem to do anything special passing the time at all. Until the most recent add changes with mt's getting to replace the OB's and being a grease monkey for the tank crewmen.
Since I play exclusively MT, I'll go ahead and give my own opinion here. As an MT you can do several 'major' tasks and several 'menial' tasks.

'Major Tasks'
  • Repair the reactors
  • Repair the tank
  • Reload and chamber the orbital cannon
  • Answer any call in regards to power (APCs not charging, lights going out...)
  • Build hasty defenses when needed once the Almayer has been boarded
'Minor Tasks'
  • Keep the ship clean
  • Replace broken lights
  • Break into CIC
  • Break into the CL's office
  • Break into the Commander's room
  • Break into the Brig
  • Steal whatever you want
  • Cause drama because you can
  • Get brigged
  • Get perma brigged
  • Get broken out
  • Get brigged again
But besides these experiences of which I am sure I missed many of, one of the most crucial things about being an MT, is honestly that you have a lot of freedom to RP and well, with great power comes great responsibility meaning you can AFK whenever you pretty much feel like to take a quick little break.

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Re: Whats so appealing about the MT role?

Post by Sleepy Retard » 17 Jul 2018, 21:11

Mitii wrote:
17 Jul 2018, 20:52

'Major Tasks'
  • Repair the reactors
  • Repair the tank
  • Reload and chamber the orbital cannon
  • Answer any call in regards to power (APCs not charging, lights going out...)
  • Build hasty defenses when needed once the Almayer has been boarded
'Minor Tasks'
  • Keep the ship clean
  • Replace broken lights
  • Break into CIC
  • Break into the CL's office
  • Break into the Commander's room
  • Break into the Brig
  • Steal whatever you want
  • Cause drama because you can
  • Get brigged
  • Get perma brigged
  • Get broken out
  • Get brigged again
But besides these experiences of which I am sure I missed many of, one of the most crucial things about being an MT, is honestly that you have a lot of freedom to RP and well, with great power comes great responsibility meaning you can AFK whenever you pretty much feel like to take a quick little break.
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Re: Whats so appealing about the MT role?

Post by Torrentia » 20 Jul 2018, 04:13

As an MT main I must say the MT is like squad engie but better. You can:
  • Go wherever you like on the ship.
  • Frequently deploy to help out, and can kinda do what you want groundside and not have to follow a specific squad/stupid squad orders.
  • Access to the best gear (tact shotties!!!)
  • High engineering skill, can build everything. Fastest with the powerloader.
Honestly, my favorite MT activity shipside is moving an autolathe around to make as much metal as I possibly can for the squad engies. I also like to make sure they are supplied with all the PCMs and power cells they could ever need. If there's a crate of electronics in briefing, you can be sure it was left by me.

My favorite groundside role is accompanying the tank. There was a recent round on ice where I was the only personnel escorting the tank, and I would finish off the aliens that the tank would run over with my shotgun. A lot of fun if you have a communicative tank crew.
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Re: Whats so appealing about the MT role?

Post by Lorem123 » 20 Jul 2018, 12:24

MTs that break into Req get punched, though. Don't do that.
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Re: Whats so appealing about the MT role?

Post by CaptainYankee » 20 Jul 2018, 18:07

When I play CT i usually end up wishing MTs had access to req. Except when they steal my metal!
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Re: Whats so appealing about the MT role?

Post by Sulaboy » 20 Jul 2018, 18:18

CaptainYankee wrote:
20 Jul 2018, 18:07
When I play CT i usually end up wishing MTs had access to req. Except when they steal my metal!
MTs can get into req from the maintenance airlock between req and cryo.
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Re: Whats so appealing about the MT role?

Post by CaptainYankee » 21 Jul 2018, 04:48

Sulaboy wrote:
20 Jul 2018, 18:18
MTs can get into req from the maintenance airlock between req and cryo.
True, but they are more like to bring crates to me if they have an open door closer to the hangar
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Re: Whats so appealing about the MT role?

Post by Davidchan » 25 Jul 2018, 15:50

Something MTs can do that I rarely see happen or mentioned, is that MTs can actually arm and load up the Dropships faster than POs. MTs and CTs move at double rate in Powerloaders, so you can quickly move equipment around and get the goods to the ships faster.

On a side note, always put the Rocket Launchers on the LEFT side of the Normandy, as the open space allows for you to put all the missiles near the ship without blocking any paths around the hangar. Keeping 8+ 1x2 missiles around the hangar control room just creates headaches.

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Re: Whats so appealing about the MT role?

Post by Survivor » 25 Jul 2018, 17:52

Personally, when I play MT I always do different shit. I'll build illegal bars then taunt the MPs when they find it. I'll commit one man jailbreaks with only a stun baton. I'll break into brig and leave letters on the CMP's desk. You just have to make shit to do.


MT is all about creativity. Once you lose that, then that's where your issue lies in it being boring.
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Re: Whats so appealing about the MT role?

Post by themanthemyththelegend » 08 Aug 2018, 11:01

ThePiachu wrote:
17 Jul 2018, 19:41
If you play an MT as intended, it can be a pretty zen game. You go around, fix stuff, clean the place, reload OBs. You don't have any real pressure on yourself since everything takes a long time to break. So you can watch some podcast while you watch the generators and know you are contributing to the team
Similar to why I play maintenance support roles. I usually go for CE and run the maintenance department as a shop. I view the squad engies, MTs and myself as a brotherhood who needs to keep an eye out for one another. Rank matters only if there is a problem but as CE, I have the same responsibilities as the MTs and shit, if needed, I'd head to the planet to get creative but I've had CE's before who refuse to repair broken glass or replace a light cause they're above that. Unfortunately, as CE, you have to get your hands dirty. And subordinates respect dirty hands and a dirty mouth over a clean cut CE who does nothing to better their subordinates lives.

You started as an MT, so you know how this shit works. Maintenance support can be very relaxing and fulfilling and you can do your job and still mess around a bit if need be.
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