Maintenance Techs and How I Started Loving the Super Matter

Generic, on-topic discussion about Colonial Marines.
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Maintenance Techs and How I Started Loving the Super Matter

Post by forwardslashN » 29 Jan 2016, 11:07

It seems a few people are unaware that MTs are actually not civilians and part of the marine command structure. The wiki gives their rank as Technical Sergeant, which is actually more equivalent to a Sergeant First Class/Gunnery Sergeant, which would mean they would outrank just about all the other enlisted marine personnel, including MPs, squad leaders, etc. But MTs are also on the bottom of the chain of command for whatever reason. If they are actually supposed to be Technical Sergeants, shouldn't they be higher?
At most, one Maintenance Tech is allowed on the planet at a time to assist the FOB once it is secured and constructed, but is only allowed a pistol and no other weapons.
They are also allowed to carry a pistol according to the rules. While this makes sense, does that also mean they can only carry a pistol when the Sulaco has been boarded by aliens? They're still marines, albeit in a support role, so they would know how to use most of the basic marine weapons from presumably going through basic training/boot camp/etc.

We talk about MTs, the most confused and misunderstood role on the Sulaco.
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Re: Maintenance Techs and How I Started Loving the Super Matter

Post by Steelpoint » 29 Jan 2016, 11:13

Akin to my opinions about MD's I think MT's should be able to carry Pistol's at round start.

Unlike MD's where you can try and argue their """""civilian""""" status precludes their access to firearms, but for the MT's they OUTRANK MOST MARINES and are ABOVE most of the Marine's in the chain of command and succession, there's no realism excuse to preclude their access to a fire arm in my opinion.

Hell, Sergeant Siler, the Mascot of Maintenance Technicians (from SG1) has access to fire arms, and he spends most of his time getting electrocuted.
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Re: Maintenance Techs and How I Started Loving the Super Matter

Post by Jack McIntyre » 29 Jan 2016, 11:15

Mt's can carry pistols....just not revolvers I believe. As for when the Sulaco is bored, as long as you are not a doctor, there is no reason for you not to grab ammo, a rifle, and armor. You don't have the job of trying to do surgery or fix the wounded marines, your job then becomes set up defenses and hold the line, you basically become combat personnel. Hell if I am ever command staff and that happens I usually tell everyone on the ship to grab weapons and defend the ship at all cost. So yes, as a MT, if xenos bored, just grab the gear to fight.

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Re: Maintenance Techs and How I Started Loving the Super Matter

Post by Wesmas » 29 Jan 2016, 11:22

Little point here, comepletly unrelated. How often do the MT's need the metal, plasteel and whatever else they start off with? Because I saw a stupid ban appeal about someone being so pissed off that these supplies were stolen that they removed the dropship seats. The only time I have seen metal used is when a CE desides to try and add more rooms to the ship, which is kidna pointless. So, are those resourses required?
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Re: Maintenance Techs and How I Started Loving the Super Matter

Post by forwardslashN » 29 Jan 2016, 11:34

You only need resources for when marines break stuff, unless the ship's been boarded. Which isn't often, so you're pretty much okay with a stack or two. The problem comes when squad engineers come into engineering and take metal instead of ordering it from requisition. Plasteel is especially valuable because of how little there is to go around. Without materials an MT can't do do their job, and that is a huge issue.
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Re: Maintenance Techs and How I Started Loving the Super Matter

Post by Jen_Llama » 29 Jan 2016, 11:40

The amount of repair needed depends on how many idiots stay behind to vandalize the ship and not deploy like they're supposed to. Another big factor is the amount of griefing done during the course of the round, which ranges from breaches to smashed windows. All in all we don't need the sheer volume of stuff given, but at the same time, when we need it we really do need it.
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Re: Maintenance Techs and How I Started Loving the Super Matter

Post by Wesmas » 29 Jan 2016, 11:53

I was wondering if its worth command centeralising the resourses in req, so you have a smaller supply in engineering itself, with more stored in requestions to be used by the MTs or the marines.
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Re: Maintenance Techs and How I Started Loving the Super Matter

Post by Jen_Llama » 29 Jan 2016, 12:02

I imagine it would go much like how the old solid phoron used to go. Meta where it is and smash your way there. Marine engineers C4ing requisitions when they didn't give up their resources. As it is people will race to see who can smash their way into lower level engineering storage to grab whatever they can from there at round start.
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Re: Maintenance Techs and How I Started Loving the Super Matter

Post by forwardslashN » 29 Jan 2016, 12:42

Wesmas wrote:I was wondering if its worth command centeralising the resourses in req, so you have a smaller supply in engineering itself, with more stored in requestions to be used by the MTs or the marines.
I don't think it would prevent random marines from stealing it, and sort of relies on req people being there and doing their job. I don't think there's much problem with the current setup outside of squad engineers waltzing in and taking stuff without asking.
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Re: Maintenance Techs and How I Started Loving the Super Matter

Post by LordLoko » 29 Jan 2016, 17:14

I don't think they outrank the SL, since SL is a staff sargent and not normal sragent.
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