Admittedly, this guide shouldn't be made or have to be made. However, after seeing multiple POs manage not be the best at playing the role which involves pressing a single button, I decided to make it.
ROUND START AND LOADOUT:
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At the start of the round you'll spawn in the bridge, because you are IMPORTANT as an Ensign, thus you get BIG IMPORTANT TEXT on the radio. You are not important, literally all command can do your job, even SLs and MPs. You will start out wearing your spandex suit, a flak jacket, an SMG on your belt, your ugly helmet in your hand, and sunglasses in your pocket. Ditch the flak jacket, it's ugly and doesn't protect as much. Ask the CO for officer armour because you are an OFFICER AND IMPORTANT. After that, ditch the SMG. Run down to requisitions and politely ask for an M37 stock and hopefully a barrel charger (not that I seriously recommend this). No barrel charger? Ask for anything else you like.
You've now got your attachments and no gun. Grab a shotgun and fill your backpack up with mostly buckshot, maybe a box of slugs if you like slugs. Grab an ammo rig, put three buckshot handfuls and three pulse rifle mags. Shove two more pulse rifle mags in your officer armour and your pockets. At this point, you can shove a pulse rifle on your back and carry the bag in your hand. If you think it's powergaming, don't do it. Actually still do it, because if a marine loses their rifle you can give them a new one. Knife in your boot is also mandatory.
Skip briefing, you're too important for that and it doesn't really effect you. However, if you want to attend for the RP sake, go ahead as you can brief new marines who are coming down on later flights. Ask over Engineering for an MT to install cameras on the Rasputin and the Vindicator, as it allows Command to see you get slaughtered by a young runner. After asking Engineering to make cameras, inspect your cockpit. It's nice, right? The windows will be broken like this:
The aliens won't break your windows, the sentry guns will. They will shoot moving things without IDs infront of your cockpit. They will mostly shoot your windows instead. Call an MT everytime this happens.
You've now got your attachments and no gun. Grab a shotgun and fill your backpack up with mostly buckshot, maybe a box of slugs if you like slugs. Grab an ammo rig, put three buckshot handfuls and three pulse rifle mags. Shove two more pulse rifle mags in your officer armour and your pockets. At this point, you can shove a pulse rifle on your back and carry the bag in your hand. If you think it's powergaming, don't do it. Actually still do it, because if a marine loses their rifle you can give them a new one. Knife in your boot is also mandatory.
Skip briefing, you're too important for that and it doesn't really effect you. However, if you want to attend for the RP sake, go ahead as you can brief new marines who are coming down on later flights. Ask over Engineering for an MT to install cameras on the Rasputin and the Vindicator, as it allows Command to see you get slaughtered by a young runner. After asking Engineering to make cameras, inspect your cockpit. It's nice, right? The windows will be broken like this:
The aliens won't break your windows, the sentry guns will. They will shoot moving things without IDs infront of your cockpit. They will mostly shoot your windows instead. Call an MT everytime this happens.
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You press the button and it goes. However, since you're a clever PO you open up google maps and plot a route. This'll cut the travel time in half!
Call out when you're leaving, early game I suggest 3 minutes on the ground, and on the Sulaco. This includes the spool up time. Depending on the mid-game, you can hold for longer on ground. You don't want to spend much time on the Sulaco in any case, enough to load supplies and unload the wounded. You don't have much business up there, anyways. Generally you want to do this: RASP IS LEAVING AT 12:55/ RASP IS LEAVING IN THREE MINUTES/ RASP IS DUSTING OFF IN A BUCK FIFTY. Late game is much different, and you'll want to figure out what works best for you.
People will not say for you to hold. This is expected, however, don't just leave in three minutes. Give another minute warning, a warning at 10 seconds, and a warning when you're going to launch. This allows ample time for people to yell HOLD RASP because they want to load some stupid shit like a corgi on board. Remember, you don't have to listen to the grunts asking to hold if you think it's more important for you to not actually listen to them.
Call out when you're leaving, early game I suggest 3 minutes on the ground, and on the Sulaco. This includes the spool up time. Depending on the mid-game, you can hold for longer on ground. You don't want to spend much time on the Sulaco in any case, enough to load supplies and unload the wounded. You don't have much business up there, anyways. Generally you want to do this: RASP IS LEAVING AT 12:55/ RASP IS LEAVING IN THREE MINUTES/ RASP IS DUSTING OFF IN A BUCK FIFTY. Late game is much different, and you'll want to figure out what works best for you.
People will not say for you to hold. This is expected, however, don't just leave in three minutes. Give another minute warning, a warning at 10 seconds, and a warning when you're going to launch. This allows ample time for people to yell HOLD RASP because they want to load some stupid shit like a corgi on board. Remember, you don't have to listen to the grunts asking to hold if you think it's more important for you to not actually listen to them.
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HOLD!!!!: If it's a boot, generally ignore them. If it is wounded, hold the rasp for them. If you have wounded aboard, try to leave ASAP and not hold for any boots wanting to go back up for more ammo and to bring Lisa/Mr. Wiggles up. If a Spec, Engi, Medic, or SL asks you to hold, make sure to hold for a little longer if possible. They're generally more important than a boot, and are a core part of any squad. Life without them fucking sucks. Don't make other peoples lives worse. People can live without a boot. ALWAYS LISTEN TO SOMEONE SAYING THEY'RE BRINGING WOUNDED ABOARD. Don't launch if there a bunch of wounded outside the Rasp, they will die and not get defibbed. You are killing innocent baldies and giving the Xenos a better chance at winning. Don't do that. Also hold if the RO is yelling about loading on spare tampons on the back of the Rasp, the marines will need those.
IF THE LZ IS UNDER ATTACK: Leave ASAP, after spool up is done, you ditch. People will complain. People will complain more if the rasp pilot lets thirteen ancient ravagers aboard the Rasp, bringing them up to the Sulaco. Which one is worse? You are expected to defend the Rasp. With your trust M37 in hand, you'll be able to kill any small critters coming aboard with ease. Anything that isn't a Ravager, Queen, Prae, Crusher will probably die to your onslaught of liberty and freedom out of your 12 gauge shotgun. Don't be afraid to shoot out a window to kill something, because windows are cheap.
TEH MUHREENS ARE SHAKING UNCONTROLLABLY: If you have IC knowledge of what a chest burster is, pull out your shotgun and point it at them. It's hard for a larva to dodge buckshot, especially when it explodes out of the chest into the barrel of your Liberty Stick. Otherwise, keep a close eye on them. Why are they shaking? You'll then get """"surprised"""" by a chest burster coming out, as a hard-working american citizen you will shoot the alien. The alien will die, and you will give yourself a pat on the back. If they don't explode, pat yourself on the back for pointing a shotgun in someones mouth "Just in case."
BEING THE POSTAL WORKER/INFORMANT: Besides shooting illegal aliens and pressing a button, you have a very important job: Making sure you actually load supplies onto the Rasp. Medical will request you put shit on there. You will put shit on there. Req will ask for you to load crates onto the Rasp. You will load the crates onto the Rasp. You will also grab any wounded marines and carry them to the nearest doctor, who will promptly ignore the dying patient and go make cool bombs. As well as being a low-intelligence person moving stuff around, you'll want to stay in touch with the MPs for who to arrest. If Xur disobeys orders as he always does, you want to tell the MPs that is aboard the Rasp. They will proceed to break the rules by harmbatoning anyone they need to arrest. This is not your problem, you are the PO.
SURVIVORS AND THE CL. THE WORST OF BOTH WORLDS: Announce to Command if you have survivors. Once they are aboard and secured, launch the rasp when ready and sit with them. Do some unique RP with them, as this'll be your only chance to RP with someone that isn't a complete dick head to you. Make sure to seize the means of firing by stealing their guns. This is for your own safety, and because you're an asshole. Once on board, you'll want to give them to the MPs to search, heal them up, and then eventually feed them. If no one is free to do this, hold the Rasp for an extra few minutes and get them fed, and then bring them to the medbay. Cry as you realize your new found friends are gone forever, and go back down planetside. If the CL wants to go planetside, LEGALLY YOU MUST LET HIM, however you can be a dick and ILLEGALLY kick him off the Rasp. Command will like this. He will go crazy and write many faxes, and you'll laugh because the madmins don't actually care that much about faxes. Proceed to be death squadded, while having no regrets.
CUMMANDER IS COMDOM!!!: The bourgeois are being overthrown! You do not care, you are the PO. Marines will ignore you, because you aren't like the snobby pencil pusher bridge crew. You get your hands dirty pressing a single button. You can take part of the communist revolution, though this is not suggested as the marines on the ground don't care who their commander is as long as they get treated for their FF to the back of the head. Preferably, stay neutral as you are just trying to get people from point A to point B. Everyone is a dickhead, and you're just an innocent pilot.
IF THE LZ IS UNDER ATTACK: Leave ASAP, after spool up is done, you ditch. People will complain. People will complain more if the rasp pilot lets thirteen ancient ravagers aboard the Rasp, bringing them up to the Sulaco. Which one is worse? You are expected to defend the Rasp. With your trust M37 in hand, you'll be able to kill any small critters coming aboard with ease. Anything that isn't a Ravager, Queen, Prae, Crusher will probably die to your onslaught of liberty and freedom out of your 12 gauge shotgun. Don't be afraid to shoot out a window to kill something, because windows are cheap.
TEH MUHREENS ARE SHAKING UNCONTROLLABLY: If you have IC knowledge of what a chest burster is, pull out your shotgun and point it at them. It's hard for a larva to dodge buckshot, especially when it explodes out of the chest into the barrel of your Liberty Stick. Otherwise, keep a close eye on them. Why are they shaking? You'll then get """"surprised"""" by a chest burster coming out, as a hard-working american citizen you will shoot the alien. The alien will die, and you will give yourself a pat on the back. If they don't explode, pat yourself on the back for pointing a shotgun in someones mouth "Just in case."
BEING THE POSTAL WORKER/INFORMANT: Besides shooting illegal aliens and pressing a button, you have a very important job: Making sure you actually load supplies onto the Rasp. Medical will request you put shit on there. You will put shit on there. Req will ask for you to load crates onto the Rasp. You will load the crates onto the Rasp. You will also grab any wounded marines and carry them to the nearest doctor, who will promptly ignore the dying patient and go make cool bombs. As well as being a low-intelligence person moving stuff around, you'll want to stay in touch with the MPs for who to arrest. If Xur disobeys orders as he always does, you want to tell the MPs that is aboard the Rasp. They will proceed to break the rules by harmbatoning anyone they need to arrest. This is not your problem, you are the PO.
SURVIVORS AND THE CL. THE WORST OF BOTH WORLDS: Announce to Command if you have survivors. Once they are aboard and secured, launch the rasp when ready and sit with them. Do some unique RP with them, as this'll be your only chance to RP with someone that isn't a complete dick head to you. Make sure to seize the means of firing by stealing their guns. This is for your own safety, and because you're an asshole. Once on board, you'll want to give them to the MPs to search, heal them up, and then eventually feed them. If no one is free to do this, hold the Rasp for an extra few minutes and get them fed, and then bring them to the medbay. Cry as you realize your new found friends are gone forever, and go back down planetside. If the CL wants to go planetside, LEGALLY YOU MUST LET HIM, however you can be a dick and ILLEGALLY kick him off the Rasp. Command will like this. He will go crazy and write many faxes, and you'll laugh because the madmins don't actually care that much about faxes. Proceed to be death squadded, while having no regrets.
CUMMANDER IS COMDOM!!!: The bourgeois are being overthrown! You do not care, you are the PO. Marines will ignore you, because you aren't like the snobby pencil pusher bridge crew. You get your hands dirty pressing a single button. You can take part of the communist revolution, though this is not suggested as the marines on the ground don't care who their commander is as long as they get treated for their FF to the back of the head. Preferably, stay neutral as you are just trying to get people from point A to point B. Everyone is a dickhead, and you're just an innocent pilot.
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Don't let the Rasp become this:
It's not your fault if it happens, just make sure you aren't aboard when it does happen. Accidentally launch the ship down when you're not on it, because you can still fly it from upstairs.
Don't die, you won't be able to press the button.
It's not your fault if it happens, just make sure you aren't aboard when it does happen. Accidentally launch the ship down when you're not on it, because you can still fly it from upstairs.
Don't die, you won't be able to press the button.
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Rocco made me write this part of the guide. Don't do this shit unless you really know what you're doing, YOU WILL fuck up your entire platoon if you fuck this shit up
- Cleaner grenades: Drop them, clench anus and watch as ayyliens and wounded marines eat ass and die. Don't move, or else you're an idiot who deserves to die. NEVER WORTH IT BUT FUNNY
Metal Foam Grenades: High risk, high reward. As Rocco has said, use to prevent Ayyliens from boarding at the cost of future deployments being hindered/any marines left getting fucked. Not as bad as cleaner grenades.
Playing chicken with the shutters: Have a runner or hunter pounce in. Shut it. Laugh as the alien is trapped. Laugh as half the wounded in the back of the shuttle die due to angry alien.
Deliver supplies to the Nexus yourself: Exactly what it says on the tin. It's always a bad idea as the totally not metagaming aliens accidentally kill you 9/10 times. Good fun. Not much reward, and the risk is too high.
Relatively NEW stuff
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On the new non-sulaco ship, there are two dropships instead of one. What does this mean? You have a flying buddy, but he'll end up dead at the other LZ anyways, so bare him no mind. There are some key differences with this setup: If done correctly, there should be a constant information stream when comms are down, and more wounded coming in. So, what's different, and what should I be looking out for?
Firstly, your shuttle no longer has turrets on it. High Command thought it was better to add an extra door to the back part of the dropship, which actually disappears when you land on the planet. It's made out of cardboard and the impact fucks it up. Secondly, you cannot reduce the travel time by staring at the console with your cool helmet and ID. The cockpit is one of the most dangerous places to be on the shuttle, as there isn't any guns to protect you. Be careful when you're in there, because it only takes mere seconds for a ravager to kick open the glass and decide to throw your head off your neck.
You now have to pick between a shuttle with your fellow pilot, the Green one, which goes to LZ 2, or the Blue one, which goes to LZ1. There isn't any functional difference, however LZ1 has t-comms which is extremely important. There is an extremely high chance two squads will be sent to your shuttle, and two to the other one. I would suggest turning your headset on to the two squads that were assigned to your landing zone, as you'll know when they're evaccing, and have extra information that'll help you not die. Make your presence known, and people will talk to you in their channels. You can gossip about butts and stuff, too. When you're planetside, you'll want to throw the wounded onto your ship and stablilize them if no other medic has, as a dead marine is no good to you.
Firstly, your shuttle no longer has turrets on it. High Command thought it was better to add an extra door to the back part of the dropship, which actually disappears when you land on the planet. It's made out of cardboard and the impact fucks it up. Secondly, you cannot reduce the travel time by staring at the console with your cool helmet and ID. The cockpit is one of the most dangerous places to be on the shuttle, as there isn't any guns to protect you. Be careful when you're in there, because it only takes mere seconds for a ravager to kick open the glass and decide to throw your head off your neck.
You now have to pick between a shuttle with your fellow pilot, the Green one, which goes to LZ 2, or the Blue one, which goes to LZ1. There isn't any functional difference, however LZ1 has t-comms which is extremely important. There is an extremely high chance two squads will be sent to your shuttle, and two to the other one. I would suggest turning your headset on to the two squads that were assigned to your landing zone, as you'll know when they're evaccing, and have extra information that'll help you not die. Make your presence known, and people will talk to you in their channels. You can gossip about butts and stuff, too. When you're planetside, you'll want to throw the wounded onto your ship and stablilize them if no other medic has, as a dead marine is no good to you.
► Show Spoiler
They aren't usuable yet, however, once they are I'll make sure to write an indepth guide on how to best FF your marines.
Yell about how you're the greatest pilot ever, you're going to land with your feet, or you're gonna close your eyes and land. Make sure the marines are worried at every step for their own safety. Demand High Command to blast music over the radio, and cry in your comfy chair when they tell you to fuck off.