What do you believe to be the most vital Job/Class for marine success?
- pixiestik
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Re: What do you believe to be the most vital Job/Class for marine success?
I might be a little biased here but I feel like doctors and medics are probably the most important roles. I think in the hands of a competent player just about any role can turn the tide, but I feel like those two are the most important. I'm gonna go with command roles after that. I've seen what a big effect a good SL or other command role can have on a round.
- Rocco Ward
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Re: What do you believe to be the most vital Job/Class for marine success?
These all can be remedied. No medic? Have 1-2 standards swing by medbay and grab a basic first aid kit. No SL? Have the spec take charge of the squad. No spec? Have the SL swing by armory with commands permission and grab a smartgun. While it wouldn't bring the squad to full-fighting capacity, it would still fill the empty void that some of these very important roles require for the squad to function!Wubs4Scrubs wrote: if a squad has no medic, it's fucked. If a squad has no SL, it's fucked. No spec? You guess it, probably fucked.
----------------------------------------RETRIED COMMANDER----------------------------------------
ROUND STATS WHILE COMMANDER:
Marine Majors - 1
Alien Minors --- 0
Alien Majors --- 3
Win/Loss [25%|75%]
ROUND STATS WHILE COMMANDER:
Marine Majors - 1
Alien Minors --- 0
Alien Majors --- 3
Win/Loss [25%|75%]
- Casany
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Re: What do you believe to be the most vital Job/Class for marine success?
What if your missing all three and only have 4 standards and 1 engineer
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016
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"Sometimes you need to stop and enjoy the little things in life, for one day you'll look back and realize they were big things"
"To quote Suits A cop follows a car long enough, he's gonna find a busted tail light. And even if he doesn't, he's gonna bust it himself." - Awan on being an MP
- Swagile
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Re: What do you believe to be the most vital Job/Class for marine success?
You get banned if you take anything from armory unless its an utter emergency, aka getting boarded.Rocco Ward wrote:These all can be remedied. No medic? Have 1-2 standards swing by medbay and grab a basic first aid kit. No SL? Have the spec take charge of the squad. No spec? Have the SL swing by armory with commands permission and grab a smartgun. While it wouldn't bring the squad to full-fighting capacity, it would still fill the empty void that some of these very important roles require for the squad to function!
- Nubs
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Re: What do you believe to be the most vital Job/Class for marine success?
i think the ro is pretty important myself.
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- Nicboone
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Re: What do you believe to be the most vital Job/Class for marine success?
I would place RO at the top of that list, then doctors, then engis- but they cant to their job without a proper command structure. What makes this game so cool is that victory requires everyone to do well in their job together.
Relax like Redax. "The fucking stupidest thing ever said by an SL"
- Snypehunter007
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Re: What do you believe to be the most vital Job/Class for marine success?
Most vital role is staff members.
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- Varnasis
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Re: What do you believe to be the most vital Job/Class for marine success?
Engineer with Medic at a close second, I do enjoy Specialist though but it's not as useful as a safe FOB or actually staying alive with a Medic which can heal you. You also need an Engi to repair things and if they are smart they can set up mosts of the lights and actually prevent you from getting jumped and raped by Ayyyyyliens.
John 'Hammer' O'Mally
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https://www.youtube.com/watch?v=VB-JwmJkYzI
Queens Killed single-handedly - 2
Times brutally murdered trying to single-handedly kill the Queen - 8
https://www.youtube.com/watch?v=VB-JwmJkYzI
- Joe4444
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Re: What do you believe to be the most vital Job/Class for marine success?
no such thing as the most vital role, its entirely based on WHO is in those spots, each job compliments eachother, the grunt compliments by guarding engis and medics, who heal and provide cover for them, with all those roles complimenting the spec who bring the bug gun, all of these then help the SL, who makes sure the squad is together and working the best they can. The same goes for command, the BOs help the CO by giving them a smaller workload, meaning they can focus on the bigger issues. Its one big web of jobs which help eachother out.
- Jarno Cass
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Re: What do you believe to be the most vital Job/Class for marine success?
Any of the command staff, including SL's, and Medics/Doc's. I really am leaning more so with the Medics though. Not having a really decent set of medics and doctors can render the ground forces to nothing quickly. To illustrate, say the medics and doctors are new, you know the procedures of more extensive surgery are going to take longer, With a competent staff, you'd have your men back quick and ready to fight. This is the only reason that i can say is why i choose Medics and Doctors,
- Sidriel
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Re: What do you believe to be the most vital Job/Class for marine success?
Anyone can shoot an alien or fill their comrade with buckshot. Medics/doctors can patch you up after the latter happens, however. Without medical staff, there would be nobody to pull your stupid asses out of crit or treat you after you OD on Tricord again.
unga dunga me want peridaxon.
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Re: What do you believe to be the most vital Job/Class for marine success?
Honestly what everyone else has said so far, each individual needs to try their hardest otherwise you can lose only 40 minutes in, and if everyone tries then you could win in under 60.
Grunts need to listen to CO/BO/SL orders, and also keep themselves between the aliens and the Medical and Engineering marines.
Medics need to carry the right equipment, and the right amount of it, with them while also knowing how to use it. (Once had a medic leave in the middle of defending FOB from xenos for some more pills that he didn't grab, instead filling his belt with more ammo than necessary)
Engineers same for the above, and if you are on a scouting squad you should request to go to FOB unless you are immediately needed.
Spec needs to weigh the pros and cons of both their equipment set, and the possibility of the SL Dieing or at least being sent back to the ship, leaving them in charge.
SL needs to stay out of direct combat if possible up to at least 20 meters, and also inform other SL's and Bridge about their current situation.
RO needs to be ready to go into Defcon-Holy-Shit at a moment's notice and should try ordering/making some basic stuff right off the bat.
BO needs to regularly check in with SL's, and also make some autonomous choices if the SL can't chat, like take a log of all the things marines are saying they are out of and get RO on that shit.
CO needs to listen to the heads of each group, along with each SL and make decisions based on the ability of the individuals, not their own desire/expectations. If retreat is objectively the best decision then retreat should be immediately called, and not when 1 SL is missing a leg and 2 others are dead.
Everyone needs to do their part, or the damn aliens will win.
Grunts need to listen to CO/BO/SL orders, and also keep themselves between the aliens and the Medical and Engineering marines.
Medics need to carry the right equipment, and the right amount of it, with them while also knowing how to use it. (Once had a medic leave in the middle of defending FOB from xenos for some more pills that he didn't grab, instead filling his belt with more ammo than necessary)
Engineers same for the above, and if you are on a scouting squad you should request to go to FOB unless you are immediately needed.
Spec needs to weigh the pros and cons of both their equipment set, and the possibility of the SL Dieing or at least being sent back to the ship, leaving them in charge.
SL needs to stay out of direct combat if possible up to at least 20 meters, and also inform other SL's and Bridge about their current situation.
RO needs to be ready to go into Defcon-Holy-Shit at a moment's notice and should try ordering/making some basic stuff right off the bat.
BO needs to regularly check in with SL's, and also make some autonomous choices if the SL can't chat, like take a log of all the things marines are saying they are out of and get RO on that shit.
CO needs to listen to the heads of each group, along with each SL and make decisions based on the ability of the individuals, not their own desire/expectations. If retreat is objectively the best decision then retreat should be immediately called, and not when 1 SL is missing a leg and 2 others are dead.
Everyone needs to do their part, or the damn aliens will win.