Please fix the fucking lights, an engineer story

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Nantei
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Please fix the fucking lights, an engineer story

Post by Nantei » 14 Jul 2018, 01:07

Actually that's about it. Stop ditching your light replacer, and repair APC's. You know how flares are really damn important? Imagine having FIFTY flares, but they're in static locations. Having light and the APC working makes it much harder for lurkers and runners to willynilly drag people off. Fixing an APC most of the time takes like two seconds, just mend the wires and it's done. Meanwhile lights being broken and the APC being shorted again is usually a great indicator that there's a lurker or two running around who probably need to be singled out and killed.

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Re: Please fix the fucking lights, an engineer story

Post by Karmac » 14 Jul 2018, 10:33

or you could take a rail flash
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Re: Please fix the fucking lights, an engineer story

Post by Bancrose » 14 Jul 2018, 10:33

Karmac wrote:
14 Jul 2018, 10:33
or you could take a rail flash
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Re: Please fix the fucking lights, an engineer story

Post by Jay Burns » 14 Jul 2018, 10:33

Karmac wrote:
14 Jul 2018, 10:33
or you could take a rail flash

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Re: Please fix the fucking lights, an engineer story

Post by Sleepy Retard » 14 Jul 2018, 10:36

Karmac wrote:
14 Jul 2018, 10:33
or you could take a rail flash
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Re: Please fix the fucking lights, an engineer story

Post by BobatNight » 14 Jul 2018, 10:36

Just put rail lights on a buncha' pistols and toss them around bruh, what's so hard about this?
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Re: Please fix the fucking lights, an engineer story

Post by Coat McMutton » 14 Jul 2018, 18:06

The light replacer takes up the same space as one (1) pistol with a rail light. It is therefore 50 times more space efficient for inside areas. Wirecutters to fix APCs within 2 seconds should be on your person at any time; if you don't pick the toolbelt, feel free to set engineer back to [NEVER].
There is literally no excuse not to fix broken lights and APCs as engineer.
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Re: Please fix the fucking lights, an engineer story

Post by Sleepy Retard » 14 Jul 2018, 18:25

Coat McMutton wrote:
14 Jul 2018, 18:06
The light replacer takes up the same space as one (1) pistol with a rail light. It is therefore 50 times more space efficient for inside areas. Wirecutters to fix APCs within 2 seconds should be on your person at any time; if you don't pick the toolbelt, feel free to set engineer back to [NEVER].
There is literally no excuse not to fix broken lights and APCs as engineer.
i don't take a backpack also the rail light goes on the gun in your suit storage you big goofy goober
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Re: Please fix the fucking lights, an engineer story

Post by Coat McMutton » 14 Jul 2018, 20:23

El Defaultio wrote:
14 Jul 2018, 18:25
i don't take a backpack also the rail light goes on the gun in your suit storage you big goofy goober
The rail slot for CPL weapons is obviously reserved for magnetic harnesses. Secondly, fixing the lights isn't just about seeing your own immediate surroundings, it's for saving PFCs' flares for the areas where there are no electrical lights.
I can't believe I actually have to argue for more light.
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Re: Please fix the fucking lights, an engineer story

Post by Slduggy » 14 Jul 2018, 20:27

Coat McMutton wrote:
14 Jul 2018, 18:06
The light replacer takes up the same space as one (1) pistol with a rail light. It is therefore 50 times more space efficient for inside areas. Wirecutters to fix APCs within 2 seconds should be on your person at any time; if you don't pick the toolbelt, feel free to set engineer back to [NEVER].
There is literally no excuse not to fix broken lights and APCs as engineer.
One reason to not fix an APCs, besides not having the Power Cells or PCMs, is that now you have to hack all the doors that you aren't given access to. Also doors opening and closing doors is slower than them being crowbared open.

In short bring a rail flashy.
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Re: Please fix the fucking lights, an engineer story

Post by Karmac » 14 Jul 2018, 21:13

Coat McMutton wrote:
14 Jul 2018, 20:23
The rail slot for CPL weapons is obviously reserved for magnetic harnesses.
g a l a x y r e t a r d

rail flash is the only attachment worth taking
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Re: Please fix the fucking lights, an engineer story

Post by Coat McMutton » 15 Jul 2018, 00:31

Karmac wrote:
14 Jul 2018, 21:13
rail flash is the only attachment worth taking
People who pick rail flash as engineer are going to solo rambo queens and should be banned for powergaming when they pick that attachment, tbh.
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Re: Please fix the fucking lights, an engineer story

Post by Torrentia » 15 Jul 2018, 01:06

Slduggy wrote:
14 Jul 2018, 20:27
One reason to not fix an APCs, besides not having the Power Cells or PCMs, is that now you have to hack all the doors that you aren't given access to. Also doors opening and closing doors is slower than them being crowbared open.

In short bring a rail flashy.
Or you could turn off equipment but leave on lights and still be able to crowbar doors and shutters. Gottem!

Personally I fix APCs in critical areas that aren't gonna be constantly slashed (Big Red Hangar for example).
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Re: Please fix the fucking lights, an engineer story

Post by Nantei » 15 Jul 2018, 03:31

Slduggy wrote:
14 Jul 2018, 20:27
One reason to not fix an APCs, besides not having the Power Cells or PCMs, is that now you have to hack all the doors that you aren't given access to. Also doors opening and closing doors is slower than them being crowbared open.

In short bring a rail flashy.
Very few doors you need to go through require this. And if you aren't a smooth brain, you already have crowbarred them open, so they will stay that way when power comes back up. If not, literally just leave environment off, which you should probably be doing anyways.

The point of lights is for areas like medbay in Big Red. The area around Medbay is incredibly easy for lurkers to gank in, and when there's a ton of light everywhere it makes that much harder. Plus, again, it takes up almost no space in your kit.

Also, active APC's are retard magnets. I have gotten kills using claymores on them before.
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Re: Please fix the fucking lights, an engineer story

Post by Sleepy Retard » 15 Jul 2018, 03:32

Or PFCs could just take a rail flash on their secondary gun and this entire argument is pointless
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Re: Please fix the fucking lights, an engineer story

Post by Karmac » 15 Jul 2018, 08:09

basically your all dumb and the railflash solves all problems

eat my shorts
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Re: Please fix the fucking lights, an engineer story

Post by Gnorse » 15 Jul 2018, 13:42

Karmac wrote:
15 Jul 2018, 08:09
basically your all dumb and the railflash solves all problems

eat my shorts
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Re: Please fix the fucking lights, an engineer story

Post by Grubstank » 15 Jul 2018, 13:57

I really consider powering the map (outside of tcomms) to be a double edged sword. Lights are nice, but on a map like prison, you really want to be able to manipulate the airlocks as needed and with minimal delay. Being able to seal airlocks and end a conflict on your own terms (even if it's only briefly) can be a major benefit on that map. If you didn't take the time to find the ID + open + bolt wires at the start of the round, then powered airlocks are more a hindrance than blessing.

I could see the benefits on a map like Big Red though.
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Re: Please fix the fucking lights, an engineer story

Post by Nantei » 15 Jul 2018, 14:00

Literally just, disable environment. This isn't rocket surgery. The respawnses in this thread make me think some engineers haven't even used an APC before.

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Re: Please fix the fucking lights, an engineer story

Post by Grubstank » 15 Jul 2018, 14:10

Nantei wrote:
15 Jul 2018, 14:00
Literally just, disable environment. This isn't rocket surgery. The respawnses in this thread make me think some engineers haven't even used an APC before.
You realize that you can voice your opinions and educate without being derisive to others, right? In any case, I realize that's an option; albeit one that requires you to hunt down every APC on the prison station just so you can manipulate doors more quickly.

As I said before -- it is a double edged sword between lighting and tactical convenience.
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Re: Please fix the fucking lights, an engineer story

Post by Nantei » 15 Jul 2018, 14:39

APC's are almost always broken by ayylmaos before so you don't really need to worry about that. Most doors that marines need to go through are already all-access as well. It is as simple as just changing it as you fix the APC. Also I'm not really directing it at you, more the vets who should really know better. If you are legit new, sorry. I am more than willing to help people in-game, so just ask in LOOC. <3

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Re: Please fix the fucking lights, an engineer story

Post by Jaketeaking » 15 Jul 2018, 15:52

Yes, ive lost track of the amount of times ive been in big red or LV caves, and thought to myself, gee, im sure glad i brought my light replacer over say ammo or material.
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Re: Please fix the fucking lights, an engineer story

Post by Nantei » 15 Jul 2018, 16:03

It's too bad you can't drop it when it becomes useless and replace it with a buckshot box.

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Re: Please fix the fucking lights, an engineer story

Post by Kesserline » 16 Jul 2018, 06:32

Coat McMutton wrote:
15 Jul 2018, 00:31
People who pick rail flash as engineer are going to solo rambo queens and should be banned for powergaming when they pick that attachment, tbh.
Here is my CPL Engineer loadout, rate the powergameness of it.

No building materials.
Ammo.
Between 8 to 19 claymores (depending on RO, friendlyness of CTs with spare claymores, and potential other engineers handing me their claymores).
M37 shotgun Bayonet + Railflashlight + potential gyro (Suit slot)
M37 shotgun Bayonet(or BC) + RDS + Gyro (Primary weapon, always in hand)
Toolbelt for repairing or hacking shit
Explosive pouch (for storing the boomies)
Webbing with fucking ammo.
1 to 2 C4 to help the tank, to destroy a tunnel, or to gib myself in SD.

I land a very minimum of 2 kills per round, with an average of 4 to 6.

It's not because you're bald and unable to fight that every other marine using CPL ranks should imitate you. Loadouts mimick the way you play. I play like a PFC ++ that is able to perform other tasks when able/when I want/when it's needed. Some people like to play very defensively, relying on scopes, some like suppressive and covering gameplay, using BFA and Burst fire, other want some spec ops shit so they go RDS VG/AG Suppressor.

Saying that you're loadout is ultimately better than others, or that others fall into powergaming or non-sense is not really a smart way to continue a conversation. (Exception of SMGs, SMGs are bad. If you take a SMG, you're a bad person, very bad. And you should be ashamed of yourself and what you did of your life.)

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Re: Please fix the fucking lights, an engineer story

Post by ThesoldierLLJK » 16 Jul 2018, 06:46

Order all future NJP's against engineers to fix the fucking lights in the future
Problem solved.

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