New to Requisitions
- Dirt
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New to Requisitions
I read the wiki guide on how to be a good boy RO, frequently ask squads and everybody what they need and etc, but I can't figure out how the paperwork is meant to work.
I grab the stamp, stamp all requests and send the supply manifests back down with stamps on them, but I get no noticeable increase in supply points. Is this meant to happen? All I get is a steady trickle of new points.
Also, any tips to help out would be greatly appreciated.
I grab the stamp, stamp all requests and send the supply manifests back down with stamps on them, but I get no noticeable increase in supply points. Is this meant to happen? All I get is a steady trickle of new points.
Also, any tips to help out would be greatly appreciated.
- Mann handle
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Re: New to Requisitions
Stamp the manifests that come up with the crates. burn / toss / store the requests
Generally you don't have to call up much bar metal and plasteel. You may get the odd request for spec ammo but that can be ignored depending on WHEN they ask for spare ammo, specs at round start will ask for ammo, ignore that shit and keep the points for better shit.
Also get used to ALL your points being blown on tank upgrades. Tankers love blowing points. So grow a spine and tell them to bugger off if they are asking for stuff that generally doesn't work out. Like two main cannons, or spare armour when they still have a decent set on.
Generally you don't have to call up much bar metal and plasteel. You may get the odd request for spec ammo but that can be ignored depending on WHEN they ask for spare ammo, specs at round start will ask for ammo, ignore that shit and keep the points for better shit.
Also get used to ALL your points being blown on tank upgrades. Tankers love blowing points. So grow a spine and tell them to bugger off if they are asking for stuff that generally doesn't work out. Like two main cannons, or spare armour when they still have a decent set on.
IC name: Bronte Houston
Goal: To be the best support character I can be.
A reminder to you all that delta squad is best squad
Roles:
Medic / Doctor
Cargo Tech
Squad leader
Staff Officer
Goal: To be the best support character I can be.
A reminder to you all that delta squad is best squad
Roles:
Medic / Doctor
Cargo Tech
Squad leader
Staff Officer
- Gnorse
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Re: New to Requisitions
This except for sniper specialists. It's generally acceptable to give snipers more ammo at roundstart if you have points to spare.Mann handle wrote: ↑19 Jul 2018, 16:34Stamp the manifests that come up with the crates. burn / toss / store the requests
Generally you don't have to call up much bar metal and plasteel. You may get the odd request for spec ammo but that can be ignored depending on WHEN they ask for spare ammo, specs at round start will ask for ammo, ignore that shit and keep the points for better shit.
Also get used to ALL your points being blown on tank upgrades. Tankers love blowing points. So grow a spine and tell them to bugger off if they are asking for stuff that generally doesn't work out. Like two main cannons, or spare armour when they still have a decent set on.
Also, give the B18 specialist a whole grenade box if they ask for it.
Other specialists can fuck off, they have enough ammo to last at least an hour.
-local suicidal delta PFC. No, not murry, the other one- : Oussama 'DOA' Neghiz
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Please don't follow me if you don't want to die
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(Huge thanks to Okand37 for making this cute boi !)
- Dirt
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Re: New to Requisitions
I usually get fairly dried up by tank requests and scout/sniper specs early round, but i usually get to float with about 70-90 points any time someone needs something planetside, is that good?
- Mann handle
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Re: New to Requisitions
How could I have forgot about the B18? yes give them that box of nades. They have alot of pocket space and not many marines take nades. ALSO when you start, SET up cargo. Toss a couple holsters and webs, nade box to each window and maybe some AP ammo just so you can make the cargo rush a little easier.
IC name: Bronte Houston
Goal: To be the best support character I can be.
A reminder to you all that delta squad is best squad
Roles:
Medic / Doctor
Cargo Tech
Squad leader
Staff Officer
Goal: To be the best support character I can be.
A reminder to you all that delta squad is best squad
Roles:
Medic / Doctor
Cargo Tech
Squad leader
Staff Officer
- Dirt
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Re: New to Requisitions
will do!Mann handle wrote: ↑19 Jul 2018, 16:40How could I have forgot about the B18? yes give them that box of nades. They have alot of pocket space and not many marines take nades. ALSO when you start, SET up cargo. Toss a couple holsters and webs, nade box to each window and maybe some AP ammo just so you can make the cargo rush a little easier.
- ThePiachu
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Re: New to Requisitions
Some things to keep in mind about Requisitions:
- Stamp Supply Manifests, put ONE of them in any given crate as you're sending it down. More than one stamped supply manifest per crate is just wasted. If you have extras, keep them around in case you get empty crates
- For requests, I personally like stamping them with approval / denial and keeping them in a clipboard
- Ask marines to bring you crates, especially in Prison Station - there are so many crates just sitting there
- Keep 1-2 crates on hand in case you need to send a supply down
- Once you're done with giving out attachments, make a few backpacks of ammo, flares, food, etc. You'll be sending those down soon enough to whoever is in the FOB
- Communicate clearly with SOs - tell them when a crate is ready to be sent down and for which squad. If someone is yelling at you for not getting what they need, yell at the SO to stop being lazy and launch the crate that has been sitting on the pad for the last 10 minutes
- Early on, the tank will eat your points. Don't order much else before that is dealt with
- Anticipate what you'll need at roundstart in the requisition queue - grab webbing, AP ammo and machetes and put them close to the CT seats
- Stamp Supply Manifests, put ONE of them in any given crate as you're sending it down. More than one stamped supply manifest per crate is just wasted. If you have extras, keep them around in case you get empty crates
- For requests, I personally like stamping them with approval / denial and keeping them in a clipboard
- Ask marines to bring you crates, especially in Prison Station - there are so many crates just sitting there
- Keep 1-2 crates on hand in case you need to send a supply down
- Once you're done with giving out attachments, make a few backpacks of ammo, flares, food, etc. You'll be sending those down soon enough to whoever is in the FOB
- Communicate clearly with SOs - tell them when a crate is ready to be sent down and for which squad. If someone is yelling at you for not getting what they need, yell at the SO to stop being lazy and launch the crate that has been sitting on the pad for the last 10 minutes
- Early on, the tank will eat your points. Don't order much else before that is dealt with
- Anticipate what you'll need at roundstart in the requisition queue - grab webbing, AP ammo and machetes and put them close to the CT seats
Gaius Caelus
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- Maxim Inc
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Re: New to Requisitions
I always assumed that it didn't "add" points but put a short term boost to the point gain for a limited period.
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- ThePiachu
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Re: New to Requisitions
I think the wiki states that a returned crate is worth 5 points, while a returned, stamped supply manifest inside of a crate is an extra point.
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Amadeus the synth
Zig’Reth (The Player of Games)
Mostly droning as Xeno, OFTEN TALKING IN CAPS.
Also, I'm recording!
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- Dauntasa
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Re: New to Requisitions
Put 4 Barrel Chargers aside for Smartgunners at round start.
Don't give PFCs you don't recognize hand grenades.
Don't give PFCs you don't recognize hand grenades.
- Dirt
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Re: New to Requisitions
Do tankers need armor at the beginning of the round or do they start with a set?
- DefinitelyAlone0309
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Re: New to Requisitions
they need the armor. The set they came with is busted, so it's not usable anyway.
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- Retrokinesis
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Re: New to Requisitions
Miscellaneous req tips in no particular order:
1. Save an empty crate or two, for both emergency supply drops and for sending stamped manifests back if someone steals one of your crates. But never put more than one manifest per crate, or the extras are lost.
2. The TCs will be responsible for taking most of your points. Remember that they are the same rank as you if you're the RO and do not have access to the supply console, so they ultimately can't order anything without your approval unless a CO/XO/SO orders you to approve it or they order the synth to come and approve the order for them. Don't just approve everything they put through immediately, since sometimes they're either new or just mess up and order things like a second cannon. They start with an LTB cannon and treads and so will typically ask for armor, a secondary weapon, a support module, and maybe extra ammo.
3. The specialists will pretty much without fail all request more ammo at roundstart. This is a trap: most of them won't burn through it that quickly and the other half will die before making use of it. Give the B18 a full grenade box (or offer to save it for a supply drop, if they prefer) and they're fine. The sniper is the only specialist you might want to order ammo for early, both because they have a fairly limited amount and are generally far back enough that they might live long enough to use it. Also note that sniper and rocket ammo can be ordered by individual type (IE, incendiary sniper ammo or HE rockets) while scout ammo is just one crate that has all of them in limited amounts, so make sure you know what kind of sniper/rocket ammo they want.
4. Setting up cargo: put a grenade box on the table between the two lines. Toss a bunch of machetes, webbings, and M41A AP mags out of the vendors and behind the CT seats. You have now saved yourself a lot of walking.
5. There's an emergency toolbox with a pocket extinguisher inside in the storage room to the NE, in case the pyro spec or someone using a miniflamer asks for it.
6. Yell at people who try to put their attachments on in line. They're holding it up for everyone else and, if they continue, hit the eject button and toss their attachments at them.
7. Once the initial rush is over grab a few backpacks and start filling them with goodies. A good mix is one full of M41A ammo magazines, one full of buckshot and slug boxes, one full of flares, and one full of food from one of the canteens. Drop these down to the FOB when the FOB squad requests their first supply drop or just send them down on the dropship.
8. Speaking of FOBs, once the tank is dealt with you should probably get a crate of FOB materials (metal, plasteel) together just in case they're needed. Absolute worst case scenario is they never get called for and you can use them during the Almayer defense later.
9. Don't drag or push empty crates. You can move an infinite number of crates at once with this One Weird Trick: open all the crates you want to move and drag them onto the same tile. Then throw any object at them and it will move them all as one stack. Repeat this until you move them to wherever you want them. This is how you get all of the crates from prison back to req without spending the entire round dragging them.
10. The pizza box in the break room has an actual pizza in it. This is the single most valuable item in cargo and you must defend it at all costs.
1. Save an empty crate or two, for both emergency supply drops and for sending stamped manifests back if someone steals one of your crates. But never put more than one manifest per crate, or the extras are lost.
2. The TCs will be responsible for taking most of your points. Remember that they are the same rank as you if you're the RO and do not have access to the supply console, so they ultimately can't order anything without your approval unless a CO/XO/SO orders you to approve it or they order the synth to come and approve the order for them. Don't just approve everything they put through immediately, since sometimes they're either new or just mess up and order things like a second cannon. They start with an LTB cannon and treads and so will typically ask for armor, a secondary weapon, a support module, and maybe extra ammo.
3. The specialists will pretty much without fail all request more ammo at roundstart. This is a trap: most of them won't burn through it that quickly and the other half will die before making use of it. Give the B18 a full grenade box (or offer to save it for a supply drop, if they prefer) and they're fine. The sniper is the only specialist you might want to order ammo for early, both because they have a fairly limited amount and are generally far back enough that they might live long enough to use it. Also note that sniper and rocket ammo can be ordered by individual type (IE, incendiary sniper ammo or HE rockets) while scout ammo is just one crate that has all of them in limited amounts, so make sure you know what kind of sniper/rocket ammo they want.
4. Setting up cargo: put a grenade box on the table between the two lines. Toss a bunch of machetes, webbings, and M41A AP mags out of the vendors and behind the CT seats. You have now saved yourself a lot of walking.
5. There's an emergency toolbox with a pocket extinguisher inside in the storage room to the NE, in case the pyro spec or someone using a miniflamer asks for it.
6. Yell at people who try to put their attachments on in line. They're holding it up for everyone else and, if they continue, hit the eject button and toss their attachments at them.
7. Once the initial rush is over grab a few backpacks and start filling them with goodies. A good mix is one full of M41A ammo magazines, one full of buckshot and slug boxes, one full of flares, and one full of food from one of the canteens. Drop these down to the FOB when the FOB squad requests their first supply drop or just send them down on the dropship.
8. Speaking of FOBs, once the tank is dealt with you should probably get a crate of FOB materials (metal, plasteel) together just in case they're needed. Absolute worst case scenario is they never get called for and you can use them during the Almayer defense later.
9. Don't drag or push empty crates. You can move an infinite number of crates at once with this One Weird Trick: open all the crates you want to move and drag them onto the same tile. Then throw any object at them and it will move them all as one stack. Repeat this until you move them to wherever you want them. This is how you get all of the crates from prison back to req without spending the entire round dragging them.
10. The pizza box in the break room has an actual pizza in it. This is the single most valuable item in cargo and you must defend it at all costs.
- Heckenshutze
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Re: New to Requisitions
Listen here buddy bud, I'll say this once:
Forbid skeleton stocks.
Forbid skeleton stocks.
Marine: Ruben Dario
Yautja: Makauu’rel
Synthetic: Saturn / Shepherd (old model)
Yautja: Makauu’rel
Synthetic: Saturn / Shepherd (old model)
- Build_R_
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Re: New to Requisitions
Although TCs are usually pretty eager, you CAN delay ordering tank modules for a bit until everything else is sorted out. Really the tank doesn't need to drop immediately.
When the OB misfires and xenos are on your doorstep. Howya, Jim Antonic- LCPL, PO, MP, SO, Husked Corpse.
- Nantei
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Re: New to Requisitions
Pretty sure BC on SG is god awful memery. Also don't do this. Giving your buddies special treatment as RO makes you a dick. Save some for SL's. My usual policy is no BC's for privates until after briefing, then it's open season.
Tear apart your office for metal, you'l easily get almost 100 just from latheing it all. Then you can redecorate in glorious oak later in the round using the wood laying around the ship.
Give specs their ammo, don't fight people over stupid petty shit like the baldy demanding a stock. Just give them it, it saves both of you time and pain, and your time is more valuable than theirs. If you are nice, usually you can talk people out of garbage attachments like the RC, and save yourself and future RO's pain. Look over the TC's stuff and make sure they aren't ordering spares on accident. They get an LTB and Treads at the start, but no spare ammo as far as I know. Order AP instead of HPR's, unless you are feeling generous/nice. Depending on how deep it is into the round, consider tearing down shit for metal instead of ordering it.
Make an FOB crate at roundstart. Metal, sandbags (Skip on prison, duh), plasteel.
Grab the two free crates in the shooting range, and the other two free ones in engineering. Most CE's/MT's will oblige in your points crusade.
- Dauntasa
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Re: New to Requisitions
Not buddies, not even people you know or have ever spoken to in your entire life. Just "not literally their first round". Giving out grenades to first round players leads them to blow their own squad up, panic, and quit the game forever. You really aren't doing them a favour by giving it to them.
- Nantei
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Re: New to Requisitions
There are many players who use random names or you just haven't seen. It's not a very wise rule of thumb because you have no clue how robust each individual no-name is. Also honestly, ain't nobody gonna learn if they don't fuck up a few times first.
- Gnorse
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Re: New to Requisitions
Just give people shit if they ask for it.
Yeah, sure, give known people more/better shit, but not at the cost of other people not being able to get their stuff.
Yeah, sure, give known people more/better shit, but not at the cost of other people not being able to get their stuff.
-local suicidal delta PFC. No, not murry, the other one- : Oussama 'DOA' Neghiz
Please don't follow me if you don't want to die
Occasional commander, Part-time smartgunner and Full-time PFC.
(Huge thanks to Okand37 for making this cute boi !)
Please don't follow me if you don't want to die
Occasional commander, Part-time smartgunner and Full-time PFC.
(Huge thanks to Okand37 for making this cute boi !)
- FGRSentinel
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Re: New to Requisitions
As an SO, I can say that once you hear "unscheduled departure" announced, there's a decent chance you'll get an order from one of us in CIC to vend everything. Once Almayer's boarded, there won't be time to vend stuff even if the power's not out. I've seen a lot of success from casually dropping a grenade box in the middle of a crowd of marines in the past (they will use any explosives they can get their hands on, so don't do this if you're hoping to avoid FF)
Ensign Goddard Pearsall, the Pilot that always has Souto
- Nantei
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Re: New to Requisitions
Also as a general rule of thumb don't even bother with the AP ammo boxes because marines are lemmings who won't save their AP mags, and only AP mags can be used to fill from AP ammo boxes for some stupid reason. AP ammo boxes are incredibly efficient, but marines just don't use them. So just order mags, or, god forbid, an HPR. But preferably mags. I only order an HPR if I really have a lot of points to float and it's early in the round.
- Dirt
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Re: New to Requisitions
One round we were pretty good on supplies so i dished out some HPRs, saw some being used even when the ship was boarded. Good stuff. Also, in the weapons crate in req, can they sometimes spawn HPRs? I remember finding a crate of them once there but the next round it was gone.Nantei wrote: ↑20 Jul 2018, 17:56Also as a general rule of thumb don't even bother with the AP ammo boxes because marines are lemmings who won't save their AP mags, and only AP mags can be used to fill from AP ammo boxes for some stupid reason. AP ammo boxes are incredibly efficient, but marines just don't use them. So just order mags, or, god forbid, an HPR. But preferably mags. I only order an HPR if I really have a lot of points to float and it's early in the round.
- Nantei
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Re: New to Requisitions
Yes they can. It's really awesome when they do. HPR's are better the earlier you have them in the round, as they slowly accrue value over time. Short term, AP is way better, but long-term the HPR eeks out value IMO.
- Sleepy Retard
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Re: New to Requisitions
HPRs are loud, ineffective pieces of garbage. They fire normal m4 rounds slower, and with less accuracy. You'll mostly see people who don't realize how much AP is better using them. Stick to using AP, as the value is infinitely higher as it allows multiple marines extra killing power.
Remember, you're supplying the Marines - not one snowflake who wants a shitty gun
Remember, you're supplying the Marines - not one snowflake who wants a shitty gun
I was a Synth Councilmen, alongside Jakkk, MattAtlas, SovietKitty and Omicega.
Have any questions or concerns about Synthetic? PM me on the forums, or contact me on the CM discord under the name sleepy#1984 with the nickname Sleepy Retard.
Have any questions or concerns about Synthetic? PM me on the forums, or contact me on the CM discord under the name sleepy#1984 with the nickname Sleepy Retard.
- Dirt
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Re: New to Requisitions
right, i only gave out the HPRs when i had a huge load of supplies and nobody had been asking for anything for around 20 minutes or the one round where the crate of them appearedEl Defaultio wrote: ↑20 Jul 2018, 18:42HPRs are loud, ineffective pieces of garbage. They fire normal m4 rounds slower, and with less accuracy. You'll mostly see people who don't realize how much AP is better using them. Stick to using AP, as the value is infinitely higher as it allows multiple marines extra killing power.
Remember, you're supplying the Marines - not one snowflake who wants a shitty gun
thanks for the advice