What are MPs to do?

Generic, on-topic discussion about Colonial Marines.
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LocalizedDownpour
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What are MPs to do?

Post by LocalizedDownpour » 16 Apr 2016, 16:15

Aside from stone wall the odd and end Marine silliness or mad scientist, or assist the marines incase of boarding. Are the MPs beholden to stop a mutiny? Because what amounts to 20+ marines gunning for command, I feel like there is little the MPs can do other then hide in securistan and not play favorite. Discuss?

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Derpislav
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Re: What are MPs to do?

Post by Derpislav » 16 Apr 2016, 16:18

Crack the box of flashbangs open.

And mostly defend civilians during a boarding (even if it's just suspected that something hitched a ride on the shuttle). If you don't babysit them doctors, you deserve to die.
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Egorkor
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Re: What are MPs to do?

Post by Egorkor » 16 Apr 2016, 16:29

be useless until the alien goes into the vents. then protect the doctors and command. then become useless again.

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Azmodan412
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Re: What are MPs to do?

Post by Azmodan412 » 16 Apr 2016, 16:54

MPs: Cannon fodder that the marines are more than happy to throw against the aliens on the front line, or just shoot for the hell of it. Also, the MPs exist to guard Ian, duh.
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Dyne
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Re: What are MPs to do?

Post by Dyne » 20 Apr 2016, 01:49

1. Remind marines law exist.
2. Fly the bird.
3. Put SSDs in cryosleep.
4. Defend the ship.
5. Die horribly.
Natalie 'Snow-Cries-a-lot' Reyes

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Feweh
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Re: What are MPs to do?

Post by Feweh » 20 Apr 2016, 11:27

When im Commander I let MPs operate the shuttle, gives them something to do and a shuttle pilot is fucking useful

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Ms.Degrasse
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Re: What are MPs to do?

Post by Ms.Degrasse » 21 Apr 2016, 14:28

I think about them as the ideal droppod/dropship pilots too.

The only bad thing, sometimes, is caused the badly written rule about "MPs not using lethals".
This induces some players in MP roles to pilot the dropshuttles unarmed with anything other than tasers.
- And then they get easily killed or abducted by the aliens.

Wickedtemp
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Re: What are MPs to do?

Post by Wickedtemp » 21 Apr 2016, 14:35

Well, the MP's shouldn't be leaving the shuttle, but... Yeah, if they're going down to a potentially dangerous area ((I mean, a distress signal was received so the marines KNOW that something bad went down)) you'd think they'd carry at least a service pistol or an SMG.

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Ms.Degrasse
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Re: What are MPs to do?

Post by Ms.Degrasse » 27 Apr 2016, 20:37

LocalizedDownpour wrote: ... Are the MPs beholden to stop a mutiny? ...
Here is what I feel is a good question actually.

Once, playing as Erika, I joined a proprely ahelped mutiny.
- And had good in-role, in-context and in-character reasons for doing so.

But on another time, playing as Tylor on a commander role, I got a mutiny on the bridge.
- I disarmed the mutineer, fired his weapon randomly to suppress the other two and I left the bridge.
My character them declared by radio he was going to open the armoury and join the resistence on deck (we were being boarded the exact time the mutiny started), but he also told the MPs to arrest the mutineers, and they apparently didn't involved themselves.

It it, actually, wrong for a MP to involve himself on a mutiny?
Ot it's wrong for a MP to stop a mutiny even if the commander issue the orders?

I have no idea. - Those are very good questions.
(A MP, from real life, should stop a mutiny normally. But this game may be different, anyway.)

On other matter, actually MPs are GOOD for two specific situations other than being pilots of dropship/droppod.
- Against the aliens invading Sulaco, by equipping the riot armour they became worthy tanks, actually being more than just cannonfodder. (This armour also protects their legs and arms from localized slashing attacks.)
- Against the Death Commandos, their stun guns, flashbangs and even stun batons are worthy! (They are the only ones actually able to stop those guys from executing the entire crew.)

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