MTs, Colonial Marine's Greytide?

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Tigroon
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MTs, Colonial Marine's Greytide?

Post by Tigroon » 18 Jan 2018, 00:23

The last few shifts as CE that I've played over the course of the last month, I've had non-stop trouble with MTs getting into trouble, doing things they shouldn't, getting their hands on things they shouldn't have, and otherwise, just breaking the law overall. They sure do like the liquor cabinet over in the Commander's Mess, that's for sure.

Are the MTs the Greytide of CM? Limited number non-withstanding, the amount of trouble one MT seems to get into on a roundly basis goes far and beyond what most Marines seem wanting to do.

Bronimin
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Re: MTs, Colonial Marine's Greytide?

Post by Bronimin » 18 Jan 2018, 00:25

There are too many MT spawns and not enough for them to actually do and what they do have to do is boring as piss.

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Re: MTs, Colonial Marine's Greytide?

Post by Tigroon » 18 Jan 2018, 00:27

Bronimin wrote:
18 Jan 2018, 00:25
There are too many MT spawns and not enough for them to actually do and what they do have to do is boring as piss.
One shift, I had MTs that went above and beyond, creating a whole new extension to medical that included a waiting lobby, sickbay, and secondary surgical hall, all out of the lounge that is adjacent to the south of Medical. They have shit they can do, man. They just choose to fuck around instead.

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DukeOz
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Re: MTs, Colonial Marine's Greytide?

Post by DukeOz » 18 Jan 2018, 00:38

MT's are chaotic neutral and I love it as a CE. It keeps the round interesting for a relatively mundane position.
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BladeBr
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Re: MTs, Colonial Marine's Greytide?

Post by BladeBr » 18 Jan 2018, 07:24

As CE, I once made my MTs steal booze, invade the CL quarters and steal his clothes and proceed to make a bar + disco.

Take that with a grain of salt.
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Re: MTs, Colonial Marine's Greytide?

Post by Jenner » 18 Jan 2018, 10:15

Tigroon wrote:
18 Jan 2018, 00:27
One shift, I had MTs that went above and beyond, creating a whole new extension to medical that included a waiting lobby, sickbay, and secondary surgical hall, all out of the lounge that is adjacent to the south of Medical. They have shit they can do, man. They just choose to fuck around instead.
That's a very rare situation. Plus if MTs aren't screwing around, what do the MPs get to Do?

Unless devs revamp engineering you're just gonna have to deal with it
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False_Enigma
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Re: MTs, Colonial Marine's Greytide?

Post by False_Enigma » 18 Jan 2018, 12:24

Jenner wrote:
18 Jan 2018, 10:15
That's a very rare situation. Plus if MTs aren't screwing around, what do the MPs get to Do?

Unless devs revamp engineering you're just gonna have to deal with it

You can't even make super illegal airlocks to super illegal bars on the hull anymore.

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Re: MTs, Colonial Marine's Greytide?

Post by Amitt0 » 18 Jan 2018, 12:38

I'm usually pretty law abiding with any role I play. My MT/survivor main "Peter watts" usually just babysit the reactors and picks up trash. That being said I'm new to the role and aren't skilled enough to get into much creative trouble. Once me and another MT We're ordered by the RO To open up Charlies prep room. So we did it. Only to have the CE Try to have us arrested for breaking the law because we didn't check with the RO If command had approved that action. Seemed a little unfair to arrest us for following orders from a superior officer. MPS took us to the brig then just immediately let us go with a warning. They seemed to understand we were victims of a simple misunderstanding. We even restored the doors to their original state prior to being taken. So in closing I guess. I don't get into too much trouble. Not yet anyways.
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Re: MTs, Colonial Marine's Greytide?

Post by Thanteus » 18 Jan 2018, 12:46

Lately all I've seen MTs doing are cleaning up the ship with janitor carts, and replacing lights. Where'd all the secret bar building, autism-fort constructing, law-breaking, INTERESTING MTs go? lol, just kidding, all MTs are great.
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Re: MTs, Colonial Marine's Greytide?

Post by Jroinc1 » 18 Jan 2018, 16:25

I don't play MT since the switch to the Almayer, because EVERYTHING that job had got removed. There's just no point to it. It's basically CM's assistant.
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3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: MTs, Colonial Marine's Greytide?

Post by False_Enigma » 18 Jan 2018, 16:36

Thanteus wrote:
18 Jan 2018, 12:46
Lately all I've seen MTs doing are cleaning up the ship with janitor carts, and replacing lights. Where'd all the secret bar building, autism-fort constructing, law-breaking, INTERESTING MTs go? lol, just kidding, all MTs are great.
You'll literally get boinked immediately, or the CMP will FIND a reason to arrest you.

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Re: MTs, Colonial Marine's Greytide?

Post by Dumblike » 18 Jan 2018, 17:01

Shipside roles are pretty much dead since Almayer

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Re: MTs, Colonial Marine's Greytide?

Post by juliansl » 18 Jan 2018, 18:18

Only real useful thing left for MTs to do is to make cameras in useful places for command, but even that is mostly moot as every boot has helmetcameras now.

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Re: MTs, Colonial Marine's Greytide?

Post by Heckenshutze » 18 Jan 2018, 20:53

Jroinc1 wrote:
18 Jan 2018, 16:25
I don't play MT since the switch to the Almayer, because EVERYTHING that job had got removed. There's just no point to it. It's basically CM's assistant.
This..

Sulaco's MT were the real thing, a good MT was a grief master or the marine's secret weapon.
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solidfury7
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Re: MTs, Colonial Marine's Greytide?

Post by solidfury7 » 18 Jan 2018, 22:30

A good CE authorises additional things
Be creative.

I personally like to send my worker bees to reinstall the camera network because the dumb naming the current one has.
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Re: MTs, Colonial Marine's Greytide?

Post by Jroinc1 » 18 Jan 2018, 23:06

solidfury7 wrote:
18 Jan 2018, 22:30
A good CE authorises additional things
Be creative.

I personally like to send my worker bees to reinstall the camera network because the dumb naming the current one has.
Isn't that both frowned upon by staff as powergaming, AND unneeded since all helmets have auto-linked cameras?
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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False_Enigma
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Re: MTs, Colonial Marine's Greytide?

Post by False_Enigma » 21 Jan 2018, 16:51

Jroinc1 wrote:
18 Jan 2018, 23:06
Isn't that both frowned upon by staff as powergaming, AND unneeded since all helmets have auto-linked cameras?
Also HORRIFICLY boring for MTs?

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Re: MTs, Colonial Marine's Greytide?

Post by misto » 21 Jan 2018, 17:08

grey tide? you know, "tide" kind of implies... a lot of them. youre lucky to get a single active mt to keep the stupid engines running, because its a boring ass crap role

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