What makes a good PO?

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What makes a good PO?

Post by liltiptop » 22 Mar 2017, 02:03

As the title implies, what in your opinion makes a PO good?

Any tips from any experienced POs to other POs?

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Re: What makes a good PO?

Post by Heckenshutze » 22 Mar 2017, 02:30

Never stop going up/down.

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Re: What makes a good PO?

Post by Karmac » 22 Mar 2017, 02:31

If you were a bad PO, you'd leave the shutters up and never expect a Xenomorph to just waltz in and start causing Havoc. Please note that if you DO close the shutters you'll want to pay close attention to radio chatter to see if anybody is asking for you to open the shutters.
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Re: What makes a good PO?

Post by TheMaskedMan2 » 22 Mar 2017, 02:42

Never stop going up and down as soon as the cooldown is ready. Exceptions being if wounded are needing transport and to hold.

Actually use your shutters during times that are not when Xenos have you completely surrounded at the end.
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Re: What makes a good PO?

Post by El Defaultio » 23 Mar 2017, 19:50

Shutters are good. You don't use them much, and having them closed 24/7 is generally dubious at best.

If you have active LZ1, keep them open. People will run in and out like crazy. Closing it means you have to stand by the shutters and cry having to open and close them every ten seconds.

If it's empty, close it. Or don't, depending on the fortifications.

Don't leave as soon as the cooldown is finished every time, because it generally is not enough time for a marine to restock/move/screech about holding. Generally the cooldown time plus one minute is golden, and you can always leave earlier. Sulaco you might want to leave as soon as cooldown is done since it is the Sulaco and if something is going to be loaded it's done in a few seconds, and the wounded are generally thrown off instantly.

Take a shotgun. Don't take anything else.

Communicate with the new arrivals. They're not 100% informed, and you're not doing anything else.

Kick stuff out the door, kick stuff into the door.

Be at the ready with your shotgun, because ayyliens will hang around.

Relay messages. You're capable of doing such.

Ice Colony:

Shutters can probably be left open 24/7 since there isn't much of a flank, and marines are almost always stationed there. If there isn't any marines, close it if you want.

Make sure you bring long johns.

tl;dr, how do i be baddie?

Don't use shutters, ever.
Take a pulse rifle.
Leave ASAP no matter what
Close shutters when evac is happening
Don't help with wounded or supplies.
Don't talk to new arrivals.
Never be ready.
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Re: What makes a good PO?

Post by Staton » 23 Mar 2017, 20:08

the biggest thing to me when i PO is information and communication
let the marines know when you plan on leaving, when you plan on being back.
let them know when you land.
marines should always be informed about the status of the rasp. theres a handy operation time clock so you can give specific times on your arrival/departure

also, proper protection of your casualties on board
a lot of times your the only person watching them, your responsible for more then just flying, but ensuring they arent sneaked up on

and also, if you have casualties, and you have time, radio up to medical to let them know how many, what injuries, and when to expect you
that way doctors can grab them as soon as you land, and they get faster treatment
Last edited by Staton on 23 Mar 2017, 21:11, edited 1 time in total.

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Re: What makes a good PO?

Post by EXOTICISME » 23 Mar 2017, 20:16

Dont wait for that one marine, you are going to screw the schedule because Urist McBaldie forgot to bring ammo

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Re: What makes a good PO?

Post by Kneez » 23 Mar 2017, 21:34

I like a PO that is constantly moving
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Re: What makes a good PO?

Post by Wubs4Scrubs » 23 Mar 2017, 22:31

I remember a round where the the rasp had a ton of vending machines installed on it like the fast food or coffee ones. My god it it made numerous chokepoints in the rasp where only one person could pass at a time, it was horrible. If a PO allows that to happen they are on my blacklist.

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Re: What makes a good PO?

Post by Recounted » 25 Mar 2017, 14:57

your gonna either be sending the rasp up and down 10 times before you decide to go cryo or else get down to a situation where your gonna get fucked.
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Re: What makes a good PO?

Post by Renomaki » 25 Mar 2017, 22:24

My ideal PO is the kinda fella that doesn't waste time.

Constantly moving almost non stop, keeping the flow of marines going in and out. If your dropship is charged up and you are still sitting there, you better have a good excuse.

It also helps to keep in touch with command often so they know you are ok. You are a vital asset for them, easing their burden by flying the ship for them. Without you, you'll just make it harder to keep the flow steady. Keep within the ship, lock it up if there are no wounded to load and wait until you are clear to launch... And don't go roaming outside the ship in the dark, you are real easy pickings for aliens.
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Re: What makes a good PO?

Post by Tristan63 » 10 Apr 2017, 18:56

The PO when groundside is the highest ranking member, and only officer downside. The PO should act as a messager for command to deliver information straight from planetside general comms to command, something they can't see. This makes command more up-to-date on issues regarding the fight at hand, instead of being lightyears behind what actually is happening. Delivering supplies and prioritizing crit people also mean alot, but not nearly as much as transporting marines.

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Re: What makes a good PO?

Post by Kool-AD » 14 Apr 2017, 01:05

Say shit like "We're in the tube, four by four." over radio for maximum roleplay.

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Re: What makes a good PO?

Post by Bigchilly » 15 Apr 2017, 12:37

Kool-AD wrote:Say shit like "We're in the tube, four by four." over radio for maximum roleplay.

Chainsmoke. A pilot who's never seen not smoking is a pilot I immediately trust 100 percent more to not fuck up.

Spew random military pilot words out your mouth and everyone will think u are coolest cat around.
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Re: What makes a good PO?

Post by Nick123q23 » 13 May 2017, 06:32

For some reason Cheyenne dropships are the only actual small strikecraft used by the USCM

Claim that you're the legendary Alpha 1 who has slain ALL of the pirates and commies using only their dropship and iron determination.
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Re: What makes a good PO?

Post by Supermichael777 » 13 May 2017, 10:08

https://youtu.be/-lcLJpRnC0k as DS1 pilot

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Re: What makes a good PO?

Post by Grand Master Eternal » 18 May 2017, 22:10

Well, it would be a good start to not initiate a mutiny like the one last round.
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Re: What makes a good PO?

Post by Ocnjak20 » 19 May 2017, 12:05

Kick marines off your DS for cursing at you and call MP's on them for trying to shoot you.

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Re: What makes a good PO?

Post by Tylaaaaar » 19 May 2017, 15:10

One that knows how to press buttons
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Re: What makes a good PO?

Post by Feweh » 19 May 2017, 15:33

sit in the chair all round and dont fucking move.

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Re: What makes a good PO?

Post by Flashplayer » 19 May 2017, 15:41

i remember last time i was po, i get cuffed because i killed a "friendly alien", then they feed me with pepper spray, at the end a rogue mp arrive and shot me to the death

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Re: What makes a good PO?

Post by CraayyZ » 20 May 2017, 00:02

As someone who typically mains medic. A good PO to me is someone who helps unload/load the wounded ATLEAST. Also checks messages to make sure no medics/important people are asking for a 10-30 second hold.

LOL JK, Best PO is the one running around naked with a shotgun ready to go. You guys have such high standards.
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Re: What makes a good PO?

Post by Zartam » 20 May 2017, 08:13

good PO is PO involved with things you know
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Re: What makes a good PO?

Post by SpaceFarer » 21 May 2017, 00:29

A good PO makes timely regular flights up and down as consistently as possible, as well as actually managing his ship. I.e. listening for cargo supplies/wounded marines/people 1 or 2 minutes behind and helping to load/unload the ship and keeping it tidy and efficiently flowing things in and out. Also using the shutters defensively, and listening to radio if someone needs the shutters up. Final tip, any PO without a shotgun is a chump, end of story.

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Re: What makes a good PO?

Post by Rustarus » 22 May 2017, 15:43

Flashplayer wrote:i remember last time i was po, i get cuffed because i killed a "friendly alien", then they feed me with pepper spray, at the end a rogue mp arrive and shot me to the death
I was there that round, pretty sure you were ordered to not kill it by command, and well... you ruined a shit ton of RP that could have went down. Dramatic really. But on a side note, yeah, spew random fucking shit outta your mouth to become a good PO, such as "These 20x20 engines aint as good as the older ones!" or... "I think we might have had a space carp fly into the engine. We need some space cleaner and a clown to be sucked in, and it'll be good"
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