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Thread: Guide to the Radio Telephone Operator: Communications Expert

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    Guide to the Radio Telephone Operator: Communications Expert

    Welcome to this guide about how to be a robust Radio Telephone Operator. This guide's aim is to help the players learn everything they need to know about the role and be good at it. Whether you're an experienced RTO or just someone that wants to try the role, I hope this guide can be helpful to you.


    1. Overview


    Radio Telephone Operator is the latest squad marine role that's added to the game. As the name implies, RTO's job is to communicate and coordinate with various support elements to give marines an upper hand to achieve victory. That's right, you're playing a support role, meaning that combat should be your secondary focus. They have access to both JTAC and Requisitions channels through their headsets by default. Each squad can have 2 RTOs. The military rank of the role is Sergeant (E5), meaning you're the right hand of your Squad Leader and second line in command of your squad.

    Skillset

    RTOs have a very great flexibility when it comes to their skillset. RTOs skills are like down below:

    FIREARMS-1
    ENDURANCE-1
    LEADERSHIP-1
    ENGINEERING-2 (you can hack consoles, plant C4s and repair barricades)
    CONSTRUCTION-2 (you can construct and de-construct barricades like a squad engineer)
    MEDICAL-1 (you use auto-injectors and other medical equipment faster and can equip MedHUDs)
    JTAC-2 (you laze coordinates faster with tactical binoculars and range-finders)

    Note: Skills not included in here are at un-trained tier.


    2. Preparation


    So you just woke up and its your first time playing as RTO, eh? Don't worry, I tried my best to make this guide as much as newbie friendly. After eating some flavorless meals, get to the far western end of your Squad's Prep and enter the last room.
    First of all, use one of the vendors on the right side to get the necessary equipment.

    Here's your 2x2 Prep room made possible after several budget cuts.
    RTO-prep.png


    Red items are the useless and most pointless items on the list. Don't EVER pick these.
    Green items are the recommended and coolest items on the list. You should ABSOLUTELY pick these.

    Note: By the way, feel free to experiment with new loadouts.

    Standard Equipment

    • Standard Equipment - Headset comes with access to JTAC and Requisitions channel, the gloves are insulated, your armour is a medium armour with better Bio-protection and 4 slots, your helmet has slightly better melee protection but slightly worse Bio-protection, Radio Telephone Pack can be used to phone others and has a storage capacity of 5 medium-sized items (You need to CLICK + DRAG to access its contents). Essentials grant you Tactical Binoculars and 2 Signal Flare packs. MRE is good to have as well.


    Belts

    • G8-A General Utility Pouch - Really worth it as it provides additional storage of 3 normal-sized items like flare packs, motion detectors, handguns or fire-extinguishers. You can also put a Flare gun in this which can fire signal flares/flares and makes them burn brighter.
    • M276 Pattern Ammo Load Rig - Niche as you can already carry 4 mags in your armour or simply get a large magazine pouch for all of your ammunition needs.
    • Shotgun Shell Load Rig - Great rig as it lets you carry 14 handfuls of shotgun shells. Its better to take this than getting a Large Shotgun Shell Pouch if you want to carry M37 shotgun as your primary weapon. 2 Large Shotgun Shell Pouches with G8-A on belt slot is also a viable option.
    • M276 General Pistol Holster Rig - Can store a single pistol and 5 handgun mags. Also, you can put this on your suit storage slot. Useful if you intend to use the VP78.
    • M276 Pattern M39 Holster Rig - Don't even think about it. You can put M39 on your suit storage slot and this rig needs M39 to be under certain size to put on it so yeah, complete trash unless you're playing as SADAR spec which is the only time you should grab this.
    • M276 Pattern 82F Holster Rig - Lets you store a Flare gun and flares. Not worth it, you can store Flare Gun and flare packs in your RTO pack.
    • M276 Pattern M44 Holster Rig - Get over with it, you're not a space cowboy. Only handgun you should ever use is the VP78.
    • M276 Pattern Toolbelt Rig - This let's you store 6 tools but sacrificing your precious belt slot is not worth it.
    • M276 Pattern M40 Explosive Rig - Lets you store 8 M40 type grenades. Not worth it, leave the grenades for others to use.


    Pouches

    • Large General Pouch - Honestly, this is actually a great pick. It lets you store 3 magazines and small items. I recommend you to get a large mag pouch and store mags in your armour instead of this. Better than Magazine Pouch.
    • Medkit Pouch - One of the best free pouches you can get. You can put a medkit loaded with splints and autoinjectors in this. Better than Autoinjector Pouch when it comes to versatility. Medkit not included but you can easily get one from Medbay or other places like Maintenance.
    • Shotgun Shell Pouch - Lets you store 5 handful of shells which won't be enough for you if you're using M37 shotgun. You can combine this with a Large Shotgun Shell Pouch if you can't afford 2 Large variants. Taking 2 of these is not a bad idea either.
    • Large Pistol Magazine Pouch - Stores 6 handgun mags. Only useful if you're using VP78 as your primary gun.
    • Tools Pouch - Not that great. It can store 4 tools. But then again, you can just put your tools in your webbing vest.
    • First-Aid Pouch(Refillable Injectors) - Its completely useless as you can vend yourself a medkit pouch and fill it with better injectors.
    • Sling Pouch - Lets you store a single item in it which is attached to the pouch with a sling, returning said item back to the pouch if you drop it. Might be handy to not lose your Tactical Binoculars or Motion Detector in the field but I don't think its worth it.
    • Flare Pouch(Full) - Quite obsolete as you can just driectly take the flares from their packs and use them.
    • Fuel Tank Strap Pouch - You're playing as RTO, you won't need a flamer, you'll need a gun that'll keep enemies away from you.
    • Magazine Pouch - Worse than the Large General Pouch as you can also carry small items in General pouch.
    • Medical Pouch - Useless, just take the medkit pouch if you want carry medicine or injectors. Can carry 3 medical items.
    • Sidearm Pouch - If you want to take VP78 as your Primary gun then you should use the Pistol rig. Not recommended.


    Accessories

    • Brown/Black Webbing Vest - Absolutely necessary. You can store 5 small items in these like tools, pistol mags or shotgun shells. I prefer the black one because "once you go black, you never go back".
    • Webbing - Not worth it, you can store extra mags in your armour or large mag pouch.
    • Shoulder Holster - Nope, you're not going to need this. Grab a pistol rig if you wish to use VP78.


    Unlike automated closet, you get 45 points to buy different supplies from Gear rack. Most of them are not worth it so I'll mark them with red while I mark recommended ones with green.

    Supplies

    • Autoinjector Pouch(15 points) - One of the best pouches you can get your hands on. Contains 7 injectors: 2 Bicaridine, Kelotane, Tramadol and 1 Emergency Injector. This'll cover all of your medical needs.
    • Sensor Mate Glasses(15 points) - Lets you see your own and others health bar and if they're revivable or not when they are dead. Very handy.
    • Large Magazine Pouch(10 points) - If you're using a rifle and trigger-happy person, then I definitely recommend this. Lets you store 4 mags.
    • Large General Pouch(15 points) - Stores 3 small-items/magazines. Nice pick but if you're getting this to store your mags, then you should go for the Large Magazine Pouch instead.
    • Motion Detector(15 points) - You won't need this most of the time but if you want, activate it and put it in your RTO pack. It'll make a noise when there's a hostile nearby. Not worth for its price, you better get one of these from Requisitions.
    • Large Shotgun Shell Pouch(10 points) - Like I said before, take 2 of these and get a G8-A to store other utility tools if you want to use the M37 Shotgun. One is often not enough.
    • Plastic Explosive(10 points) - If you think you'll need C4, then go get them from Requisitions. These are quite situational, mostly used for blowing tunnels or walls to open flanks.
    • Fulton Device Stack(5 points) - Gives you 20 Fulton devices. Generally used for sending xenomorph corpses and eggs back to Almayer for study. I'll talk about its importance later.
    • Welding Goggles(5 points) - Protects your eyes from blowtorch so you don't go blind while welding. You can get one of these from the Tool Vendor from either Ordnance Workshop or Portable Tcomms Storage. Can be stored in your helmet.
    • Binoculars(5 points) - You already get a tactical binoculars. Also, you can't even laze coordinates with these.
    • Machete Scabbard(5 points) - Stores a machete and can be put on your belt, suit storage and back slot. You won't need this.
    • Whistle(5 points) - Cool if you want to do WW1 field officer gimmick, disused if its for anything else.
    • Roller Bed(5 points) - Waste of points, MarineMeds in Medbay have plenty of these.
    • Fire Extinguisher Portable(5 points) - Again, waste of points, MarineMeds in Medbay have plenty of these.
    • Machete Pouch(15 points) - Stores a machete in it and can be attached to your pouch slot. You won't need a machete in the field, use your bayonet for clearing weeds.
    • Shoulder Holster(15 points) - Lets you store a single handgun on your uniform. Not worth it.
    • Powerloader Certification(45 points) - Why would you even need this? It costs too much and most of the time, you won't even find a working powerloader in the Area of Operations to ride.


    Note: Special Ammunition, Explosives, Restricted Firearms (except VP78), Attachments and Radio Encryption Keys aren't mentioned as none of them are worth buying.

    Weapons

    Alright, we talked about all the items you can vend from your personal vendors and their utility but what about weapons? You're a support role meaning combat should be your secondary focus but you'll need a gun to defend yourswelf from enemies. Let's see what Uncle Sam offers to you in the frontiers of space to defend the United Americas.

    • M41 Pulse Rifle Mk2 - The iconic rifle of the Aliens franchise. 2 firing modes (Burst is better), 40 rounds in each mag, nice damage and accuracy. Useful for almost every situation. Can accept most of the attachments. Recommended attachments:
      Rail Flashlight, Reflex Sight, Red Dot Sight, Mag Harness, A-grip, V-grip, Flashlight Grip, Laser Sight, Bayonet and Barrel Charger.
    • L42A Battle Rifle - Unlike Pulse Rifle, this rifle has no falloff, making it better at longer ranges and can be modified with B8 Smartscope to gain IFF capabilites. 25 rounds in each mag, great damage and accuracy. You should use the Pulse Rifle but this is also acceptable. Recommended attachments:
      Rail Flashlight, B8 Smartscope, Flashlight Grip, Laser Sight and Bayonet.
    • M37A2 Pump Shotgun - A hood classic, almost everyone carries one nowadays. This is great for all support roles as its one of the few guns which can stun enemies. You should be using this with Slugs but using Buckshot is not a bad idea either. Recommended attachments:
      Rail Flashlight, Mag Harness, A-grip, Flashlight Grip, Gryo and Bayonet
    • M39 Submachine Gun - Not really a fan of this but its not that bad. 2 firing modes (Burst is better), 48 rounds in each mag, nice damage and meh accuracy. Mostly practical in Close-Quarter-Combat. It has no speed penalty when wielding and has an exceptional Rate of Fire. Recommended attachments:
      Rail Flashlihgt, Red Dot Sight, Reflex Sight, Mag Harness, A-grip, Laser Sight, Flashlight Grip, Barrel Charger and Submachinegun Stock.
    • VP78 Pistol (15 points) - Only handgun you should ever use. It has 2 firing modes (Burst is better), 14 rounds in each mag, great damage and niche accuracy. This was given for free to each RTO but now, you either need to waste 15 credits to acquire this or ask for VP78 kit at Req. Its mags can be found in Req and Squad Surplus Vendor. Recommended attachments:
      Rail Flashlight, Reflex Sight, Red Dot Sight, Laser Sight, Barrel Charger.


    Note: Weapons not included in here are not recommended.


    3. Duties


    In the Marine Corps, every role has its responsibility: Engineers build and maintain the defenses, Medics heal the wounded and revive the dead, Smartgunners provide supressing fire and etc.
    The duties of Radio Telephone Operator are:
    1. Utilising Auxiliary support such as Mortar, Close-Air-Support and Orbital Bombardments.
    2. Being a direct communication line between Almayer and other Squads during a communications blackout.
    3. Leading the Squad when Squad Leader goes AWOL, KIA, MIA or simply doesn't wake up at round start.
    4. Contacting Requisitions to send crates filled with ammunition, weapons and other supplies to aid marines.
    5. Sending Fultons of Xenomorph corpses back to Almayer for Researchers to study.
    6. Helping with engineering and construction if there're not enough Squad Engineers.


    3.1 Auxiliary Support

    As RTO, one of your main tasks is to provide Auxilliary Support. You have access to JTAC channel on your headset by default. Also, your JTAC skills are more advanced than most of the marines, meaning that you laze coordinates faster with your binoculars. This means you'll be calling for Close-Air-Support, Mortar Strikes and Orbital Bombardments on the field more than anyone else.


    3.1A Close-Air-Support

    Close-Air-Support or shortly, CAS is one of the most powerful weapons marines can utilise on the field. It can become one of the most devastating tools in the hands of skilled spotters and pilots. As RTO, you're supposed to be calling in for CAS whenever you can as its considered one of your main tasks. Its mostly used during offensive assaults to take down hostiles.

    First of all before deployment, ask over JTAC channel (:j) to see if there's a Pilot Officer running CAS. If you get a positive response, ask about their loadout. You don't need to do this but it'll give you a glance what you can do with CAS on the field. For example, if PO says Dropship's loadout is 2 Napalms and 2 Mini-Rockets, then this means there will be both Fire-Missions and Direct hits available. Now, since we know CAS will be available in the field, next thing we need to know is how to utilise it.

    To utilise CAS, you either need Laser Designators on the CAS mode or Signal Flares. Both of these have their own cons and pros. I'll talk about this first before we get to basics on how to use them.

    Pros of Laser Designators: Has an unlimited number of uses, Has more range and Cannot be interfered

    Cons of Laser Designators: Can't use inside buildings, Need to stand still and Can only use one at a time

    Pros of Signal Flares: Can use inside buildings, No need to stand still and Can use more than one at a time

    Cons of Signal Flares: Has limited amount of uses, Has lesser range (throwing) and Can be interfered (melting)

    After this comparison you may ask, which one is better? The answer is, both have their uses. For instance, Laser Designator is better at Open Fields such as Riverside in LV-624 while Signal Flares are better in Closed Areas such as Offices in Solaris Ridge.

    To call CAS with Laser Designator, make sure its on CAS mode (On its sprite, color of laser must be RED. If its not then ALT + CLICK on it to change its mode). After making sure its on CAS mode, face the direction you want to call for CAS and use the Laser Designators in your hand (Z). Then, CTRL + Click on the tile you want to call CAS on. After little wind-up time, a red laser will appear on the tile and after that, all you need to do is keep standing still. If you move, your laze will disappear and you'll have to laze again. Other marines can also push you while you're lazing which can be quite frustrating.

    To call CAS with Signal Flares, simply activate it in your hand (Z) and throw it at Hot-Zone (Unlike normal flares used for illumination, activated signal flares cannot picked up from ground). You can also use a Flare Gun to shot signal flares further and through allies. Store the Flare Gun in either your RTO pack or G8 pouch.

    Now, you know how to use both methods to call CAS but this is not that simple, we're not done yet. First of all, before you laze/throw signal flares you have to make sure CAS Dropship is up and ready. Just ask it over JTAC channel (:j) to see if CAS is available or not. If you get a positive response, then you can start lazing/throwing signal flares. Lazes and signal flares all have titles consisting of your squad's name and number.

    If you want get the maximum out of CAS and bombard the target as fast as possible, you'll have to use short, detailed and precise words that won't confuse the Pilots. Here're some tips on how you can mix-max your transmission to get the most out of it:
    1. Addressing to PO with either their name or by simply saying CAS to get their attention.
    2. Your laze's/signal flare's codename, strafe direction and offset from target.
    3. How many and what ordnance to use. (Optional)
    4. When to execute the Fire-mission.

    Few examples:
    • CAS, Bravo-6 (B-6 is also acceptable), North-6, fire on my mark.
    • Erich, D-7, direct strike, 2 Napalms, fire ASAP.

    Do keep in mind that CAS cannot be called near Pylons&Hive Cores, in areas where ceiling is made out of Reinforced Metal and inside Caves. To see the ceiling type, just examine the floor tile and look up for it in the chat. You can call CAS inside buildings (where ceiling is made out of Metal) but only if you throw signal flares inside them. POs won't be able to see target zone through their cameras inside buildings, meaning that you have to tell them the Offset and Direction.

    I know this is not a CAS guide but there's one feature worth mentioning about CAS and its that, if PO is running a Fire-Mission, they can offset the strike zone from your laze/signal flare in 4 cardinal directions (North, East, West and South) up to 12 tiles.


    3.1B Mortar Barrage

    Like CAS, Mortar is also another powerful Auxiliary support available in the arsenal of marines. But unlike CAS, Mortar can be fired whenever you need and doesn't have a cooldown assuming there's an Operator behind it. Its mostly used for keeping a designated zone under constant fire. To be able to call for Mortar, you just need Laser Designators on Rangefinder mode or Rangefinders.

    Calling Mortar with Laser Designators is very similar to calling CAS with Laser Designators BUT there're differences. One of them is that, you have to make sure your Laser Designators are on Rangefinder mode this time (On its sprite, color of laser must be GREEN. If its not then ALT + CLICK on it to change its mode). Rest of the procedure is unaltered. However, at the end of the Lazing, you'll get a new pop-up screen with coordinates written on it. Simply copy these and relay them to Mortar Operator (If there's one) via JTAC channel (:j). After this, inform the Operator about which type of shell you want.

    There're 4 type of shells: Napalm shells used for Area-Denial purposes, Fragmentation shells used for injuring or killing hostiles, High-Explosive shells used for destroying enemy defenses (Also very lethal) and lastly, Flare-Camera shells which lets the Mortar operator observe the area. The radius of these shells are 7 tiles. There're also gimmicky OT made shells but using those can end up with tragedies.

    Unlike CAS, Mortar cannot be fired inside buildings and like CAS, it cannot be fired into Caves or areas that have Reinforced Metal. It can only be fired at Open Fields that're not occupied by Pylons or Hive Core. In theory, Mortar's got an unlimited range but its accuracy gets worse the longer the distance gets.


    3.1C Orbital Bombardment

    Its a well-known fact that Orbital Bombardment is considered the most powerful Fire-support in the arsenal of marines and for a good reason. Being able to fired at almost everywhere and leaving the targeted zone in ruins, Orbital Bombardment is the most destructive and fatal force you can ever utilise on the field. Its only limiting factor is its number of uses which is 4 Orbital Warheads per Operation.

    Calling Orbital Bombardments is very much similar to calling Mortar (Again, you need your Laser Designators on Rangefinder mode or Rangefinders) but instead of relaying the coordinates to Mortar Operator, you have to relay them to your Overwatch. You can communicate with them by using your own Squad's channel, JTAC channel (:j) or if you want to spice up things a little bit, call them with your Radio Telephone Backbag. After Overwatch confirms your coordinates and inputs them, you'll just have to tell them when to fire. After firing, every marines on the field will get a warning about Danger Zone and it'll take roughly 20 seconds for impact to happen.

    There're 3 orbital warheads that can be used: Incendiary which turns the targeted area into a living inferno, Cluster which releases a cluster of explosives over the targeted zone for 30 seconds, delivering 6 bombs every second and lastly, High-Explosive which as you can guess, causes a destructive explosion on the targeted area. You can't choose which orbital warhead to use but you can ask your Overwatch to tell you the warhead before firing for better measurement. Orbital Warheads are larger than a whole screen, having a radius of 18 tiles at most so be very careful when you utilise it.

    One of the other reason why Orbital Bombardments is the best Auxiliary Support is that, Orbital Bombardments can be fired at everywhere other than areas having 3 types of ceilings: Reinforced Metal, Underground and Thick Resin (Hive Core).


    3.2 Back-Up Communications

    Whether be it the FOB squad forgetting the Tcomms Tower in the Almayer, hostiles destroying Tcomms Tower or simply an event where Tcomms doesn't exist, you and your squad will need a way to keep in contact with Almayer and other Squads. As RTO, your other primary task is to act as back-up communications line and you're essentially equipped for this kind of situations. Your Radio Telephone Backbag can be used to dial other Radio Backbags and phones in Almayer.

    To do this, simply click on your Radio Telephone Backbag, navigate through the list of options and select the Department you want to call. For example, if you want to call your Overwatch and ask for an OB support, you'll have to select the Command title and find your squad's name on the list. After you call the Department, you'll start dialing. Some time later (Telephone calls usually take around 2 to 5 seconds for other side to pick it up but it can take more if there's no-one nearby), someone in the said Department will answer your call (hopefully). You'll get a message in chat saying somene has picked up your call and now, they are on the line. Activate the phone in your hand (Z) to raise it to your ear so you can hear them better. If someone else wants to use the phone, like your Squad Leader, just drop the phone and let them pick it up (You can also right-click on the said person and use the "Give" verb to give them the phone more politely but this takes more time). After you finish talking and want to hung up, simply click on your Backbag again to put the phone back. If the person you're talking with hungs before you do, you'll get a message in chat saying they hung up on you.

    Keep this in mind that Radio Backbags are not only meant for usage during Tcomms Blackouts but also in times where you'll need to pass vital intel to various departments or other squads that you don't have access via your radio headset.

    You should also try to learn marine slangs to save time when talking through radio, phone or directly. Here's a link to Wiki's Slangs:
    https://cm-ss13.com/wiki/Slang


    3.3 Acting Squad Leader

    From time to time, you'll find yourself as aSL (Acting Squad Leader) since you're second line in command of your Squad. You'll have to lead marines and make sure they do the objectives given to your Squad at Briefing while not getting killed in the process. I'll try to keep this one short and make sure you get basics.

    • Make sure that marines are not clueless or lost in the field. Map knowledge is important for this and if you don't know the map well, just open its layout from the Wiki and keep it open at another Tab for quick reference.
    • You have to keep marines close to you. Do this by screaming words like "RALLY WITH ME!", "FOLLOW ME!", "ONWARDS TO X!" and etc. Use CapsLock all the time like a 11-year old COD player. Get marines' attention with your fancy big text.
    • Try to complete the Objectives given to your Squad at Briefing. For example, you might have to go fix the Power, find the Sensor Tower and repair it or secure a key Location. Inform your Squad pre-drop that you'll head to X location first and then towards Y to join with Z squad and etc.
    • Always be on the watch and relay important information. Queen just appeared on frontline? Scream it over Squad comms. There're lots of dead and injured marines around? Call for Medics to your position. You're being flanked from rears? Tell your marines to fallback. Most of the intel are worth sharing, even if they seem pointless to you, they might be useful to someone else.
    • Keep talking to your marines all the time. One of them got a kill? "Nice kill X!". One of them recovered their dead comrades? "Awesome recovery Y!". Try to compliment them for the small work they do. Marines need morale to keep fighting and nothing gives them a better morale than their Squad Leader praising them.
    • And lastly, try to utilise flanks. They're great. Marines can't win a head-to-head fight against Aliens so you'll have to use advanced tactics. Get a C4, blow walls and lead your marines to victory. Try not to get them killed in the process.



    3.4 Logistics Manager

    Unlike Aliens, marines have limited supplies such as ammunition and explosives. As time goes on, they'll run out of these and will need to re-supply their gear. As RTO, you have access to Requisitions channel through your headset by default. This means that, your other main task it to make sure that all the marines have enough ammunition, medicine, materials and other supplies to keep them in fighting condition. Requisitions can provide marines with all kinds of supplies but they need someone to get them the coordinates for supply drops.

    When you see marines are in need of various supplies, you contact Requisitions and inform that you need X. This can be anything but most of the time, you'll be asking for ammunition and flare packs. After telling them what kinds of supplies you need, you'll have to wait a little. Then, Req staff will either ask for coords or inform you that your crate is ready.

    If the first one happens, then take out your Laser Designators (make sure its on Rangefinder mode) and get coordinates behind the frontline on a safe location. Relay coordinates to Requisitions so they can send you the supplies. After some time, your crate will arrive and marines will be able to re-supply their gear.

    If the second one happens, then you'll have to acquire coordinates again for Supply Drop (Make sure its on safe area). After this, instead of passing coordinates to Requisitions, you'll have to give them to your Overwatch. After telling them the coordinates, they'll launch the supply crate and it'll arrive after some time.

    Do keep in mind that the ETA of Supply Drops depend on the ceiling type. Try to get the coordinates in an Open Field and avoid closed areas such as Buildings to shorten the ETA of Supply Drops.


    3.5 Fultons and You

    Back in Almayer, there's Research Lab and in there, Researchers can experiment with Aliens' blood and create powerful chemicals, most commonly known as Stims. These Stims can be used by marines to decrease stun times, make their bones more resistant to fractures, let them move faster, cure ailments and such. Imagine if all the marines can move at sonic speeds, cannot be stunned, don't have to worry about bone fractures and can survive brutal injuries. This is not enough to convince you? Alright, let's approach the case from a different point. You know, marines mostly fight against the Aliens, perfect organisms made perfectly for destruction and combat. What if I tell you, with your help and some luck, you can have friendly Aliens fighting on your side? Sounds promising, doesn't it? Let's get to the point.

    Fultons are used for retrieving deceased corpses and supply crates. You can use fultons to retrieve slain Alien corpses so Researchers can study them better. First thing you should do is asking PO or MT/OT (Maint Techs/Ordnance Techs) to install Fulton Recovery System to either of the Dropships. After this, make sure you have at least 1 Fulton Device Stack and store it in one of your armour slots. There're 20 stacks in the pack which will be more than enough for you.

    Using Fultons is simple, you just use it on a perished Alien corpse (works also on Predator corpses) in an open area and it'll activate by its own. After this, all you need to do is informing PO that Fulton is up so they can retrieve it. Keep in mind Fultons stay in the air for about 3 minutes and after 3 minutes pass, the corpse or the crate will fall to the ground.

    There're 3 xeno corpses you should prioritize Fultoning first. These are Queens, Praetorians and Carriers as they contain a special substance to make friendly Aliens. Also, you can try to recover and send Alien eggs in supply crates. Researchers will be thankful to you.


    3.6 Radio Technician

    RTOs have their Engineering and Construction skills at Tier 2, meaning they're on the par with Squad Engineers. If you see there're not enough Engineers to maintain the robustness of barricades, hack various consoles or build new defenses, you can easily help them. Because of this, I highly recommend you to pack a pair of Welding Goggles (Put it in your helmet) and pack basic engineering tools with yourself such as Screwdriver (Put this on your 2nd ear slot), Wrench, Crowbar, Wirecutters, Multitool (Store these in webbing vest along with your Tactical binocs) and Blowtorch (Take the Highcap Industrial Blowtorch from the Ordannce Workshop/ Portable Tcomms Storage's Tool Vendor and put it in your Radio Backbag or G8 pouch).


    4. Roleplaying


    You should Roleplay. Not only because CM is a MRP server but since you're a Sergeant (E5), you might get a bwoink if you act like a fratboy all the time. Its not that hard to Roleplay, you just need to personate a character. For example, you can be the extremely strict RTO that uses military slang in all of their phrases all the time which no-one other than them understands or you can act like a 11-year old crybaby girl, screaming in agony and pain the second you're shot or hurt. These are just examples, you can probably come up with better RP ideas. Who knows how many characters are there for you to perform and what kind of ideas you'll come up with. Just be sure they don't break the Server Rules.


    If you somehow read through all that, I very strongly applaud you and I applaud you on likely becoming a Radio Telephone Operator that is few times less clueless and far more efficient with their actions. Thanks you for reading and good luck you on the field. If you have any suggestions, feel free to write them.
    Last edited by Nihad7; 02-05-2022 at 06:53 PM. Reason: New items arrive, nerfs are made, optimal RTO loadout changes, this guide gets updated. Nothing more.

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    Neat guide, still a bit clueless about OBs and stuff but nothing like experimenting on the field.

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    Quote Originally Posted by moltoretardo View Post
    Neat guide, still a bit clueless about OBs and stuff but nothing like experimenting on the field.
    I didn't want to go into too much detail on the subject as I thought it'd be a little bit of overkill but yeah, I see what you mean here. I might add some useful tips on how to use Auxiliary fire-support elements more efficiently in the future. Thanks for your reply, glad you liked the guide.

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    That’s fair! And yeah, super helpful guide

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    Your guide is now featured on the RTO wiki page for further reading. Congratulations.
    Last edited by TopHatPenguin; 08-26-2021 at 10:14 PM.

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    Thanks a lot for adding this to Wiki page of RTO. It's nice to know I can be some help to this community.

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    This is such a great guide. I do wish more RTOs made this guide a mandatory reading. SLs by default don't have access to requisitions channel and many RTOs don't realise the onus of receiving front line supply drops (and for that matter fob coords at the start) is squarely on their shoulders out on the field.

    I would also like to add with CAS, mortar and OB do not hit instantaneously, all have different amounts of time that it hits the target so be aware of this during marine pushes and retreats on the frontline.

    For anyone else interested in the role of SL main in the future (like myself). RTO is the perfect starting step to becoming a great SL. Good luck to you, and thanks for the great guide.

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