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Thread: Superreallycoolguy - Synthetic Application

  1. #1
    Commanding Officer Council Member Superreallycoolguy's Avatar
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    Superreallycoolguy - Synthetic Application

    Synthetic Whitelist Application
    Personal Information

    Byond ID?
    Superreallycoolguy

    Discord ID?
    Dargus#4831

    Marine Name
    Karl 'Ausbruch' Walz

    Other Whitelist Applications
    Character Information

    Name of the Synth Character you wish to play
    Jack

    What is your Synthetic's Personality?
    Jack’s a very confidently casual “bro” synth that is made to personally tailor to the USCM’s analysis of marine culture. Jack was originally made to assist in the operations of Marine Corp’s radio stations. While the model never made it completely past basic integration, the goal was to create a familiar voice the marines could grow accustomed to. After initial positive reports from marines and station managers, an executive decision was made for a transfer to direct service on USCM ships.

    Based on Hollywood’s vision of the 1980s, marines will find Jack congratulating them with a “most excellent” or “bodacious” rather than a contemporary “good job”. With the Walkman still in service, Jack will not hesitate to offer song recommendations to marines he finds wearing them, as he has long observed marine listening preferences through his initial run as a radio station assistant.

    Jack is meant to make sure the marines see him as more than an assigned synthetic but someone that matches the unique culture and temperament observed by the USCM. He is there to make sure those who need his use, are having a most excellent experience with the model.

    Why do you want to be a synthetic/why should we whitelist you?
    I originally fell in love with CM for the setting of Aliens and the RP aspect, I’ve always really been infatuated with the setting as a whole. I really love the idea of synth for the RP chance it offers and the unique way they interact with the rest of the players. I won’t lie I am not even close to what most define as robust, but it kind of works out since I get a lot more satisfaction in a support role than killing Xenos. When I first started expanding from PFC gameplay I immediately went to RO, played enough RO for a lifetime as I found this special gratification in supplying an operation. Then I dipped my toe in medic and almost non-stopped playing it before timelock reset, something about a marine saying “Thanks Doc” gets me way more satisfaction than killing anything in CM.

    I think I’m capable to rise to the bar that synth sets for their standard and hopefully surpassing expectations. Whenever I do anything whitelist related I always make sure I do it in the fullest capacity I can because more is expected of these roles, I want to impress and make an impact.

    What is your most memorable interaction with a synthetic?
    I forgot the name of the other Synthetic, but one was Renault. I was playing CO and we just had the dropship crash, the Xeno ship crashed near tank bay and I ordered a hold in medbay. So when we identified the crash site, a massive open battle happened in the hangar. I began a charge, rallying the marines for a push, and during the fighting, I was grabbed by a praetorian. I was thoroughly in a rough spot as I tried to fight out to get back to friendly lines. I ended up going crit and before I was about to die I just see a synth blitz towards me and pull me out of the furnace. To say I was thankful for that player would be an understatement, they amazingly supported the marines during the fight.

    Synthetic Character Story
    https://docs.google.com/document/d/1...it?usp=sharing

    Jack runs through his morning routine aboard a USCM ship as it approaches an area of conflict

    Experience

    How familiar are you with Engineering?
    I have about 35 hours on combat engineer, pre-timelocks probably another 30 more. I know how to repair an APC, mess with doors, build cades smartly, deconstruct walls, and do any other average engineering task.

    How familiar are you with Command?
    Over 150+ hours in command in total. I would consider myself familiar

    How familiar are you with Medical?
    As it stands I have 36 hours on doctor, 30 on corpsman. I used to play an insane amount of medical before time locked. I know most surgeries from muscle memory (bone break surgeries, organ, brain damage, etc). I am confident enough in chemistry to make the most common meds: IA, KD, IS, TB, and MB.

    How familiar are you with Requisitions?
    Extremely familiar, I used to play RO nonstop before the timelocks reset. But as RO’s impact somewhat lessened over time I never really went back to maining it. So at the moment, my total Req time is maybe 10 hours. But if I had to guess my actual time I would put it around: 80 hours as RO.

    What are some scenarios that you can perform combat in? Give us a brief example.
    -I am treating a dead marine and a runner tries to attack me and my patient while I am operating, I am allowed to act on the threat if it insists on its attempt to kill me and the person in my care, I can defend myself and my patient. But if it disengages, I can not pursue it as the marine’s health is my priority.
    -Self-preservation, if a combat caste is actively trying to kill me and I can not get out of the situation, I can defend myself till they are either neutralized or runoff.
    -A marine is being mauled by a single lurker, I can rush to pull the marine out of the situation and force the lurker to withdraw to save the marine.

    Confirmations

    Are you familiar with the Synthetic Programming and Guidelines?
    Yes

    Have you read the application process page?
    Yes

    Do you understand that any player - donor or otherwise - can have their whitelist status revoked should they break our rules or the Synthetic Programming Guideline?
    Yes

    Do you understand that you cannot advertise your application on any platform for votes. Do you also understand you may not edit this application 1 hour after it has been posted?
    Yes

    Have you been banned from CM in the last month for any reason? Do you have any active jobbans?
    No

    Are you currently banned from our Discord, and if so, why?
    No

    Discord Ban Reason
    -

    Other Information

    Do you have anything else you would like to include about your application?
    Not really no. if people wanna know when I usually play though its around 3PM Est to whenever I feel like I don't wanna play

  2. #2
    Whitelisted Captain 50RemAndCounting's Avatar
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    Superreallycoolguy is a superreallyactiveandcompetent medical player and I can vouch for his skills and gameplay knowledge in that regard. The story looks fine to me and I like the personality. You're not a shitter and I don't recall you ever being bad mannered or causing trouble ingame so I believe you'll do good as a synthetic. +1 from me.
    Sheeesh this boy LRP as hell!

  3. #3
    Senior Member
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    Karl is a really cool guy and is a great medical player, he’s good at RPing and im sure he’ll do well as a synth. Superreally+1
    Synth Gaming

  4. #4
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    I've seen him put effort into the application throughout the months and can personally say that imconfident in their skills after observing them play and rp. I think he wont cause any troubles for the WL and the quirk would also be interesting to see in-game.

    +1

  5. #5
    Dev Team Manager Stan_albatross's Avatar
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    Hello & thank you for applying to the synthetic whitelist.

    Quirk & Story : interesting, I liked reading your story and I think it's at its core a good idea and one that will give opportunities for roleplay as well as a solid character.

    However I have one question regarding it. If an officer clearly is not amused by your quirk and talking style, and starts berating you or demanding you use respectful language/address him properly by rank and surname, how would Jack respond?
    (sidenote : I'm really surprised we didn't already have a synth named Jack, since it's a quite common name. Seems your synth is the first.)

    competencies : command no issue, I will ask some questions for the other departments though.

    Engineering

    q1 - look at the section of cadeline here. What's wrong with it and why? how would you improve it?

    br shitfob garage.jpg

    https://i.imgur.com/bSyPrTF.png

    q2 - as a synthetic, how would you combat a trapper boiler and base praetorian assaulting a flank you're guarding at the fob? assume the marine force is at relatively full strength, as is the hive.

    q3 - in your experience, what is the most frequent way that FOBs on Big Red lz2 are breached or fall?

    q4 - in the event of the shuttle being hijacked, how would you fortify the cic for defense?

    Medical

    q1 - in your experience, what is the most frequent mistake that medics make regarding their choice of loadout?

    q2 - do you take quickclot in your medical loadout, why/why not?

    Req

    q1 - what specialists are worth and not worth buying ammo for?

    q2 - as synth, how would you deny a req request from a marine?

    q3 - what is the number one thing, in your experience, that ROs don't send down (by virtue of not buying/forgetting rather than running out of money) but is sorely needed?

    combat question : accurate, but you should also get the marine up that you're operating on to defend you - you should rely on marines for defence.
    Karl Karlsson, the man (and sometimes Captain)
    Maxwell, the synth
    Enhath'vot Guan-Dha, the predator
    Also a feature Coder & CM's Maintainer Team Manager

    Timeline :
    Spoiler Spoiler:

    [CENTER]Retired Synth councilman, forever a member of IO gang

  6. #6
    Commanding Officer Council Member Superreallycoolguy's Avatar
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    Quote Originally Posted by Stan_albatross View Post
    Hello & thank you for applying to the synthetic whitelist.

    Quirk & Story: interesting, I liked reading your story and I think it's at its core a good idea and one that will give opportunities for roleplay as well as a solid character.

    However, I have one question regarding it. If an officer clearly is not amused by your quirk and talking style, and starts berating you or demanding you use respectful language/address him properly by rank and surname, how would Jack respond?
    1. If an officer is clearly not entertained and berating Jack that they properly address them, Jack has no issue in at least substituting the default terms he uses for specific people of rank. The reply to the berating would probably go along the lines of "Apologies, it seems my way of referring to you came off as most heinous. While I can not alter my entire programming, I can totally ensure that you are addressed in a more formal Matter. I was made to integrate with the United America's excellent marines, but from here on out, I will use rank and name when mentioning you. Is there anything else I can assist with that would make your time more rightous?"


    Quote Originally Posted by Stan_albatross View Post
    Engineering

    q1 - look at the section of cadeline here. What's wrong with it and why? how would you improve it?

    br shitfob garage.jpg

    https://i.imgur.com/bSyPrTF.png

    q2 - as a synthetic, how would you combat a trapper boiler and base praetorian assaulting a flank you're guarding at the fob? assume the marine force is at relatively full strength, as is the hive.

    q3 - in your experience, what is the most frequent way that FOBs on Big Red lz2 are breached or fall?

    q4 - in the event of the shuttle being hijacked, how would you fortify the cic for defense?
    1. First, this is just absolutely awful and I loathe you for making me look at it. Second, let's start from the most obvious, the cades arent even all facing the same way, there is no defined direction in which this barricade is holding because that plasteel barricade tells me the Xenos should be coming from the other way since below that is defended by sentries (facing no single direction :/). Next, there is just an open airlock, just chilling there, absolutely rancid decision to put one there. Next is the corner cade placements, if a T3 or something wants to they can just hack at the cades because there is barely any way for more than 2 marines to shoot at it, it can just strafe back and forth to break it. To keep going, there is just a gap between the cade line (the doors are down but that's not stopping much). Lastly from what I can see with a first glance, this part of the defense is super isolated from the rest of the cade line of the FOB, again the sentries aren't covering anything well so the Xenos can easily just kinda flank since the two cade lines BARELY meet to support each other. I am very sad to see this cadeline stan.
    https://gyazo.com/79d90a27b9405812665e81d71eeb1cca

    So what I would do to fix it is: the first start by PICKING A DIRECTION I WANT TO DEFEND FROM (I'm choosing south/east). Once I pick what direction I want to keep the scary bugs out of I would reorganize my sentries to only point towards the direction I want to protect since one sentry isn't killing shit. I would lift the garage door to have an actual line of sight and to keep for emergencies when things get to hot. I would just remove the door, its comically bad. Then I would connect the two cade lines so they could support each other. Since pinpointing everything I would change is hard with words, here's my version of a garage FOB. Color key: Yellow for sentries, red for plasteel, and black for normal cades (I'm not even gonna talk about how they have anti-brute and anti-acid next to each other). I was adding more but at that point I was redrawing the whole FOB, so basically what I would do is just connect the cades so they can support each other and allow fire from multiple directions, choose a direction I want to defend from and then place the sentries accordingly, and OPEN THE GARAGE DOORS SO MARINES CAN FIRE.
    https://gyazo.com/2d62730d1abca97c68e780e18f6e0de0


    2. As a synth what I would do to help combat a flank would be first to alert the marines that they are being flanked and that support is needed (since bravo is at full strength relatively). Once bravo arrives to help drive the two off (assuming they are alone) I would focus on making sure the cades stay up during the whole encounter, especially if it's drawn out. In the case it is a siege and they are flanking the cases, would mostly be the same, however as bravo would be manning the cades and there are more around the FOB I would work on keeping the cades up and myself alive (and the precious bravoids). If the siege doesn't break I would upgrade the cades to be acid-resistant as I don't want a boiler melting the cades to open a rush for like ravs or something.


    3. 80% of the time I see LZ2 falling is because Xenos rush through the caves and break into the LZ from the walls that connect to the caves. Those walls are barely ever reinforced well, and if they are then they are never more than a single cade line. Because most of the marines are on the opposite side hugging the cades (assuming this is a siege), the Xenos just break in and overrun it, forcing a terrible evac.
    https://gyazo.com/c6bc3d4ae1900d751119736ef10fdb6b

    4. If I HAVE TO HOLD CIC (please do not hold CIC), here's how I would go about it. The color code is as follows: red for plasteel, black for metal cades, and yellow for welded. I am guessing I can choose to defend it as I wish and I have the materials to do this. My idea with defending CIC (and interpreted as such since CIC SUCKS) is just for survival and not mounting any huge counterattacks. The first thing I will go and explain is welding, first its common sense to weld vents, the second I welded the side doors to create an exposed hallway from which to shoot the Xenos, and welding the doors makes it so marines do not rush out to die, since the cades are wired as well they can't get out. This philosophy carries to the south door. Because marines will rush out if they think they can frag, losing single marines that will become unrecoverable helps nobody. My cade placement is self-explanatory for the most part, focusing on making sure the armories don't get flanked (because they always do), so when they break in, the marines will have a chance to hold before being overrun. With my general cade placement, I wanted to try to go simple yet holdable, the front of CIC becomes a boiler hellhole since nobody can move so it's lost usually quickly. I wanted to try to draw Xenos into an area where they would be completely exposed to fire. The cades lining the doors are just to keep them out and delay (maybe get a kill?). The south and north of CIC is designed so Xenos have to fully commit and as well are going to be exposed regardless of which door they enter. The same idea goes into defending the overwatch consoles, when they break in I want the Xenos to move in just more than they should since holding flush walls always ends great (it doesn't). This defense won't win, but it will hold (because holding CIC is a terrible idea).
    https://gyazo.com/92d5b75f288d2d46bfd317bf03fdb9ed

    Quote Originally Posted by Stan_albatross View Post
    Medical

    q1 - in your experience, what is the most frequent mistake that medics make regarding their choice of loadout?

    q2 - do you take quick clot in your medical loadout, why/why not?
    1. I'm gonna base it off what I was making a mistake for, for the longest time: not taking enough trauma/burn kits. When I really started getting into a medic, at that crossroad of being new to competent, I would always find myself running out of kits as the round dragged on. I have run into too many medics at like the 2-hour mark, where I'm reviving a highly damaged guy, I tell them to kit them, and the medic responds by saying they are out. Like they're so damn useful but I always find medics prioritizing custom pills/mixes before basic kits. If I can't revive the damn guy what good are the pills?

    2. When I play medic I take the pills and one injector of QC. I do it in the stupid case where I run out of trauma kits/there is a lot of wounded piling up and I need to use my kits on dead/crit marines. I use QC as a way to shove a marine back in the fight till he needs me more (he will probably be injured during the fight and brought to backlines, then I'll heal him to 100%)




    Quote Originally Posted by Stan_albatross View Post
    Req

    q1 - what specialists are worth and not worth buying ammo for?

    q2 - as synth, how would you deny a req request from a marine?

    q3 - what is the number one thing, in your experience, that ROs don't send down (by virtue of not buying/forgetting rather than running out of money) but is sorely needed?
    1. Grenadier is a black hole of money, I never buy Grenadier ammo unless they GO THROUGH ALL THEIR AMMO AND THEY WERE SMART ABOUT IT (I usually ask other marines if the GL was just slinging it), never buy spare ammo for scout (they shouldn't run out if they are doing their job), for Pyro I will send SPARE normal tanks but I won't send blue flame or something. The two I will always buy ammo for are SADAR and Sniper, the rounds are somewhat cheap and SADAR can be offset by OT ammo but a good SADAR is really important to keep the battle flowing. Sniper may be controversial though because I think sniper isn't thanked enough because they are really good for finishing off retreating xenos or just popping off enough hits to get Xenos vulnerable. It's all dependent on if: OTs are working, the Specs are competent, and I have money.

    2. For this scenario I am going to assume the RO has placed a limit on something, I'll just go with grenades. The arbitrary number will be three per marine in this case. Jack would respond as follows, "Unfortunately amigo, I am not allowed to provide you with any more grenades, I am sure you will do excellent work with what you have."

    3. I actually really love this question because it lets me screech about what ROs aren't doing. I DON'T SEE ROs DROP SIGNAL FLARES ENOUGH, they always drop the normal flares, and then if they want, they'll drop them if they remember sometimes, but it is never consistent. I am a firm believer in the fact that fire support wins games. ROs need to start dropping more designators and signals for us marines because when I'm doing JTAC, I almost always run out of flares (if I'm running with a competent CAS).
    Last edited by Superreallycoolguy; 04-12-2022 at 03:23 AM. Reason: IT KEPT AUTOCORRECTING CADES TO CASES (fuck it if anything else is wrong then its wrong)
    I Play Karl 'Ausbruch' Walz
    CO Council Member, Discord Is Dargus#4831, DM Your CO Questions

  7. #7
    Member FoxyShibata's Avatar
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    Broski Synth is such a nice gimmick, if Patrick had gotten denied that was my next plan.

    Anyway, bias towards how off the chain this personality is aside, Karl's been workshopping this for like, months now and it shows.
    A shoe in. +1
    A lonesome cowboy, a chilled out broski, or an executive intern.


    The Medals Folder:
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  8. #8
    Dev Team Manager Stan_albatross's Avatar
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    Q1 - good response, some officers just LOOOOVE getting annoyed at synths for whatever reason so it's good that you've thought of how to handle this. However the quirk is not such an integral part of a synth's programming that they have to do it the entire time - they can "turn it off" and act generically if needed for a single person.

    Q1 -Yeah this is one of the worst cadelines I've seen in a looong time, and it's clear you can also recognise this and know what to do to fix it. I like the removal of the two walls at the back for greater mobility - a definite boon to any defensive position. Notably, I would also put another plasteel exit further along to the east as it's bad to leave a line without frequent exits. (You can also now use folding metal cades!)

    Q2 - Good response, nailgun comes in handy in this situation. I would also try see if I could call over an engi with a sentry, or maybe get some assistance from fire support (which synths can spot for but not use, iirc). Alerting command is also important, as command usually trusts a synth 100% of the time - so they will definitely pay attention to you (if they are competent).

    Q3 - yep, lz2 is a bitch to defend, and you will almost always end up getting attacked on every side. Clear map knowledge demonstrated by this.

    Q4 - another excellent response, good job cading the overwatch console wall and the armouries because those areas are often neglected (and as such breached!).

    medical

    Q1 - yep, you definitely need to stock up on kits, although surgical line and synthgraft can take some of the pressure off. It's notoriously hard to find space for kits as a synth, so you might often need to make frequent stops to resupply.

    Q2 - yeah, a QC pill or injector is a quick solution to bleeding. I presume you keep the injector in your helmet or something - which is also useful when performing surgery as it lets you skip all the hemostat clamping steps.

    Req

    Q1 - GL can easily sap all your money as you identified, if they're just spamming nades at weeds then they are a total waste. Pyro and scout don't need more ammo unless pyro is robust and used all the blueflame, and sadar and sniper are other money sinks. Good knowledge of req.

    Q2 - Good RP response to a marine who wants to frag, should leave them a little less dissappointed than usual lol

    Q3 - I will admit I'm somewhat guilty of this as RO and often forget to drop JTAC supplies. It's clear you have lots of experience playing and therefore know exactly what marines will need.

    As such, a big resounding +1. I'm sure you'll do fine and am looking forwards to seeing you in-game. Synths stronk.
    Karl Karlsson, the man (and sometimes Captain)
    Maxwell, the synth
    Enhath'vot Guan-Dha, the predator
    Also a feature Coder & CM's Maintainer Team Manager

    Timeline :
    Spoiler Spoiler:

    [CENTER]Retired Synth councilman, forever a member of IO gang

  9. #9
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    I can vouch for Karl being a good candidate for synth. Knows the rolls. +1 from me

  10. #10
    Synthetic Council Member Yukonsnow's Avatar
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    You talked to me already about your quirk and story. I like it, and I think you can utilize it well in a round. One (small) piece of advice is that you might need to shorten your responses depending on how busy the Req line is or if you are in a combat situation. This isn't a negative but unless you're a really fast typer you can come across some issues where a marine might have run off already to get their frag on.

    No problems with your skill and combat questions, answered very well AND you have plenty of vouches for competency. Great to see.

    Shoutout to Stan for asking those questions. Your answers to them were excellent and you've demonstrated that you have some serious game sense with how CM works.

    Overall, this is an easy +1. You talked to the council about your app, answered some good questions, and created a Synth that should fit in nicely with the marines. NICE work.
    gaming

    Discord: Yukonsnow#7186

    Synthetic Technician Dan, message me about any Synthetic WL questions, I'll help as best I can.

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