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Maintenance Technician

From CM-SS13 - Wiki
Revision as of 21:41, 20 April 2017 by TopHatPenguin (talk | contribs)
ENGINEERING
MaintTech.png
Maintenance Technician
Difficulty: Medium
Supervisors: Chief Engineer
Rank: Not defined
Duties: Repair damage, set up the supermatter engine and maintain the ship.
Guides: Supermatter Engine, Construction
Unlock Requirements: Not available.
Detailed Description:
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Not defined
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Role

The maintenance technician (MT) is employed to make sure the Sulaco has power at all times, the hallways are clean and that repairs are being made if needed. Occasionally as an MT you may be sent down to the Fob to construct more defences, if that does happen your primary role is to build not engage in combat, leave the combat to the marines. If the CE orders you to do something it's your job to follow that order (unless it conflicts with the rules.) as one his underlings.


Setting up the Super Matter

  • All information for setting up the super matter can be found on the super matter page, here.

Hacking

Alright, so you wanna be the Hackerman huh? Well here's where you're gonna find out everything you need to know about breaking into places you shouldn't be entering.

You're going to want to start off the hack by ensuring you're wearing Budget/Insulated Gloves, and then with a screwdriver in your hand, clicking on the door you plan on hacking, this exposes the wires of the door and from here you'll branch off into one of the two following options:

Hacking the door open using a Multitool.

  • Alright, so after you've started the hack with the screwdriver, pull out your multitool and click on the door in question, this should bring up a menu that consist of a bunch of colored wires with the words PULSE and CUT next to them, further down you'll see some text telling you a bunch of systems are ON, look for the system titled 'Test Light', this governs the power flow of the door, finding the 'Test Light' wire and pulsing it will short out the system, allowing you some time to use a crowbar on the door and open it. In order to find the 'Test Light' wire though you'll need to go through the list of wires one by one, pulsing each of them and paying attention to which system they turn on or off, pulsing the 'Door Bolts' wire will lock the door immediately, pulsing it again will lift the lock, as long as the door has power at least, try to avoid this wire. Once you discover the 'Test Light' wire by pulsing it and seeing the text for the system change to 'Test Light is OFF', write down the color of the wire for future use, keeping in mind wires change every round, after this, close the menu, pull out a crowbar and with it in hand, click on the de-powered door, this will force it open for a couple of seconds before it closes and power returns to the system.

Hacking the door open without a Multitool, AKA, using Wirecutters.

  • Misplaced your Multitool? Or perhaps you forgot to get one in the first place, well don't worry you can still do the job as long as you've got everything else in your toolbelt, this guide follows the same steps as the Multitool guide up to the point where you'll need to start pulsing wires to find the test light, since you can't make use of that PULSE button you'll be testing out the CUT button instead, with Wirecutters in hand you'll want to start going through and cutting wires one by one, and preferably mending them if they aren't the 'Test Light' wire, so you don't cause any irreparable damage to the poor door. Be careful when cutting the 'Door Bolts' wire as it will drop them, and you will be unable to lift them without access to a multitool. After you've cut the 'Test Light' wire, use the Crowbar to open the door and you're golden.
  • You can also hack vendors by using a screwdriver on them to allow you to access the wires then, you can use a multitool to pulse the wires until you release the extra gear (The extra gear will pop up.), once that's done you'll know the exact wire to pulse each time to release the extra gear in the vendor.

Repairing the Dropships.

If the dropships (Rasp and the Vindicator) both come back up with broken windows it's your job to either replace those windows as they were before with full tile reinforced glass and a grille underneath, or to find a better alternative to help keep the Pilot and the ships passengers safe. If the pilot is in a hurry to get back down to the planet for an evac quickly construct grilles where the windows were so at least there is some kind of defence.


Being sent to the Fob.

If command decides they require more engineers on the ground you may be sent to the Fob as an MT to help get defences up and make sure that Fob is secure, this can include making barricades and setting up sentries. Normally after the Fob has been made secure you'll be extracted back to the Sulaco to make sure everything runs smoothly and the ship doesn't blow up.

Reading and Sources