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|jobtitle = Maintenance Technician
|jobtitle = Maintenance Technician
|difficulty = Medium
|difficulty = Medium
|superior = Chief Engineer
|rank = Private First Class
|duties = Repair damage, set up the supermatter engine and maintain the ship.
|unlock = 1 hour in Squad Roles
|guides = [[Supermatter Engine]], [[Guide to construction|Construction]]
|superior = [[Chief Engineer]]
|duties = Keep the S-52 Fusion Reactors powered. Maintain and modify the Almayer and its dropships.
|guides = [[S-52 Fusion Reactor]], [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]
|description = Your job is to maintain the integrity of the ship, including the orbital cannon.
<br>You remain one of the more flexible roles on the ship and as such may receive other menial tasks from your superiors.
}}
}}
==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.


''"The intakes are clogged.  We overheated and burned out a whole cell... Christ, it's really breaking loose down here..."''<br>
― Corporate Engineer Brett, ''Alien''
The '''Maintenance Technician''' (MT) is an enlisted USCM crewmember of the [[USS Almayer]]'s engineering department. Trained in all types of engineering work and directly supervised by the commissioned [[Chief Engineer]], they are responsible for maintaining the vessel: repairing broken S-52 reactors with their toolbelt, reloading the dropships with powerloaders, cleaning the halls with a mop and bucket, and much more. With proper authorization, they can also help out with various construction projects, whether on the ship or at the FOB.
==Overview==
----
You begin the mission in the engineering department at the back of the ship. Reach out over the engineering radio (''':n''') to report to your department, composed of fellow Maintenance Technicians and the Chief Engineer, whose orders you must carry out. The lockers, crates, vendors, and tables strewn around your workplace should have everything you need for the mission. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies for emergency repair.


==Setting up the Super Matter==
*'''All information for setting up the super matter can be found on the super matter page, [http://www.colonial-marines.com/wiki/Supermatter_Engine here.]
'''


==Hacking==
==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.  
{{main|Guide to Engineering#Hacking}}
----
In emergency situations, or when legally authorized by command, you might find it necessary to '''hack''' your way through obstacles. For most hacking jobs, you will want to be wearing insulated gloves to protect against shock, pry open a panel with the screwdriver, and then use a multitool and wirecutters as necessary.
 
 
To begin hacking a machine, follow these steps:
 
# [[File:Screwdriver.png|32px]] Use a screwdriver to open the maintenance panel.
# Click on the machine to open the wire window.
# [[File:Multitool.png|32px]][[File:Wirecutters.png|32px]] With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result.
# Memorize the wire which produced that outcome for future reference.
 
* If you accidentally turn off a machine's power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire.
* It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for [[Military Police|MP's]] before you accidentally cause trouble.
 
==Maintaining the Dropships==
----
As a Maintenance Technician, your faster use of the powerloader and inferior rank to the [[Pilot Officer]] means '''you''' are expected to load their dropships up for them. Head to the hangar, grab a powerloader (click-drag yourself onto it, or right click -> enter powerloader), and ask them what needs loading and where. Pickup the desired modules and attach them onto the appropriate port on the dropship. Communicate with the Pilot Officer in person or over the engineering channel to print new equipment from the dropship fabricator in the future, and be ready to reload their ordinance (Use an empty ripley clamp to take out expended ammunition then use the other hand to load a fresh batch of ammo, for example: 30mm, mini rockets etc.) when they return from close air support missions.
<br><br>
 
If the dropships seats have been flattened you can re-build them by using a [[File:Welder.gif|32px]] welder and then a [[File:Wrench.png|32px]]wrench.
 
<!-- ==Maintaining the Vehicles==
----
As a maintenance technician you'll be able to repair and replace vehicle modules when needed. If the Vehicle Crewmen are currently unavailable to repair them, you'll be there to help.


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:
{| style="border: 2px solid black;


Hacking the door open using a Multitool.
! style="background-color:#A9A9A9;"|'''Problem:'''
! style="background-color:#A9A9A9;"|'''Repairing and Replacing:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Broken_M577_APC.png|64.px|Broken M577 Armoured Personnel Carrier]]<br>'''Broken M577 Armoured Personnel Carrier'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | The broken APC. It's useless without any proper armament. It can't move at all when it's been this badly damaged. Although it can just barely move with broken or no wheels. It'll take a lot of work just to fix it, and you'll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don't go to waste!
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Repairing the vehicle frame'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Repair the frame with a welder 3 times (depending on the damage) and use a wrench '''once'''.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Removing Modules from Hardpoints'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Use a Crowbar to uninstall any modules from the their hardpoints.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Removing/Replacing the Tank's Turret'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | To replace the tank's turret, you'll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader's clamp.  
|} -->


*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.
==Maintaining the Orbital Cannons==
----
{| style="border: 2px solid black;
! style="background-color:#A9A9A9;"|'''Orbital Cannon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="width:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Orbital_Cannon.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Used for firing warheads at any currently orbited planets or nearby stations. It accelerates its payload with solid fuel for devastating results upon impact.


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.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Loading/Reloading:'''
|
*Load a warhead onto the Orbital Cannon Tray [[File:Orbital_Cannon_Tray.png]] '''(Powerloader required)'''.
*Load the required amount of solid fuel [[File:Orbital_Cannon_Fuel_Block.png|32px]] in the Orbital Cannon Tray '''(See Orbital Cannon Console)'''.
''Note that each round the fuel consumption of each warhead is randomized.''
*Open the Orbital Cannon Console's interface.
*Load the Tray into the Cannon.
*Chamber the Tray's content into the cannon barrel. '''(can't be undone!)'''  
*Staff Officers can now fire the Orbital Cannon from their console.
*After firing, unload the Tray from the Orbital Cannon.  
*Examine the Tray to make sure it is empty and operational.  
*Repeat the process from the start to reload.
|}


*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.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Ammunition:'''
|[[File:HE_Orbital_Warhead.png]]
| '''Heavy Explosive:''' Causes a devastating explosion in a large radius upon impact with it's designated target.
|-
|[[File:Incendiary_Orbital_Warhead.png]]
| '''Incendiary:''' Releases a fiery payload over the targetted area. Extremely large radius.
|-
|[[File:Cluster_Orbital_Warhead.png]]
| '''Cluster:''' Releases a cluster of explosives over the targetted area. To suppress any enemies advancing.
|}


==Repairing the Dropships.==  
{| border="1" class="mw-collapsible mw-collapsed"
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.
|+ style="text-align:left;"|'''Troubleshooting:'''
|
*If you've loaded a tray with an incorrect payload, you can still unload the tray's payload as long as it hasn't been chambered.  
*If an incorrect payload is chambered, it can only be removed by firing it.
|}
|}
 
==FOB duty==
----
Command may find it necessary to send a few MTs down to the FOB to keep it running, repaired, and ready for action. Keep in touch with your Chief Engineer as much as possible when deploying. The Squad Engineers will be subordinate to you, so should it be necessary, you can order them around on FOB related matters; try to have them do any dangerous frontline work.
 
 
==Hey Wait, This Is Grunt Work==
----
Replacing lights, cleaning up stains, picking up trash, looking through the disposals room for anything valuable tossed away, and all types of crap work all falls under the realm of maintenance, and hence is '''your''' job. Pick up that mop and get sweeping.
 
 
==Almayer Projects==
----
If you've had enough of picking up other people's trash, you can always ask for the proper legal authorization to construct or modify a part of the Almayer to occupy yourself with something bigger and more creative. If you can't think of what to create, ask for ideas from other folks or just explore the Almayer until an idea pops into your head.
 
 
==Your Skillset==
{{MarineSkills
|firearms=1
|endurance=1
|engineering=3
|construction=3
|powerloader=2
|domestic=1
}}


To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].


==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==
==Reading and Sources==
* [http://www.colonial-marines.com/viewtopic.php?f=94&t=9008 I can MT and so can you!]
''There are no current guides or discussions for Maintenance Technicians at the moment. Why don't you make one?''
* [http://www.colonial-marines.com/viewtopic.php?f=94&t=3577 Knowledge of Fortifications and Other Engineering Shenanigans]

Latest revision as of 20:25, 31 May 2023

ENGINEERING
MaintTech.png
Maintenance Technician
Difficulty: Medium
Supervisors: Chief Engineer
Rank: Private First Class
Duties: Keep the S-52 Fusion Reactors powered. Maintain and modify the Almayer and its dropships.
Guides: S-52 Fusion Reactor, Construction, Guide to Engineering
Unlock Requirements: 1 hour in Squad Roles
Detailed Description:
|__________|
Your job is to maintain the integrity of the ship, including the orbital cannon.
You remain one of the more flexible roles on the ship and as such may receive other menial tasks from your superiors.
|__________|


"The intakes are clogged. We overheated and burned out a whole cell... Christ, it's really breaking loose down here..."
― Corporate Engineer Brett, Alien

The Maintenance Technician (MT) is an enlisted USCM crewmember of the USS Almayer's engineering department. Trained in all types of engineering work and directly supervised by the commissioned Chief Engineer, they are responsible for maintaining the vessel: repairing broken S-52 reactors with their toolbelt, reloading the dropships with powerloaders, cleaning the halls with a mop and bucket, and much more. With proper authorization, they can also help out with various construction projects, whether on the ship or at the FOB.


Overview


You begin the mission in the engineering department at the back of the ship. Reach out over the engineering radio (:n) to report to your department, composed of fellow Maintenance Technicians and the Chief Engineer, whose orders you must carry out. The lockers, crates, vendors, and tables strewn around your workplace should have everything you need for the mission. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies for emergency repair.


Hacking


In emergency situations, or when legally authorized by command, you might find it necessary to hack your way through obstacles. For most hacking jobs, you will want to be wearing insulated gloves to protect against shock, pry open a panel with the screwdriver, and then use a multitool and wirecutters as necessary.


To begin hacking a machine, follow these steps:

  1. Screwdriver.png Use a screwdriver to open the maintenance panel.
  2. Click on the machine to open the wire window.
  3. Multitool.pngWirecutters.png With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result.
  4. Memorize the wire which produced that outcome for future reference.
  • If you accidentally turn off a machine's power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire.
  • It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for MP's before you accidentally cause trouble.

Maintaining the Dropships


As a Maintenance Technician, your faster use of the powerloader and inferior rank to the Pilot Officer means you are expected to load their dropships up for them. Head to the hangar, grab a powerloader (click-drag yourself onto it, or right click -> enter powerloader), and ask them what needs loading and where. Pickup the desired modules and attach them onto the appropriate port on the dropship. Communicate with the Pilot Officer in person or over the engineering channel to print new equipment from the dropship fabricator in the future, and be ready to reload their ordinance (Use an empty ripley clamp to take out expended ammunition then use the other hand to load a fresh batch of ammo, for example: 30mm, mini rockets etc.) when they return from close air support missions.

If the dropships seats have been flattened you can re-build them by using a Welder.gif welder and then a Wrench.pngwrench.


Maintaining the Orbital Cannons


Orbital Cannon: Description:
Orbital Cannon.png

Used for firing warheads at any currently orbited planets or nearby stations. It accelerates its payload with solid fuel for devastating results upon impact.


Loading/Reloading:
  • Load a warhead onto the Orbital Cannon Tray Orbital Cannon Tray.png (Powerloader required).
  • Load the required amount of solid fuel Orbital Cannon Fuel Block.png in the Orbital Cannon Tray (See Orbital Cannon Console).

Note that each round the fuel consumption of each warhead is randomized.

  • Open the Orbital Cannon Console's interface.
  • Load the Tray into the Cannon.
  • Chamber the Tray's content into the cannon barrel. (can't be undone!)
  • Staff Officers can now fire the Orbital Cannon from their console.
  • After firing, unload the Tray from the Orbital Cannon.
  • Examine the Tray to make sure it is empty and operational.
  • Repeat the process from the start to reload.
Ammunition:
HE Orbital Warhead.png Heavy Explosive: Causes a devastating explosion in a large radius upon impact with it's designated target.
Incendiary Orbital Warhead.png Incendiary: Releases a fiery payload over the targetted area. Extremely large radius.
Cluster Orbital Warhead.png Cluster: Releases a cluster of explosives over the targetted area. To suppress any enemies advancing.
Troubleshooting:
  • If you've loaded a tray with an incorrect payload, you can still unload the tray's payload as long as it hasn't been chambered.
  • If an incorrect payload is chambered, it can only be removed by firing it.

FOB duty


Command may find it necessary to send a few MTs down to the FOB to keep it running, repaired, and ready for action. Keep in touch with your Chief Engineer as much as possible when deploying. The Squad Engineers will be subordinate to you, so should it be necessary, you can order them around on FOB related matters; try to have them do any dangerous frontline work.


Hey Wait, This Is Grunt Work


Replacing lights, cleaning up stains, picking up trash, looking through the disposals room for anything valuable tossed away, and all types of crap work all falls under the realm of maintenance, and hence is your job. Pick up that mop and get sweeping.


Almayer Projects


If you've had enough of picking up other people's trash, you can always ask for the proper legal authorization to construct or modify a part of the Almayer to occupy yourself with something bigger and more creative. If you can't think of what to create, ask for ideas from other folks or just explore the Almayer until an idea pops into your head.


Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Elite
Expert
Specially Trained
Trained
Medical JTAC
Expert
Specially Trained
Trained
Construction Engineering Surgery Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



To find out about how the skill system works head over to the skills system page.


Reading and Sources

There are no current guides or discussions for Maintenance Technicians at the moment. Why don't you make one?