Little things you learned that are game changing

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CPTANT
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Re: Little things you learned that are game changing

Post by CPTANT » #311651

Bottom post of the previous page:

Steelpoint wrote:Which is why I tend to have a policy of implanting prisoners with a lethal injection implant.

Which then fails when every single time I do so, they get someone else to remove it via surgery.

Makes you wonder why security executes people, it's the only guaranteed way to remove someone, even then...
The fact that sometimes people escape from perma is something you should just accept really.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Little things you learned that are game changing

Post by DemonFiren » #311654

CPTANT wrote:
Steelpoint wrote:Which is why I tend to have a policy of implanting prisoners with a lethal injection implant.

Which then fails when every single time I do so, they get someone else to remove it via surgery.

Makes you wonder why security executes people, it's the only guaranteed way to remove someone, even then...
The fact that sometimes people escape from perma is something you should just accept really.
>steelpoint
>accepting defiance of security
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Re: Little things you learned that are game changing

Post by tacolizard » #311735

Steelpoint wrote:Escaping perma either requires outside help or pre-preparation.

Having a 'get out of jail for free' spray on offer for free is neither.
no it doesn't. It doesn't require ANYONE else to help you.

'How do you do this master tacolizard senpai?', you ask.

Well laddie, it's simple.

1. go into the rec room and grab the cultivator from the hydroponics area.
2. start breaking any glass you see (not windows to space though) and hide the shards in the bathroom.
3. use the cultivator to break every machine you see, and collect the wires
4. once you've broken a decent amount of machines, you'll have enough wires to make cable cuffs.
5. go to where you hid the glass shards and construct a spear.
6. grab the soap from the bathroom for emergency slips.
7. wield the spear and throw it against the door to your cell repeatedly.
8. ?????
9. profit
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Re: Little things you learned that are game changing

Post by tacolizard » #311736

also steelpoint you sound like a really shit sec officer
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Re: Little things you learned that are game changing

Post by Limski » #312074

You can use the experimentor's Irradiate function to create Void Cores, which have power 8 and alien tech 5, pretty useful for R&D.
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Re: Little things you learned that are game changing

Post by Remie Richards » #312077

You shouldn't really make exploits public.
It's an oversight by sawu that those cores are obtainable from the experimentor.
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Re: Little things you learned that are game changing

Post by Limski » #312078

That's an exploit? the whole point of the experimentors irradiate function is to turn items into other items
The one use for the experimentor that makes it useful is an unintended exploit, may as well remove that thing to be honest
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Re: Little things you learned that are game changing

Post by Remie Richards » #312079

I don't disagree with it's removal.
But the thing is the experimentor picks any "/stock_parts" item, the fact that that includes the /infinite and /infinite/abductor power cells is a complete accident.
But sawu obviously didn't know, and it took a while for people to discover they could do this.
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Re: Little things you learned that are game changing

Post by Steelpoint » #312080

If you have a dead Changeling in your hands as a member of Security, and you don't have access to the Crematorium or a Gibber, you can use the Gulag Shuttle as a makeshift gibber. Toss the body under where the shuttle will land and allow the shuttle to land on the corpse, it will gib them.

This is risky since if the Changelings revives before it lands they could escape into space, so you will have to time it right.
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Re: Little things you learned that are game changing

Post by Anonmare » #312081

Most maps have an insane asylum with an anaesthetic tank, hooking up a ling to N2O internals is something they can't counter and will keep 'em still long enough for you to gib them with the shuttle.

If you don't have the tank in question, there's usually N2O canisters in security maintenance you can fill your emergency O2 bottle with.
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Re: Little things you learned that are game changing

Post by Steelpoint » #312082

Anonmare wrote:Most maps have an insane asylum with an anaesthetic tank, hooking up a ling to N2O internals is something they can't counter and will keep 'em still long enough for you to gib them with the shuttle.

If you don't have the tank in question, there's usually N2O canisters in security maintenance you can fill your emergency O2 bottle with.
If you can get the N2O tank on them, then you can easily take your time to do whatever you want with the ling.

Generally speaking if the Ling dies in your custody if you happen to be near the Gulag Shuttle, then you should have enough time to send it away and recall it before the Ling has a chance to revive. If that's not the case then rushing to hook up a N2O cannister is a more guaranteed way.
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Re: Little things you learned that are game changing

Post by FantasticFwoosh » #312083

When extremely drunk, people will vomit out all the spare reagents in their metabolism sort of like a stomach pump.

If you scoop it up with a beaker, the reagents then can be reclaimed, i've actually served drunks as a bartender by following them around their own vomit because they can't keep it down.

Spoiler:
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Re: Little things you learned that are game changing

Post by MimicFaux » #313324

Bubblegum isn't nearly as scary as I once thought.
Solo'd him recently without breaking a sweat. Clawed at me once through a blood pool, but that's about it.
I'd rate them Legion, Ash Drake, Bubblegum, Colossus. Granted, that's only by slim margins.
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Re: Little things you learned that are game changing

Post by tacolizard » #313346

Lungs contain 5u of salbutamol when eaten.

Splashing alcohol on someone during surgery will lower the odds of failure, depending on the strength of the alcohol. Pretty useful for ghetto surgery.
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Re: Little things you learned that are game changing

Post by Anonmare » #313348

There's an alcohol that's better than sterilizine when it comes to improving surgery chance. I think it's hearty punch.

It's the alcohol with the highest BOOZEPOWER variable
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Re: Little things you learned that are game changing

Post by XDTM » #313350

That'd be bacchus' blessing, i'm pretty sure, which has 300 boozepwr where normal alcohol goes up to 100. Not sure if it's normally obtainable, though.
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Re: Little things you learned that are game changing

Post by MimicFaux » #313395

XDTM wrote:That'd be bacchus' blessing, i'm pretty sure, which has 300 boozepwr where normal alcohol goes up to 100. Not sure if it's normally obtainable, though.
It's completely obtainable, and is the drink of choice for the robust.
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Re: Little things you learned that are game changing

Post by tacolizard » #313397

MimicFaux wrote:
XDTM wrote:That'd be bacchus' blessing, i'm pretty sure, which has 300 boozepwr where normal alcohol goes up to 100. Not sure if it's normally obtainable, though.
It's completely obtainable, and is the drink of choice for the robust.
It's completely obtainable, and is the drink of choice for *people who want to commit suicide
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Re: Little things you learned that are game changing

Post by Anonmare » #313530

Today I learned that xenobiologists are surprised you can command slimes and that nobody appreciates the value of hand feeding slimes


You kids these days. The xeniob console have spoiled you
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Re: Little things you learned that are game changing

Post by Remie Richards » #313531

people don't appreciate slime commands.
even after I added the "ATTACK [PERSON]" command, smh.
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Re: Little things you learned that are game changing

Post by Anonmare » #313532

I love spooking people who walk int my xenobiology by randomly saying "Hello Slimes" and every slime in every pen saying hello back

Really wigs security officers out too
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Re: Little things you learned that are game changing

Post by Anonmare » #313533

Also slimes obeying the follow command are very slow, I wish I knew how to speed them up
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Re: Little things you learned that are game changing

Post by XDTM » #313560

Anonmare wrote:Today I learned that xenobiologists are surprised you can command slimes and that nobody appreciates the value of hand feeding slimes


You kids these days. The xeniob console have spoiled you
Feeding by console gives loyalty as well. There is literally no reason to feed slimes by hand unless the consoles have been vaporized.

Wait, are you the one responsible for the plague of hand feeding xenobiologists who get nothing done before two hours?
The ones who recycle monkeys manually are bad enough but god i hate people who take the job i want to do and don't know how to do it
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Re: Little things you learned that are game changing

Post by Anonmare » #313561

You kids these days...
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Re: Little things you learned that are game changing

Post by tacolizard » #313595

Xenobiology is the only job other than genetics that I can't do. Every time I try to learn someone more experienced yells at me and I feel guilty and let them take over.
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Re: Little things you learned that are game changing

Post by Anonmare » #313605

Genetics is just get the first number of a DNA block 8 or over, see if it's a disability or a power then rinse and repeat.

It can be hard to tell if something's a disability so I self-experiment with SE injectors and both a bottle of toxins pills and a clean SE injector on standby. Tourettes is the most annoying disability since it kicks in randomly and paralyses you when it happens
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Re: Little things you learned that are game changing

Post by FantasticFwoosh » #313616

tacolizard wrote:Xenobiology is the only job other than genetics that I can't do. Every time I try to learn someone more experienced yells at me and I feel guilty and let them take over.
I don't bother with genetics either, the powers end up being abusable and mutadone can fix most problems just across the hall in chemistry or via upgraded medbay sleepers.

Xenobio is actually really really easy and simplistic when you have a setup, are you doing it manually, part manually or fully from the console? It only really needs one person.

Spoiler:
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Re: Little things you learned that are game changing

Post by XDTM » #313627

Anonmare wrote:Genetics is just get the first number of a DNA block 8 or over, see if it's a disability or a power then rinse and repeat.

It can be hard to tell if something's a disability so I self-experiment with SE injectors and both a bottle of toxins pills and a clean SE injector on standby. Tourettes is the most annoying disability since it kicks in randomly and paralyses you when it happens
There's no need to waste time with injectors, just use the Delay function to use the scanner on yourself - open door, hit Occupant - Delayed on your SE of choice, enter, close door, open door, then do it again with a clean SE if it's a bad mutation. That way there's no cooldown and you spend half a second with the disability.

CosmicScientist, the wiki is still correct in its information. Blocks above 800 will always trigger disabilities, and if it's below that while still having the disability it might be due to a Strangeness mutation fucking up another block you didn't see. Although if you want to undo the last changes you're better off using saved SEs to avoid these cases.
Powers have the RNG, and have a chance to manifest on any change in DNA while they're above C00. This means that if block 1 is TK and above C00, fiddling with block 6 enough will manifest the power eventually. My advice is to not worry about manifesting, since it'll usually happen on its own while you research the other blocks. Get them above 800, self-apply, if it's nothing it's a power and get it above C00, save and continue, otherwise reset to last state and continue.
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Re: Little things you learned that are game changing

Post by Anonmare » #313628

Injectors are temporary and mutadone is a lot more finite than toxin treatment is. The last thing you want is to be stuck a blind, deaf, profanity-spewing giant when a power sink kicks in. That way, if power goes out and all the mutadone is gone, you can at least be assured you won't be stuck with the disabilities.
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Re: Little things you learned that are game changing

Post by Gun Hog » #313712

Anonmare wrote:Injectors are temporary and mutadone is a lot more finite than toxin treatment is. The last thing you want is to be stuck a blind, deaf, profanity-spewing giant when a power sink kicks in. That way, if power goes out and all the mutadone is gone, you can at least be assured you won't be stuck with the disabilities.
:medbot: are your best friends. Beg the robo for one if Sci is too slow to give you upgrades.
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Re: Little things you learned that are game changing

Post by XDTM » #313714

Anonmare wrote:Injectors are temporary and mutadone is a lot more finite than toxin treatment is. The last thing you want is to be stuck a blind, deaf, profanity-spewing giant when a power sink kicks in. That way, if power goes out and all the mutadone is gone, you can at least be assured you won't be stuck with the disabilities.
It makes more sense to carry a pill in your pocket in the rare case of a powersink (where you'd be stuck with one disability at most, not many) than using a method that is far slower.
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Re: Little things you learned that are game changing

Post by CandyClown » #313818

It should also be noted that injectors have a 100% chance of manifesting, assuming that the block is either above 800 for a disability or C00 for a power. This makes it superior to using the DNA scanner for finding out powers. Irradiating yourself multiple times to find out what a block is just isn't ideal. And since most disabilities are just minor nuisances there's no need for clearing your SE. Just make sure you're not stuck with Tourette's or strangeness.
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Re: Little things you learned that are game changing

Post by Alipheese » #313829

CosmicScientist wrote:Since when did injectors have a 100% chance?
Always?

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Re: Little things you learned that are game changing

Post by XDTM » #313830

CandyClown wrote:It should also be noted that injectors have a 100% chance of manifesting, assuming that the block is either above 800 for a disability or C00 for a power. This makes it superior to using the DNA scanner for finding out powers. Irradiating yourself multiple times to find out what a block is just isn't ideal. And since most disabilities are just minor nuisances there's no need for clearing your SE. Just make sure you're not stuck with Tourette's or strangeness.
While that is true, if your goal is to get all six powers then having the block above C00 is enough, and the manifesting can be done at due time. If you don't want a specific power at the end, removing them one by one and resetting is pretty quick and easy.



Also injectors having 100% manifest chance was not always there, they used to be permanent but chance based.
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Re: Little things you learned that are game changing

Post by Limski » #313833

When fighting in medbay, you can use cryo to your advantage: drag their sprite to cryo, turn it on then wait until they're unconscious for a guaranteed kill
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Re: Little things you learned that are game changing

Post by PKPenguin321 » #313938

CosmicScientist wrote:Since when did injectors have a 100% chance?
Since they were changed to be temporary iirc
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Re: Little things you learned that are game changing

Post by AnonymousNow » #313977

This isn't recent, and is fairly well known, but due to seeing some doctors who really should know better having no idea in recent times it's worth saying.

If your cloning machine is upgraded to the point of autocloning (specifically scanning) being enabled, and you've got it toggled on, then the cloner will work on people you put into the scanner even if the console's screen is smashed, because the internals of the computer are still working fine.
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Re: Little things you learned that are game changing

Post by Jazaen » #314067

Injectors being temporary is, in a pinch, a good way to get some greyshit begging for hulk out of the way for a while.
Also, unless you get unlucky, most of the time two bottles of antitox you get in genetics locker should last you long enough to get all powers, even if using injectors on yourself.
Another fun genetics fact: If you get yourself turned into a monkey, you can still open the mutadone pillbox and revert yourself to human.
Also, does anyone still have that UI block-by-block explaination?
I play:
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Re: Little things you learned that are game changing

Post by RandomMarine » #314307

Jazaen wrote:Also, does anyone still have that UI block-by-block explaination?
Block 1 - Hair color
Block 2 - Beard color
Block 3 - Skin tone
Block 4 - Eye color
Block 5 - Gender
Block 6 - Beard style
Block 7 - Hair style

Color blocks are handled in RGB, for example, F00 is red, FF0 is yellow, 963 is brown.
The rest (including skin tone) are determined in a list. The range for each skin tone/hairstyle is divided among the choices available and put in order from the topmost starting at 000 and the bottom being at FFF. For example, in the skin tone choice list, the topmost is albino (000-???) and the bottom is african2 (???-FFF).

With work someone could make a list of what value gets each option for those blocks, but they'll just change as hair/beard styles are added and removed.
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Re: Little things you learned that are game changing

Post by DemonFiren » #314313

sex, not gender

reeeeeeeeeeeee
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Re: Little things you learned that are game changing

Post by Remie Richards » #314368

Byond has no "sex" variable, the block literally alters the mob's gender.
Your political leaning has nothing to do with it.
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Re: Little things you learned that are game changing

Post by DemonFiren » #314418

exactly, my political leaning has nothing to do with it
sex is a biological fact, gender is a social construct and a term borrowed from linguistics
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Re: Little things you learned that are game changing

Post by FantasticFwoosh » #314427

Unless you're a leaf and your children get repossessed by the law for you having non-aligned views in which then its a lawful reprimand.

But really im astounded that only block 8 matters, so the rest is just fluff, who knew? I might actually try it again sometime if the UI wasn't so intimidating.

Spoiler:
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Re: Little things you learned that are game changing

Post by Anonmare » #314442

FantasticFwoosh wrote:Unless you're a leaf and your children get repossessed by the law for you having non-aligned views in which then its a lawful reprimand.

But really im astounded that only block 8 matters, so the rest is just fluff, who knew? I might actually try it again sometime if the UI wasn't so intimidating.
The UI seperates out DNA into UE blocks and SE blocks.
UE is responsible for appearance and is the top most row, separate from the SE blocks.
SE is where the powers and disabilities reside, as well as the species block. You can identify a species block by putting a monkey in the scanner and searching for the only block that is above 800 in value

UI (Universal Indicator) can't be messed with by the machine, though you can steal someone else's UI if you scan them into your machine. UI is what gives someone their name
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Re: Little things you learned that are game changing

Post by Jazaen » #314463

Anonmare wrote:
FantasticFwoosh wrote:Unless you're a leaf and your children get repossessed by the law for you having non-aligned views in which then its a lawful reprimand.

But really im astounded that only block 8 matters, so the rest is just fluff, who knew? I might actually try it again sometime if the UI wasn't so intimidating.
The UI separates out DNA into UE blocks and SE blocks.
UE is responsible for appearance and is the top most row, separate from the SE blocks.
SE is where the powers and disabilities reside, as well as the species block. You can identify a species block by putting a monkey in the scanner and searching for the only block that is above 800 in value

UI (Universal Indicator) can't be messed with by the machine, though you can steal someone else's UI if you scan them into your machine. UI is what gives someone their name
UI gives you: Name, but not appearance. You can use injector to, for arbitrary but always-too-short amount of time, be listed as them (voice).
UE gives you: Appearance, but not name. Without UI useful if genetics messes your hair and there are no mirrors nearby, or for fun. Bugged on lizards - can swap eye colour, kind of, but skin colour cannot be changed by the DNA machine.
UI+UE gives you: Appearance and name. You pretty much become the person whose blocks you used. It sometimes doesn't handle skin colour correctly for some reason and cannot change species.
SE: Superpowers. Another thing to note is that power overlays (I think) are sometimes bugged, and thus can show you as having a power even if it's deactivated. This applies to powers that make you glow (TK and Cold Res). In theory, if you use enough injectors, random rads could theoretically probe them enough to make them permanent, but tis an extreme measure.

The fastest method is:
1# Create a monkeyman
2# Grab 2 or 3 antitox bottles, along with crew monitor.
3# Save monkeyman to buffer one
4# Probe a block until it's above 800 or, if lucky, above C00.
5# Save the monkeyman to buffer two
6# Grab injector, inject self.
7# If above 800 and no power AND no disability manifests OR if above C00 and power manifests override buffer one.
8# If a disability manifests, apply SE from buffer one, and move on. IF the disability in question is something irritating (tourettes, seizures), use injector from buffer one.
9# Periodically look at crew monitor for impersonation opportu... I mean, chances to rescue fellow crew members.
10# Rinse and repeat.
EDIT: 11# Chug from your antitox bottle, so that rads won't kill you. You are still going to be stunned from time to time, unless you bug chem for anti-rad chems. :medbot: will keep you alive so, if you have one, this step won't be necessary.
12# DO NOT GIVE ASSISTANTS HULK DAMMIT.
I play:
SMAI-Reactivation (SybilAI)
SMAI-Revolutions (BagilAI)
: Endorsed by Poly, the Parrot! https://twitter.com/Poly_the_Parrot/sta ... 7588301825
Shannah Rader (Sybil geneticist)
Janette Hall (Bagil geneticist)
Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
I seriously hope you don't make the same mistakes I have
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tacolizard
Joined: Wed Jul 06, 2016 11:39 pm
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Github Username: Tacolizard
Location: the endless void

Re: Little things you learned that are game changing

Post by tacolizard » #314496

Jazaen wrote:
It sometimes doesn't handle skin colour correctly for some reason and cannot change species.
SE: Superpowers. Another thing to note is that power overlays (I think) are sometimes bugged, and thus can show you as having a power even if it's deactivated.
please report bugs.




pls
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
Byond Username: Anonmare

Re: Little things you learned that are game changing

Post by Anonmare » #314498

I did a Genetics-type murder thing where I broke into Genetics as the mime, critted the geneticist, shoved him in the scanner, stole his UI+UE, dressed myself up as him and hid the body.
Then, I waited for the CMO to come then did the same to him. After that, I waited for a member of security to die and come to medbay, detective shows up, clone him, wait until I'd get a clone that was stable enough to scan in Genetics but not stable enough to wake up, early-eject him, stole his UI+UE and then hid his body. Dressed myself up as him, headed to security, got my loyalty implant then used my newfound position to frame my target (I forget who it was) and had him incarcerated on the shuttle and then murdered him on it.

Ironically, I almost got caught because the CMO suddenly became competent at his job when I stole his face and it made people suspicious
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
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Re: Little things you learned that are game changing

Post by DemonFiren » #314501

as a cmo only ever feign competence then crumble when faced with real problems
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non-lizard things:
Spoiler:
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NikNakFlak
In-Game Admin
Joined: Thu Apr 17, 2014 5:08 pm
Byond Username: NikNakflak

Re: Little things you learned that are game changing

Post by NikNakFlak » #314548

The real trick to genetics is to get so good at you can rush all powers in 5-10 minutes. Then get all the good powers you want permanently to yourself. I usually would carry around a fair amount of emergency hulk syringes in my internals box and heavily used disks to save progress, isolate powers 1 at a time in case someone wanted something specific and also have a master disk and then wipe my console. Nothing more annoying than leaving to grab something while working in genetics and having your coworker that hasnt said shit all round going through your console when you get back.

I was a genetics main for awhile!
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
Byond Username: Anonmare

Re: Little things you learned that are game changing

Post by Anonmare » #314551

When I bothered with genetics, I tried to create disks with power sets for specific jobs and give them to people who would get actual use out of them. Assistants get jack and shit unless they have something to offer me but an engineer would easily get cold resistance and x-ray and security were free to have x-ray vision and telekinesis.
I also made sure to keep these powers on disks and wipe the console after giving a person their powers.

Hulk I kept secret on a master disk with every power whilst the disk itself was labelled something like "disability trash - do not use" and it was off limits to everyone, except during a crisis.

Can't stand people running around with hulk, if I had my way I'd shoot hulks on sight out of principle. Also midget hulk is a type of cancer that no amount of chemotherapy can fix
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TribeOfBeavers
In-Game Game Master
Joined: Wed Jun 15, 2016 6:54 pm
Byond Username: TribeOfBeavers
Location: Canada

Re: Little things you learned that are game changing

Post by TribeOfBeavers » #314603

CosmicScientist wrote:When is cold resist useful? Does it also do heat resist?

Since freon stopped being an every round meme, I can't think of temperature being a problem outside of plasma fires and space has pressure problems that will half kill you, cold resist just means you can go between airlocks before collapsing, probably.

Breaches on the way to or at escape are also rare so it's easier to just grab five robust coffees on demand and sanic there. (not that anyone remembers coffee exists outside of freeze stings that 'lings never use)

Cold resist also means you don't take damage from the lack of pressure in space, so you can spacewalk with just internals.

It doesn't make you resistant to heat afaik.
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