Bottom post of the previous page:
How to rain on any MALF/subverted ai's parade:Learn telescience
Make bomb
Teleport bomb to core
*beep* *beep*
PROFIT
Bottom post of the previous page:
How to rain on any MALF/subverted ai's parade:Only takes 4-8 minutes to get the equipment ready and usable.MMMiracles wrote:How to rain on any MALF/subverted ai's parade:
Learn telescience
Make bomb
Teleport bomb to core
*beep* *beep*
PROFIT
If a malf AI didn't assblast toxins and shut down telesci they deserved it. That doesn't make the act robust (I did it twice in one day and still felt good about it mind you) it just makes the AI sloppy. Like not turning off the RD console or shutting off comms. I've had malf AI's animate the damn telesci control console in front of me just because they knew I could and would bomb them with it.MMMiracles wrote:How to rain on any MALF/subverted ai's parade:
Learn telescience
Make bomb
Teleport bomb to core
*beep* *beep*
PROFIT
Nexendia wrote:Only takes 4-8 minutes to get the equipment ready and usable.MMMiracles wrote:How to rain on any MALF/subverted ai's parade:
Learn telescience
Make bomb
Teleport bomb to core
*beep* *beep*
PROFIT
Odds are by time an ai does go MALF, there's a fairly good chance toxins has already gotten a bomb mix ready, and telescience (if there is any) has already nicked an extra crystal and upgraded the pad's capacitor. Maybe its just me, but I always carry a toolbox when doing science shit, so those camersa would be cut pretty quick, so that animation trick wouldn't work well for me. Guess its more situational then anything else.cedarbridge wrote:If a malf AI didn't assblast toxins and shut down telesci they deserved it. That doesn't make the act robust (I did it twice in one day and still felt good about it mind you) it just makes the AI sloppy. Like not turning off the RD console or shutting off comms. I've had malf AI's animate the damn telesci control console in front of me just because they knew I could and would bomb them with it.MMMiracles wrote:How to rain on any MALF/subverted ai's parade:
Learn telescience
Make bomb
Teleport bomb to core
*beep* *beep*
PROFIT
Nuh uh, telesci is an untouchable God shrouded in magic and arcane whisperings. Oh wait, that's the AI core. Telesci can be defeated by a screwdriver.bandit wrote:People do realize malf AIs can fuck up the telescience console? ...Right?
Um it only takes adv capacitors if you are lucky with calibration... and even then it isn't that hard to research super caps... so git gudiyaerP wrote:Spoken like someone who doesn't play telescience. To have the range to reach AI core, you need to max out the telepad, which means upgraded capacitors, and more bluespace crystals, which can only be reached by dismantling the teleporter (a great way to get arrested) or by going through telepad to one of the other z-level locations, flying to the teleport locations, because they aren't in range of a direct teleport, and dismantling those, and coming back to your original beam-in spot for a teleport home. This is gonna usually take about 15 minutes, and you need someone on the telepad end to bring you back once you've looted one of the teleports in space.
It is not nearly as simple as you make it sound.
Adv capacitors only reach the AI core on a very small and specific range of offsets. That said, a two-person team can get teleporter parts (crystals and boards) from space with just an adv capacitor and skip the super capacitor entirely.With that said, it takes a lot of moving parts to make telebombing the AI core work and the AI essentially has to let it happen.Nexendia wrote:Um it only takes adv capacitors if you are lucky with calibration... and even then it isn't that hard to research super caps... so git gudiyaerP wrote:Spoken like someone who doesn't play telescience. To have the range to reach AI core, you need to max out the telepad, which means upgraded capacitors, and more bluespace crystals, which can only be reached by dismantling the teleporter (a great way to get arrested) or by going through telepad to one of the other z-level locations, flying to the teleport locations, because they aren't in range of a direct teleport, and dismantling those, and coming back to your original beam-in spot for a teleport home. This is gonna usually take about 15 minutes, and you need someone on the telepad end to bring you back once you've looted one of the teleports in space.
It is not nearly as simple as you make it sound.
For being the most powerful entity on the station, there needs to be more interaction with the AI besides just shouting at it on radio. Considering how incredibly fucking rare MALF is compared to regular traitor subversions or law 0... what you've stated is NOT a good balance to strike.cedarbridge wrote:The only time people come out in force against the AI is malf rounds, where it matters. Every other round the AI is either a traitor (and the station is loaded down with other antags to deal with) or subverted (same as traitor AI except the chance exists to reset the thing and be done with it,) I'm pretty ok with it not being always "AI ROGUE LYNCH THEY" at the drop of a hat every time.
1) Finding a living, willing volunteer who knows the basics of AI control is actually really rare.Murazor wrote:I really don't know why people don't build another AI to kill a rogue AI. It is so much easier, and requires very little effort to do since all of the pieces are in Robotics, and R&D. Just cut the camera facing the new AIs APC and blam, the AI in the core can't counter.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
If it's not blown up alongside chemistry and the robotics console, the AI deserves what it gets.Stickymayhem wrote:Telescience.
Telescience is an incredibly mobile department as well. There is a lovely spot in main t just across from the department that serves well.Steelpoint wrote:If it's not blown up alongside chemistry and the robotics console, the AI deserves what it gets.Stickymayhem wrote:Telescience.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
I've seen a guy pack up the whole setup and move it into a dorm room so he could loot the armory without most of the pad upgrades. Then when sec went to lynch the telesci guy, there was nothing there.Stickymayhem wrote:Telescience is an incredibly mobile department as well. There is a lovely spot in main t just across from the department that serves well.Steelpoint wrote:If it's not blown up alongside chemistry and the robotics console, the AI deserves what it gets.Stickymayhem wrote:Telescience.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
This isn't about the once-a-month malf round though, that's the only time it makes sense for the AI to have a super death fortress in space.Stickymayhem wrote:I can't think of a time an Ai won malf while I was RD. Honestly if you use science like you should with bombs, telescience and genetics you'll have no problems. Malf is meant to be a death fortress and I'm afraid it's one of the only things you cant brute force with robustness, Oldman.
Hacking only applies to proper malf though right? A traitor would still be SOL without a means of reaccessing the APC, or so I thought. Most of the time the only APC stunts I see with the AI APC is syndieborgs running up to turn off the APC and give the poor helpless AI a wedgie.Violaceus wrote:Seems you haven't played as depowered AI. I did.Also, Robustin, if you turn off the APC, the AI is no longer on a powered tile and begins to lose system integrity immediately. If you did it properly and turned off the breaker there's no lights for the AI to see the APC to turn it back on either. That means the AI will eventually starve to death entirely blind unless it is saved by a borg or carded. Its similar to dragging the AI core onto the unsimulated shuttle tiles.
1. APC is off
2. AI loses vision completely and starts losing integrity
3. AI automatically starts accessing APC
4. APC window pop ups after ~20 seconds and AI can turn it on.
One time I was depowered as malf AI by secondary AI, but it didn't know about hacking APC, so I got my power back.
If you keep turning off APC after AI hacks it, you will kill it anyway.
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