Bottom post of the previous page:
Not anymore apparently.Cipher3 wrote:90% sure only roundstart heads matter for objectives, for the record.Braincake wrote:three Heads of Security during revolution or what-have-you
Bottom post of the previous page:
Not anymore apparently.Cipher3 wrote:90% sure only roundstart heads matter for objectives, for the record.Braincake wrote:three Heads of Security during revolution or what-have-you
Yeah, that got changed, they're all targets now. Enjoy signing up as a head and getting mobstomped before you even enter your department.cedarbridge wrote:Not anymore apparently.Cipher3 wrote:90% sure only roundstart heads matter for objectives, for the record.Braincake wrote:three Heads of Security during revolution or what-have-you
>implying that didn't happen before this changeBraincake wrote:Yeah, that got changed, they're all targets now. Enjoy signing up as a head and getting mobstomped before you even enter your department.cedarbridge wrote:Not anymore apparently.Cipher3 wrote:90% sure only roundstart heads matter for objectives, for the record.Braincake wrote:three Heads of Security during revolution or what-have-you
Except it actually matters now.Kraso wrote:>implying that didn't happen before this changeBraincake wrote:Yeah, that got changed, they're all targets now. Enjoy signing up as a head and getting mobstomped before you even enter your department.cedarbridge wrote:Not anymore apparently.Cipher3 wrote:90% sure only roundstart heads matter for objectives, for the record.Braincake wrote:three Heads of Security during revolution or what-have-you
They have to call out for the warden to activate it.Lo6a4evskiy wrote:Wait, you can activate chem implants yourself? I thought they were only activatable from prison management console.
Nope, if you've been implanted with a chem implant you can manually activate it. A icon appears on the top left of your screen.cedarbridge wrote:They have to call out for the warden to activate it.Lo6a4evskiy wrote:Wait, you can activate chem implants yourself? I thought they were only activatable from prison management console.
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
Might have been mentioned before, but may as well mention it again.Wyzack wrote:Not exactly game changing, but good to know for bartenders. Drinks such as the three mile island iced tea and singulo are actually not inherently poisonous in any way. The poison damage comes from excess radium or uranium not used to create the drink. This can be avoided by only mixing exact quantities of radioactive ingredients, which will usually require a dropper, or mixing a batch of the drink and removing the extra ingredients with a chem master (if you have access to one)
I was once applauded by the HoS for attempting to kill him with Beepsky Smash, it was ultimately a failed attempt since a Sec Officer just happened to stroll by at that exact moment, but he was impressed that I had weaponized drinks to kill him.fleure wrote:eswords only reflect energy projectiles last I checked. That's an awesome idea regarding the dart shells, though, I need to try that.
Both can also be used in a spray bottle, if you're looking for a robust replacement for polyacid.lumipharon wrote:When I tried making neurotoxin smoke grenades, I found they had a disappointing level of effect. Although beepsky smash and neuro are both still alcoholic, so they'll make you flammable, amusing if the person is smoking.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
I tried this once, for fun, with some zombie powder. Subject falls down instantly, not even a chance to do anything. I imagine other reagents are equally speedy. Depending on how much Uranium you can get, zombie powder might even be more effective than mutetoxin, since it both mutes and stuns the target instantly. Even a small amount in a cigarette is enough for taking off the headset and cuffing them.qwert wrote:Just wondering, how robust it is to put the cigar loaded with beepsky smash/ mutetoxin/ polyacid in mouth of your target.
I gotta say, as someone who plays chef and bartender a lot, poisining someone isn't easy, mostly because it feels like a 5% chance your target ever bother to come for your food/drink, and then you have to make sure they eat/drink the tainted item, else your cover gets blown quick. You can stun/kill some random bored greyshirt who comes in, but it's not as fun. Getting someone to smoke your poisoned cig is probably just as difficult, but I've never really tried.Braincake wrote:I tried this once, for fun, with some zombie powder. Subject falls down instantly, not even a chance to do anything. I imagine other reagents are equally speedy. Depending on how much Uranium you can get, zombie powder might even be more effective than mutetoxin, since it both mutes and stuns the target instantly. Even a small amount in a cigarette is enough for taking off the headset and cuffing them.qwert wrote:Just wondering, how robust it is to put the cigar loaded with beepsky smash/ mutetoxin/ polyacid in mouth of your target.
A sufficiently motivated traitor Bartender (or anyone else, really) might hope for some carp, get a knife, grind some carp fillets, persuade the chemists for the rest, mix up some zombie powder, add some horrible drinks, dip a cig, and try to give the target a smoke.
Generally the best way to poison them with food/alcohol/cigarettes are if you give them directly to the person (Hey, Captain! Have this totally not drugged Cigar!) however the downside to this is if they survive, they know exactly who to lynch.fleure wrote:I gotta say, as someone who plays chef and bartender a lot, poisining someone isn't easy, mostly because it feels like a 5% chance your target ever bother to come for your food/drink, and then you have to make sure they eat/drink the tainted item, else your cover gets blown quick. You can stun/kill some random bored greyshirt who comes in, but it's not as fun. Getting someone to smoke your poisoned cig is probably just as difficult, but I've never really tried.Braincake wrote:I tried this once, for fun, with some zombie powder. Subject falls down instantly, not even a chance to do anything. I imagine other reagents are equally speedy. Depending on how much Uranium you can get, zombie powder might even be more effective than mutetoxin, since it both mutes and stuns the target instantly. Even a small amount in a cigarette is enough for taking off the headset and cuffing them.qwert wrote:Just wondering, how robust it is to put the cigar loaded with beepsky smash/ mutetoxin/ polyacid in mouth of your target.
A sufficiently motivated traitor Bartender (or anyone else, really) might hope for some carp, get a knife, grind some carp fillets, persuade the chemists for the rest, mix up some zombie powder, add some horrible drinks, dip a cig, and try to give the target a smoke.
Slimes follow simple commands. There's very few things they understand, but you can order them to follow you if you have befriended them to a certain level. They also respond when you talk to them. "Hello slimes~"qwert wrote:Not more then 10 % of players read the forums anyway, bruh.
> Slimes can talk! Also in code its written, that you can order them around, but this does not happen.
Well the sec belt suddenly became realy robustRumpelstiltskin3 wrote:You can use pepperspray as a makeshift jetpack, just like the fire extinguisher.
One time when I was in jail a guy broke the window outside of my cell and died from the shock. I took the shard and had a wild idea to throw it onto the grille. That's how I learned it. Neat.FrostFenex wrote:You can throw things at electrified grills to break them. I use this to escape easily on asteroid station, using the fire extinguisher above the desk to break the glass and grill(And I swear if I see any meta gaming wardens/Hos players taking the extinguisher at round start I am going to freak out)
Just remember that even if you're shooting non-flammable gas, you still need to attach an igniter and turn the flame on before you can shoot.qwert wrote:Now flamethrower fires not only plasma, so you can load plasma tank of flamethrower with 50 percent of N02 and 50 % of plasma to combine flamethrower with instant knockdown ( thats fun, trust me) , you can use it as nonlethal takedown weapon with just N02, it can become your invisible death ray with 90000 celsium C02 or freeze ray with superchilled oxygen, so many new possibilities.
By cycling hotkey R, click, click, hotkey R, click, click etc. you can throw objects repeatedly and quickly from one tile away.FrostFenex wrote:You can throw things at electrified grills to break them. I use this to escape easily on asteroid station, using the fire extinguisher above the desk to break the glass and grill(And I swear if I see any meta gaming wardens/Hos players taking the extinguisher at round start I am going to freak out)
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
it's N2O not no2deathhoof wrote:useful flamethrower advice
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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