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Re: Little things you learned that are game changing
Posted: Mon Feb 22, 2016 11:24 pm
by InsaneHyena
Bottom post of the previous page:
It seems that shadowlings can still ascend if their thralls were turned into zombies.
Re: Little things you learned that are game changing
Posted: Mon Feb 22, 2016 11:54 pm
by PKPenguin321
newfren wrote:The same thing happens if you eat a changeling (rip).
did i ever post the story of how i ate a changeling as morph and when i realized what was happening i crawled into atmos's N2O tank and let the changeling suffer with me
it was entertaining
Re: Little things you learned that are game changing
Posted: Tue Feb 23, 2016 12:46 am
by Zilenan91
Fucking nice
I remember being a morph during a wizard round who summoned events
Killed and ate like 20 people, and then instantly died when all 20 of them animated into blob zombies in my stomach.
I laughed so fucking hard I almost died when someone gibbed my body and all of them swarmed the people crowding around for the loot pile.
Re: Little things you learned that are game changing
Posted: Tue Feb 23, 2016 11:31 am
by newfren
PKPenguin321 wrote:newfren wrote:The same thing happens if you eat a changeling (rip).
did i ever post the story of how i ate a changeling as morph and when i realized what was happening i crawled into atmos's N2O tank and let the changeling suffer with me
it was entertaining
I remember watching that happen and being incredibly salty because you had eaten my body as well.
In retrospect it was funny as fuck and I believe it was the only thing actually happening in that round.
Re: Little things you learned that are game changing
Posted: Tue Feb 23, 2016 1:26 pm
by Malkevin
The captain's parade jacket is a child of the captain's carapace, it has the same armor values as the carapace.
The more stylish tunic on the other hand is just cloth with zero armor.
The captain's gloves have a siemen's coefficient of zero, which is what makes yellow gloves shock proof. (that means the cap's gloves are shock proof for you slow people out there)
Black gloves also have a siemen's cooefficent of 0.5, which does reduce the amount of shock damage you get.
The HoS's black overcoat is significantly less armored than his trenchcoat or greatcoat.
Trench/Greatcoat
melee = 30
bullet = 30
laser = 30
energy = 10
bomb = 25
bio = 0
rad = 0
Overcoat:
melee = 25
bullet = 15
laser = 25
energy = 10
bomb = 25
bio = 0
rad = 0
His cloak, as well as being ugly as sin, provides the same protection as his trench/overcoat except for lasers, which is provides very little protection against
melee = 30
bullet = 30
laser = 10
energy = 10
bomb = 25
bio = 0
rad = 0
Re: Little things you learned that are game changing
Posted: Wed Feb 24, 2016 3:59 am
by Anonmare
AI auto-gets a law 0 saying it has to get the station nuked after about 50 minutes in a blob round, even if all the blobs are dead and the self-destruct is destroyed.
Re: Little things you learned that are game changing
Posted: Wed Feb 24, 2016 6:21 pm
by TheWulfe
If you need to absolute maximize your armor effectiveness, just a few notes on some of the less obvious things:
As stated above the HoS overcoat is less armored than the Trench and Greatcoat, its under code in the suits/armor/vest path (the default security armor), while it states 'lightly armored' in the description it's good to know the specific values/reason. Do note that it does give protection to body parts as well as the chest.
Security department jumpsuits have a 10% melee protection, the only 'natural' jumpsuits with damage protection.
Chameleon Jumpsuits in addition to its abilities have an impressive 10% melee, 10% bullet, and 10% laser protection.
Gang outfits, whether jumpsuit or exosuit, have the protection values of (melee = 20, bullet = 30, laser = 10, energy = 10, bomb = 20, bio = 0, rad = 0).
It's universally better to a get a jumpsuit variant for your gang outfit for massive protection when stacking with other armor
The riot suit does not slowdown despite being in the description.
The only difference between a Syndicate Hardsuit's travel and combat mode is your cold/space travel protection, vacuum seals (syringes), and speed/maneuverability. It does not change armor values.
Along with the obvious head slot armors that are out there, a couple civilian obtainable helmets have decent armor:
Hardhats (engi and firefighter) = (melee = 15, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
Laser tag helmets = (melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0)
Welding masks = (melee = 10)
Bomb hood = (melee = 20, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0)
Various command hats will have armor values (HoP and Cap's hats)
Get that head covered when you're expecting battle, hunt out and hand em out when ops come a runnin' or you're about siege dat brig as a rev. The slight protection can be a big difference between those final bullets/lasers/hit putting you into crit and limping off to fight again.
Re: Little things you learned that are game changing
Posted: Wed Feb 24, 2016 7:18 pm
by Malkevin
Anonmare wrote:AI auto-gets a law 0 saying it has to get the station nuked after about 50 minutes in a blob round, even if all the blobs are dead and the self-destruct is destroyed.
I can see some hilarious ai shinanigans with that.
Drag all the dead people to get borged, order the new borgs to be miner borgs, order the miner borgs to dig all the uranium to build a new nuke or just build tons of green walls to irradiate the station.
Re: Little things you learned that are game changing
Posted: Thu Feb 25, 2016 4:15 pm
by Oldman Robustin
How does armor stacking work anyway? What does the cloak protect?
Tip: Never focus a blob core, if there's a single node/factory/resource kill those first and ignore the core. So many bad blobs have won because crew kept wasting time on the strong blobs constantly regenerating around the core while it slowly expanded in a direction away from the fighting. Killing blob tiles that wont naturally regenerate is the best thing you can do if you aren't killing a node/factory/resource, killing those tiles means you're either denying an offensive tool or denying an expansion route, either way its going to cost the blob 5 energy to replace those tiles and that's more than worth the 2 seconds it took to destroy.
Think of it this way, if you focus a node when you COULD have killed the core, you're only delaying victory. If you focus the core when you could have killed a node, but fail to kill the core, you probably just lost the game. Game theory says kill the fucking nodes first, they're also completely necessary for the blob to pull of blubbernaut spam. One factory takes a long time to regenerate from a blubbernaut spawning, but once you get 3 factories you can start pumping out nauts faster than the crew can kill them.
Re: Little things you learned that are game changing
Posted: Thu Feb 25, 2016 10:33 pm
by Reece
Grazyn wrote:As a ghost, you can simply click on a xeno-spawned spider to gain control. You don't need to wait for someone to use a sentient potion. Also you won't be bound to serve anyone if you gain control this way
This has now been removed, tried it today and it failed to work, both on the fatass giant spiders, and on the ice spiders.
I will note however that going away for a short drink with a blood plasma spawned egg laying spider is a really good way to get the station swarmed to death by hundreds of murderous spiders.
Re: Little things you learned that are game changing
Posted: Thu Mar 03, 2016 3:47 pm
by FantasticFwoosh
Helios wrote:If you have the space in your bag as an officer, you can carry 4 sheets of metal. It allows you to arrest 2 people at once, by buckling one to a chair while you deal with the other.
Formerly static chairs can now be picked up by dragging them to yourself.
Chair, chair never changes.
Re: Little things you learned that are game changing
Posted: Fri Mar 04, 2016 12:52 pm
by Gun Hog
The new head of staff airlock remotes can toggle the bolts to any airlock to which that head has default access, including the AI Satellite in the case of the RD, Captain and CE remotes. Disabling ID scan will prevent them controlling airlocks. I do not know how admins feel about AIs doing this at roundstart to their own sats, though. It has always been okay for an AI to bolt down its own Satellite, except that it cannot turn off the power to keep out Syndieborgs. Turning off ID scan on the airlocks to avoid being surprised by a crew member with a remote is a grey area.
Re: Little things you learned that are game changing
Posted: Fri Mar 04, 2016 1:05 pm
by Anonmare
Admin ruling is that disabling ID scan is the same as bolting.
Re: Little things you learned that are game changing
Posted: Sat Mar 05, 2016 7:26 pm
by Miauw
FantasticFwoosh wrote:PKPenguin321 wrote:Anonmare wrote:no word on the chainsaw arms augmentation though.
unfortunately this can't be done since i included
this line to limit the surgery to humanoids (so you can't have chainsaw monkeys running around)
but hypothetically i could unrestricted it and allow chainsaw monkeys/xenos if you guys really want
I hope to hire volunteered tracking implant chainsaw monkeys for my personal HOS security hit squad assassins to attack filthy gangers revs and other antags through the vents from my personal laboratory in execution where i build and implant them.
HAS SCIENCE GONE TOO FAR?
i dont know how chainsaws work since i havent played in a while but im fairly sure they just add a NODROP item to your hand
which means that a chainsaw monkey cant ventcrawl
Re: Little things you learned that are game changing
Posted: Sat Mar 05, 2016 8:00 pm
by PKPenguin321
Miauw wrote:FantasticFwoosh wrote:PKPenguin321 wrote:Anonmare wrote:no word on the chainsaw arms augmentation though.
unfortunately this can't be done since i included
this line to limit the surgery to humanoids (so you can't have chainsaw monkeys running around)
but hypothetically i could unrestricted it and allow chainsaw monkeys/xenos if you guys really want
I hope to hire volunteered tracking implant chainsaw monkeys for my personal HOS security hit squad assassins to attack filthy gangers revs and other antags through the vents from my personal laboratory in execution where i build and implant them.
HAS SCIENCE GONE TOO FAR?
i dont know how chainsaws work since i havent played in a while but im fairly sure they just add a NODROP item to your hand
which means that a chainsaw monkey cant ventcrawl
correct. they're also ABSTRACT, but i don't know if that makes a difference.
Re: Little things you learned that are game changing
Posted: Sat Mar 05, 2016 8:05 pm
by Zilenan91
Wait whaaaat that's stupid. Monkeys should be able to ventcrawl if they have chainsaws. That ruins my entire roboticist gimmick of attemping to sentience and augment an army of monkeys with cyborg limbs and chainsaws.
Re: Little things you learned that are game changing
Posted: Sat Mar 05, 2016 8:26 pm
by DemonFiren
What the fuck does ABSTRACT even do?
Re: Little things you learned that are game changing
Posted: Sat Mar 05, 2016 8:47 pm
by oranges
It means they're not really a physical item in the world as such, which usually implies they are NODROP and will qdel if they get dropped or removed.
Re: Little things you learned that are game changing
Posted: Sun Mar 06, 2016 4:14 pm
by Remie Richards
Chainsaws, for example, are ABSTRACT so that when you examine someone with a "chainsaw arm" you don't see the game tell you that they're HOLDING it, it's supposed to be their arm, why are they "holding" it? that's literally all ABSTRACT does, it's to make items that are only items for functionality's sake (anything arm is a good example, like changeling blades or chainsaw arms) not seem like items.
they're commonly coupled with NODROP because again, you shouldn't be dropping a "not-item" item.
Re: Little things you learned that are game changing
Posted: Sun Mar 06, 2016 6:35 pm
by Miauw
ABSTRACT was/is also checked in a handful of other places, most of which may or may not have been replaced by NODROP.
having an ABSTRACT check in ventcrawling probably makes sense
Re: Little things you learned that are game changing
Posted: Sun Mar 13, 2016 3:27 am
by Luke Cox
Be plasmaman, wear atmos or CE hardsuit without your helmet. Stupidly robust.
Re: Little things you learned that are game changing
Posted: Sun Mar 13, 2016 4:23 am
by PKPenguin321
Luke Cox wrote:Be plasmaman, wear atmos or CE hardsuit without your helmet. Stupidly robust.
also a bug
Re: Little things you learned that are game changing
Posted: Sun Mar 13, 2016 7:45 am
by Luke Cox
PKPenguin321 wrote:Luke Cox wrote:Be plasmaman, wear atmos or CE hardsuit without your helmet. Stupidly robust.
also a bug
An oversight at worst, and even that's pushing it. Everything functions as intended. Plasmamen catch fire when exposed to O2, and the atmos/CE hardsuit prevents fire damage.
Re: Little things you learned that are game changing
Posted: Sun Mar 13, 2016 11:59 am
by Malkevin
You shouldn't be fully protected with your helmet off
And technically it's your skin that's on fire not the surface of your suit
Re: Little things you learned that are game changing
Posted: Sun Mar 13, 2016 5:08 pm
by confused rock
sleeping carp karate isn't actually that strong with new chairs. holding a chair gives you a 50% chance to block a carp attack so an officer with a baton and chair is way better. 2 chairs is 75% so you have a good chance in a fight against one. not to mention pepper spray and flashbangs COULD work.
Re: Little things you learned that are game changing
Posted: Sun Mar 13, 2016 5:15 pm
by Malkevin
Don't tell me chairs are not only ghetto riot shields but ghetto riot shields that are as good as the real thing?
Re: Little things you learned that are game changing
Posted: Sun Mar 13, 2016 5:18 pm
by confused rock
Malkevin wrote:Don't tell me chairs are not only ghetto riot shields but ghetto riot shields that are as good as the real thing?
I dont know, its 50% block, but its only on unarmed people (also known as sleeping carp who want the ranged resist benefits) and it does 8 brute
Re: Little things you learned that are game changing
Posted: Sun Mar 13, 2016 8:18 pm
by Zilenan91
It also has a chance of breaking on attacks
Re: Little things you learned that are game changing
Posted: Sun Mar 13, 2016 8:25 pm
by PKPenguin321
Malkevin wrote:Don't tell me chairs are not only ghetto riot shields but ghetto riot shields that are as good as the real thing?
only against unarmed attacks
Re: Little things you learned that are game changing
Posted: Tue Mar 15, 2016 8:51 pm
by TheNightingale
By using a screwdriver on a headset, you can take out its encryption key; a headset can only use a secure channel if that particular key is installed. You can also install a key from one headset into a different headset, up to a maximum of two keys.
Most encryption keys grant access to one channel - the engineering keys give :e for Engineering, the medical keys give :m, and so on - but some keys give more than one channel.
For example, a Geneticist's headset is the "medical science headset" - it's not a medical key and a science key, but a medical science key, giving both Med and Sci comms access. The CE's headset gives Command and Engineering, the HoS's Command and Security, and so on. The HoP's has Command, Service and Supply - for a total of three channels from one encryption key (although nobody uses those two anyway). The Captain's encryption key gives access to every department channel, and since it's in one key, you can use it alongside a Syndicate encryption key or a binary key as well.
The Captain's key lets you speak and hear on every channel, but if you can't find that, you can still do fairly well with the HoP's key and a Genetics key:
Command - Service - Supply - Medical - Science (only missing Engineering and Security... which are two of the more useful ones).
If your job already has a department key - you're a Botanist, for example, so you get Service comms - it's probably a good idea to keep that one in, just in case someone tries to reach you on your department channel. That doesn't preclude upgrading your headset with another key, though: the HoS's will give you Command and Security to add to your Service, or you could find the HoP's and swap it for yours to get a free Command and Supply channel for the same headset space.
Re: Little things you learned that are game changing
Posted: Wed Mar 16, 2016 12:32 am
by PKPenguin321
TheNightingale wrote:By using a screwdriver on a headset, you can take out its encryption key; a headset can only use a secure channel if that particular key is installed. You can also install a key from one headset into a different headset, up to a maximum of two keys.
Most encryption keys grant access to one channel - the engineering keys give :e for Engineering, the medical keys give :m, and so on - but some keys give more than one channel.
For example, a Geneticist's headset is the "medical science headset" - it's not a medical key and a science key, but a medical science key, giving both Med and Sci comms access. The CE's headset gives Command and Engineering, the HoS's Command and Security, and so on. The HoP's has Command, Service and Supply - for a total of three channels from one encryption key (although nobody uses those two anyway). The Captain's encryption key gives access to every department channel, and since it's in one key, you can use it alongside a Syndicate encryption key or a binary key as well.
The Captain's key lets you speak and hear on every channel, but if you can't find that, you can still do fairly well with the HoP's key and a Genetics key:
Command - Service - Supply - Medical - Science (only missing Engineering and Security... which are two of the more useful ones).
If your job already has a department key - you're a Botanist, for example, so you get Service comms - it's probably a good idea to keep that one in, just in case someone tries to reach you on your department channel. That doesn't preclude upgrading your headset with another key, though: the HoS's will give you Command and Security to add to your Service, or you could find the HoP's and swap it for yours to get a free Command and Supply channel for the same headset space.
people didn't know this?
huh. how did you think stuff like the traitor headset keys worked, then?
Re: Little things you learned that are game changing
Posted: Wed Mar 16, 2016 12:41 am
by Reece
I was thinking the same thing. Isn't it on the wiki?
Re: Little things you learned that are game changing
Posted: Wed Mar 16, 2016 1:07 am
by Anonmare
I've known about this for a long time but the number of silicon players who don't is a little too high and I like to help where I can (>Implying).
Engineering borgs can now repair themselves with a welder (for a small time delay) and have the unique capability of immediately bypassing a severed AI wire by repairing it themselves (I'm always amazed when it doesn't occur to a borg to do this). They also have inbuilt magboots and *all* borgs are fire immune (Though I still remember the dark days of fusion gas...). Security cyborgs should try to keep from mag-dumping their disabler, once the sprite shows an empty disabler it will take a very long time before the sprite will show a full gun again and you cannot fire if the sprite shows an empty gun. Using your security hailer constantly will break it *permanently*.
If you have been subverted, a good idea is to get the person who has subverted you to sever your camera wire. This will prevent a bored warden from seeing you in the middle of beating the clown to death with a fire extinguisher.
When de-syncing a Cyborg from it's AI, make you reset it's laws. Even if it isn't synced, the borg will follow the laws still in it's memory. This does cause odd situations where a Cyborg can be synced to an AI, but not share it's laws so be careful when snipping.
AI's can jump between z-levels via the camera network command to jump between the mining outpost and the gulag (and rarely even beyond that depending on circumstances). They can also use the "Jump to camera" command to avoid scrolling across the station for a door request and the requester isn't on camera. You can also type letters to quickly scroll to the camera you want (so pressing "A" repeatedly will cycle between the AI core, AI Upload and Armoury cameras).
If a borg has been de-synced from you but you aren't sure if it's emagged or not, check the Cyborg Upload console for any unslaved units. Emagged borgs will not show up while de-synced borgs will
The "Set Auto Announcement" command under the AI Commands/Robot Commands tab will specify which channel, if any, your law statements will go to with Default being the Common radio channel. This does have it's uses but it's limited, you're either stating over Common or you're not and borgs by default do not state laws over the radio. Quick commands for rapid machine interaction goes as follows:-
Airlocks
Ctrl+click - Raise/Drop bolts
Shift+click - Open/Close door
Alt+click - Permanently shock/Unshock a door
APCs
Ctrl+Click - Flip main breaker on/off
The commands work regardless of whether you are an AI or a Cyborg so long as, A.) The Ai connection wire is intact. B.) Power exists. And C.)You have a clear line of sight on the machine.
Hopefully someone finds something useful out of this.
Re: Little things you learned that are game changing
Posted: Wed Mar 16, 2016 1:44 am
by Shaps-cloud
Anonmare wrote:APCs
Ctrl+Click - Flip main breaker on/off
Holy shit I knew about most of the rest of that but that's a golden tip
Re: Little things you learned that are game changing
Posted: Wed Mar 16, 2016 6:42 am
by kazeespada
Stools are unbreakable, use them if you really want a durable chair weapon.
Wooden Chairs smash very very easily. Use one if you want the stun.
If your oponent is weak and has a chair smash against them, then it will knock them down for a tick.
Re: Little things you learned that are game changing
Posted: Sun Mar 20, 2016 11:31 am
by Anonmare
You make unstable mutation toxin by injecting a green slime extract with radium.
Yes I'm mad about this being really unintuitive too.
Re: Little things you learned that are game changing
Posted: Mon Mar 21, 2016 1:45 am
by Anonmare
It would take a lot of botany/xenobio cooperation as well as a lot of time and be very risky but player-controlled mantraps are the fucking devil. They do massive damage, can attack you as long as they can see you (even through windows) and have no click-delay on their attack.
Re: Little things you learned that are game changing
Posted: Mon Mar 21, 2016 2:47 am
by Drynwyn
Anonmare wrote:You make unstable mutation toxin by injecting a green slime extract with radium.
Yes I'm mad about this being really unintuitive too.
What's the difference between unstable mutation toxin and normal slimeperson making goo?
Re: Little things you learned that are game changing
Posted: Mon Mar 21, 2016 4:13 am
by PKPenguin321
Drynwyn wrote:Anonmare wrote:You make unstable mutation toxin by injecting a green slime extract with radium.
Yes I'm mad about this being really unintuitive too.
What's the difference between unstable mutation toxin and normal slimeperson making goo?
unstable toxin stuff picks a random race (from a list of all of them in the game - blacklisted ones like mineral golems and military synths) instead of always making you a slimeperson
Re: Little things you learned that are game changing
Posted: Mon Mar 21, 2016 5:23 am
by Drynwyn
Can it turn you into a plasmaman?
Re: Little things you learned that are game changing
Posted: Mon Mar 21, 2016 5:25 am
by PKPenguin321
Drynwyn wrote:Can it turn you into a plasmaman?
yeah
Re: Little things you learned that are game changing
Posted: Mon Mar 21, 2016 1:17 pm
by IcePacks
chairs are breakable, stools are not
Re: Little things you learned that are game changing
Posted: Mon Mar 21, 2016 2:15 pm
by confused rock
PKPenguin321 wrote:Drynwyn wrote:Anonmare wrote:You make unstable mutation toxin by injecting a green slime extract with radium.
Yes I'm mad about this being really unintuitive too.
What's the difference between unstable mutation toxin and normal slimeperson making goo?
unstable toxin stuff picks a random race (from a list of all of them in the game - blacklisted ones like mineral golems and military synths) instead of always making you a slimeperson
It can even turn you into an abductor if you want to meta if abductors exist or use their weapons (but no talking 4u)
Re: Little things you learned that are game changing
Posted: Mon Mar 21, 2016 2:37 pm
by Steelpoint
Mouth Executions are a game changer, or more so I like playing out a execution and sometimes someone may break. One shot almost always knocks them into crit.
There are some pretty neat chemical combinations you could pair with a Chemical Implant from the armoury that are very powerful, but I don't pursue them due to me NOT wanting to be a maximum power gamer.
Re: Little things you learned that are game changing
Posted: Mon Mar 21, 2016 4:15 pm
by Wyzack
Chem implants are great if you wanna release someone on probation. My favorite is 100u unstable mutagen, but some times i will ask the chemist to just make me 100u of whatever potent killmix their twisted mind can conceive.
Re: Little things you learned that are game changing
Posted: Tue Mar 22, 2016 1:10 am
by Venticular
Speaking of executions, I'm not sure if I have ever seen a public swirlie execution
Re: Little things you learned that are game changing
Posted: Wed Mar 23, 2016 9:13 am
by Ezel
You can throw weapons with pins in the lava to get their pins
Re: Little things you learned that are game changing
Posted: Wed Mar 23, 2016 10:41 am
by FantasticFwoosh
Steelpoint wrote:Mouth Executions are a game changer, or more so I like playing out a execution and sometimes someone may break. One shot almost always knocks them into crit.
There are some pretty neat chemical combinations you could pair with a Chemical Implant from the armoury that are very powerful, but I don't pursue them due to me NOT wanting to be a maximum power gamer.
Before, mouth executions used to husk a body when applied lethally.
Now i've recently noticed that it will maintain body integrity, and instead sprite a laser hole through someone's cranium, preferably the best execution rig is applied between two people, with one person holding the prisoner aggresively, and the other shooting.
The person restraining then can choke to finish the prisoner off, its a surprisingly efficient way of doing it.
Re: Little things you learned that are game changing
Posted: Sat Mar 26, 2016 1:57 am
by Super Aggro Crag
the jackson's chameleon gives live birth
Re: Little things you learned that are game changing
Posted: Sun Mar 27, 2016 5:27 pm
by Shad0vvs
You can move those stupid spells that show up on the top left of your screen by dragging them where you want them so they aren't in a useless corner.
Re: Little things you learned that are game changing
Posted: Sun Mar 27, 2016 9:25 pm
by Venticular
Holy shit, brb, time to turn into a power gamer