Re: Little things you learned that are game changing
Posted: Thu Oct 06, 2016 3:12 pm
by DemonFiren
Bottom post of the previous page:
Even better if you also somehow scrounged up a sec jumpsuit. You could literally get 100 melee resist.
Re: Little things you learned that are game changing
Posted: Thu Oct 06, 2016 3:30 pm
by Anonmare
IIRC resistances to melee, ballistic and lasers capped at 80 and still do I believe. Dunno if there were ever times they did not though.
Re: Little things you learned that are game changing
Posted: Thu Oct 06, 2016 3:32 pm
by DemonFiren
They were capped because someone was jealous of miners having too much fun.
Re: Little things you learned that are game changing
Posted: Thu Oct 06, 2016 4:39 pm
by Remie Richards
All armour resistances (that go through the actual human damage procs (so not energy (which is stun defense))) are capped at 90 (which is 90% reduction of incoming damage)
It was capped because people were literally invulnerable, in a method easily obtainable in most rounds.
100 damage or below was reduced to nothing. 100 damage blocking 80%(hardsuit)+10%(sec jumpsuit), this takes it down to 10 damage, and augs reduce damage by 10 flat damage, which is 0 damage.
100 damage is hard to come by in the first place, nevermind anything above that.
Re: Little things you learned that are game changing
Posted: Thu Oct 06, 2016 6:51 pm
by Shaps-cloud
max(90, armor)
Re: Little things you learned that are game changing
Posted: Thu Oct 06, 2016 7:32 pm
by FantasticFwoosh
You can fully revive bodies with robotic parts and reagent from just a torso and any head by stitching together the two (having a ckey brain inside helps or praying for admins to suggest the body, technically you can add brains in later so use any skull), however you will also need to refill them with blood and working organs (heart and lungs) then apply strange reagent (which can be made quickly via a experienced botanist) to revive them.
1 alternative for borging if genetics is down or its not what you want to do and you have time while the ghost is mingling in dead-chat or whatever, apply plastic surgery too to change their appearance if they've been long dead and their identity does not matter anymore.
RoboHop read your directives.
1. I MUST SERVE THE PUBLIC TRUST
2. I MUST DISPENSE ADEQUATE ACCESS WITH REASON
3. I MUST DISPENSE MORE CLOWN SLOTS EVERY 15 MINS
Directive 4 - [CLASSIFIED]I must not attempt to subvert myself with higher/all access or attempt to assault anyone higher ranking than i am or my creator
Re: Little things you learned that are game changing
Posted: Thu Oct 06, 2016 10:31 pm
by TankNut
FantasticFwoosh wrote:You can fully revive bodies with robotic parts and reagent from just a torso and any head by stitching together the two (having a ckey brain inside helps or praying for admins to suggest the body, technically you can add brains in later so use any skull), however you will also need to refill them with blood and working organs (heart and lungs) then apply strange reagent (which can be made quickly via a experienced botanist) to revive them.
1 alternative for borging if genetics is down or its not what you want to do and you have time while the ghost is mingling in dead-chat or whatever, apply plastic surgery too to change their appearance if they've been long dead and their identity does not matter anymore.
As a less complicated alternative: Fully augment a genetics monkey made human and simply swap out the brains when you need to. Just make sure that you've got a defib within arm's reach and everything should be fine.
Re: Little things you learned that are game changing
Posted: Thu Oct 06, 2016 11:28 pm
by FantasticFwoosh
Adding the prosthetics is not hard/augging in general since its the same procedure, do it once and quickly go through the rest, and some people are reassured by being in their own ckey bodies as they were recovered, monkeys work too for a cheapskate way, but its more fun to play mad doc and graverob random bits and pieces of people (human or not, i hope in the future they are more distinguishable racial parts, golem arms etc with some character persistence to posession of a limb) post being hacked to bits by esword and captain sword lunatics.
Augging brings damaged severed parts back up to health, (without that synthflesh pr going around suggesting a way to heal organic limbs) so even if the head was cut off violently and everything mutilated it can be re-attached to acceptable means of strange reagent revival.
Re: Little things you learned that are game changing
Posted: Fri Oct 07, 2016 12:46 am
by Remie Richards
Shaps wrote:max(90, armor)
no bully
Re: Little things you learned that are game changing
Posted: Sat Oct 08, 2016 1:50 am
by aranamor
With a good mix the janitor's spraypack is a flamethrower that's better than the actual flamethrower. If you light somebody with a mix carrying colorful reagent, the flames will be colorful too, and spread the same color on contact!
Re: Little things you learned that are game changing
Posted: Sat Oct 08, 2016 2:56 am
by MimicFaux
aranamor wrote:With a good mix the janitor's spraypack is a flamethrower that's better than the actual flamethrower. If you light somebody with a mix carrying colorful reagent, the flames will be colorful too, and spread the same color on contact!
I know what I'm doing next shuttle.
Re: Little things you learned that are game changing
Posted: Sat Oct 08, 2016 5:15 am
by MrAlphonzo
Switching to aggressive intent and grabbing someone is faster than right clicking, and also avoids the infamous right click lag.
Manually recycling monkeys in xenobio is more efficient than using the consoles, especially if its upgraded.
Baseball bats deal bonus damage that completely ignore armor if you knock someone into a wall.
If you fuck up during a hack, you can cut the wire twice to reset it, instead of waiting for the door to fix itself automatically.
Vaping alcohol may or may not set people on fire, if you have hacked it to create clouds.
If you love metagaming/powergaming, slap an infrared emitter or proximity sensor onto a remote signalling device, toss it in the AI upload, stick another signaller in your pocket, set to the same frequency. You now have a ghetto motion alarm. You will now earn the disrespect of most heads of staff and probably the AI itself, but hey, it works.
Breaking into the arrivals checkpoint and cracking open the wardrobe gives you access to free (and stylish) armor. No access required
Re: Little things you learned that are game changing
Posted: Sat Oct 08, 2016 7:33 am
by Professor Hangar
aranamor wrote:With a good mix the janitor's spraypack is a flamethrower that's better than the actual flamethrower. If you light somebody with a mix carrying colorful reagent, the flames will be colorful too, and spread the same color on contact!
I mean, a flamethrower in real life is literally just a hose that sprays flammable liquid after all. Igniter optional depending on the mix. (see Greek Fire)
Re: Little things you learned that are game changing
Posted: Sat Oct 08, 2016 5:14 pm
by aranamor
I think the clown can 'safely' use it too. Will test with laughter mixture next time.
Re: Little things you learned that are game changing
Posted: Sat Oct 08, 2016 11:20 pm
by Reyn
Killing someone with Someone's lungs is doable.
Wizards can turn into security mechs.
Whenever you summon guns, magic AND wizard events, You can expect the station to go to shit even if you die in 10 seconds of going stationside.
Re: Little things you learned that are game changing
Posted: Sat Oct 08, 2016 11:24 pm
by Drynwyn
aranamor wrote:I think the clown can 'safely' use it too. Will test with laughter mixture next time.
Can confirm this via code-dive, flamethrowers are not a child of gun, so there are no clumsiness checks.
Re: Little things you learned that are game changing
Posted: Sun Oct 09, 2016 1:37 am
by The Ultimate Chimera
You can flip a hat with alt-click.
Re: Little things you learned that are game changing
Posted: Sun Oct 09, 2016 9:32 am
by Cuboos
The Ultimate Chimera wrote:You can flip a hat with alt-click.
I actually kind of hate this. I use alt-click to get stuff from a locker, if there's a hat on top of the pile it cancels the alt-click menu and flips the hat... so annoying ...
Re: Little things you learned that are game changing
Posted: Thu Oct 13, 2016 4:05 pm
by TheWulfe
You can use spray cans from the autolathe with a color selected to a dark color to block vision through windows. This can free up build space in a cramped space-exposed windowed area for your cult base so you don't have to build metal walls (one less tile to build on) to block vision to remain secret. This gives you plausible deniability to that location actually being an antag containing base compared to someone just looking through the window, seeing your blood rune/Ratvar base and shouting 'Cult at X!'
There are several methods and different uses:
Spoiler:
Tinting full window block. Which competely blocks vision, saves space. Which at passing glance just looks like a unlighted reinforced window. Not amazingly convincing but your goal is the plausible deniability. Someone seeing that would have to actually enter the room to see what's in it.
Tinting a single pane. This only makes a single tile visible. Way more convincing when passing by but still blocks that building space from antag revealing things
You can see out of it on your side. Though you have to physically be on the exposed tile
The single pane vision aspect can be rather useful in blocking actual run-ins from an airlock into your base. They open it up, only see one tile, and if they even recognize the window, start bashing it rather audibly, giving you time to prep your stuns/hide your stuff while retaining your plausible deniability room.
Also, even single panes on their sides in maint block vision while still being able to move through it, this is useful in what I like to call the "Ratvar Snare."
Spoiler:
A maint dweller bursting in at full speed will have his vision blocked. It's easy to regard it as the game itself not registering your light source's movement yet, and dimmer lights flat out can't see it.
The snare has sprung! He runs facefirst into a Ratvar stun/convert sigil combo and is converted. Do note that crayon is used in substitute for the sigils since I was not Ratvarian during the time I was testing.
Even better, while standing directly on a single pane side tile in maint, his vision is blocked on all sides. So even if the person had the reflexes of a god and would detect something one tile away at full speed, they don't actually see the sigil until they are physically on it.
The snare even works on the double wide maint sections that are popular on Meta, if slightly more obtuse and easier to spot. (Actually, I messed up here since the bottom single panes should be hugging the bottom walls)
Do note that the window panes seen are from a combined hardhat-light + PDA light in a still image. Maintdwellers bursting through maint at full speed with only their PDA light stand no chance.
Re: Little things you learned that are game changing
Posted: Thu Oct 13, 2016 10:02 pm
by Remie Richards
Single panes blocking light when sprayed is almost certainly a bug.
Fulltile windows are a subtype of single panes (WHY), whomever added window spraying forgot to handle single panes differently to full windows.
It can probably be fixed in a way that allows it to still work like:
X | O
but not X _ O
sort of "legitimising" the bug, while fixing most of it.
Re: Little things you learned that are game changing
Posted: Thu Oct 13, 2016 10:22 pm
by TheWulfe
Remie Richards wrote:Single panes blocking light when sprayed is almost certainly a bug.
Fulltile windows are a subtype of single panes (WHY), whomever added window spraying forgot to handle single panes differently to full windows.
It can probably be fixed in a way that allows it to still work like:
X | O
but not X _ O
sort of "legitimising" the bug, while fixing most of it.
Pls no negate 1000 hours of spraypaint research
Re: Little things you learned that are game changing
Posted: Fri Oct 14, 2016 6:40 am
by IcePacks
that one IM JUST ROLEPLAYIN guy actually made an edit to ss13's tvtrope page (ss13 has a tvtrope page)
i'm gonna go ahead and wash my eyes out with acid
Re: Little things you learned that are game changing
Posted: Fri Oct 14, 2016 6:45 am
by DemonFiren
IcePacks wrote:that one IM JUST ROLEPLAYIN guy actually made an edit to ss13's tvtrope page (ss13 has a tvtrope page)
i'm gonna go ahead and wash my eyes out with acid
I utterly despise TVTropes, but I'm gonna do something to remedy this now.
Re: Little things you learned that are game changing
Posted: Fri Oct 14, 2016 7:33 am
by Professor Hangar
Didn't the admins nuke Fetish Fuel off the face of the site so hard the tropers went and set up an offsite for it?
Re: Little things you learned that are game changing
Posted: Fri Oct 14, 2016 1:08 pm
by Screemonster
wasn't that living latex thing that guy who was chased the fuck off after posting furry porn in OOC and honestly didn't understand why people who aren't furries might not be interested in that sort of thing
Re: Little things you learned that are game changing
Posted: Fri Oct 14, 2016 1:15 pm
by aranamor
Sacrifice a virgin assistant to Citadel's bottomless hunger every summer solstice, it's the only way to stop this
Re: Little things you learned that are game changing
Posted: Sun Oct 16, 2016 1:22 am
by IcePacks
Screemonster wrote:wasn't that living latex thing that guy who was chased the fuck off after posting furry porn in OOC and honestly didn't understand why people who aren't furries might not be interested in that sort of thing
yes
that's the whole point of my post
Re: Little things you learned that are game changing
Posted: Sun Oct 16, 2016 1:26 am
by J_Madison
just google that kid's ckey and you're gonna see some shit.
Re: Little things you learned that are game changing
Posted: Tue Oct 18, 2016 9:10 am
by MimicFaux
Even if the 'Ratvarian Snare' gets changed, single panel tinted windows against windows is incredibly useful. As a regular autism fort builder, I'll be sure to incorporate your hard earned research in future builds.
Re: Little things you learned that are game changing
Posted: Fri Oct 28, 2016 3:26 pm
by Alipheese
Although click stacks of materials to pick how much you want.
Re: Little things you learned that are game changing
Posted: Sun Oct 30, 2016 10:34 am
by Slettal
You don't need an engineer or the AI to unlock the the genetics's APC for speed cloning if you are the geneticist: swipe ID on cloning pod, right click and select 'eject occupant'. Only works above 40% though
Re: Little things you learned that are game changing
Posted: Sun Oct 30, 2016 11:41 am
by DemonFiren
Also, on Meta at least the APC starts unlocked last I checked.
Re: Little things you learned that are game changing
Posted: Sun Oct 30, 2016 2:44 pm
by aranamor
With immediate medical attention and a straitjacket, someone can be kept on a meatspike alive near indefinitely. Kidnap assistants who wander into maintenance and save them in your murder dungeon for later.
Re: Little things you learned that are game changing
Posted: Tue Nov 01, 2016 9:55 am
by Cuboos
If you need to disguise yourself as a changeling or with a chameleon kit, go mime. no one expects you to talk and are usually skipped over if sec is asking people to remove their mask
Re: Little things you learned that are game changing
Posted: Tue Nov 01, 2016 6:28 pm
by Anonmare
Removing a Mime or Clown's mask is considered to be a sin and you deserve everything you get for de-masking a Clown or Mime. Same goes if they remove their own masks willingly.
Re: Little things you learned that are game changing
Posted: Tue Nov 01, 2016 9:57 pm
by PKPenguin321
Cuboos wrote:If you need to disguise yourself as a changeling or with a chameleon kit, go mime. no one expects you to talk and are usually skipped over if sec is asking people to remove their mask
flipside to this is that you have to be wary of the mime changing his clothes. if he's dressed up as a chicken since roundstart or whatever and you're a vanilla mime with only one mime on the crew manifest, you're easily outed to anybody who's observant.
Re: Little things you learned that are game changing
Posted: Wed Nov 02, 2016 9:12 am
by Cuboos
PKPenguin321 wrote:
Cuboos wrote:If you need to disguise yourself as a changeling or with a chameleon kit, go mime. no one expects you to talk and are usually skipped over if sec is asking people to remove their mask
flipside to this is that you have to be wary of the mime changing his clothes. if he's dressed up as a chicken since roundstart or whatever and you're a vanilla mime with only one mime on the crew manifest, you're easily outed to anybody who's observant.
Just remove your ID, most will assume the hop opened up more mime slots and no one seems to question a mime or clown without an ID
Re: Little things you learned that are game changing
Posted: Thu Nov 10, 2016 4:44 pm
by Onule
Hit yourself with a baseball bat to get on tables instantly, at the cost of 10 brute!
Two conveyor belts and a lever lets you go through plastic flaps, 3 belts if you want to go both ways.
Monkeys don't seem to get reagents in them apperantly, but they can still vape, even in death.
Re: Little things you learned that are game changing
Posted: Wed Nov 16, 2016 8:24 am
by XDTM
Abductors get a point for every gland they insert into someone. You can only put one with normal surgery, and using experimental surgery you have to take out the heart so you can't do it more than once... unless you implant back the same heart you just took out!
So you can just overload a poor bastard with 6 or more glands and enjoy the greentext.
Re: Little things you learned that are game changing
Posted: Wed Nov 16, 2016 4:02 pm
by MimicFaux
XDTM wrote:Abductors get a point for every gland they insert into someone. You can only put one with normal surgery, and using experimental surgery you have to take out the heart so you can't do it more than once... unless you implant back the same heart you just took out!
So you can just overload a poor bastard with 6 or more glands and enjoy the greentext.
The implanting via normal surgery for a second gland is definitely a gamechanger. Implanting multiple times via heart-juggling definitely seems like a bug to me.
Re: Little things you learned that are game changing
Posted: Wed Nov 16, 2016 5:28 pm
by PKPenguin321
XDTM wrote:Abductors get a point for every gland they insert into someone. You can only put one with normal surgery, and using experimental surgery you have to take out the heart so you can't do it more than once... unless you implant back the same heart you just took out!
So you can just overload a poor bastard with 6 or more glands and enjoy the greentext.
Yeah this is definitely a bug
Re: Little things you learned that are game changing
Posted: Wed Nov 16, 2016 5:32 pm
by FantasticFwoosh
Yup yup, a bug.
But removing another team's implants or kidnapping people who have had them removed again also counts for points. The cream of the Ayy crop always rises to the top!
Re: Little things you learned that are game changing
Posted: Thu Nov 17, 2016 12:42 am
by XDTM
You can right-click an RCD to set the access and color of airlocks and if they're with glass or not. You can also swap from normal to reinforced windows.
I've been playing for more than a year and found this out only now wtf
Re: Little things you learned that are game changing
Posted: Thu Nov 17, 2016 1:01 am
by FantasticFwoosh
XDTM wrote:You can right-click an RCD to set the access and color of airlocks and if they're with glass or not. You can also swap from normal to reinforced windows.
I've been playing for more than a year and found this out only now wtf
Might possibly be related to recent merges, dont recall particular customisation on RCD's before.
Re: Little things you learned that are game changing
Posted: Thu Nov 17, 2016 1:06 am
by factoryman942
I think the window thing is recent, access on airlocks is much older
Re: Little things you learned that are game changing
Posted: Thu Nov 17, 2016 1:51 am
by Cw3040
Pilgrim wrote:The syndie cigarettes are incredibly robust as they are filled with omnizine. You can guarantee you'll walk away alive from anything that doesn't kill you instantly, and people tend not to pay attention to your cigarette box if you keep it somewhere unsuspicious such as your pockets. Also, they only cost 1 or 2 crystals so you really have no excuse.
The syndie cigs also spawn in the Cap's office on MetaStation. There's 7 packets and it doesn't require a coin IIRC.
Re: Little things you learned that are game changing
Posted: Thu Nov 17, 2016 5:24 pm
by Davidchan
Metastation has lots of things in places they really shouldn't be, like contraband spawning in the evidence room. It's powercreep station.
Re: Little things you learned that are game changing
Posted: Thu Nov 17, 2016 5:56 pm
by FantasticFwoosh
Tribal talismans are now equipped onto the neck slot, this makes the a SUPER useful object because they offer a small amount of resistances, more than your typical tie syndiecreep (syndieties when?).
Before as ashwalkers it used to drop the gladiator jumpsuit & the unremovable talisman still on it.
Re: Little things you learned that are game changing
Posted: Thu Nov 17, 2016 5:58 pm
by calzilla1
Davidchan wrote:Metastation has lots of things in places they really shouldn't be, like contraband spawning in the evidence room. It's best station.
Fixed
Re: Little things you learned that are game changing
Posted: Fri Nov 18, 2016 1:48 am
by PKPenguin321
the throwing weapons box has a chance to spawn on a table in the bar on metastation instead of the russian revolver what the heck
Re: Little things you learned that are game changing
Posted: Fri Nov 18, 2016 12:42 pm
by DemonFiren
Would be nice if syndicate cardboard had sharp edges.