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Station damage FNR

Posted: Thu Jun 09, 2016 9:15 pm
by J_Madison

Bottom post of the previous page:

Was on a round on Sybil, repairing damage.

And non-antags with the fireaxe just go around smashing all the windows. As I'm repairing grilles, someone decides to snip all of the grilles. Then crowbar all the tiles up.

Note that NONE of these people were antags.

Is this ahelpable?
I really don't want to solve this IC because it's killbaiting to griff and cause a duckhunt.

Re: Station damage FNR

Posted: Fri Jun 17, 2016 11:06 pm
by Malkevin
Malkevin's guide to dealing the greybacked shitlers
Or how learned to stop worrying and love the bwoinks.

1. Call sec - they're unlikely to show up but 1. it might make the piss stain run off, and 2. atleast you can tell the admins later you tried to get sec to deal with it
2. As you're waiting for sec to never turn up, gather the components and make a stun prod. Cargo, robotics, and engineering are good places to ask if the primary tool storage is raided already.
3. Grab a toolbox or other blunt instrument.
4. Find shitler
5. Apply zappy stick to their gnads
6. Swap hand to toolbox
7. Apply toolbox to their skull three times
8. Swap back to stun prod.
9. Repeat steps 5-8 until griffon is dead.
10. Give body to chef or toss out nearest airlock, do not get them cloned - they will hunt you down and try for revenge.


As sec if someone makes a mess of my brig I'll treat them like a puppy and rub their noses in the mess, that is to say that if they expose the grilles I'll throw them repeatedly into the grilles. Usually gets the point across.

Re: Station damage FNR

Posted: Sat Jun 18, 2016 12:25 am
by PKPenguin321
you dont even need the toolbox just toggle your baton and make sure you're on harm intent before the initial stun

Re: Station damage FNR

Posted: Sun Jun 19, 2016 2:06 pm
by Not-Dorsidarf
PKPenguin321 wrote:you dont even need the toolbox just toggle your baton and make sure you're on harm intent before the initial stun
Stunprods do 5 brute, I think

Re: Station damage FNR

Posted: Sun Jun 19, 2016 2:09 pm
by Zilenan91
stunprods do like 2 brute


hatchets in the garden also work

Re: Station damage FNR

Posted: Thu Jun 23, 2016 2:11 am
by Slignerd
TheNightingale wrote:A non-antag even having a fire axe (unless there's a good reason like 'huge juggernauts in the halls') is shady;
Have you ever seen Zoey Webb?

Re: Station damage FNR

Posted: Thu Jun 23, 2016 6:33 am
by Reece
Yes. I take great pleasure in brigging her for unauthorised weapon carrying and locking up the axe in the armoury.

Re: Station damage FNR

Posted: Thu Jun 23, 2016 12:32 pm
by DemonFiren
Atmos techs have a right to the axe, obviously.

It's good for resolving pipe problems.

Re: Station damage FNR

Posted: Thu Jun 23, 2016 12:48 pm
by peoplearestrange
Be kinda nice if fireaxe's could prise doors open similar to how zombies do, kinda make the atoms techs use of it more firefightery

Re: Station damage FNR

Posted: Thu Jun 23, 2016 12:57 pm
by Malkevin
Fireaxe is a crowbar if two hand wielded.

Or can zombies open up powered doors?
Probably not a good idea to give the crew a ghetto emag.

Re: Station damage FNR

Posted: Thu Jun 23, 2016 1:01 pm
by peoplearestrange
Zombies can open powered doors, it makes a load noise when the process is started, takes about 1 minute, then makes another noise when the door finally prises open.
(Similar to large xenos IIRC)

Re: Station damage FNR

Posted: Thu Jun 23, 2016 2:24 pm
by Atlanta-Ned
Malkevin wrote: Probably not a good idea to give the crew a ghetto emag.
Yes, let's not give the retards greys another reason to break in and steal the axe please.

Re: Station damage FNR

Posted: Thu Jun 23, 2016 2:51 pm
by DemonFiren
Just BZ them if they try shit.

Or better yet, allow us to boobytrap the fire axe closet with a signaller.

Re: Station damage FNR

Posted: Thu Jun 23, 2016 5:59 pm
by Reece
Make atmos and engineering high risk areas so breaking into them makes you valid salad.

Re: Station damage FNR

Posted: Thu Jun 23, 2016 6:19 pm
by Not-Dorsidarf
As an admin, I wouldn't bwoink atmos techs for dismembering anyone breaking into atmos. It's already a high-risk zone because it's /atmos/

Re: Station damage FNR

Posted: Thu Jun 23, 2016 11:25 pm
by Thunder11
To be honest, with how quickly you can fill the station with plasma, atmos is arguably a more dangerous place for people to break into than the armoury. I see no reason not to fuck up anyone who tries to touch the air.

On the subject of the thread, this sort of vandalism should stay IC unless it starts to become a serious problem. For example, a guy smashing open every brig cell multiple rounds in a row for the hell of it should get a bwoinking, a guy who smashes the decorative windows at the HoP line once should get a beating or brig time at most.

Re: Station damage FNR

Posted: Thu Jun 23, 2016 11:26 pm
by Saegrimr
Reece wrote:Make atmos and engineering high risk areas so breaking into them makes you valid salad.
"""IC Issue""" :^)

Re: Station damage FNR

Posted: Thu Jun 23, 2016 11:30 pm
by Shaps-cloud
Reece wrote:Make atmos and engineering high risk areas so breaking into them makes you valid salad.
Feel free to chop up shitters who break into atmos with your axe

Re: Station damage FNR

Posted: Thu Jun 23, 2016 11:53 pm
by TheNightingale
Shaps wrote:
Reece wrote:Make atmos and engineering high risk areas so breaking into them makes you valid salad.
Feel free to chop up shitters who break into atmos with your axe
They disarm you, take your axe and decapitate you. It's valid/"IC issue". They take your hardsuit, ID, gloves and toolbelt, then go into space and smash the exterior windows. They're a non-antag.

Re: Station damage FNR

Posted: Fri Jun 24, 2016 5:09 am
by DemonFiren
Pressure cannons, faggots, do you know how to use them?

Re: Station damage FNR

Posted: Fri Jun 24, 2016 7:25 am
by ShadowDimentio
I thought they were nerfed to hell. Or were coders threatening to nerf them to hell in the five minutes they were new and everyone was using them but then the novelty wore off and they went back to normal?

Re: Station damage FNR

Posted: Fri Jun 24, 2016 8:45 am
by Tornadium
Dope i get my own step in the flow chart.

Re: Station damage FNR

Posted: Fri Jun 24, 2016 10:44 am
by IrishWristWatch0
TheNightingale wrote:
Shaps wrote:
Reece wrote:Make atmos and engineering high risk areas so breaking into them makes you valid salad.
Feel free to chop up shitters who break into atmos with your axe
They disarm you, take your axe and decapitate you. It's valid/"IC issue". They take your hardsuit, ID, gloves and toolbelt, then go into space and smash the exterior windows. They're a non-antag.
You should ahelp shit like that. Granted it is an IC issue. But they're a dick who ruined your round.

Re: Station damage FNR

Posted: Fri Jun 24, 2016 12:46 pm
by Not-Dorsidarf
Anyone who kills someone after breaking into a high-security area for loot is probbably getting a note, and you never know, it might be someone on a last warning for greytiding.

Re: Station damage FNR

Posted: Sat Jun 25, 2016 11:32 am
by Zilenan91
pneumatic cannons got nerfed from 10 glass shard capacity to 7. With 10 they basically instantly killed people and the bleeding made it so that even if they recovered they'd still be fucked if they couldn't get blood.

It's still a great weapon but it's not insane anymore. I still recommend you build it if you know how to aim it. Will do like 80-90 damage to someone and will cause a retarded amount of bleeding and cause them to bleed into crit seconds later.

Re: Station damage FNR

Posted: Wed Jul 20, 2016 6:37 am
by SuperElement
Holy hell, this should not be this hard.
If you're a non-antag in this situation: If someone is causing space exposure without a visible reason (making a station add-on, starving a blob or trying to get into space to get someone or something), then if you care about it, patch it up. If they try to stop you, either attempt to non-harmfully pacify and/or call security or just for help in general.

If you fail and they attempt to and manage to kill you, submit a simple concise adminhelp detailing that you were killed by X for what you saw as reason Y. Don't expect an immediate response, the admin needs to first look-up each of your roles and then try to gather some context from logs and any witnesses. Near the end of the round, or during if the admin is talking in ghost ask what the verdict was. Sometimes admins forget to let people know or follow through, don't expect them to be perfect.

End Result:
If you're civil through this process, if the other person was actually a non-antag AND doing it FNR (or rather for no acceptable reason), and killed you or led to your death or otherwise removal from the round, chances are they will actually get punished and/or banned.
If they're an antag, they had free reign.
If they actually had a legitimate reason and you're being a stickler, then you got the punishment you deserved for making assumptions that led you to stop them.

If this is done when there is no security, then you have to decide for yourself whether it's worth it to oppose them damaging the station, or to simply increase your survivability in light of what they're doing (i.e. for this getting space suit & full internals). If this is done when there are no admins, try to take a text log and screenshot for evidence, use pastebin to upload the log and make an FNR thread.

The biggest thing to note here is that the admins are an active defence, not a preventative defence. If they can prevent obvious rulebreaking, sure, that's great. Most of the time, they can't- especially with how people like to play the game. And that's alright. The game is here for people to have fun, if you find that you no longer have fun playing SS13 on /tg/station, it's time for you to move on- not for the entire server to warp to conform to you.

It was fun for me once, and it stopped at some point, and I'm happy with that. I got some really good times out of the game, and rather than be bitter they're over, I enjoy that I got to experience it. If you can't get that kind of enjoyment out of SS13 as it is, maybe you should focus your efforts on finding something that actually will.

Re: Station damage FNR

Posted: Wed Jul 20, 2016 6:39 am
by Zilenan91
Image

Re: Station damage FNR

Posted: Wed Jul 20, 2016 6:41 am
by Saegrimr
SuperElement wrote:starving a blob
What is this supreme meme?

Re: Station damage FNR

Posted: Wed Jul 20, 2016 12:43 pm
by SuperElement
Zilenan91 wrote:witty image
>not knowing that the forum location got changed because the old one was bombed

Nice to see there are newbies reading the forums at least.
Saegrimr wrote:
SuperElement wrote:starving a blob
What is this supreme meme?
I don't know if blobs are still in the game or if they even resemble the ones from when I used to play, but blobs used to be slowed down by vacuums and space tiles (can't remember if the cold was a factor). A great many people died to the strategy though, being that not everyone who came to fight the blob with lasers had space gear or even internals on.

Re: Station damage FNR

Posted: Wed Jul 20, 2016 12:54 pm
by Saegrimr
SuperElement wrote:
Zilenan91 wrote:witty image
>not knowing that the forum location got changed because the old one was bombed

Nice to see there are newbies reading the forums at least.
Saegrimr wrote:
SuperElement wrote:starving a blob
What is this supreme meme?
I don't know if blobs are still in the game or if they even resemble the ones from when I used to play, but blobs used to be slowed down by vacuums and space tiles (can't remember if the cold was a factor). A great many people died to the strategy though, being that not everyone who came to fight the blob with lasers had space gear or even internals on.
You know this is tgstation, right?

Re: Station damage FNR

Posted: Wed Jul 20, 2016 12:58 pm
by SuperElement
Saegrimr wrote:-snip-
I stopped playing in 2013 pls

Re: Station damage FNR

Posted: Wed Jul 20, 2016 1:00 pm
by Saegrimr
SuperElement wrote:
Saegrimr wrote:-snip-
I stopped playing in 2013 pls
Oh, well welcome back. Shit's changed a lot.

Re: Station damage FNR

Posted: Wed Jul 20, 2016 2:23 pm
by Wyzack
Zilean was not trying to say you are new to the forums, he was pointing out that you necro'd a topic that had not been posted in for a month

Re: Station damage FNR

Posted: Wed Jul 20, 2016 8:54 pm
by SuperElement
Wyzack wrote:Zilean was not trying to say you are new to the forums, he was pointing out that you necro'd a topic that had not been posted in for a month
I should have checked the year difference, my bad. Is something dead after only a month now? I thought being near the top even in a subforum was still considered current- it's not as though the SS13 community was ever as fickle as the public masses, right?

Re: Station damage FNR

Posted: Wed Jul 20, 2016 9:00 pm
by Zilenan91
Though yeah the game isn't really remotely the same as it was in 2013 compared to today.

Re: Station damage FNR

Posted: Wed Jul 20, 2016 11:50 pm
by Malkevin
SuperElement wrote:
Wyzack wrote:Zilean was not trying to say you are new to the forums, he was pointing out that you necro'd a topic that had not been posted in for a month
I should have checked the year difference, my bad. Is something dead after only a month now? I thought being near the top even in a subforum was still considered current- it's not as though the SS13 community was ever as fickle as the public masses, right?
TG became popular around the time you left.

Most people are from that anal retentive place called reddit now as well.