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Re: Little things you learned that are game changing

Posted: Mon Nov 24, 2014 10:32 am
by cedarbridge

Bottom post of the previous page:

Cipher3 wrote:
Braincake wrote:three Heads of Security during revolution or what-have-you
90% sure only roundstart heads matter for objectives, for the record.
Not anymore apparently.

Re: Little things you learned that are game changing

Posted: Mon Nov 24, 2014 11:33 am
by Braincake
cedarbridge wrote:
Cipher3 wrote:
Braincake wrote:three Heads of Security during revolution or what-have-you
90% sure only roundstart heads matter for objectives, for the record.
Not anymore apparently.
Yeah, that got changed, they're all targets now. Enjoy signing up as a head and getting mobstomped before you even enter your department.

Re: Little things you learned that are game changing

Posted: Mon Nov 24, 2014 10:39 pm
by Kraso
Braincake wrote:
cedarbridge wrote:
Cipher3 wrote:
Braincake wrote:three Heads of Security during revolution or what-have-you
90% sure only roundstart heads matter for objectives, for the record.
Not anymore apparently.
Yeah, that got changed, they're all targets now. Enjoy signing up as a head and getting mobstomped before you even enter your department.
>implying that didn't happen before this change

Re: Little things you learned that are game changing

Posted: Mon Nov 24, 2014 11:53 pm
by cedarbridge
Kraso wrote:
Braincake wrote:
cedarbridge wrote:
Cipher3 wrote:
Braincake wrote:three Heads of Security during revolution or what-have-you
90% sure only roundstart heads matter for objectives, for the record.
Not anymore apparently.
Yeah, that got changed, they're all targets now. Enjoy signing up as a head and getting mobstomped before you even enter your department.
>implying that didn't happen before this change
Except it actually matters now.

Re: Little things you learned that are game changing

Posted: Tue Nov 25, 2014 10:53 am
by Erbbu
Fill a chemical implant with medicine and synaptanize. Distribute to officers. They can activate the implant while being stunned and getting beaten to death. This gives them a chance to fight back, run away or yell for help even against surprise stuns.

It's really OP but not nerfed yet because no one does this since it requires both the knowledge of it and cooperation between chemistry and security.

Re: Little things you learned that are game changing

Posted: Tue Nov 25, 2014 10:57 am
by Lo6a4evskiy
Wait, you can activate chem implants yourself? I thought they were only activatable from prison management console.

Re: Little things you learned that are game changing

Posted: Tue Nov 25, 2014 11:02 am
by cedarbridge
Lo6a4evskiy wrote:Wait, you can activate chem implants yourself? I thought they were only activatable from prison management console.
They have to call out for the warden to activate it.

Re: Little things you learned that are game changing

Posted: Tue Nov 25, 2014 11:24 am
by Steelpoint
cedarbridge wrote:
Lo6a4evskiy wrote:Wait, you can activate chem implants yourself? I thought they were only activatable from prison management console.
They have to call out for the warden to activate it.
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.

Re: Little things you learned that are game changing

Posted: Tue Nov 25, 2014 11:22 pm
by lumipharon
Deathgasping has always activated chem implants. And if you're not in crit, it doesn't actually kill you. Now though, implants have the GUI buttons instead.

Re: Little things you learned that are game changing

Posted: Mon Dec 01, 2014 4:04 pm
by Wyzack
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)

Re: Little things you learned that are game changing

Posted: Mon Dec 01, 2014 5:14 pm
by Akkryls
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)
Might have been mentioned before, but may as well mention it again.
Get your shotgun. Go get shotgun darts from Science. (Science is usually cool with the bartender, and you can even potentially get them to make you tech shells)
Now, make Beepsky Smash or Neurotoxin, and fill your shotgun darts with it. Beepsky Smash is easier to make since it only requires iron, neurotoxin I believe is somewhat stronger and knocks the person down. (With all the bonuses of knock down, like dropping items).

These two are basically the Bartender's version of Chloral Hydrate.
Addendum: I am unsure as to whether shotgun darts bypass E-sword deflection, however syringes do last time I tried. If you're a Chemist/CMO/Bartender when some ass is running around with an e-sword and reflecting everything, grab a syringe gun and some neurotoxin and pew pew them. I also believe both Beepsky Smash and Neurotoxin are both harmless, whereas Chloral Hydrate can cause damage in higher doses.

Re: Little things you learned that are game changing

Posted: Mon Dec 01, 2014 5:16 pm
by fleure
eswords only reflect energy projectiles last I checked. That's an awesome idea regarding the dart shells, though, I need to try that.

Re: Little things you learned that are game changing

Posted: Mon Dec 01, 2014 5:19 pm
by Akkryls
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.
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.

Re: Little things you learned that are game changing

Posted: Mon Dec 01, 2014 5:26 pm
by ExplosiveCrate
I believe eswords can deflect most projectiles (syringes and such) because they're technically shields, but dual eswords automatically reflect all energy based projectiles (on top of being shields).

Re: Little things you learned that are game changing

Posted: Mon Dec 01, 2014 11:16 pm
by lumipharon
e-swords can BLOCK anything (low chance) dual e-swords REFLECT energy projectiles (including e-bow) 100% of the time. So as long as your target isn't bioproof (hardsuit/biosuit etc), a beepsky smash dart is the best stun in the game. One dart hold 30u, which is enough to stun someone for over a minute. Also they're made from the autolathe, so you can usually just bug cargo and get some.

My favorite combo is beepsky smash dart and an incendiary slug. You double tap fuckers, beepsky smash stuns them but doesn't make them fall over, then you set them on fire, and the stun is so long they'll burn to death before it wears off.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 2:28 am
by RG4
I wonder if Beepsky smash could be made into a grenade. You think poly acid grenades are bad imagine breathing in beepsky smash.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 2:41 am
by lumipharon
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.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 3:06 am
by Saegrimr
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.
Both can also be used in a spray bottle, if you're looking for a robust replacement for polyacid.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 3:42 am
by Wyzack
Wait what really? Spraying the drink on a persons skin is the same as injesting it? That seems retarded. Like really dumb.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 5:27 am
by lumipharon
touch is not the same as ingest. I don't know if spray bottle causes ingest, but I know that smash doesn't work with touch reaction.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 5:34 am
by qwert
Just wondering, how robust it is to put the cigar loaded with beepsky smash/ mutetoxin/ polyacid in mouth of your target.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 12:33 pm
by Braincake
qwert wrote:Just wondering, how robust it is to put the cigar loaded with beepsky smash/ mutetoxin/ polyacid in mouth of your target.
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.

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.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 5:10 pm
by fleure
Braincake wrote:
qwert wrote:Just wondering, how robust it is to put the cigar loaded with beepsky smash/ mutetoxin/ polyacid in mouth of your target.
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.

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.
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.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 5:15 pm
by Akkryls
fleure wrote:
Braincake wrote:
qwert wrote:Just wondering, how robust it is to put the cigar loaded with beepsky smash/ mutetoxin/ polyacid in mouth of your target.
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.

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.
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.
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.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 5:54 pm
by qwert
Bar/ kitchen are right NEXT TO MEDBAY and also they are in high traffic area, so poisoning someone is possible by stuff of prolonged action( which only badger has), but this is also blocked by HELP! and suit sensors.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 6:52 pm
by lumipharon
It's also pretty shit for antags, now that you can examine and see exactly what reagents are in a glass. Before this wasn't visible,so you could poison drinks and people wouldn't know.

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 7:13 pm
by ZangoZett
Guys stop talking about Beepsky Smash on the forums or else everyone will start using it and it'll get nerfed

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 7:17 pm
by fleure
The New Meta™

Re: Little things you learned that are game changing

Posted: Tue Dec 02, 2014 7:42 pm
by qwert
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.

Re: Little things you learned that are game changing

Posted: Wed Dec 03, 2014 1:38 am
by cedarbridge
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.
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~"

Re: Little things you learned that are game changing

Posted: Wed Dec 03, 2014 8:12 pm
by bandit
EMPs can be used while riding disposals, in the area you are riding through.

Re: Little things you learned that are game changing

Posted: Wed Dec 03, 2014 8:23 pm
by Lo6a4evskiy
I wonder if chem nades are.

Re: Little things you learned that are game changing

Posted: Wed Dec 03, 2014 8:44 pm
by Feretal
Anything you can throw works in disposals. Cleaner grenades, poly acid nades, minibombs.

Also, apparently lockers are magical so thermals can't see through them. Even though they can see through r-walls and anything else

Locker hiding best tactic ever

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 5:40 am
by Ergovisavi
Spraybottles and Guns work like extinguishers do for propelling you through places without gravity.

Which means the Proto-Kinetic Accelerator is an infinite charge space maneuvering tool. Useful.

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 5:51 am
by FrostFenex
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)

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 5:53 am
by RG4
Glass shards break grills in 2 throws.

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 6:16 am
by FrostFenex
So does the extinguisher which you need to break the window.

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 7:21 pm
by Rumpelstiltskin3
You can use pepperspray as a makeshift jetpack, just like the fire extinguisher.

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 8:16 pm
by moyogo
The AI core fits in a bodybag.

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 8:27 pm
by deathhoof
Rumpelstiltskin3 wrote:You can use pepperspray as a makeshift jetpack, just like the fire extinguisher.
Well the sec belt suddenly became realy robust

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 9:26 pm
by Earthykiller127
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)
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.

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 10:29 pm
by qwert
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.

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 10:41 pm
by whodaloo
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.
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.
Also cold nitrogen is the most robust firefighting tool in existence.

Re: Little things you learned that are game changing

Posted: Thu Dec 04, 2014 11:47 pm
by AnonymousNow
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)
By cycling hotkey R, click, click, hotkey R, click, click etc. you can throw objects repeatedly and quickly from one tile away.

Re: Little things you learned that are game changing

Posted: Fri Dec 05, 2014 1:12 am
by deathhoof
As atmos or scientist, one can become retardedly robust by making custom gas mix flamethrowers. Any robust flamethrower enthusiast should have all of the following:
>Supercooled N2 flamethrower: if you need to slow someone, just spray this. It acts like sticky-tiles with that added bonus of causing damage. N2 is the best for freezing an area because it is not filtered by scrubbers and is retardedly hard to heat up. It's less effective against targets that are wearing armor and helmets.
>Superheated co2 flamethrower: if you need to block of an area or kill people discreetly, use this. The advantage of this over plasmathrower is that its invisible, so its more stealthy to spray, and can quite possibly invite someone to walk through it and die because it looks just like regular air.
>superheated o2 & plasma flamethrower: For when you want fire now. This will make an area uninhabitable untill the room is cooled, but rooms are easy to cool. The main use of this is yakety saxing. You can set someone on fire, forcing them to waste some time resisting, and as a bonus you will keep them away from the sprayed area. If you spray it at sec while you have an atmos suit on, you can just walk right into the fire area and escape them. Always try to set atleast one sec officer on fire. Be warned, this mix is VERY HOT.
>superheated no2: Like room temperature no2 but has the bonus of spreading very quickly and also doing damage. It's much more useful than room temperature no2 because the rapidly expanding gas will give the people chasing you less time to react. This is probably the most effective yakety sax gas, but its equally as effective for an ambush. This WILL clog scrubbers.
>Supercooled no2 flamethrower (optional): If you would prefer to use no2 for ambushing only, I advise supercooling it rather than superheating it. Slowing down your enemy to you level is obviously useful in an ambush. You will probably have to spray twice as much to get enough gas to reach them to knock them out. Avoid if you have a limited supply of gas. Scrubbers do not filter this well.
>superheated no2 plasma flamethrower: This is the mix to use before there are atmos problems. Ringing in toxin, oxygen deprivation, burn, and pressure damage, this flamethrower does the largest variety of damage types, but doesn't necessarily do the most damage. To someone that isnt wearing temperature resistant armor, some of the other flamethrowers are more powerful. When the station has oxygen, this flamemix is the best all-purpose mix. Although it lacks some of the niche functions the other flamethrowers has, it accomplishes a little of everything the other flamethrowers do except for slowing. In a situation without oxygen however, it is completely useless because everyone would be wearing a gasmask. Avoid using this late round.

Re: Little things you learned that are game changing

Posted: Fri Dec 05, 2014 2:08 am
by whodaloo
deathhoof wrote:useful flamethrower advice
it's N2O not no2

Re: Little things you learned that are game changing

Posted: Fri Dec 05, 2014 2:20 pm
by Raven776
If you're infected with xenoism and there are no ghosts to be the larva (including yourself) then you won't pop. This means that mass infecting monkies won't produce braindead larva...

It also means that if someone dies after monkies are put into the xeno pen, it could be hours later but a larva will pop...

I just spent a round playing whack-a-mole.

Re: Little things you learned that are game changing

Posted: Fri Dec 12, 2014 10:35 pm
by Earthykiller127
1) get pun pun from the bartender, ask nicely or bring him a good cup of robust coffee
2) bring him to geneticist lab and put him into a DNA scanner
3) save his buffer just in case
4) Get a fellow geneticist to save your buffer while you stuff yourself in the scanner or get a volunteer
5) now that you got an human buffer saved on the console, put spoon spoon back in the scanner and click occupiant on the buffer of the human scanned for SE, UI but NOT UE
6) drag your sex sla- humanized monkey back to the bartender
7) watch as he cries in horror

Literally changes your whole look at science.

Re: Little things you learned that are game changing

Posted: Sat Dec 13, 2014 9:49 am
by Grazyn
A fully upgraded cloner can clone ling husks.

Re: Little things you learned that are game changing

Posted: Wed Dec 17, 2014 8:47 am
by Drynwyn
Spray cleaner can be a jetpack.

Re: Little things you learned that are game changing

Posted: Wed Dec 17, 2014 8:42 pm
by AnonymousNow
Space exposure can eventually dessicate bodies, as can extreme and prolonged temperatures.

In other words, some of the husks you find might be cloneable anyway. It's always worth a check.