Shotguns are the ultimate counter

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calzilla1
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Shotguns are the ultimate counter

Post by calzilla1 » #231747

See a traitor even if he has a double meme sword? Buckshot him to death
Changeling? See traitor
Wizard? See traitor
Ops? See traitor
Rev? See traitor
Monkey? See traitor
Cult base? Blow down the door with meteor/frag round and clear out with insindiary/ buckshot
Malf? See cult
Life is too short for anything meaningful and too long for anything memeingful
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Re: Shotguns are the ultimate counter

Post by John_Oxford » #231750

for traitor
>adrenals
>medkit
>revolver
>ebow+esword memes
for ling
>miss
>ling armor
>ling space suit
>fleshmend
>regen stasis
for ops/wizard
>much better insta kill gear than you
for rev
>implying you have enough shotgun shells
for money
>see rev
for cult + ai
>what is shunting/stun runes/cult armor

EDIT:
if it was that good i'd have one every round
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calzilla1
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Re: Shotguns are the ultimate counter

Post by calzilla1 » #231759

John_Oxford wrote:for traitor
>adrenals
>medkit
>revolver
>ebow+esword memes
for ling
>miss
>ling armor
>ling space suit
>fleshmend
>regen stasis
for ops/wizard
>much better insta kill gear than you
for rev
>implying you have enough shotgun shells
for money
>see rev
for cult + ai
>what is shunting/stun runes/cult armor

EDIT:
if it was that good i'd have one every round
Still cant save ya from the shotgun chainsaw. Also ive killed many a wiznerd by shotgun
Life is too short for anything meaningful and too long for anything memeingful
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Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy

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Shaps-cloud
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Re: Shotguns are the ultimate counter

Post by Shaps-cloud » #231762

Breaking news: guns kill people
Breaking news: incredibly niche and hard to make ammunition that requires rare and secured guns has situational uses
P.S. Shoot Dr. Allen on sight and dissolve his body in acid. Don't burn it.
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CPTANT
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Re: Shotguns are the ultimate counter

Post by CPTANT » #231778

riot shotgun with buckshot is surprisingly robust.

Just use hotkeys to reload and fire away.
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Re: Shotguns are the ultimate counter

Post by PKPenguin321 » #231790

CPTANT wrote:riot shotgun with buckshot is surprisingly robust.

Just use hotkeys to reload and fire away.
Well yeah, it does like revolver damage
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Re: Shotguns are the ultimate counter

Post by Not-Dorsidarf » #231927

PKPenguin321 wrote:
CPTANT wrote:riot shotgun with buckshot is surprisingly robust.

Just use hotkeys to reload and fire away.
Well yeah, it does like revolver damage
Fun fact: a sawn-off combat shotgun with slug ammo is basically an 8-shot revolver.

The lethal rounds for shotguns are all really lethal, they make laser rifles look like pop tubs.
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Re: Shotguns are the ultimate counter

Post by DemonFiren » #231929

Dorsi, combat shotties only hold 6 rounds.
Plus they can't be sawn off if I'm reading the code right. Only riot shotties, improvised shotties and the bartender's double-barrel.
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Shaps-cloud
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Re: Shotguns are the ultimate counter

Post by Shaps-cloud » #231931

Yeah shotguns are much less wieldy than laser guns
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Re: Shotguns are the ultimate counter

Post by imblyings » #231934

shotguns are used often by imperial navy boarding teams in the tight confines of space ships

the fact that they are similarly very useful in a 2d atmos spess simulator on a space station incredibly pleases me
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Re: Shotguns are the ultimate counter

Post by onleavedontatme » #232275

Shotguns aren't rare though. Shotguns are roughly 600 points each in cargo, and a welding tank exports for 500 (not to mention plasma exports for 500 an ore, and you get an average 3 ores per vein).

Between exports and stocks cargo is usually drowning in points.
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Re: Shotguns are the ultimate counter

Post by Grazyn » #232297

Plasma is also quite common on lavaland and is probably the least needed ore in science, even less than metal or glass. You can usually vend a full stack from the ORM without anyone complaining, then sell it and you're set for the whole round
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Re: Shotguns are the ultimate counter

Post by firecage » #232299

Though, considering combat/riot shotguns are often the only way to counter specific murderboning antags. Whether it is a traitor with a double esword, a blinking wizard, or a changeling repeatedly healing himself and getting up from stuns. Make it harder to counter them with a shotgun in any way, and those antags would be getting a massive unneeded buff, since it would be even harder to down them.
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Re: Shotguns are the ultimate counter

Post by Davidchan » #232303

Plasma is ubiquitous because lots of jobs can use it but in regular rounds they rarely are.

Off the top of my head, PACMANs burn plasma for fuel, but are never used because our current engines put out 10x the power you'd ever need with default set ups. Bartender can make a few drinks, which aren't any different to the drinks he can make for zero effort. Virology and Xenobio use them for their work, but start with enough sheets between them to max out their efforts, xenobio can even produce more with a little favor from RNGesus. Chemistry can use ground plasma in a few recipes but rarely ever uses more than they start with.

We probably could lower the plasma spawn rate a tad or come up with new ways to use plasma so that shipping all but the first 20-50 sheets you get off on the shuttle isn't the only real use they have.

Getting the crates open can be a bit of work for Cargo but yeah if a CT or QM wants a shotgun there's about 4 or 5 different ways they can go about getting it without getting ID access.
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Re: Shotguns are the ultimate counter

Post by Shaps-cloud » #232331

Kor wrote:Shotguns aren't rare though. Shotguns are roughly 600 points each in cargo, and a welding tank exports for 500 (not to mention plasma exports for 500 an ore, and you get an average 3 ores per vein).

Between exports and stocks cargo is usually drowning in points.
Yeah but just carrying a combat shotgun around requires that you either be actively holding it in your hands (a massive escalation risk at best and an invitation for people to steal it from you/murder you at worst), or have it on your back which means you're holding your backpack which you also don't really want to get slapped out of your hands. Riot shotguns, which can actually be stowed on armor or in bags if sawed off are the rarest gun type on station from roundstart
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Re: Shotguns are the ultimate counter

Post by confused rock » #232345

Davidchan wrote:Getting the crates open can be a bit of work for Cargo but yeah if a CT or QM wants a shotgun there's about 4 or 5 different ways they can go about getting it without getting ID access.

can't you just like dip the crate in lava
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Re: Shotguns are the ultimate counter

Post by onleavedontatme » #232349

Shaps wrote:
Kor wrote:Shotguns aren't rare though. Shotguns are roughly 600 points each in cargo, and a welding tank exports for 500 (not to mention plasma exports for 500 an ore, and you get an average 3 ores per vein).

Between exports and stocks cargo is usually drowning in points.
Yeah but just carrying a combat shotgun around requires that you either be actively holding it in your hands (a massive escalation risk at best and an invitation for people to steal it from you/murder you at worst), or have it on your back which means you're holding your backpack which you also don't really want to get slapped out of your hands. Riot shotguns, which can actually be stowed on armor or in bags if sawed off are the rarest gun type on station from roundstart
Assistants/cargo tech/qm/lawyer/botanista/all the other filler civillian jobs generally don't have huge inventory management concerns and can afford to ditch their bags, especially in war ops or wizard in which you're not going to be doing your work anyway.
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Re: Shotguns are the ultimate counter

Post by Kel » #232351

Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
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Re: Shotguns are the ultimate counter

Post by CPTANT » #232355

Kel wrote:Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
I tried.
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Re: Shotguns are the ultimate counter

Post by Shaps-cloud » #232364

Kel wrote:Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
This is a blatantly wrong opinion
P.S. Shoot Dr. Allen on sight and dissolve his body in acid. Don't burn it.
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Re: Shotguns are the ultimate counter

Post by CPTANT » #232373

Shaps wrote:
Kel wrote:Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
This is a blatantly wrong opinion
Lasers are horrible
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Shotguns are the ultimate counter

Post by Kel » #232393

Shaps wrote:
Kel wrote:Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
This is a blatantly wrong opinion
Sorry, the nuke ops weapons are also viable lethal weapons because they have stamina damage attached to them.
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Re: Shotguns are the ultimate counter

Post by BeeSting12 » #232398

Riot shotgun is the best roundstart weapon security has besides the .38.
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Re: Shotguns are the ultimate counter

Post by Reece » #232401

Buff options for lasers. Let us change out their cell, give them mining style upgrade kits.
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Re: Shotguns are the ultimate counter

Post by Shaps-cloud » #232405

CPTANT wrote:
Shaps wrote:
Kel wrote:Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
This is a blatantly wrong opinion
Lasers are horrible
Being able to deal 40-60 burn damage from range through windows in the time it takes to swing a melee weapon one time is horrible? You're the only trash one here
Kel wrote:
Shaps wrote:
Kel wrote:Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
This is a blatantly wrong opinion
Sorry, the nuke ops weapons are also viable lethal weapons because they have stamina damage attached to them.
If you can't land 5 shots on someone with a laser gun you have absolutely no hope of ever killing anyone with any kind of melee weapon short of a crutch like a double esword to begin with
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Re: Shotguns are the ultimate counter

Post by DemonFiren » #232406

Just return old infirange tasers.
Paptasers were a mistake.
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Re: Shotguns are the ultimate counter

Post by Kel » #232437

Shaps wrote:
CPTANT wrote:
Shaps wrote:
Kel wrote:Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
This is a blatantly wrong opinion
Lasers are horrible
Being able to deal 40-60 burn damage from range through windows in the time it takes to swing a melee weapon one time is horrible? You're the only trash one here
Kel wrote:
Shaps wrote:
Kel wrote:Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
This is a blatantly wrong opinion
Sorry, the nuke ops weapons are also viable lethal weapons because they have stamina damage attached to them.
If you can't land 5 shots on someone with a laser gun you have absolutely no hope of ever killing anyone with any kind of melee weapon short of a crutch like a double esword to begin with
or you could use disablers for a identical or even better effect
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Re: Shotguns are the ultimate counter

Post by CPTANT » #232574

Shaps wrote:
CPTANT wrote:
Shaps wrote:
Kel wrote:Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
This is a blatantly wrong opinion
Lasers are horrible
Being able to deal 40-60 burn damage from range through windows in the time it takes to swing a melee weapon one time is horrible? You're the only trash one here
Kel wrote:
Shaps wrote:
Kel wrote:Shotguns are the only viable lethal weapon in the game by merit of they are stun weapons but they instantly make you horizontal with a black screen rather than instantly horizontal but you can still see around you.
Buff lasers please
This is a blatantly wrong opinion
Sorry, the nuke ops weapons are also viable lethal weapons because they have stamina damage attached to them.
If you can't land 5 shots on someone with a laser gun you have absolutely no hope of ever killing anyone with any kind of melee weapon short of a crutch like a double esword to begin with
Funny part is of course that dealing 40-60 burn damage means shit if that melee weapon happens to be a stun baton. Stunned -> dead.

lasers are horrible because everything else is better.

taser -> instant stun
disabler -> takes 3 shots instead of 5 while having way more ammo
riot shotgun -> 2 shots to crit with buckshot or 2 shots to knockout with beans.
stetchkin -> 25 damage, does bleeding damage.

There isn't any ranged weapon as wimpy as the laser.
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Re: Shotguns are the ultimate counter

Post by 1g88a » #232595

Here is my shotgun-based counter: Shotguns are cool+badass.

That said one thing that kinda nags at me is how the "universal suppressor" has so few applications outside the sketchin when most on-station firearms cannot accept one. You'd have to nab something from cargo or research if you want to silence something different. Maybe make a more expensive "shotgun suppressor" as an option.
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Re: Shotguns are the ultimate counter

Post by onleavedontatme » #232702

Davidchan wrote:We probably could lower the plasma spawn rate a tad or come up with new ways to use plasma so that shipping all but the first 20-50 sheets you get off on the shuttle isn't the only real use they have.
Did you see the 3-4 page recently of people complaining that miners die too much and we need to bring back asteroid so science can get minerals? There is no way in hell we could tie more jobs into a system that doesn't work 100% each round. People will just whine and open more "quality of life" PRs until every job starts with 50 sheet stacks of plasma if you make it required for things.
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Re: Shotguns are the ultimate counter

Post by FantasticFwoosh » #234012

Everyone ignores custom tech shells.

Ion shells (which spread to cover compact rooms, can wipe out box-stations AI lobby next to the sat teleporter in 1 sweep affecting the turrets & turning off pingsky) BRUTALISE AI's when people remember how to use them.

> Get atleast 4-6 ion bullets, they are pretty expensive but worth it
> Get the CE or someone reliable with a RCD
> Shoot ahead with ions and let the engie tackle the doors because fuck hacking the doors, too long
> Shoot the ai with regular/ions when you are in their 'safe space'

I can't remember if there is a difference between incendiary shells being single shot, or dragon fire tech shells being a spread shot that shoots jets of fire.

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Re: Shotguns are the ultimate counter

Post by yackemflam » #234081

Buff lasers will explain why in 24 hours after my flight home from taiwan
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You`ll need:
1-6 Plasma tanks 1-6 Oxygen tanks
1-6 tank transfer valve
2 Plasma canister
2 Oxygen canister
1 Yellow (empty) canister
Wrench
Toxins lab access
Science testing lab access

Grab a oxygen tank and a plasma tank and bring them to the testing lab.
Super cool the Oxygen and superheat the Plasma.

Clean out the oxygen and plasma tanks with a filter/pump.

Then you wrench and unwrench the plasma and oxygen tanks in toxins. It`s important tha you do it one at a time. Try to get a 85%plasma and 15% oxygen mix.

Once you have a good burn mix, pump the mix into the burn chamber and light it on fire. Wait 10 seconds for it to heat up and pump it into a yellow (empty) canister.

Quickly set the kpa output to 163 kpa and fill the tanks with the burn mix.

Take the oxygen tanks and fill it up with a 613kpa worth of oxygen FIRST then fill the rest with plasma, you should get well over 2000kpa in the end.

With the new atmos system you should wait 5-10 minutes for you tanks to bake.

Take a tank transfer valve, add a oxygen tank and a plasma tank to it. You should have a maxcap bomb. Have fun blowing up the station mining!
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Re: Shotguns are the ultimate counter

Post by yackemflam » #234083

DemonFiren wrote:Dorsi, combat shotties only hold 6 rounds.
Plus they can't be sawn off if I'm reading the code right. Only riot shotties, improvised shotties and the bartender's double-barrel.
Jesus nobody is correct.
They hold 7 shells.
1 in the chamber 6 in the barrel.
Do coders/admins actually play the game?
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I will admit I was laughing pretty hard during your skit in the boxing ring. - seagrimr
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Playing on the server isn't something you're entitled to. There's an extremely small level of responsibiliy on your part to play hhundreds of hours of a free game run by fuckheads. - Stickymayhem
A retards guide on how to make a maxcap bomb in toxins.
NSFW:
You`ll need:
1-6 Plasma tanks 1-6 Oxygen tanks
1-6 tank transfer valve
2 Plasma canister
2 Oxygen canister
1 Yellow (empty) canister
Wrench
Toxins lab access
Science testing lab access

Grab a oxygen tank and a plasma tank and bring them to the testing lab.
Super cool the Oxygen and superheat the Plasma.

Clean out the oxygen and plasma tanks with a filter/pump.

Then you wrench and unwrench the plasma and oxygen tanks in toxins. It`s important tha you do it one at a time. Try to get a 85%plasma and 15% oxygen mix.

Once you have a good burn mix, pump the mix into the burn chamber and light it on fire. Wait 10 seconds for it to heat up and pump it into a yellow (empty) canister.

Quickly set the kpa output to 163 kpa and fill the tanks with the burn mix.

Take the oxygen tanks and fill it up with a 613kpa worth of oxygen FIRST then fill the rest with plasma, you should get well over 2000kpa in the end.

With the new atmos system you should wait 5-10 minutes for you tanks to bake.

Take a tank transfer valve, add a oxygen tank and a plasma tank to it. You should have a maxcap bomb. Have fun blowing up the station mining!
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Re: Shotguns are the ultimate counter

Post by Cobby » #234089

Kor wrote:
Davidchan wrote:We probably could lower the plasma spawn rate a tad or come up with new ways to use plasma so that shipping all but the first 20-50 sheets you get off on the shuttle isn't the only real use they have.
Did you see the 3-4 page recently of people complaining that miners die too much and we need to bring back asteroid so science can get minerals? There is no way in hell we could tie more jobs into a system that doesn't work 100% each round. People will just whine and open more "quality of life" PRs until every job starts with 50 sheet stacks of plasma if you make it required for things.
When are we going to shill Rule 10 "get over it" PRs that revert the "QoL" changes that are basically reskinned powercreep features?
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Re: Shotguns are the ultimate counter

Post by Cik » #234090

create more ways to get minerals

it would be trivial to come up with a way for engineering to do it for instance

i can think of a few

>asteroid tractor beam (requires power, gives randomized resources)
>transmutation machine (resources for power)
>plasma tank solidifier thing (same)
etc etc

"""""""free""""""" minerals with """"""""no risk""""""" and engineering gets something to do easy peasy

add a little risk for emagging, power overloads etc if not managed properly, station gets more dangerous, science gets another source of material, engineering gets something to do, literally easy man
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Cobby
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Re: Shotguns are the ultimate counter

Post by Cobby » #234092

i'm tired of the elusive emag getting functions tbh. It should not be a required staple to sabotage something.
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Cik
Joined: Thu Oct 30, 2014 2:24 pm
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Re: Shotguns are the ultimate counter

Post by Cik » #234096

it's an engineering subsystem. it should have wires. lots of wires.

engineering needs way more "active" subsystems that take time, attention and skill. pretty much all of engineering's stuff runs on total autopilot with no incentive to manage it at all.
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Re: Shotguns are the ultimate counter

Post by yackemflam » #234101

/vg/ has like 5 engines to run round start
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A retards guide on how to make a maxcap bomb in toxins.
NSFW:
You`ll need:
1-6 Plasma tanks 1-6 Oxygen tanks
1-6 tank transfer valve
2 Plasma canister
2 Oxygen canister
1 Yellow (empty) canister
Wrench
Toxins lab access
Science testing lab access

Grab a oxygen tank and a plasma tank and bring them to the testing lab.
Super cool the Oxygen and superheat the Plasma.

Clean out the oxygen and plasma tanks with a filter/pump.

Then you wrench and unwrench the plasma and oxygen tanks in toxins. It`s important tha you do it one at a time. Try to get a 85%plasma and 15% oxygen mix.

Once you have a good burn mix, pump the mix into the burn chamber and light it on fire. Wait 10 seconds for it to heat up and pump it into a yellow (empty) canister.

Quickly set the kpa output to 163 kpa and fill the tanks with the burn mix.

Take the oxygen tanks and fill it up with a 613kpa worth of oxygen FIRST then fill the rest with plasma, you should get well over 2000kpa in the end.

With the new atmos system you should wait 5-10 minutes for you tanks to bake.

Take a tank transfer valve, add a oxygen tank and a plasma tank to it. You should have a maxcap bomb. Have fun blowing up the station mining!
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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
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Re: Shotguns are the ultimate counter

Post by FantasticFwoosh » #234102

yackemflam wrote:
DemonFiren wrote:Dorsi, combat shotties only hold 6 rounds.
Plus they can't be sawn off if I'm reading the code right. Only riot shotties, improvised shotties and the bartender's double-barrel.
Jesus nobody is correct.
They hold 7 shells.
1 in the chamber 6 in the barrel.
Do coders/admins actually play the game?
I sometimes wonder...

But i digress, the bartender at low pop is basically a vigilante hero, stopping those esworders/shitters dead in their tracks with the beanbag rounds (which used to be bad, but then with some changes became super good again)

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CPTANT
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Re: Shotguns are the ultimate counter

Post by CPTANT » #234235

ExcessiveCobblestone wrote:i'm tired of the elusive emag getting functions tbh. It should not be a required staple to sabotage something.
Less emagging, more hacking through cutting wires.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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TehSteveo
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Re: Shotguns are the ultimate counter

Post by TehSteveo » #234244

I think the same complaints were levied against DICE for shotguns in Battlefield games.
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FantasticFwoosh
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Re: Shotguns are the ultimate counter

Post by FantasticFwoosh » #234266

TehPear wrote:I think the same complaints were levied against DICE for shotguns in Battlefield games.
Are shotguns the universal best midrange weapon out there?

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Grazyn
Joined: Tue Nov 04, 2014 11:01 am
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Re: Shotguns are the ultimate counter

Post by Grazyn » #234295

On BF you can set server restrictions though. We could make the third server BOX ONLY 24/7 NO SHOTGUN/NO EXPLOSIVES NEWBIES WELCOME
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oranges
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Re: Shotguns are the ultimate counter

Post by oranges » #234496

good job, now there are nerfs coming.

Enjoy what happens next.
Incomptinence
Joined: Fri May 02, 2014 3:01 am
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Re: Shotguns are the ultimate counter

Post by Incomptinence » #234500

What really nerfs over a tears thread like this? Boomstick kill he plz nerf!
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1g88a
Joined: Mon Oct 26, 2015 6:19 pm
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Re: Shotguns are the ultimate counter

Post by 1g88a » #234601

oranges wrote:good job, now there are nerfs coming.

Enjoy what happens next.
I sincerely hope this is a joke.
TehPear wrote:I think the same complaints were levied against DICE for shotguns in Battlefield games.
In BF the shotguns can be turned into sniper rifles/fire HE rounds all the time
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