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Re: Little things you learned that are game changing

Posted: Sun Mar 13, 2016 7:45 am
by Luke Cox

Bottom post of the previous page:

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

Re: Little things you learned that are game changing

Posted: Sun Mar 27, 2016 9:59 pm
by Ezel
I once accidently moved the intergrated tool arm butfon without knowing i thought it was a bug where other buttons overlay kt just irritating you cant resey it by removing and wearing it again or something

Re: Little things you learned that are game changing

Posted: Sun Mar 27, 2016 10:02 pm
by Remie Richards
Ezel wrote:I once accidently moved the intergrated tool arm butfon without knowing i thought it was a bug where other buttons overlay kt just irritating you cant resey it by removing and wearing it again or something
shift click movable screen objects to reset them.

Re: Little things you learned that are game changing

Posted: Sun Mar 27, 2016 10:18 pm
by PKPenguin321
Remie Richards wrote:
Ezel wrote:I once accidently moved the intergrated tool arm butfon without knowing i thought it was a bug where other buttons overlay kt just irritating you cant resey it by removing and wearing it again or something
shift click movable screen objects to reset them.
WHAT

Re: Little things you learned that are game changing

Posted: Sun Mar 27, 2016 10:33 pm
by Luke Cox
If you sabotage telcoms by blowing it up or deconstructing the transmitters/receivers, you're doing it wrong. Grab a multitool and fuck with the settings. Nobody will ever know why it isn't working. Also, you can spoof PDA messages with the monitoring console. I started a round-long feud between the captain and HoP doing this once, it was hilarious. As a traitor, you can also "accidentally" PDA the HoS about having bombs ready to plant or something of the sort as your target, and pretend it was a misclick.

Re: Little things you learned that are game changing

Posted: Sun Mar 27, 2016 10:46 pm
by Ezel
Remie Richards wrote:
Ezel wrote:I once accidently moved the intergrated tool arm butfon without knowing i thought it was a bug where other buttons overlay kt just irritating you cant resey it by removing and wearing it again or something
shift click movable screen objects to reset them.
GAMECHANGING

Re: Little things you learned that are game changing

Posted: Mon Mar 28, 2016 6:08 pm
by Remie Richards
CosmicScientist wrote:
Remie Richards wrote:
Ezel wrote:I once accidently moved the intergrated tool arm butfon without knowing i thought it was a bug where other buttons overlay kt just irritating you cant resey it by removing and wearing it again or something
shift click movable screen objects to reset them.
It's nawt wurking! Muh OCD!
Ah, Phil broke it when he made action button updates happen on-demand rather than on a constant loop (which was a good update, he just missed this)
the shift click just needs to instantly redraw the buttons.

Edit: fixed https://github.com/tgstation/-tg-station/pull/16453

Re: Little things you learned that are game changing

Posted: Sun Apr 03, 2016 8:38 pm
by Cuboos
I'm not sure if this is all that game changing. But it's interesting and a good way to learn disposals. On almost every server it is possible to rout nearly the entire disposals system to the HoP's office. I have done this a lot on Box and once or twice on Meta, considering how most maps are designed this should work almost all of them. Why HoP's office? because it's almost always located near Cargo. Usually this is because HoP is suppose to oversee cargo a lot and disposals is directed to cargo's reclamation room before being sent to the recycler.

This means a few things (usually), there is a junction where all disposals meet near cargo, there for, there is a junction where all disposals meet near HoP's office.

On Box, it's in maint below bridge and cargo
Spoiler:
Image
switch the bent pipe with the sorting pipe so it looks like this
Image
This will rout every single thing in the disposals to HoP's office.

I'll be getting some pictures for Meta soon.

Re: Little things you learned that are game changing

Posted: Sun Apr 03, 2016 8:51 pm
by Zilenan91
I'm glad that this trick isn't kept in the sekrit klub, so now I know about I guess. I'll see what kind of griff I can get up to with this, so thanks.

Re: Little things you learned that are game changing

Posted: Sun Apr 03, 2016 10:29 pm
by Screemonster
Giving books the same names as traitor items and putting them in your bag as you pass a security officer (or anyone really) is hilarious.

Re: Little things you learned that are game changing

Posted: Sun Apr 03, 2016 10:40 pm
by Jeb
Zilenan91 wrote:I'm glad that this trick isn't kept in the sekrit klub, so now I know about I guess. I'll see what kind of griff I can get up to with this, so thanks.
Before you do this, prepare a lesser used disposal.

Empty out toolboxes into them, individual metal rods, glass shards, etc. If it's sharp or blunt, stick it in.

Then reroute disposals when the HoP is in his office, go back and launch your disposal.

Run back to the office and stand outside and witness, most times if he's in the right place it'll either put him into crit or straight up kill him.

Re: Little things you learned that are game changing

Posted: Sun Apr 03, 2016 10:42 pm
by Zilenan91
I was gonna use it to tide and be a nuisance not murder him

Re: Little things you learned that are game changing

Posted: Sun Apr 03, 2016 10:44 pm
by Jeb
Zilenan91 wrote:I was gonna use it to tide and be a nuisance not murder him
Well, in that case, I've successfully killed Ian quite a number of times using this method.

Re: Little things you learned that are game changing

Posted: Sun Apr 03, 2016 11:16 pm
by PKPenguin321
chemistry life reagent is a bucket of fun and easy to make!
1. be a chemist (not necessary but very helpful)
2. get a watertank and get the chaplain to bless it (if there is no chaplain, then break in and steal the holy water flask)
3. climb table into kitchen, snag the box of donk pockets, cook them all, and grind them for omnizine
4. get syringe and fill a bottle with 30u of blood, then take 15u more in the syringe itself
5. brew synthflesh with chemmaster and the 15u blood syringe
6. brew strange reagent with mutagen, holy water, and omnizine
7. fill a large beaker with 30u of strange reagent, 30u blood, and 30u synthflesh
8. get a dropper and another bottle

now you're ready to do science.
1. set dropper to 3u and draw from the big beaker into the little bottle so the bottle has 1u of each ingredient required for life
1a. get eye protection (not required)
2. find secluded area (unless you're a traitor)
3. heat the shit out of the little bottle until it flashes you (if you have eye protection that's good since you don't get flashed)
4. it poops out a monster! now you can kill it or whatever

things you can do with this:
- next-level traitoring. if you jog down a hall while doing this it's pretty much like gold slimes
- accidentally create zombies and make the round a zombie round (just like xenobio!)
- accidentally create a statue that terrorizes the crew for the rest of the round
- accidentally create a chaos magicarp that can transform the crew (one time i made myself into a xeno like this)
- straight up hunt monsters for the chef/for fun
- make headslugs that used to be able to make people into changelings, but can now be used to gib corpses and spook people

the fun never ends!

Re: Little things you learned that are game changing

Posted: Mon Apr 04, 2016 4:17 am
by Zilenan91
TIL that dental implants accept patches since they're a child of pills

Re: Little things you learned that are game changing

Posted: Mon Apr 04, 2016 5:39 am
by DemonFiren
inb4 crate wrapping gets fixed

Re: Little things you learned that are game changing

Posted: Mon Apr 04, 2016 3:06 pm
by Venticular
inb4 crate kidnapping is a popular greytide thing

Re: Little things you learned that are game changing

Posted: Mon Apr 04, 2016 4:43 pm
by Smeller
You can put improvised shotgun on military jacket's exosuit slot for all your soldier's needs

Re: Little things you learned that are game changing

Posted: Tue Apr 05, 2016 1:48 pm
by Drynwyn
A pneumatic cannon filled with multiple objects can be used to trigger a shit-ton of electrified grille zaps in a single click.

Re: Little things you learned that are game changing

Posted: Tue Apr 05, 2016 11:46 pm
by Zilenan91
folders work quite well because of them having I think zero throwforce.

Re: Little things you learned that are game changing

Posted: Wed Apr 13, 2016 12:31 am
by Cuboos
Okay, so here's part two of Rerouting disposals to the HoP's office, Meta Addition.

I finally got to play a round when it rolled Meta, and after a bit if fiddling, i managed to re-rout the entire system to HoP's. This one is a bit tricky and will require an RPD. Luckily meta has a public autolathe by default, so after a bit of hacking, you should be able to acquire one.


The junction for for disposals is located just below reclamation and a little to the left
Image

In order to fully re-rout it, you're going to need to do a little bit of deconstruction, then build three bent pipes.
Image
(there is a third bent pipe underneath that wall, i was too lazy to deconstruct it again)

Then you are going to need to build a long line of pipes from there to the HoP's office
Image

If you've done this on Box, then you should already have a good enough idea of how to switch out pipes. Then you're done! greifprank the HoP to your hearts content!

that's probably going to be it for a while on rerouting Disposals to the HoP's office, since map rotation only really chooses Box/Meta (thank god) anymore.

Re: Little things you learned that are game changing

Posted: Thu Apr 14, 2016 6:13 pm
by TheWiznard
Put welding tank in crate
Close crate
Hit crate with cable coil
Attach electro pack
Leave crate out in the open and say you found a surplus crate in maintenance

....

Kaboom

Actually not sure if it blows up, probably not. BUT if you ARE a traitor do this along with the c4 signaller for an even better surprise. If they aren't wearing gloves they get a decent stun shock knocking them over. Then either push the crate on them and run off and fire or fire after you yell surprise.

Can you even attach a motion sensor to c4? If so might work hilariously when they think its actually just a joke crate then they open the real surprise, cause the crate doesn't open when it shocked people

Re: Little things you learned that are game changing

Posted: Thu Apr 14, 2016 6:40 pm
by Grazyn
the wiki says you can hack a c4 (and thus make the whole motion sensor thing) but the last time I tried it didn't work. I screwdrived it open, but then using a multitool on it did nothing, and using it in hand just brought up the window where you set the timer.