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Re: Little things you learned that are game changing

Posted: Wed Nov 05, 2014 4:50 pm
by cedarbridge

Bottom post of the previous page:

Miauw wrote:Oh, right :V

(>using pAIs)
>not stuffing a pAI cart into your PDA at roundstart

Re: Little things you learned that are game changing

Posted: Sun Nov 09, 2014 11:13 am
by Septavius
you can upgrade laser pointers by using a screwdriver on them and putting a better microlaser in them.

also, use a laser pointer on a camera to temporarily disable it.

Re: Little things you learned that are game changing

Posted: Sun Nov 09, 2014 4:04 pm
by Erbbu
Now that space is annoyingly slow you can space a ling and probably keep him out of the station for the rest of the round. That is assuming he didn't pick the spacesuit and is unable to respec. It's a pretty good option when you can't gib the corpse for whatever reason.

Re: Little things you learned that are game changing

Posted: Sun Nov 09, 2014 4:13 pm
by fleure
Cuboos wrote:You can insta-crit someone at 100% health if you have enough broken glass on one tile and they're not wearing shoes.
If memory serves, each shard is five damage, so you'd need 20.

A friend of mine discovered this ages ago and I was half in the mind to nerf it, but it's such a specific circumstance I don't think there's much need to.

Re: Little things you learned that are game changing

Posted: Sun Nov 09, 2014 6:30 pm
by Raven776
fleure wrote:
Cuboos wrote:You can insta-crit someone at 100% health if you have enough broken glass on one tile and they're not wearing shoes.
If memory serves, each shard is five damage, so you'd need 20.

A friend of mine discovered this ages ago and I was half in the mind to nerf it, but it's such a specific circumstance I don't think there's much need to.
One time I was running around as a nudist and decided to disposal myself.

Evidently there was a broken glass spill somewhere on station because disposals had a huge pile of broken glass. I died.

Working as intended; It was funny.

Re: Little things you learned that are game changing

Posted: Sun Nov 09, 2014 7:40 pm
by Miauw
Raven776 wrote:
fleure wrote:
Cuboos wrote:You can insta-crit someone at 100% health if you have enough broken glass on one tile and they're not wearing shoes.
If memory serves, each shard is five damage, so you'd need 20.

A friend of mine discovered this ages ago and I was half in the mind to nerf it, but it's such a specific circumstance I don't think there's much need to.
One time I was running around as a nudist and decided to disposal myself.

Evidently there was a broken glass spill somewhere on station because disposals had a huge pile of broken glass. I died.

Working as intended; It was funny.
better than floor tiles :^]

Re: Little things you learned that are game changing

Posted: Sun Nov 09, 2014 11:38 pm
by cedarbridge
Miauw wrote:
Raven776 wrote:
fleure wrote:
Cuboos wrote:You can insta-crit someone at 100% health if you have enough broken glass on one tile and they're not wearing shoes.
If memory serves, each shard is five damage, so you'd need 20.

A friend of mine discovered this ages ago and I was half in the mind to nerf it, but it's such a specific circumstance I don't think there's much need to.
One time I was running around as a nudist and decided to disposal myself.

Evidently there was a broken glass spill somewhere on station because disposals had a huge pile of broken glass. I died.

Working as intended; It was funny.
better than floor tiles :^]
Image

Re: Little things you learned that are game changing

Posted: Mon Nov 10, 2014 3:51 pm
by Mickyan
This should be common knowledge except during power outages it seems I'm always the only person to know how to mess with an APC, so here's a mini guide:
(I'm aware hacking APCs is in the wiki but this is a little more specific)

We're going to assume you don't have engineering access nor yellow gloves. Most likely you're a geneticist, power is out and the bodies are piling up outside your door
What you need: screwdriver, multitool, crowbar, wirecutter (optional), charged powercell (optional)

1. screwdriver panel
2. pulse one wire at a time untill the interface is unlocked. You might short the power while doing so, the effect is temporary but if the APC cell is depleted you can safely cut and mend the wire to restore it, otherwise wait it out. Make note of which wire disables AI control, if you happen to pulse it. Screwdriver the panel
3. If the APC functions are not on Auto, someone manually tampered with the APC, possibly the AI. Consider cutting the AI control wire (turn off the main beaker first if you don't want to get zapped), then put everything back to Auto.
4. If the power cell is depleted, either engineering is chucklefuck country or you have a power sink. For the former, either replace or recharge the cell, if you couldn't find a cell in storage hopefully some area with a charger still has power (medbay front desk has a cell charger now!); if all else fails go ask engineering for another cell but if you're in this situation it's likely they can't help you. To replace the cell first disengage the lock, crowbar the APC and use an empty hand on it.
If you have a power sink and you urgently need the power back, cut the wire connecting the APC to the main grid before replacing the cell. Power is out already, you don't need gloves. Remember to connect the APC back once the crysis has passed.
5. TURN OFF THE GODDAMN LIGHTS UNTILL THE POWER SITUATION IS RESOLVED. You need to conserve power and lighting is usually the most demanding.

Re: Little things you learned that are game changing

Posted: Mon Nov 10, 2014 4:05 pm
by MMMiracles
The trays from the kitchen vendor work like belts. Actually works really well for holding a lot of small items.

Re: Little things you learned that are game changing

Posted: Fri Nov 14, 2014 2:09 pm
by Rhisereld
If you give yourself telekinesis and X-ray vision as geneticist, you can access the CMO's monitoring console on the other side of the wall at any time and locate bodies.

Or, I guess, you could use it to locate a target discreetly.

Re: Little things you learned that are game changing

Posted: Fri Nov 14, 2014 4:04 pm
by peoplearestrange
(Even though its on the wiki)
Need to replace a destroyed APC? Is it hanging off the wall like a damp fish? Can't use ANY tools on it?
Hit that bastard with a fire extinguisher. It breaks the glass panel off and then you can remove the cell and carry on with deconstruction of it.

Seriously, only a fire extinguisher will do...

Re: Little things you learned that are game changing

Posted: Fri Nov 14, 2014 5:46 pm
by Erbbu
Violaceus wrote:People will like you and remember you if you call them with their names instead of position.
This is most useful with the AI. Captains tend to want to be called just captains though.

Re: Little things you learned that are game changing

Posted: Fri Nov 14, 2014 6:26 pm
by Raven776
Treat it like you would IC. Call them sir, ma'am, chief, or captain until they tell you otherwise, if they do.

The AI you can call by their name, unless you have to take the moment to P.E.R.I.O.D. B.E.T.W.E.E.N. E.V.E.R.Y. L.E.T.T.E.R. In which case, ask them what their name stands for and wait. And then ask again and wait...

People who you don't find yourself outranked by? Call them by their name unless you're in a hurry or want to be purposefully short with them.

Re: Little things you learned that are game changing

Posted: Fri Nov 14, 2014 7:56 pm
by Braincake
You can use a dead cyborg (or a live one, for that matter) as an all-access card by pushing it into airlocks.

Can't push it / harm intent / not enough space? Fear not! Just position the borg infront of the airlock, stand one tile to the side while still pulling it, then alt-click the airlock and click the floor in the new tab with an empty hand.

Re: Little things you learned that are game changing

Posted: Sat Nov 15, 2014 11:54 am
by Remie Richards
peoplearestrange wrote:(Even though its on the wiki)
Need to replace a destroyed APC? Is it hanging off the wall like a damp fish? Can't use ANY tools on it?
Hit that bastard with a fire extinguisher. It breaks the glass panel off and then you can remove the cell and carry on with deconstruction of it.

Seriously, only a fire extinguisher will do...
I don't think a fire extinguisher is the only thing, I remember fixing an APC (the only time I have done this) with a stack of rods.
It just needs something strong to break the glass.

Code: Select all

if (	((stat & BROKEN) || malfhack) \
				&& !opened \
				&& W.force >= 5 \
				&& W.w_class >= 3.0 \
				&& prob(20) )
if It's a 3+ w_class item and it's stronger that 5 damage and luck shines on you (20%) it'll smash

for ref of me using rods:

Code: Select all

/obj/item/stack/rods
	name = "metal rod"
	desc = "Some rods. Can be used for building, or something."
	singular_name = "metal rod"
	icon_state = "rods"
	flags = CONDUCT
	w_class = 3.0 // 3 or more, passes APC check
	force = 9.0 //More than 5, passes APC check

Re: Little things you learned that are game changing

Posted: Sat Nov 15, 2014 11:05 pm
by miggles
why are rods force 9
thats the same as a seclite

Re: Little things you learned that are game changing

Posted: Sat Nov 15, 2014 11:33 pm
by JStheguy
miggles wrote:why are rods force 9
thats the same as a seclite
Because it's made out of metal, why wouldn't it do some damage when you bash something with it?

Re: Little things you learned that are game changing

Posted: Sun Nov 16, 2014 12:16 am
by MMMiracles
same could be said for like 90% of the items in this game, but it doesn't apply because balance reasons.

Re: Little things you learned that are game changing

Posted: Sun Nov 16, 2014 12:24 am
by paprika
Coders only balance things they're killed by personally

Re: Little things you learned that are game changing

Posted: Sun Nov 16, 2014 12:49 am
by Cipher3
Who even uses rods to fight. I'd think they were super unrobust.

Re: Little things you learned that are game changing

Posted: Sun Nov 16, 2014 3:45 am
by Kavaloosh
i think we should just hang all of the coders en-masse

Re: Little things you learned that are game changing

Posted: Sun Nov 16, 2014 11:46 am
by Giacom
Yeah

Re: Little things you learned that are game changing

Posted: Sun Nov 16, 2014 11:59 am
by Steelpoint
Why even use 9 damage? Why not 10 or something more rounded.

Re: Little things you learned that are game changing

Posted: Sun Nov 16, 2014 7:19 pm
by Kavaloosh
Giacom wrote:Yeah
especially you

Re: Little things you learned that are game changing

Posted: Sun Nov 16, 2014 8:48 pm
by Raven776
Steelpoint wrote:Why even use 9 damage? Why not 10 or something more rounded.
It's a huge difference in damage in the long run, really... At least when it comes down to any fight where you are possibly going to be grabbing something as awful as rods to fight with.

Re: Little things you learned that are game changing

Posted: Sun Nov 16, 2014 9:32 pm
by MMMiracles
It really isn't that big of a difference. 10 clicks vs 12 in terms of critting an unarmed person. I'm not quite sure what gamechanging result could come from making it take 2 less clicks.

Re: Little things you learned that are game changing

Posted: Sun Nov 16, 2014 10:12 pm
by Cipher3
Any click could be a knockdown, knockout, extra time for them to grab that stun weapon, one more click for them to crit you... In such a desperate fight as to require you to use rods, every click's a risk.

Re: Little things you learned that are game changing

Posted: Mon Nov 17, 2014 11:40 am
by Ezel
That you can fix a microwave with only a wrench

Re: Little things you learned that are game changing

Posted: Mon Nov 17, 2014 12:50 pm
by Giacom
Kavaloosh wrote:
Giacom wrote:Yeah
especially you
Thanks!

Re: Little things you learned that are game changing

Posted: Mon Nov 17, 2014 9:11 pm
by Mickyan
The easiest way to spread viruses as a virologist without getting lynched is using the spacecleaner bottle. Either spray people directly or adjust the nozzle and leave blood stains all over the station, preferably in key areas where people are more likely to stand around like between the chemistry windows, by the chef's table, by the food vendors, at the HoP line etc. anyone standing beside one has a chance to get infected

Diseases without negative sympthoms do not show up on health huds (harmless sympthoms like sneezing will still cause the disease to show)

Re: Little things you learned that are game changing

Posted: Mon Nov 17, 2014 9:20 pm
by ExplosiveCrate
That's odd, I've had diseases with nothing but Eternal Youth and Self Respiration show up on HUDs before.

Re: Little things you learned that are game changing

Posted: Mon Nov 17, 2014 9:33 pm
by Scott
Mickyan wrote:The easiest way to spread viruses as a virologist without getting lynched is using the spacecleaner bottle. Either spray people directly or adjust the nozzle and leave blood stains all over the station, preferably in key areas where people are more likely to stand around like between the chemistry windows, by the chef's table, by the food vendors, at the HoP line etc. anyone standing beside one has a chance to get infected

Diseases without negative sympthoms do not show up on health huds (harmless sympthoms like sneezing will still cause the disease to show)
You do realize there's only one virologist in the entire station, and if viruses breakout, it's very easy to figure out who did it.

Re: Little things you learned that are game changing

Posted: Mon Nov 17, 2014 9:48 pm
by Mickyan
ExplosiveCrate wrote:That's odd, I've had diseases with nothing but Eternal Youth and Self Respiration show up on HUDs before.
It was changed at some point, I know they used to show up but they don't anymore, regardless of the stealth rating
Scott wrote:You do realize there's only one virologist in the entire station, and if viruses breakout, it's very easy to figure out who did it.
Wow you just blew my mind right there, guy! I'm surely going to get lynched if the station discovers I gave them all health regeneration!
Or maybe it's because it avoids forcing the medical team to scan every single person that walks past medbay to check whether they're infected with a positive virus

Re: Little things you learned that are game changing

Posted: Mon Nov 17, 2014 10:00 pm
by fleure
Violaceus wrote:People will like you and remember you if you call them with their names instead of position.
gasp
Spoiler:
Image

Re: Little things you learned that are game changing

Posted: Tue Nov 18, 2014 3:31 am
by MMMiracles
Not a lot people seem to realize this, but EZ-nutrients is capable of upping potency, although a bit random, can be pretty useful if for some reason you aren't able to get mutagen.

Re: Little things you learned that are game changing

Posted: Tue Nov 18, 2014 5:30 am
by bandit
E-Z Nutrient mutates stats once per harvest. This sometimes affects potency, sometimes other stats.

This is also why, once you've achieved 100 potency, you MUST NOT USE IT. Otherwise it will likely fuck up your perfect configuration.

Re: Little things you learned that are game changing

Posted: Tue Nov 18, 2014 9:19 am
by Erbbu
As a changeling, your lesser form is very robust. It removes cuffs and most importantly lets you ventcrawl. You can quickly get around the station searching for suitable targets/that one item. When transforming into a human you will be naked but most people fear of getting bwoinked and won't try to kill you just for that, unless it's literally your name being screamed over the radio. This is why you steal multiple identities to really make the crew unsure of who to lynch.

Re: Little things you learned that are game changing

Posted: Tue Nov 18, 2014 9:54 am
by cedarbridge
Erbbu wrote:As a changeling, your lesser form is very robust. It removes cuffs and most importantly lets you ventcrawl. You can quickly get around the station searching for suitable targets/that one item. When transforming into a human you will be naked but most people fear of getting bwoinked and won't try to kill you just for that, unless it's literally your name being screamed over the radio. This is why you steal multiple identities to really make the crew unsure of who to lynch.
If you change back from monkey form while standing on a pile of clothes/items you will equip as many of them as possible. So its entirely possible to monkey, ventcrawl, naked armblade some nerd to death, monkey again, and then stand on your old clothing pile to instantly redress and walk off. Alternatively, murder the captain, strip everything off them, take their genome, monkey/demonkey on their pile of stuff, walk out. This also works with DNA injectors but I've had it turn me out as "unknown" with a corrupted UI, so it might be worth making a backup for that.

Re: Little things you learned that are game changing

Posted: Tue Nov 18, 2014 10:04 am
by miggles
what
when did that instant dressing change get in?
holy shit, ive never heard of that

Re: Little things you learned that are game changing

Posted: Tue Nov 18, 2014 10:07 am
by Erbbu
cedarbridge wrote: If you change back from monkey form while standing on a pile of clothes/items you will equip as many of them as possible.
This. Changes. EVERYTHING.

Re: Little things you learned that are game changing

Posted: Tue Nov 18, 2014 10:37 am
by fleure
That's been in for quite some time now.... I remember dicking about with it about 3-4 months ago.

Re: Little things you learned that are game changing

Posted: Fri Nov 21, 2014 5:44 am
by MMMiracles
cyrosting is stupidly robust against a ninja, as their suit is insulated and they can't remove it.

Re: Little things you learned that are game changing

Posted: Fri Nov 21, 2014 1:43 pm
by Kraso
MMMiracles wrote:cyrosting is stupidly robust against a ninja, as their suit is insulated and they can't remove it.
>leporazine

( ͡° ͜ʖ ͡°)

Re: Little things you learned that are game changing

Posted: Fri Nov 21, 2014 11:18 pm
by cedarbridge
Kraso wrote:
MMMiracles wrote:cyrosting is stupidly robust against a ninja, as their suit is insulated and they can't remove it.
>leporazine

( ͡° ͜ʖ ͡°)
TIL there are people who carry around doses of Leporazine

Re: Little things you learned that are game changing

Posted: Fri Nov 21, 2014 11:41 pm
by Saegrimr
cedarbridge wrote:TIL there are people who carry around doses of Leporazine
I had to actually check, couldn't remember if Leporazine was one of the things ninjas get in their suit. Its not.
Spoiler:
Image

Re: Little things you learned that are game changing

Posted: Sun Nov 23, 2014 5:44 pm
by Erbbu
You're the only geneticist? You can make your work faster by multitasking the two genetics consoles at once.

Re: Little things you learned that are game changing

Posted: Sun Nov 23, 2014 9:30 pm
by AnonymousNow
One of the more recent changes to the HoP's ID computer is the ability to reassign job slots - one per minute.

This means that you can make more slots available for incoming (blank) instead of just assistants. In a very busy round, this can mean stemming the rainbow tide and replacing it with crewmembers that have access and jobs to hand.

This doesn't seem particularly useful, until you realise that after every access change or so, you can...
- Assign more slots to whichever department that just had their head radio in with "Everyone's braindead/committing suicide in here!". Great for reducing the chances of an early shuttle call due to engineering not paying attention to the singularity!
- Assign more slots to roles with inherent abilities. This includes mimes, arguably the most robust individuals on the station and sure to ruin the nuke ops' day in numbers.
- Assign more slots to security, bringing an iron fist down upon the feckless crew.
- Deassign a head of staff slot to a department where an underling has stepped up into the power vacuum and responsibility, preventing arguments and death when a second Head of Security joins the round.

---

Plasma is a catalyst - it's needed for some reactions, but not used in them. With only 5 units, you can make whatever it is you need to get started in medbay, and you can always decant it back into a seperate beaker when you're not using it.

This seems like well-known, needless information, but I've seen instances recently of chemists asking for more plasma because, and I quote, they "used all the plasma they had". Often found plasma traces in medicine made by these newbie chemists back in the day.

---

An old tip of mine, but a goodie - not only can medical robots be made from any colour medkit, but if you write on the body with a pen before completion and store the assembly in your backpack, you can name your resultant robot and deploy it anywhere just by taking a proximity sensor module (which can be stored in your pocket) and slamming it together with the assembly, anywhere. Great for disaster relief.

---

Are you a dick with telekinesis? You can steal most items from almost any room you see by following these simple steps...

1. Stand near enough to the room to be able to see the desired item and a disposal bin. If an item is something like an ID card in a computer, you can take it out of there, too.
2. Use telekinesis on the item, and put it into the disposal bin.
3. Go to the disposal conveyer belt in cargo bay. If you can't get into the room proper, stand on the desk so that you can see the belt itself.
4. When your item is automatically flushed, it'll pop out here. Use telekinesis to slide it under the plastic flaps to the corridor.
5. Pick it up. Pocket it. Smile, you thieving git.

Of course, this requires a working disposal bin and system to work, but if that's the case your item is in the bag. X-ray lets you manipulate items through walls, so that's a bonus.

Re: Little things you learned that are game changing

Posted: Sun Nov 23, 2014 10:25 pm
by Braincake
AnonymousNow wrote:- Deassign a head of staff slot to a department where an underling has stepped up into the power vacuum and responsibility, preventing arguments and death when a second Head of Security joins the round.
Last I checked, you can't close or open Command-level jobs, presumably to prevent silly stuff like three Heads of Security during revolution or what-have-you.

A few minor things that sillicons can do:
  • Click individual light fixtures to flicker them
  • Unlock lockers and crates by using any active module on them (can't open them afterwards, though)
  • Open non-lock crates or lockers by clicking them with any active module (can't close them again, though)
  • Open firelocks by clicking on them
  • Open and close cloning scanners by clicking on them
  • State laws over the radio by turning their radio to microphone
  • Use their multitool (engieborg) or magical space brain (AI) to buffer and link various machines (telecomms, teleporter, telescience pad)
  • Get camera view on the escape shuttle mid-flight by going to your camera list, picking a borg on the shuttle, moving the center of the screen onto the static, and wiggling around a bit until it disappears
With regards to holopads, it's worthwhile to remember that the microphone/speaker doesn't move with the hologram. So, using the pad inside the upload to speak to people waiting outside is impossible; they'll see the hologram, but hear nothing, and you won't hear what they're saying.

Most of these things are probably not that obscure, but there's the occasional cyborg that doesn't know they can clone someone, so this might still help.

Re: Little things you learned that are game changing

Posted: Sun Nov 23, 2014 10:29 pm
by AnonymousNow
Braincake wrote: Last I checked, you can't close or open Command-level jobs, presumably to prevent silly stuff like three Heads of Security during revolution or what-have-you.
Ah, right. I was acting on tip-off on this particular point, but I've personally verified the others (not this one, 'cos I didn't want to accidentally lock out a potential command staff job). I'll scrutinise my sources more.

Re: Little things you learned that are game changing

Posted: Mon Nov 24, 2014 3:50 am
by Cipher3
Braincake wrote:three Heads of Security during revolution or what-have-you
90% sure only roundstart heads matter for objectives, for the record.

Re: Little things you learned that are game changing

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