Most OP Job

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WHICH JOB MOST OP

Captain
3
10%
Head of Personnel
1
3%
Chief of Engineering
0
No votes
Head of Security
6
19%
Chief Medical Officer
0
No votes
Research Director
2
6%
Warden
0
No votes
Security Officer
0
No votes
Detective
0
No votes
Station Engineer
0
No votes
Atmospheric Technician
0
No votes
Scientist
11
35%
Roboticist
0
No votes
Medical Doctor
0
No votes
Chemist
1
3%
Geneticist
1
3%
Virologist
0
No votes
Quartermaster
0
No votes
Cargo Technician
0
No votes
Shaft Miner
2
6%
Janitor
1
3%
Bartender
0
No votes
Cook
0
No votes
Botanist
0
No votes
Assistant
1
3%
Clown
1
3%
Mime
0
No votes
Chaplain
0
No votes
Curator
0
No votes
AI/Cyborg
1
3%
 
Total votes: 31

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calzilla1
Joined: Wed Jun 01, 2016 5:55 pm
Byond Username: Calzilla1

Most OP Job

Post by calzilla1 » #309342

See title.
I've been seeing a lot of people saying "DIS JERB IS OP NERF NOW" and "NUH-UH DIS JUB IS UP BUFF NAOW" and I'm here to settle this once and for all... with a shitty poll
Due to poll restrictions I had to merge AI and Cyborg and removed lawyer (Seriously that job is only RP)
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Lazengann
Joined: Sat Feb 25, 2017 2:26 pm
Byond Username: Lazengann

Re: Most OP Job

Post by Lazengann » #309344

captain can do any job so it's obviously captain
lzimann
Joined: Sun Oct 26, 2014 5:13 am
Byond Username: Lzimann
Github Username: lzimann

Re: Most OP Job

Post by lzimann » #309345

Probably sciencist, not even in a hate manner, just that it's kinda hard to balance a role that can do all the stuff science can do(which ends up being pretty much any job).
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
Byond Username: Anonmare

Re: Most OP Job

Post by Anonmare » #309347

I'd say HoP.
They begin with ID console access, a fire arm, body armour and can roll for traitor/changeling antagonist and the lack of a loyalty implant leaves them convertable by gang members and cultists.
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lzimann
Joined: Sun Oct 26, 2014 5:13 am
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Re: Most OP Job

Post by lzimann » #309348

Anonmare wrote:I'd say HoP.
They begin with ID console access, a fire arm, body armour and can roll for traitor/changeling antagonist and the lack of a loyalty implant leaves them convertable by gang members and cultists.
The only problem is that a HoP outside of his office is super suspicious, unless it's a conversion gamemode and they are implanted in cargo/brig.
Professor Hangar
Joined: Mon Sep 19, 2016 4:14 am
Byond Username: Professor Hangar

Re: Most OP Job

Post by Professor Hangar » #310271

All the most robust players just roll Assistant and graytide anyway.
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InsaneHyena
Joined: Thu Aug 27, 2015 9:13 pm
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Github Username: InsaneHyena
Location: Russia

Re: Most OP Job

Post by InsaneHyena » #310274

Non-ironically security officer.
>Starts with stun weapons
>Can't be an antagonist, so can get away with anything
>High amount of department loyalty
>AI is Alfred to your Batman
>In conversion modes, can easily snowball from Polizei to fullblown Wehrmacht, if HoS halfway competent and tries to recruit people
>Beepsky is very robust, saved my life on numerous occasions
Bring back papercult.

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Kraso
Joined: Thu Apr 17, 2014 3:46 pm
Byond Username: S0ldi3rKr4s0
Github Username: Kraseo

Re: Most OP Job

Post by Kraso » #310278

shaft miner for sure
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confused rock
Joined: Fri Sep 25, 2015 12:18 am
Byond Username: The unloved rock

Re: Most OP Job

Post by confused rock » #310282

Xenobio is literally the most op shit in the game you can get an army of slaves and the slaves can be on MAXSPEED SCOOTERS OR SLAVED SYNDIEBORGS
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John_Oxford
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Joined: Sat Nov 15, 2014 5:19 am
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Location: The United States of America

Re: Most OP Job

Post by John_Oxford » #310284

Captain because can literally get and do anything any of the other jobs can any round without anyone saying anything

Only downside is he's a target, which i mean most of the heads are too.
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imblyings
Joined: Fri Apr 18, 2014 5:42 pm
Byond Username: Ausops
Location: >using suit sensors

Re: Most OP Job

Post by imblyings » #310289

maybe it's just some people but cargo seem to get swat crates with ease these days, pop it in lava for a bit no sec id or ''gifted'''''''' emitter required

I suppose this strat is contingent on having a cargo team that works together and trusts each other though
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kevinz000
Joined: Fri Nov 14, 2014 8:41 am
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Location: Dorm Room 3

Re: Most OP Job

Post by kevinz000 » #310295

security officer.
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Steelpoint
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Joined: Thu Apr 17, 2014 6:37 pm
Byond Username: Steelpoint
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Location: The Armoury

Re: Most OP Job

Post by Steelpoint » #310301

Depends.

If you want maximum results as soon as possible, then either Head of Security or Captain are your best bet. Both have good, or all, access to the station, have round start access to the armoury, meaning they are the few people who have guns, and are generally trusted by the crew to not be antagonists, they also both command a group of fellow loyal people who will generally do whatever asked to. Both can do whatever they need to do and early only no one can really stop them. If the round drags on however they both start to lose power but if you don't care to let the round go long enough, you can easily subjegate the station and shut down Sci and Cargo to prevent your power being usurped.

If we are talking about long term, then I would say Scientists have the edge. Given enough time they can produce almost anything they want. Combat Mechs? Army of Golems? Infinite self-recharging guns? Army of cyborgs? They can do it all.

For a runner up I would say Cargo. Cargo can, with cooperation internally, get some good items from cargo much quicker than Science. While not as deadly, but a round of SWAT armor with Combat Shotguns will put anyone to the test, 0 reaction gibbonite can be just as dangrous as any Toxin bomb and lord help you if someone gets some good mining loot. But in the very long term I think Sci can outmatch Cargo.
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Professor Hangar
Joined: Mon Sep 19, 2016 4:14 am
Byond Username: Professor Hangar

Re: Most OP Job

Post by Professor Hangar » #310304

Cooperation is OP.
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