Little things you learned that are game changing

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Grazyn
 
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Re: Little things you learned that are game changing

Postby Grazyn » Tue Jul 07, 2015 7:28 am #102177

yeah since that crusher upgrade thing I've never seen a single round where R&D wasn't equipped with a diamond-spitting crusher. They're basically self sufficient now, they can hole themselves in for the whole round and come out fully armored with mechs and shit



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Re: Little things you learned that are game changing

Postby Actionb » Tue Jul 07, 2015 8:47 am #102192

lumipharon wrote:you can get 720 sheets of minerals from ONE sheet of metal with t4 upgrades.


Holy shit I didn't know it was THAT bad. Why not enable sandbox for science? :lol:
While we're on the topic of slapping physics in the face with a dragon dildo: a (upgraded) turbine can produce ~30kw from quite literally thin air. No input needed.

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DemonFiren
 
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Re: Little things you learned that are game changing

Postby DemonFiren » Tue Jul 07, 2015 9:32 am #102195

That's funny, I never got the turbine on meta working, and that with pumping in and lighting straight burnmix.
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Miauw
 
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Re: Little things you learned that are game changing

Postby Miauw » Tue Jul 07, 2015 11:27 am #102216

Grazyn wrote:yeah since that crusher upgrade thing I've never seen a single round where R&D wasn't equipped with a diamond-spitting crusher. They're basically self sufficient now, they can hole themselves in for the whole round and come out fully armored with mechs and shit

and with the BRPED they have literally no reason to leave their department /ever/
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Re: Little things you learned that are game changing

Postby TheNightingale » Tue Jul 07, 2015 11:33 am #102218

Except for uranium, of course. It's needed to make bags of holding now, so science can't get all the shiny toys without leaving...
(Then again, they could just teleport to mining and avoid the rest of the station forever.)

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Braincake
 
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Re: Little things you learned that are game changing

Postby Braincake » Tue Jul 07, 2015 8:41 pm #102362

To add on all that, you can totally place conveyor belts on the same square as the Protolathe:

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Insert metal sheet, spam the 10x Pico Manipulator button, collect results, infinite materials!

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Re: Little things you learned that are game changing

Postby TrustyGun » Tue Jul 07, 2015 8:49 pm #102365

You can attach more things than a signalling device to a wire. You can attach voice analyzers and timers to them to, which allows you to create voice activated doors and timed bolting, using the door for an example.

The only reason you will possibly do this is for 2 reasons: 1, to look cool, and 2, to more quickly escape from pursuers,
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Re: Little things you learned that are game changing

Postby DemonFiren » Tue Jul 07, 2015 9:21 pm #102375

3, to frame the AI.
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lumipharon
 
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Re: Little things you learned that are game changing

Postby lumipharon » Tue Jul 07, 2015 11:24 pm #102405

I've seen people make a 2nd protolathe/console, dedicated purely to feeding a crusher via conveyor.

I did not know you could attach voice analyser to wires - the wording literally says attach signaller, so I never tried. That's real neat.

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PKPenguin321
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Re: Little things you learned that are game changing

Postby PKPenguin321 » Wed Jul 08, 2015 3:54 am #102460

lumipharon wrote:Everything but uranium.
Goof has a pr to remove diamonds (you can currently shit out gygaxes like no tomorrow, without ever having a miner), but even then it's still OP as fuck.
you can get 720 sheets of minerals from ONE sheet of metal with t4 upgrades.

iirc T4 autolathe produces a box of foam darts with 40 darts in it for something like 62.5 metal (one sheet is 2000 metal), meaning one metal sheet can produce approx 5248 sheets of minerals with a T4 crusher. any time a dart grinds into a stack of 4 metal, that stack of 4 metal can potentially be converted to 20992 more sheets of materials
just put a conveyor under your crusher, stand on top of it with the belt off, hold the dart box and mash the "use" hotkey, then drop the box once it's empty and repeat as many times as you want. once you're satisfied hit the conveyor switch and watch the minerals fly in

also, some fun facts about crushers and T4:
standard research ends once the durand boards have been crusher for combat levels. it can't usually continue to advanced research until mining brings back minerals to upgrade the DA.
however, because a crusher can be made once standard research is done and gives minerals, you can make a phasic scanning module with silver you created and upgrade the DA juuust enough to grind a pico manip for mats 6, and from there you can make a femto manip to upgrade the DA then grind a second femto for mats 7, then grind a phasic scanning module for the last EMP level needed for T4 lasers and scanning modules without mining's help or leaving science
the only outside help you need to 100% max research is maybe 6 (actually less but you need exactly 1 to upgrade the redemption machine and it's nice to have extra) uranium ore + an upgraded ore redemption machine, and a combat shotgun from cargo
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Re: Little things you learned that are game changing

Postby lumipharon » Wed Jul 08, 2015 4:05 am #102464

Mehki claimed that the experimentor can get you combat 6 somehow, but I've never actually bothered to use it, and I couldn't see anything obvious in the code so I unno.

Really the crusher should only make metal and glass, everything else is so blatantly broken and OP, it's just hilarious.

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Re: Little things you learned that are game changing

Postby PKPenguin321 » Wed Jul 08, 2015 4:08 am #102467

lumipharon wrote:Mehki claimed that the experimentor can get you combat 6 somehow, but I've never actually bothered to use it, and I couldn't see anything obvious in the code so I unno.

Really the crusher should only make metal and glass, everything else is so blatantly broken and OP, it's just hilarious.

if i had to guess i'd say you put something with combat 4 in it and mash buttons until you get the thing where it boosts it's research levels, it's probably made easier if you upgrade the experimentor but i haven't messed with it enough to be sure
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Re: Little things you learned that are game changing

Postby lumipharon » Wed Jul 08, 2015 4:11 am #102469

you can boost the origin tech of anything?

Couldn't you like, get decloners/mech teleporters if that is the case?

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Re: Little things you learned that are game changing

Postby PKPenguin321 » Wed Jul 08, 2015 4:49 am #102486

lumipharon wrote:you can boost the origin tech of anything?

Couldn't you like, get decloners/mech teleporters if that is the case?

iirc the blood drain thing boosts origin tech levels but i'm honestly not sure, experimentor is the wonkiest thing ever and i can't get it to do anything meaningful 100% of the time
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Re: Little things you learned that are game changing

Postby Boredone » Wed Jul 08, 2015 4:52 am #102488

Yeah, the Blood Drain thing raises the origin tech levels on the item inside. Great for ignoring combat shotties from Cargo, or Alien Brains.
Of course, Blood Drain does quite a bit of damage to your torso every time it procs, and it only upgrades the item inside.
Plus theres no guarentee you won't get a malfunction that destroys the item inside before ye proc Blood Drain either.

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Re: Little things you learned that are game changing

Postby Takeguru » Wed Jul 08, 2015 5:48 am #102499

I like the experimentor because it can make corgi buttons.
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Re: Little things you learned that are game changing

Postby PKPenguin321 » Wed Jul 08, 2015 10:40 am #102594

i did some fiddling and i think the blood drain thing that upgrades origin tech is a malfunction, meaning it would happen more often if you don't upgrade the experimentor. i think. the machine's wonky and way too RNG based to really be able to tell. ???
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Re: Little things you learned that are game changing

Postby EasX » Wed Jul 08, 2015 10:04 pm #102724

The head cloaks each have armor related to their profession.

CMO - 25 bio
HOS - 10 melee
CE - 10 melee, 10 rad
RD - 10 bio
CAP - 10 of all
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Re: Little things you learned that are game changing

Postby Killbasa » Wed Jul 08, 2015 11:00 pm #102733

Loading a syringe gun with salbutamol is a great way to stabilize patients quickly when you aren't near medbay.
I play Trevor Glomps/Tire Justice.

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Re: Little things you learned that are game changing

Postby Vekter » Wed Jul 08, 2015 11:03 pm #102735

C4 is always a good purchase because you can do stupid shit with it.

Turns out C4 ninja stars are ridiculously effective.
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Re: Little things you learned that are game changing

Postby Killbasa » Thu Jul 09, 2015 12:16 am #102740

Vekter wrote:C4 is always a good purchase because you can do stupid shit with it.

Turns out C4 ninja stars are ridiculously effective.

On that note, i think you can put them in pneumatic cannons also.
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Re: Little things you learned that are game changing

Postby PKPenguin321 » Thu Jul 09, 2015 12:49 am #102746

Vekter wrote:C4 is always a good purchase because you can do stupid shit with it.

Turns out C4 ninja stars are ridiculously effective.

fair warning to anyone that may want to try it: signalers inside of C4s will no longer work once the C4 is planted, meaning you can't set your C4 timer to 9999 and just activate it once it's impaled in someone :(
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Re: Little things you learned that are game changing

Postby Vekter » Thu Jul 09, 2015 1:08 am #102752

Killbasa wrote:
Vekter wrote:C4 is always a good purchase because you can do stupid shit with it.

Turns out C4 ninja stars are ridiculously effective.

On that note, i think you can put them in pneumatic cannons also.

Only if they're attached to something. Otherwise it just plants the C4 on the cannon.

PKPenguin321 wrote:
Vekter wrote:C4 is always a good purchase because you can do stupid shit with it.

Turns out C4 ninja stars are ridiculously effective.

fair warning to anyone that may want to try it: signalers inside of C4s will no longer work once the C4 is planted, meaning you can't set your C4 timer to 9999 and just activate it once it's impaled in someone :(


Truth.

Also: If you're worried about getting caught being a traitorous scum, grab a cranial uplink. Nothing funnier than getting brigged, then emag/C4 out. Fuck the police.

C4 can:
* Get you into/out of pretty much anywhere
* Fuck someone's day up
* Be used as a proximity or remote mine
* Be wired up to a mouse trap (do NOT underestimate how good this is when you want a clean kill.)
* Destroy most, if not all, computers and machines (fuck cloning)
* Kill an AI the easy way
* Be rigged to a voice trigger so you can scream WITNESS ME as the four in your department go off
* COST FUCKING NOTHING

Another fun fact: Get a syndie bomb, wrench out the core and rig it to a mouse trap. Guaranteed to gib some idiot (hopefully your target) and fuck up half the station.
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Reply PM from-REDACTED/(REDACTED): i tried to remove the bruises by changing her gender

PM: Bluespace->Delaron: Nobody wants a mime's asscheeks farting on their brig windows.

PM: REDACTED->HotelBravoLima: Oh come on, knowing that these are hostile aliens is metagaming

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[17:43] <Vekter> Aranclanos for nicest coder 2015
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Re: Little things you learned that are game changing

Postby Not-Dorsidarf » Thu Jul 09, 2015 9:18 am #102812

Syndiebombs are weak as shit now, due to the new boomcode.
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Re: Little things you learned that are game changing

Postby Laharl Monthy » Wed Jul 15, 2015 11:52 pm #104771

Today, I learned something.

Sonic Jackhammers? They used to be the first upgrade after the mining drill, but now? They're at the end of the drill tech tree.

And they're strong. Mighty strong - they've got force 15, can fit in your belt slot, and does not care about ANY walls. Normal walls just get wrecked, and R-Walls gets destroyed quite fast as well - about 3 seconds to take down the plating, a click to remove the girder. A great tool when you need a quick get-in/getaway through walls. Fuck, grab one of those babies and you can storm the armory/ the Ai core/ the Ai upload/ Any secured area without any problems whatsoever.

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Re: Little things you learned that are game changing

Postby TrustyGun » Thu Jul 16, 2015 12:21 am #104775

The BBCode used in paper formatting can also be used in the newscaster. This can make your news stories or whatever a lot more pretty
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Re: Little things you learned that are game changing

Postby Grazyn » Thu Jul 16, 2015 10:20 am #104852

If you have to kill a librarian, wait until they access the book inventory computer. The computer makes them lag so much (up to 10 second lag) they won't be able to yell or even react before you kill them.

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Re: Little things you learned that are game changing

Postby mosquitoman » Thu Jul 16, 2015 11:11 am #104859

You can also make meta lag traps by stacking tons of useless shit on one tile and waiting for somebody to right click that. The whole window freezes for several seconds if you gather enough items.

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Re: Little things you learned that are game changing

Postby TheNightingale » Thu Jul 16, 2015 11:24 am #104863

mosquitoman wrote:You can also make meta lag traps by stacking tons of useless shit on one tile and waiting for somebody to right click that. The whole window freezes for several seconds if you gather enough items.


And this is why we alt-click instead.

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Re: Little things you learned that are game changing

Postby Grazyn » Thu Jul 16, 2015 11:25 am #104864

Yes pros alt-click piles which is better and gives no lag

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Re: Little things you learned that are game changing

Postby mosquitoman » Thu Jul 16, 2015 11:47 am #104866

That's obscure, arcane knowledge that the unrobust do not possess.

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Re: Little things you learned that are game changing

Postby Remie Richards » Sat Jul 18, 2015 5:28 am #105275

It's not game changing, but when I explained it on Sybil it got a few surprised reactions.
Somebody (Gun hog?) asked what "GCAT" in Runtime's description meant.

it's due to Runtime being the cat mascot of medical (since she's the CMOs pet), and GCAT are the 4 proteins in DNA.
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Re: Little things you learned that are game changing

Postby Wyzack » Sat Jul 18, 2015 2:01 pm #105333

> proteins

> PROTEINS

REEEEEEEEEEEEEEEEEEEEEEEEEEEE

also I actually had no idea that is what it meant, neato
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Re: Little things you learned that are game changing

Postby Remie Richards » Sun Jul 19, 2015 12:00 am #105431

Well technically they're amino acids that code for proteins, but w/e :P
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Re: Little things you learned that are game changing

Postby Tokiko2 » Sun Jul 19, 2015 2:04 am #105443

Spraying mutagen at someone from a bottle has a 33% chance to mutate them and feeding them something containing mutagen has a guaranteed mutation chance. Mutating that way has a 98% chance to cause a bad mutation and a 2% chance to cause a good mutation.

You can abuse this to get the most unfair ling ability ever: The disability sting. Get yourself a spraybottle with mutagen and a braindead/cataconic assistant and then keep spraying them until the bottle is empty. Copy their DNA and start transformstinging people. Your victim will end up mute, blind, deaf, clumsy and be paralyzed every few seconds. This is almost a guaranteed death if you add a cryo sting on top of that, even if you are in cuffs.

Note: Mutagen irridiates the victim when it's being metabolized, which may cause random bad mutations to disappear. Obviously you don't want this so feed your test person some charcoal before the mutagen and give the radiation a chance to disappear between each spraying/feeding.

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Re: Little things you learned that are game changing

Postby kevinz000 » Mon Jul 27, 2015 10:31 am #107514

Coiine and Initropedil (however it's spelled) can kill someone very quickily
Initro stops your heart. That simply makes you suffocate to death very quickily.
Coiine, however, is different
It doesn't stop your heart, but on each mob_life (wtf is that i dont code im gonna assume one tick) it gives you +5 losebreath
Losebreath stacks
That would result in you suffocating for a LONG time after it gets out of your system (I've been limited to staying in cryo for ~15 minutes before from a 50 unit dose after it was purged with charcoal)
The only way to make losebreath wear off faster are atropine, epinephrine, and salbutomal.
Atropine INSTANTLY resets it to 5. Best way if someone's suffocating for no reason. Epine/salbut makes it go down way, way faster, but it isn't instant, and will take a long ass time if someone got a lot of that stuff in them

So if someone's suffocating infront of you
1. defib
2. if that didn't work, atropine, or if you're lazy doctor/no one letting you in chemistry/don't know chemistry/is a pleb, use epine and salbut to make it go away faster
Oh and stuff them in cryo so they actually survive.

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Re: Little things you learned that are game changing

Postby Oldman Robustin » Mon Jul 27, 2015 4:23 pm #107557

How do mousetrap signal work anyway, can you just shove a mousetrap on any exposed wire?

Also my understanding is that you can't detonate C4 by pulsing the wire once it has been attach to anything, so throwing star + c4 detonation isn't possible right now. I know from experience, I put a signaller on c4, put the c4 on a syndiebomb core, used 2 c4 to break into Tcomms and blow the hub. I screamed NUKEOPS right before the hub blew and then ran up to the brig (spending my last TC on a fucking hilarious pizza bomb). Then I ran up to the brig where cap/hos/allofsec were gathering in the warden's office for the nukeops, I ran in saying I had seen them and then pulled out my signaller ready to get the most high value kill in syndiebomb history... only to realize the c4 wouldn't detonate when signalled and I now had a giant TC investment that was completely worthless. On the bright side, the chaplain opened the pizza and then threw it once he realized it was a bomb, security saw this and executed him on the spot as the "pizza bomber", I ran back to the defused syndiebomb, shoved the core back in, and then as the shuttle arrived I armed it and convinced the clown to try and defuse it in escape *boom*.

For my contribution:

You can make maxcap bomb mix without even touching a burn chamber. 33/33/33 of Oxy/Plasma/CO2 connected to an air heater in atmos/test science will get you your burn mix (it won't burn internally until you unwrench it once you've hit 150+ degrees), just add it to a default plasma tank until full and then throw a chilled oxygen tank on the other end and you've got ezpz maxcaps.
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Re: Little things you learned that are game changing

Postby Miauw » Tue Jul 28, 2015 9:15 am #107731

mousetraps work exactly like prox sensors/signallers/etc
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Re: Little things you learned that are game changing

Postby Laharl Monthy » Tue Jul 28, 2015 10:17 am #107741

Oldman Robustin wrote:How do mousetrap signal work anyway


Srewdriver mousetrap, screwdriver signaler, put'em together.
Arm the mousetrap, put the bomb and the mousetrap in a bag.

This bomb cannot be disarmed - if anyone dares to take a look in the bag, it's gonna go boom. Or even better : put one in your pocket. Anyone who will try to access your pockets (may you be alive or dead) WILL explode, assuming the bomb's in your bag.

Actually you can disarm boom bags, with the little know-how.

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Re: Little things you learned that are game changing

Postby Oldman Robustin » Tue Jul 28, 2015 2:57 pm #107785

Laharl Monthy wrote:
Oldman Robustin wrote:How do mousetrap signal work anyway


Srewdriver mousetrap, screwdriver signaler, put'em together.
Arm the mousetrap, put the bomb and the mousetrap in a bag.

This bomb cannot be disarmed - if anyone dares to take a look in the bag, it's gonna go boom. Or even better : put one in your pocket. Anyone who will try to access your pockets (may you be alive or dead) WILL explode, assuming the bomb's in your bag.

Actually you can disarm boom bags, with the little know-how.


I know what I'm doing next time I'm traitorsci. If I'm wearing the bag will I still detonate if I try to look inside?

Pockets wouldn't be as effective since if they search the bag first they will presumably dismantle the bomb before checking pockets. Might as well just set the trap in the bag itself.

Aside from bag shenanigans, it seems like having a mousetrap and signaller attached to each other on the ground would be really obvious though.

Contribution:

Genetics is as stupid as ever (now with 6 stupid goddamn voice SE's) but there is a recent change that makes it tolerable again. Once you get a power, further SE changes that don't drop the power below its necessary threshold will no longer remove the power.

Ex. You have a 6-power SE. You inject it and TK manifests. From now on, no matter how many times you inject that 6-power SE, you will not lose TK. Previously you would get a complete reset on all powers with every change so you basically had to pray to RNGesus to manifest multiple useful powers at the same time despite having discovered them all.

Use 1 power 1 duration SE changes on a useless block to quickly try to force manifestation of a power, it can still take a while, but you won't kill yourself with 30 SE injections just trying to get a single power either.
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Re: Little things you learned that are game changing

Postby Actionb » Wed Jul 29, 2015 7:56 am #108044

On that note: there are two kinds of mutations in genetics that give you camouflage.
One makes itself known with the message 'You begin to fade into the shadows' and practically just makes you ever so slighty transparent. Worthless.
The other comes with the message á la 'You become one with your surroundings'. This one will turn you 100% invisible (can't even be tracked by the AI) after a certain amount of time of standing still. Moving, that includes being pulled, makes you visible again - but anything that does not require movement, from talking, throwing stuff to using telekinesis does NOT make you visible.
But here's the catch... the former power, the one giving you constant transparency, overrides any benefit you'd get from the latter power, meaning having both at once is pointless.

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kevinz000
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Re: Little things you learned that are game changing

Postby kevinz000 » Wed Jul 29, 2015 9:19 am #108059

If I'm told right, former makes you invisible indarkness. EVEN TO NIGHT VISION ABILITIES, GOGGLES, AND SPECIES
So, cloak of darkness hulk should be able to pwn xenos if lights are out
IF IM TOLD RIGHT
It's just a gimmick ability
Useless otherwise

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Laharl Monthy
 
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Re: Little things you learned that are game changing

Postby Laharl Monthy » Wed Jul 29, 2015 10:55 am #108078

Oldman Robustin wrote:
Laharl Monthy wrote:
Oldman Robustin wrote:How do mousetrap signal work anyway


Srewdriver mousetrap, screwdriver signaler, put'em together.
Arm the mousetrap, put the bomb and the mousetrap in a bag.

This bomb cannot be disarmed - if anyone dares to take a look in the bag, it's gonna go boom. Or even better : put one in your pocket. Anyone who will try to access your pockets (may you be alive or dead) WILL explode, assuming the bomb's in your bag.

Actually you can disarm boom bags, with the little know-how.


I know what I'm doing next time I'm traitorsci. If I'm wearing the bag will I still detonate if I try to look inside?



Yes, if you close the bag UI and you open it again by looking into the bag, you will trigger the mousetrap.

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lumipharon
 
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Re: Little things you learned that are game changing

Postby lumipharon » Wed Jul 29, 2015 11:18 am #108081

Mousetrap bombs are no longer infallible.

You can now simply drag the bag onto the floor to empty it, which won't trigger the mousetrap.
Then you can just pick up the bomb and disarm it safely.

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Laharl Monthy
 
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Re: Little things you learned that are game changing

Postby Laharl Monthy » Wed Jul 29, 2015 1:49 pm #108105

lumipharon wrote:Mousetrap bombs are no longer infallible.

You can now simply drag the bag onto the floor to empty it, which won't trigger the mousetrap.
Then you can just pick up the bomb and disarm it safely.


Man, and I was intending to keep this a secret...

Goddamn it Lumi

Tho, this might change, I was intending to have some items have a dump_act, which means they can have a specific reaction on getting dumped. Think mousetrap triggering, beakers spilling their contents, etc. I didn't work on coding it yet due to pure laziness, tho I will soon.

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Screemonster
 
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Re: Little things you learned that are game changing

Postby Screemonster » Wed Jul 29, 2015 1:53 pm #108106

Laharl Monthy wrote:
lumipharon wrote:Mousetrap bombs are no longer infallible.

You can now simply drag the bag onto the floor to empty it, which won't trigger the mousetrap.
Then you can just pick up the bomb and disarm it safely.


Man, and I was intending to keep this a secret...

Goddamn it Lumi

Tho, this might change, I was intending to have some items have a dump_act, which means they can have a specific reaction on getting dumped. Think mousetrap triggering, beakers spilling their contents, etc. I didn't work on coding it yet due to pure laziness, tho I will soon.

If beaker contents mix upon spilling their contents on the same tile, that could make for some serious hilarity.

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Grazyn
 
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Re: Little things you learned that are game changing

Postby Grazyn » Thu Jul 30, 2015 6:49 am #108358

lumipharon wrote:Mousetrap bombs are no longer infallible.

You can now simply drag the bag onto the floor to empty it, which won't trigger the mousetrap.
Then you can just pick up the bomb and disarm it safely.

>remove backpack
>"hey this guy may have a booby trap, better empty it on the ground"
>mousetrap and bomb fall out
>ah there it-
>another officer walks on the mousetrap triggering it
>salt

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PKPenguin321
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Re: Little things you learned that are game changing

Postby PKPenguin321 » Thu Jul 30, 2015 8:18 am #108375

figured i would post this, two tips in one for all your changeling-combating needs

chokeholds against changelings absolutely dominate them. chokeholds are strong in general as they are essentially handcuffs, but changelings almost never expect it. unless the ling has anti-stun, a single good stun from a taser/baton/knockdown from a melee weapon is long enough to get a chokehold.

if you're a changeling, the counterplays to this are confusion screech to make your choker drop what he's holding (your neck), maybe EMP screech if they're wearing NVGs or thermals or something (not sure if they'll actually drop you from that, though), or monkeying. unless you got lucky and they're wearing glasses that flash them or you for some reason took confusion screech, your only option is monkeying, meaning you lose all your gear.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
Image

Cheimon
 
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Re: Little things you learned that are game changing

Postby Cheimon » Thu Jul 30, 2015 2:35 pm #108442

But if you've got a taser, surely you can have cuffs as well? They're just as hard to escape from and you're much easier to drag around.

Pybro
 
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Re: Little things you learned that are game changing

Postby Pybro » Thu Jul 30, 2015 6:46 pm #108483

Screemonster wrote:If beaker contents mix upon spilling their contents on the same tile, that could make for some serious hilarity.


Reactions do not happen on the ground, only in containers.

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