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Re: Little things you learned that are game changing

Posted: Fri May 23, 2014 4:29 pm
by Cheimon

Bottom post of the previous page:

AseaHeru wrote: Doorbell systems are fun.
What's a doorbell system?

Re: Little things you learned that are game changing

Posted: Fri May 23, 2014 7:55 pm
by Tokiko2
You can screwdriver air alarm panels open. There is a random wire that, when pulsed, will set all vents and scrubbers to panic syphon mode. You can even attach a signaller if atmos techs try to reset it. This is a surprisingly good way to get them arrested by security too.

You only need maint access to make single tank bombs, on any map. Get a large airtank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe rewrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb. Experiment with the mix, I've seen 1,2,4 sized explosions(which is syndicate minibomb size) but I am sure you can make even bigger ones.

Syringe guns are one of the most underrated and lethal weapons on the station. A simple 15 unit lexorine or plasma syringe will kill unless the victim receives medical care. If you have more time, you can also create interesting poison mixes that crit in less than 10 seconds, or add something that stuns to the mix. Anyone with a thick suit will block syringes though.

Re: Little things you learned that are game changing

Posted: Fri May 23, 2014 8:19 pm
by Knaive
Dangit stop giving away my atmos secrets. Next you're gonna tell people they can disable fire alarms by multitooling them too!

Re: Little things you learned that are game changing

Posted: Fri May 23, 2014 8:35 pm
by Neerti
You can trigger fire alarms by shooting them with a projectile.

Re: Little things you learned that are game changing

Posted: Fri May 23, 2014 8:44 pm
by Miauw
Neerti wrote:You can trigger fire alarms by shooting them with a projectile.
Or hitting them with anything.

Re: Little things you learned that are game changing

Posted: Fri May 23, 2014 9:51 pm
by paprika
Knaive wrote:Dangit stop giving away my atmos secrets. Next you're gonna tell people they can disable fire alarms by multitooling them too!
I was aware of all of these things for a while now, and once I saw the CE trying to repair Saiga's siphon hacking, I blamed it on him and said he was breaking the wires when he was trying to repair Saiga's mess. It was a good day to be a traitor.

The fire alarm disabling really should be general knowledge at this point but unfortunately nobody gives a shit about atmospherics techs with multitools until it's far too late.. :?

Re: Little things you learned that are game changing

Posted: Sat May 24, 2014 7:15 am
by DimJim
if an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signaling device
it'll disappear and leave behind an anomaly core you can break apart for research, or attach to a signaler

i have no idea what the second one does, but it looks kind of neat when you do it

Re: Little things you learned that are game changing

Posted: Sat May 24, 2014 6:10 pm
by miggles
You can attach it to a signaler, because code-wise it has to be a child of signalers to receive the signal that turns them off.
It doesn't actually do anything, AFAIK.

Re: Little things you learned that are game changing

Posted: Sun May 25, 2014 12:42 pm
by ThoughtSynapsis
This is a lot more common information. But I feel some people may not know this.

The energy field which keeps the singularity contained extends a tile out farther then it's actual sprite. (Never mind they fixed this.)
Composite C-4 has it own detonation wire which you can attach a signaler to, Enjoy putting someone's life in your hands.
The camera bug gives you a small device you can use to moniker camera's and hack cameras with. It's more useful then you think! Okay it's still not very useful.

Also this is in no way game changing but you can upgrade the cooler's/heaters. However they don't yield too much benefit unless you are the worlds most persnickety toxins specialist.
miggles wrote:You can attach it to a signaler, because code-wise it has to be a child of signalers to receive the signal that turns them off.
It doesn't actually do anything, AFAIK.
This sounds like a job for science!

Re: Little things you learned that are game changing

Posted: Sun May 25, 2014 12:46 pm
by Miauw
ThoughtSynapsis wrote: The energy field which keeps the singularity contained extends a tile out farther then it's actual sprite.
nope
this was changed

Re: Little things you learned that are game changing

Posted: Thu May 29, 2014 2:00 am
by Rumia29
Apparently you can slip a pill into any reagent and it'll "dissolve" putting all the contents of said pill into the reagent.

Re: Little things you learned that are game changing

Posted: Thu May 29, 2014 2:06 am
by Steelpoint
Might seem easy to know, but if you are pulling someone/something clicking on a adjacent tile will move that object there. Useful for moving people and things into a good position.

Re: Little things you learned that are game changing

Posted: Thu May 29, 2014 2:55 am
by Tokiko2
You know those Rusian Revolvers that spawn on some maps? You can load them with revolver ammo and shoot them just like a regular revolver! However, there is a twist to this: Each time you fire, you'll spin the chamber. So while the first shot of a full revolver will always fire, the second one may not. The less bullets you have in the chamber, the lower your chance that you will actually fire a live bullet. The worst thing is that you will need to manually empty all shells, unspent or live onto the floor. Fun thing to try if you are feeling lucky.

Re: Little things you learned that are game changing

Posted: Thu May 29, 2014 3:04 am
by Fuzzeldorf
Wirecutters get rid of spacevines in one to two hits

Re: Little things you learned that are game changing

Posted: Thu May 29, 2014 4:25 am
by Lovecraft
A silver tongue in the right ear will get you so much farther than most gameplay tips and tricks.

Re: Little things you learned that are game changing

Posted: Thu May 29, 2014 6:16 am
by Steelpoint
Common sense and competency will get you farther than any tips or tricks will.

Re: Little things you learned that are game changing

Posted: Thu May 29, 2014 6:39 am
by Psyentific
The most useful question you can ask in SS13 is "How?"
Try and learn something new every round; The ability to learn is one of the most robust things there is.
As a corollary to the above, try not to make the same mistake twice. Most times you die (or lose) come back to one of two things; Either it's something you could've prevented with proper gear, skill, knowledge, or foresight, or it's something you couldn't have prevented - plain old fashioned bad luck. Minimize the former through learning, and accept the latter as inevitable and immutable.

Re: Little things you learned that are game changing

Posted: Thu May 29, 2014 9:59 am
by Miauw
Lovecraft wrote:A silver tongue in the right ear will get you so much farther than most gameplay tips and tricks.
erp ban he

more seriously, a silver tongue in the wrong ear (hint: powergamer's ear) will end up with your corpse floating through the infinity of space.

Re: Little things you learned that are game changing

Posted: Thu May 29, 2014 10:49 am
by Kavaloosh
why not a silver tongue in the left ear

then it's not gay

Re: Little things you learned that are game changing

Posted: Thu May 29, 2014 6:24 pm
by Kraso
Knaive wrote:Dangit stop giving away my atmos secrets. Next you're gonna tell people they can disable fire alarms by multitooling them too!
>secrets
>open-source code

anyone with half a brain and basic psychomotor skills is able to see and understand the wizardry that is BYOND and how to use it to their benefit

Re: Little things you learned that are game changing

Posted: Thu Jun 05, 2014 8:09 pm
by bandit
You know those useless linen boxes in medbay and elsewhere? You can hide items in there.

Re: Little things you learned that are game changing

Posted: Thu Jun 05, 2014 8:36 pm
by Vekter
You can hide items in the crapper tanks

Re: Little things you learned that are game changing

Posted: Thu Jun 05, 2014 8:40 pm
by MedicInDisquise
Instead of just cutting the wires for the vault, you can just grab a toolbox, ointment, and one of them budget insulated gloves and break in from the window.

Only on box though.

Re: Little things you learned that are game changing

Posted: Thu Jun 05, 2014 9:00 pm
by paprika
Vekter wrote:You can hide items in the crapper tanks
Why the fuck does this STILL stall nuke ops so fucking hard

Re: Little things you learned that are game changing

Posted: Thu Jun 05, 2014 9:21 pm
by Vekter
paprika wrote:
Vekter wrote:You can hide items in the crapper tanks
Why the fuck does this STILL stall nuke ops so fucking hard
Because nuke ops rarely if ever carry crowbars.

Re: Little things you learned that are game changing

Posted: Thu Jun 05, 2014 9:49 pm
by Rumia29
Vekter wrote:
paprika wrote:
Vekter wrote:You can hide items in the crapper tanks
Why the fuck does this STILL stall nuke ops so fucking hard
Because nuke ops rarely if ever carry crowbars.
It's not hard to stick one in your box when gearing up. Unless you ditch the box as well.

Re: Little things you learned that are game changing

Posted: Thu Jun 05, 2014 10:03 pm
by Pandarsenic
every op gets a crowbar

if you ditch your fucking box...

Re: Little things you learned that are game changing

Posted: Thu Jun 05, 2014 11:26 pm
by miggles
dont they spawn with them though

Re: Little things you learned that are game changing

Posted: Fri Jun 06, 2014 12:08 am
by ExplosiveCrate
And even then they're incredibly easy to find. If all else fails, blow up the toilet and go after the disk after it respawns.

Speaking of nuke ops, viscerators don't attack nuke ops. Don't know if it's tied to explosive implants, factions, or syndicate IDs. If you carry one in your pockets you can easily scare away a swarm of assistants even if you're disarmed.

Re: Little things you learned that are game changing

Posted: Fri Jun 06, 2014 12:49 am
by Pandarsenic
They don't spawn with pinpointers, tactical belts, jetpacks, hardsuits...

But there's a set for everyone on the shuttle

Take the gear

Take the necessary gear you whores it's given to you in a locker for your convenience

And yeah I have no idea what's up with Viscerators but you can have each member of the team drag one for a free win.

Re: Little things you learned that are game changing

Posted: Fri Jun 06, 2014 12:21 pm
by AseaHeru
If you mean the grenades of them, well, that makes sense, dosent it.

Re: Little things you learned that are game changing

Posted: Fri Jun 06, 2014 3:46 pm
by Vekter
Roller beds and ride extinguishers. Try it some time.

Re: Little things you learned that are game changing

Posted: Fri Jun 06, 2014 3:56 pm
by Miauw
viscerators not attacking ops is a feature, it's connected to the faction var so i guess you could meta it.

Re: Little things you learned that are game changing

Posted: Fri Jun 06, 2014 6:20 pm
by Xhuis
Engineer who needs to set up the singulo? No CE or AI to open secure storage? Use the nearby APC to turn off equipment power and crowbar open the blast doors.

Re: Little things you learned that are game changing

Posted: Wed Jun 11, 2014 7:58 am
by Tokiko2
You can get kudzu by injecting atleast 5u of mutagen into an empty but weed infested plant tray. Pouring sugar into plant trays raises the weed and pest levels quickly! If you get lucky, you can get kudzu 5 minutes into the round.

Re: Little things you learned that are game changing

Posted: Wed Jun 11, 2014 8:04 am
by ExplosiveCrate
Adding on to that: You can mutate kudzu to get even deadlier versions of kudzu! Some of them eat oxygen, some eat plasma, some strangle people to death.

And there was a strain that gibbed dead corpses, but I'm pretty sure it got removed.

Re: Little things you learned that are game changing

Posted: Wed Jun 11, 2014 10:51 am
by paprika
It still exists, and it eats corpses still, but it doesn't gib live people like it used to, that was a bug.

Re: Little things you learned that are game changing

Posted: Thu Jun 12, 2014 10:47 pm
by Facundo
Kudzu pods produce antitoxin when grinded.

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 5:02 am
by ShadowDimentio
Ever since the botany update, botanists have become fear incarnate.

One kudzu plant can produce enough kudzu seeds to infest the entire station, virtually guaranteeing a shuttle call. Try it sometime as tator.

100 potency death nettles are the single best melee weapon in the game in raw damage. It does 50 burn per hit (nearly twice as good as a esword)-- two good hits will crit anyone not wearing armor. Pair this with a vicious stun rate, and the fact that they can't be used against you if the person disarms you unless they have leather/insulated gloves, and you'd better be praying that the hippies weed isn't touched.

Poppies have bicardine in them, and lots of it. Grow them and chomp down during fights for quick healing.

Green grapes (mutated grapes) grow something that fixes burn damage. Pretty sure it's kelotane.

Space tobacco grows dexalin. You have to dry out the leaves first, though.

Ambrosia deux contains a metric fuckton of good medicine, but also contains the only drug you can overdose on-- synapzine. Do not consume if at all possible, the synapzine will fuck you sideways with a spiky dildo.

A clever botanist can become a ghetto changeling with some preparation.

Keep whacking someone with the death nettle after they die and they'll get husked. Basically giving a hearty 'fuck you' to the geneticists, and likely making people assume there are lings.

If a plant's pest level is above 5 and the plant experiences a certain kind of reaction when injected with mutagen, babby spiderlings spawn. The crew will 99.99% of the time assume there are lings. Use this to your advantage. (Extra bonus points if paired with husks)

Ice chilis contain frost oil. It's the same stuff lings inject into people to freeze them, and has a 99.99% success rate, since only the most diehard of metagamers carry around coffee (the only real way to warm yourself up quickly) in the event of something like this. Put it on food to make a bunch of people really miserable.

High dosages of frost oil freeze the shit out of you, and you know what medicine works well in cold environments? Cryox and clonex. Get creative.

Death angels contain a very, VERY deadly poison. Shit fucks you sideways with toxin damage if you don't get to medbay. Combine with high dosage of frost oil and a hatchet for a very quick kill.

Blue tomatoes grow lube. Fuck bananas, give these to the clown.

On the topic of bananas, there are really only two kinds of note. Microbananas, that slip you only for a moment but are a bitch to see, and huge manbananas, which are conspicuous as fuck, but knock you on your ass for ages. Grow a little of both and stack their peels one with another to make the crew infinitely mad.

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 6:24 am
by bandit
ShadowDimentio wrote:100 potency death nettles are the single best melee weapon in the game in raw damage. It does 50 burn per hit (nearly twice as good as a esword)-- two good hits will crit anyone not wearing armor. Pair this with a vicious stun rate, and the fact that they can't be used against you if the person disarms you unless they have leather/insulated gloves, and you'd better be praying that the hippies weed isn't touched.
The best part about death nettles is that they disappear once they're used up, i.e. instantly self-destructing evidence. More botany fun:

- Soybeans can be mutated into koibeans, which contain carpotoxin, the main ingredient in zombie powder aka parapen juice. The other main ingredient is sleep toxin, which is in reishi, and copper, which requires chemistry (but no one will bitch at you for asking for copper.) If you can pull it off, have fun with that.

- Bluespace tomatoes teleport shit you throw them at. Honk.

- If botany is too lazy to grow poppies Metastation has some in the chapel.

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 11:28 am
by Kavaloosh
the energy axe does 110 damage, but that's beside the point since you can't acquire it

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 12:52 pm
by Kraso
Machine tea not only heals toxins, but it also removes dizziness, jitteryness, drowsyness, sleepiness and heats you up just like coffee, iced tea does all but heal jitteryness and cools you down. Ground tea, however, does nothing at all.

Hacked borg beer works like old chloral.

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 2:19 pm
by ColonicAcid
ShadowDimentio wrote: Ambrosia deux contains a metric fuckton of good medicine, but also contains the only drug you can overdose on-- synapzine. Do not consume if at all possible, the synapzine will fuck you sideways with a spiky dildo.
Synaptizine makes you near immune to any form of crowd control tho.
Take Ambrosia Deus and some anti tox and you've got yourself an unstunnable and fast healing spaceman.
Also most people seem to not know about this:
http://tgstation13.org/wiki/Guide_to_plants

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 2:46 pm
by TheTerbs
GHOST CHILLIS ARE STILL IN

FUCK YEAH I LIVE ON

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 2:47 pm
by ColonicAcid
Yes, they're deadly as shit
100 potency ghost chillis can instacrit you im pretty sure.

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 2:52 pm
by TheTerbs
ColonicAcid wrote:Yes, they're deadly as shit
100 potency ghost chillis can instacrit you im pretty sure.
You have no idea how happy this makes me, almost as much as the telesci pug or the ice cream machine

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 4:12 pm
by Lo6a4evskiy
Damn, I gotta learn proper botany

Do kudzu pods grow into kudzu? If so, how do I make them? :S

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 5:40 pm
by Miauw
husking people through burn damage still makes them cloneable iirc

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 5:44 pm
by Steelpoint
Miauw wrote:husking people through burn damage still makes them cloneable iirc
Yeah, its weird how many MD's/Genetcists see a husked corpse and just out right state that its unclonable. Could have just been a victim of laser fire.

Speaking of cloning, if you do get a husked changeling victim there is a way to clone them.

What you do is you remove their brain, get a humanized monkey, get rid of the humanmonkey's brain and jam the victims brain in the body, then clone the body. Tadah! Only downside is the victim inherits the random humanized monkey's name and appearance.

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 6:20 pm
by Durkel
I hate to be a downer here but botany isn't nearly as strong as you would believe.

Ghost chilies do not instantly crit someone, they have condensed capsaicin. Which although strong, is not fast acting.

100 potency death nettle is 32 burn per hit.

Destroying angels are currently bugged and do fuck all.

That and the amount of rng fuck you that you need to muddle through is assblast levels of insane.

Botany is a great department that has a lot of potential, but don't hype it that much.

Oh, and glow berries have uranium in them. Grind them up and add iron for a emp. Honk

Re: Little things you learned that are game changing

Posted: Fri Jun 13, 2014 6:40 pm
by bandit
Durkel wrote:100 potency death nettle is 32 burn per hit.
Not quite. I think it might start out at 35, but it decreases with every hit as the nettle loses leaves. The dropoff is still enough to crit someone pretty fast, particularly with knockdown.