Little things you learned that are game changing

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DemonFiren
 
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Re: Little things you learned that are game changing

Postby DemonFiren » Fri Oct 06, 2017 11:47 pm #344510

You're forgetting that people who post on +the forum don't play the game.
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non-lizard things:
Spoiler:
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DiamondSentinel
 
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Re: Little things you learned that are game changing

Postby DiamondSentinel » Fri Oct 06, 2017 11:49 pm #344512

DemonFiren wrote:You're forgetting that people who post on +the forum don't play the game.

I play, but again, I seem to be in the minority...

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Re: Little things you learned that are game changing

Postby Dr_bee » Sat Oct 07, 2017 4:06 am #344560

Anonmare wrote:I'm putting this here because everyone keeps freaking the fuck out.

The "Draught" setting on air alarm operating modes sets the vents to the same setting as it is on refill and activates the scrubber syphons. This setting is very useful for stabilising temperatures, especially after a fire or freon as it can be used to warm up or cooldown a room, depending on the temperature of the air in the pipes. It's not the AI being rogue, it's the AI fixing the room.


Whenever I play atmos tech I run into this problem. People scream at me about siphoning or the AI will repeatedly turn off the scrubbers, or they will wrongly blame the AI. I have just turned to using the atmos resin launcher backpack. Atmos resin basically resets the air on a tile to default temp and air composition, and doesnt panic jumpy crew members looking for a reason to robust the AI.

Atmos resin was the best addition ever.

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Re: Little things you learned that are game changing

Postby Deitus » Sat Oct 07, 2017 5:35 am #344573

speaking of law modules, i was unaware that you can modify them with telekinesis.

1) get full sight and telekinesis
2) stand outside ai upload
3) get/modify the module you want
4) TK throw it into console, uploading the law/lawset
5) ?????????
6) profit
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Re: Little things you learned that are game changing

Postby Anonmare » Wed Oct 11, 2017 6:08 pm #345965

Cyborgs can place camera assemblies on walls the same they can APC/fire/air alarm frames by standingo n the same tile as them, facing a wall and hitting it with a screwdriver to place it on a wall.
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Re: Little things you learned that are game changing

Postby Anonmare » Sat Oct 14, 2017 12:41 am #346891

The firing range's magnet, when active, is damn near impossible for a cyborg to escape from as long as it's turned on and has a respectable level of range
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Re: Little things you learned that are game changing

Postby huehuehue » Sat Oct 14, 2017 9:35 pm #347092

cutting the wire that turns off the test light for a door allows you to crowbar open and close the door for a few
unfortunately you need to recut the wire to do it again plus it doesn't always work with certain doors
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Re: Little things you learned that are game changing

Postby Anonmare » Sun Oct 15, 2017 3:55 am #347207

It's better to do it with a multitool so that the door doesn't get broken.

Airlcoks have two power wires, the main power and back-up power. Cut both and the door is permanently depowered. Multitools shortcircuit the power, doing it to the main power wire will disable the door for 10 secondsb efore the backup power kicks in. Pulsing the back-up power will disable the door for 60 seconds until both wires reboot.
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Re: Little things you learned that are game changing

Postby huehuehue » Sun Oct 15, 2017 9:46 am #347264

Anonmare wrote:It's better to do it with a multitool so that the door doesn't get broken.

Airlcoks have two power wires, the main power and back-up power. Cut both and the door is permanently depowered. Multitools shortcircuit the power, doing it to the main power wire will disable the door for 10 secondsb efore the backup power kicks in. Pulsing the back-up power will disable the door for 60 seconds until both wires reboot.

oh, ok
eh, i'll do it my way
i find it faster, and i usually repair the door afterwards
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Re: Little things you learned that are game changing

Postby Anonmare » Sun Oct 22, 2017 5:58 pm #349589

The bartender can make really weak healing chems with his soda dispenser. Tomato juice heals burns, milk cream heals brute, lime juice heals toxin and orange juice heals suffocation. It's very slow but you can down many glasses of each to have weak passive healing with no downsides.

Milk, soy milk and soy lattes also help heal brute damage and tea from coffee machines also helps heal toxin damage. Iced tea also helps reduce toxin damage and can be made from ice from an ice cup and tea from a coffee machine

Coffee and tea will also warm you up if cold and counteract drowsiness, unconsciousness and dizziness.
The soft drinks from the vending machines will help with overheating and counteract drowsiness and unconsciousness, remember to drink different brands to get the most effect.

Drinking iron will passively increase your blood regeneration
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Re: Little things you learned that are game changing

Postby AnonymousNow » Sun Oct 22, 2017 9:18 pm #349630

Anonmare wrote:~


Makeshift chemical healing from the bar is one of those things that help flesh out the game for me.

I do miss Doctor's Delight, though. First healing, then requiring tricord, and now just a drink.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.


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Spoiler:
~Simplified for the sake of Wyzack's delicate feelings~
Fuck anti-roleplay suggestions and fuck Bay.

Xenomorphs a shit.

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Re: Little things you learned that are game changing

Postby Clones-A-Corpse » Sun Oct 22, 2017 9:49 pm #349636

Doing research and development properly means you never have to visit a chemist.
Research only goes up in ones.
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Re: Little things you learned that are game changing

Postby Jegub » Sun Oct 22, 2017 9:58 pm #349638

The wiki is in need of an update, as Doctor's Delight still heals you, it's the active ingredient in Syndi-Cakes. Its usefulness is diminished in that it greatly accelerates your digestion now, but there are times when being hungry but healthy is a worthwhile trade off.

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Re: Little things you learned that are game changing

Postby Swindly » Fri Nov 10, 2017 1:18 am #356006

The revenant's blight can kill plants.

PostThis post was deleted by SpaceInaba on Fri Nov 10, 2017 6:36 pm.
Reason: I posted this but forgot where I was posting it

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Re: Little things you learned that are game changing

Postby Anonmare » Sat Nov 18, 2017 2:37 am #358993

Borgs can be devils and get a couple of Law 666's to go with their powers, though the pitchfork power doesn't work and i had to ask an admin to scramble my security codes
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Re: Little things you learned that are game changing

Postby Deitus » Mon Dec 11, 2017 9:09 pm #365653

most people know that you can pry out a bomb payload and slap a c4 on it to get a highly mobile bomb with a shorter countdown and the same explosion radius, but i have also found out that you can detonate a clown bomb payload the same way and it still spawns the clowns. however, they spawn hostile this way (as opposed to nonhostile the "regular" way(until attacked)), so put some distance between you and the payload first.
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Re: Little things you learned that are game changing

Postby huehuehue » Mon Dec 11, 2017 9:10 pm #365654

Deitus wrote:most people know that you can pry out a bomb payload and slap a c4 on it to get a highly mobile bomb with a shorter countdown and the same explosion radius, but i have also found out that you can detonate a clown bomb payload the same way and it still spawns the clowns. however, they spawn hostile this way (as opposed to nonhostile the "regular" way(until attacked)), so put some distance between you and the payload first.

honk.mp4
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Re: Little things you learned that are game changing

Postby Denton » Wed Dec 13, 2017 3:32 pm #366264

Most complicated chems can be mixed in a single beaker without much effort. I've written down some recipes:
https://tgstation13.org/wiki/Chemical_recipes

Instead of just dicking around with drugs, Chemists can patch up multiple patients at once.
Load some syringes with tricord plus either atropine or hearty punch and fire them at people you see in crit. I've used 5u Atropine/Punch and 10u Tricord, maybe different amounts are better?
Put some synthflesh+synaptizine in a smoke machine and make people stand in it too.
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Re: Little things you learned that are game changing

Postby TribeOfBeavers » Wed Dec 13, 2017 5:49 pm #366324

Denton wrote:Most complicated chems can be mixed in a single beaker without much effort. I've written down some recipes:
https://tgstation13.org/wiki/Chemical_recipes

Instead of just dicking around with drugs, Chemists can patch up multiple patients at once.
Load some syringes with tricord plus either atropine or hearty punch and fire them at people you see in crit. I've used 5u Atropine/Punch and 10u Tricord, maybe different amounts are better?
Put some synthflesh+synaptizine in a smoke machine and make people stand in it too.



There is no downside to overheating anything except meth, so when making pent acid (or anything that needs to be heated) you can save a bit of time by setting the heater to max the first time you put the beaker in.


Atropine + Tricord is good for general cases or if you're in a hurry, but if you know a certain damage type or situation is coming up you should use a mix of chems to suit it. Also toxins damage is rare, so just having 5 bicaridine and 5 kelotane works better than 10 tricord most of the time.

If you're using it to heal people in crit, include 1u epinephrine (or less if you want to go through the trouble of diluting it) to set their oxygen damage to 35, and 1 or 2u of Atrophine.

Atropine metabolizes very slowly, so you don't need much of it. 1u heals 50 oxygen damage and 20 of each of the others, so 1 or 2u is probably enough if you're also using epi (which will only heal 5 of each per u). They only heal in crit though, so using a lot wastes the space. 5u will get anyone in crit up alone, but if you have any other healing meds in there you waste a bit of it.

From there you want to add chems depending on if you need long or short term healing and what type you think you'll need. Stacking a bunch of different healing chems gives faster healing but doesn't last very long. If you want longer term just put a bunch of one type.

It's worth noting they'll still have a bit of damage after the syringe runs out most of the time, so give them some other meds once they're stable.

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Re: Little things you learned that are game changing

Postby Anonmare » Wed Dec 13, 2017 6:16 pm #366329

Save yourself a bunch of time with complicated recipes by making a bunch of bottles of stuff like diethelyamine, oil, ash and so on and putting them in the smart fridge for oyu to retrieve as needed.
Really helps if there's a viral outbreak and you need to mass produce a particular chemical to treat everyone, like cyptobiolin or spaceicillin
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Re: Little things you learned that are game changing

Postby Denton » Wed Dec 13, 2017 6:36 pm #366335

TribeOfBeavers wrote:
Denton wrote:Most complicated chems can be mixed in a single beaker without much effort. I've written down some recipes:
https://tgstation13.org/wiki/Chemical_recipes

Instead of just dicking around with drugs, Chemists can patch up multiple patients at once.
Load some syringes with tricord plus either atropine or hearty punch and fire them at people you see in crit. I've used 5u Atropine/Punch and 10u Tricord, maybe different amounts are better?
Put some synthflesh+synaptizine in a smoke machine and make people stand in it too.



There is no downside to overheating anything except meth, so when making pent acid (or anything that needs to be heated) you can save a bit of time by setting the heater to max the first time you put the beaker in.


Atropine + Tricord is good for general cases or if you're in a hurry, but if you know a certain damage type or situation is coming up you should use a mix of chems to suit it. Also toxins damage is rare, so just having 5 bicaridine and 5 kelotane works better than 10 tricord most of the time.

If you're using it to heal people in crit, include 1u epinephrine (or less if you want to go through the trouble of diluting it) to set their oxygen damage to 35, and 1 or 2u of Atrophine.

Atropine metabolizes very slowly, so you don't need much of it. 1u heals 50 oxygen damage and 20 of each of the others, so 1 or 2u is probably enough if you're also using epi (which will only heal 5 of each per u). They only heal in crit though, so using a lot wastes the space. 5u will get anyone in crit up alone, but if you have any other healing meds in there you waste a bit of it.

From there you want to add chems depending on if you need long or short term healing and what type you think you'll need. Stacking a bunch of different healing chems gives faster healing but doesn't last very long. If you want longer term just put a bunch of one type.

It's worth noting they'll still have a bit of damage after the syringe runs out most of the time, so give them some other meds once they're stable.


That's pretty great, I never even thought about the atropine metabolization rate and that epi sets oxyloss to 35 max.

6u bicardine/kelotane, 1u epi and 2u atropine would heal much better than just flat atropine+tricord!

After that I'd probably just use Synthflesh and Pentetic Acid to treat damage.
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Re: Little things you learned that are game changing

Postby EagleWiz » Wed Dec 13, 2017 8:33 pm #366397

You can swap the clone mix for an explosion mix to make a cryo tube explode when someone is placed inside

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Re: Little things you learned that are game changing

Postby TribeOfBeavers » Wed Dec 13, 2017 10:20 pm #366422

Denton wrote:~


I was bored and did the calculations:

For 150 of one damage type:

10 bicaridine/kelotane
1 Atropine
1 Epinephrine
3 Oxandrolone/Salicylic Acid

Leaves 30 damage


For 75 brute and 75 burn:

4 Kelotane and Bicaridine
1 Epinephrine
4 Atropine
1 Oxandrolone and Salicylic Acid

Left about 26 of each type (52 total)

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Re: Little things you learned that are game changing

Postby Calibraptor » Thu Dec 14, 2017 12:29 am #366449

Targeting legs with double esword
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Re: Little things you learned that are game changing

Postby DemonFiren » Thu Dec 14, 2017 7:30 am #366499

Calibraptor wrote:Targeting legs with double esword

Remember: no legs
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non-lizard things:
Spoiler:
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Re: Little things you learned that are game changing

Postby CitrusGender » Thu Dec 14, 2017 7:29 pm #366616

DemonFiren wrote:
Calibraptor wrote:Targeting legs with double esword

Remember: no legs

every fucking time

honestly though, if you lose your legs you were done for anyways
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Re: Little things you learned that are game changing

Postby SpaceInaba » Thu Dec 14, 2017 7:30 pm #366617

I killed a hos with my bare hands while I had no legs and one arm so that's not true
Spoiler:
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fuck,

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Re: Little things you learned that are game changing

Postby Denton » Fri Dec 15, 2017 9:13 am #366766

TribeOfBeavers wrote:
Denton wrote:~


I was bored and did the calculations: [...]


Hey, thanks for that. It's always good to learn more about chemistry.
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Re: Little things you learned that are game changing

Postby Alipheese » Fri Dec 15, 2017 1:38 pm #366800

If you're stealthminned and use dsay it generates a random admins name, but in a joke/ass way.
DicknakFUCK
MrDrunkenOne
Soggymare
Assops
PeopleareFURRY
etc. very amazing and i spent like 30 minutes getting as many different names as I could.
Tell me how good or bad of an Admin I was!

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Quotes.
Spoiler:
PKPenguin321 wrote:holy shit that engineering setup
that man deserves a medal


Anonmare wrote:Gee Engie, why does your mom let you have TWO singulos?


The Legend of Scrubs, MD
You are a traitor!
Your current objectives:
Objective #1: They mocked you in life, a lesser janiborg they said. Now they shall know terror.
Objective #2: Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody.

Cuboos wrote:> That god damn engineer who let the singularity loose was a traitor and the only reasonable person on that whole entire station.

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Re: Little things you learned that are game changing

Postby calzilla1 » Fri Dec 15, 2017 1:46 pm #366802

But peoplearefurry isnt even an admin anymore, hell he doesnt even play
Life is too short for anything meaningful and too long for anything memeingful
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Re: Little things you learned that are game changing

Postby Anonmare » Fri Dec 15, 2017 1:55 pm #366804

>Soggymare
Excuse me what, how dare you
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Re: Little things you learned that are game changing

Postby Saegrimr » Fri Dec 15, 2017 2:11 pm #366805

Anonmare wrote:>Soggymare
Excuse me what, how dare you

I wonder if that one was meant for me
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.

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Re: Little things you learned that are game changing

Postby cedarbridge » Fri Dec 15, 2017 3:42 pm #366822

Its obviously feem.

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Re: Little things you learned that are game changing

Postby huehuehue » Fri Dec 15, 2017 5:26 pm #366842

Alipheese wrote:If you're stealthminned and use dsay it generates a random admins name, but in a joke/ass way.
DicknakFUCK
MrDrunkenOne
Soggymare
Assops
PeopleareFURRY
etc. very amazing and i spent like 30 minutes getting as many different names as I could.

make a seperate thread and give us more names there please
i need it for research
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Re: Little things you learned that are game changing

Postby Alipheese » Sat Dec 16, 2017 3:57 am #367011

Saegrimr wrote:
Anonmare wrote:>Soggymare
Excuse me what, how dare you

I wonder if that one was meant for me

You have your own. I just coulsnt renenber what it was.
Tell me how good or bad of an Admin I was!

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Spoiler:
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Quotes.
Spoiler:
PKPenguin321 wrote:holy shit that engineering setup
that man deserves a medal


Anonmare wrote:Gee Engie, why does your mom let you have TWO singulos?


The Legend of Scrubs, MD
You are a traitor!
Your current objectives:
Objective #1: They mocked you in life, a lesser janiborg they said. Now they shall know terror.
Objective #2: Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody.

Cuboos wrote:> That god damn engineer who let the singularity loose was a traitor and the only reasonable person on that whole entire station.

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Re: Little things you learned that are game changing

Postby Denton » Wed Dec 20, 2017 1:05 pm #368017

Fulton beacons are cheap and essentially let you teleport around Lavaland and the station. You need to be outside the station to activate it, but that's no big deal since you can put on a firesuit and maybe drink some coffee to survive the 10 seconds of spess damage.
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Re: Little things you learned that are game changing

Postby Denton » Wed Dec 20, 2017 2:42 pm #368038

Getting high lets you speak Beachbum. Who needs a Codespeak manual when you can just smoke weed instead?
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Re: Little things you learned that are game changing

Postby huehuehue » Wed Dec 20, 2017 4:12 pm #368050

Denton wrote:Getting high lets you speak Beachbum. Who needs a Codespeak manual when you can just smoke weed instead?

radical, dude
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Re: Little things you learned that are game changing

Postby bandit » Sat Dec 30, 2017 8:31 pm #369882

calzilla1 wrote:But peoplearefurry isnt even an admin anymore, hell he doesnt even play


I've asked the admins to update it for currentmins like 100 times :(
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admin feedback pls

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Re: Little things you learned that are game changing

Postby Limski » Sat Dec 30, 2017 8:36 pm #369884

You can cuff xenos.
yes.

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Re: Little things you learned that are game changing

Postby Denton » Sun Dec 31, 2017 12:09 pm #370016

You can use spray bottles for mixing, just like beakers and bottles. Having a 250u container is very handy for mixing chemicals like Hearty Punch and Chloral Hydrate.
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Re: Little things you learned that are game changing

Postby XDTM » Sun Dec 31, 2017 12:48 pm #370020

Limski wrote:You can cuff xenos.
yes.


To add on that, they have a fixed 5 second uncuff time regardless of cuffs, so fake cuffs are just as good for that purpose
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Re: Little things you learned that are game changing

Postby Anonmare » Sun Dec 31, 2017 3:55 pm #370036

XDTM wrote:
Limski wrote:You can cuff xenos.
yes.


To add on that, they have a fixed 5 second uncuff time regardless of cuffs, so fake cuffs are just as good for that purpose

You can get around that by buckling them to something, like a chair or a bed and then they have to resist the full minute like a normal person
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Re: Little things you learned that are game changing

Postby Denton » Wed Jan 03, 2018 8:06 pm #370573

Chemical heaters can chill contents down to 0°K. Really good for when you mix temperature sensitive chems.
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Re: Little things you learned that are game changing

Postby Gun Hog » Thu Jan 04, 2018 2:55 pm #370754

Anonmare wrote:
XDTM wrote:
Limski wrote:You can cuff xenos.
yes.


To add on that, they have a fixed 5 second uncuff time regardless of cuffs, so fake cuffs are just as good for that purpose

You can get around that by buckling them to something, like a chair or a bed and then they have to resist the full minute like a normal person


Actually, Xeno cuff-breaking is instant. You can still catch a xeno off guard with the buckle-cuff combo, which indeed still works for the full minute.

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Anonmare
 
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Re: Little things you learned that are game changing

Postby Anonmare » Thu Jan 04, 2018 5:07 pm #370790

Anonmare's Rules To Enhanced Interrogation Techniques
  • Rule 1: Control: Don't let the suspect control the conversation - Interrupt them, press them for details, question their motives or actions - anything that keeps them from thinking up lies on the spot.
  • Rule 2: Evidence: You can't make a case out of conjecture and it's harder for someone to lie around a fact. They say they weren't at the scene? Tell them you have proof that says they were. Exaggerate or not as necessary.
  • Rule 3: Persuasion: Sometimes you to turn the camera and somestimes you need to get rough with a suspect to get him talking - injure them, stab their eyes out with a screwdriver, go at their teeth with a pair of wirecutters and even threaten to have their body spaced if they think dying is no big deal. Non-brainwashed suspects will usually value their life enough to keep talking if they start clamming up on you.
  • Rule 4: Showmanship: Get a partner and have him be the good cop to your bad cop, make sure they pipe up in the suspect's defense or argue with you in frotn of the suspect. When you leave, he stays behind and presents a sympathetic ear - They're usually seen as more trustworthy and your suspect might be more inclined to talk to someone they feel they can make a deal with.
  • Rule 5: Creativity: Keep your suspects on their toes and get creative. Deliberately screwing up surgical procedures on your suspect can load him down with injuries he can't fix easily or he might have a friend he doesn't want hurt or an accomplice who'll squeal on them if you offer them a deal, hell, offer them both a deal to betray one another and act like the other is about to, or has, done so.
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PostThis post was deleted by Jordie0608 on Tue Aug 04, 2020 10:24 am.
Reason: User requested account deletion

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XDTM
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Re: Little things you learned that are game changing

Postby XDTM » Thu Jan 04, 2018 6:53 pm #370835

You can instantly purge someone's chems by giving them the recipe for smoke or foam, as it consumes all the reagents in the "container" to make the smoke.
a.k.a. Duke Hayka

Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.

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InsaneHyena
 
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Re: Little things you learned that are game changing

Postby InsaneHyena » Thu Jan 04, 2018 7:30 pm #370837

Anonmare wrote:Anonmare's Rules To Enhanced Interrogation Techniques
  • Rule 1: Control: Don't let the suspect control the conversation - Interrupt them, press them for details, question their motives or actions - anything that keeps them from thinking up lies on the spot.
  • Rule 2: Evidence: You can't make a case out of conjecture and it's harder for someone to lie around a fact. They say they weren't at the scene? Tell them you have proof that says they were. Exaggerate or not as necessary.
  • Rule 3: Persuasion: Sometimes you to turn the camera and somestimes you need to get rough with a suspect to get him talking - injure them, stab their eyes out with a screwdriver, go at their teeth with a pair of wirecutters and even threaten to have their body spaced if they think dying is no big deal. Non-brainwashed suspects will usually value their life enough to keep talking if they start clamming up on you.
  • Rule 4: Showmanship: Get a partner and have him be the good cop to your bad cop, make sure they pipe up in the suspect's defense or argue with you in frotn of the suspect. When you leave, he stays behind and presents a sympathetic ear - They're usually seen as more trustworthy and your suspect might be more inclined to talk to someone they feel they can make a deal with.
  • Rule 5: Creativity: Keep your suspects on their toes and get creative. Deliberately screwing up surgical procedures on your suspect can load him down with injuries he can't fix easily or he might have a friend he doesn't want hurt or an accomplice who'll squeal on them if you offer them a deal, hell, offer them both a deal to betray one another and act like the other is about to, or has, done so.

OR they can just scream "I didn't do it, fuck off shitsec, I'll complain to the gods" over and over, and then ghost.
Bring back papercult.

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