Little things you learned that are game changing

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Not-Dorsidarf
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Re: Little things you learned that are game changing

Post by Not-Dorsidarf » #92629

Bottom post of the previous page:

I don't think you can OD on salbutamol
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Re: Little things you learned that are game changing

Post by lumipharon » #92643

deconning a tyrant board for illegal 3 is only efficient if you have a either assloads of diamonds but not uranium, or if you use it to also get mat 7 (instead of a drill) since it's a net diamond saving.
And yeah, illegal 4 is as high as you need, but you need to decon a thermal implant to get bio to 6 (for xray implants), which incidentally gives illegal 5. Illegal 5 itself doesn't do anything.
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Re: Little things you learned that are game changing

Post by TheNightingale » #92647

Can diamond mining drills be made in the Protolathe again?
If so, instead of using a diamond (/drill) for Materials 7...
Get Combat 6 (from Cargo's combat shotguns), decon a sheet of uranium a pico-manip or super matter bin* (thanks, lumi) for Materials 6, an xray laser for Illegal 2, a TYRANT for Illegal 3 and Materials 7, an energy crossbow for Illegal 4, a thermal implant for Illegal 5. And does deconstructing an xray implant give you anything you don't already have by then?

*A pico-manip will need a fully-upgraded DA, but a super matter bin will only need two of the three parts at T3 with the other at T2.
Last edited by TheNightingale on Wed Jun 03, 2015 1:41 pm, edited 1 time in total.
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Re: Little things you learned that are game changing

Post by lumipharon » #92656

I just said that about the drill and mat 7.

Also why would you decon 2000 uranium when you can just decon a pico manipulator?
xray implant doesnt get you anything, no.
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Re: Little things you learned that are game changing

Post by Malkevin » #92720

PKPenguin321 wrote:I'm not sure if it's already been posted, but supposedly cultist tomes do 10 burn damage per hit which ignores armor. This effectively makes it an item that can fit in your pocket, crit anyone in ten hits, kill in 20, and not leave any blood trails or evidence behind.
They actually do more than that, its a random number between 10 and 25 IIRC
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Re: Little things you learned that are game changing

Post by invisty » #92813

The white ship on the old telecoms sat z-level can be ordered to dock at arrivals and the derelict. I can't believe I never noticed this. A great opportunity to murder people in arrivals and then escape the station very quickly.
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Re: Little things you learned that are game changing

Post by Malkevin » #92884

Its a fairly recent change
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Re: Little things you learned that are game changing

Post by RG4 » #92932

lumipharon wrote:I just said that about the drill and mat 7.

Also why would you decon 2000 uranium when you can just decon a pico manipulator?
xray implant doesnt get you anything, no.
Better ways of getting mats 6-7 w/o mining are as followed
1. Purge and Oxygenistoxic modules, they give materials 6 research.
2. Have engineering and power research at 6 each and then decon a pico or SMB in a slightly upgraded scanner, will grant you mats 6.
The ai boards are your best bet considering it's straight up materials 7.
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Re: Little things you learned that are game changing

Post by TheNightingale » #92940

RG4 wrote:Better ways of getting mats 6-7 w/o mining are as followed
1. Purge and Oxygenistoxic modules, they give materials 6 research.
2. Have engineering and power research at 6 each and then decon a pico or SMB in a slightly upgraded scanner, will grant you mats 6.
The ai boards are your best bet considering it's straight up materials 7.
OxygenIsToxicToHumans gives Data 3, Materials 4, Biotech 2. PALADIN, Purge, OneHuman and Freeform Core (not the standard Freeform) all have origin tech of Materials 6, getting you to 7.

Coincidentally, an SMES board can get you to Power and Engineering 6 (and Data 5)... which, it seems, increases the reliability of things. I just deconstructed a super matter bin at Reliability 89 (which didn't require any mining minerals; a high-power laser, a pico-manipulator and an advanced scanning module in the DA worked), giving me Materials 6... We can't make AI core modules without diamond, however, so I think AI modules are the only reliable way to get to Materials 7 without any mining help.
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Re: Little things you learned that are game changing

Post by Scones » #92963

You can rig crates for a guaranteed kill on all Supply employees.

Add wire.
plplplplp WOOOOooo hahahhaha
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Re: Little things you learned that are game changing

Post by DemonFiren » #92973

Actually, only a guaranteed stun against unprotected personnel, and most Cargonians wear gloves, anyway.
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Re: Little things you learned that are game changing

Post by RG4 » #92995

TheNightingale wrote:Snip
This makes no sense.
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Re: Little things you learned that are game changing

Post by TheNightingale » #92997

Pulse rifles are adminspawn only, so they haven't been given decent combat research levels. Origin of combat seven would be good.
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Re: Little things you learned that are game changing

Post by Scones » #93347

DemonFiren wrote:Actually, only a guaranteed stun against unprotected personnel, and most Cargonians wear gloves, anyway.
>he thinks stuns are not analogous to kills in ss13
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Re: Little things you learned that are game changing

Post by Amelius » #93782

PKPenguin321 wrote:Oh, and some more neat stuff.
At the end of research, a lot of people tend to get illegal up a few levels by deconning xray guns. This actually doesn't max research. The last few steps are to decon one or two energy crossbows (the one from the protolathe) to get illegal up a bit higher so you can make a thermals implant, then deconning a thermals implant to kick bio up enough to get anti-stun implants. As far as I know, that's as maxed as you can get it/need it.
Since when was all this fancy stuff under illegal tech? I remember the last time I tried that it was a big load of fucknothing, but now you can make ebows and adrenal implants with that thing? What's the tech requirement?
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Re: Little things you learned that are game changing

Post by PKPenguin321 » #93784

Pretty fucking high, illegal tech is basically the end-game tech and everything that you can build with it pretty much relies on you already having most other techs researched.
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Re: Little things you learned that are game changing

Post by Tokiko2 » #95216

You can add glass sheets to light replacers to refill it very quickly. Don't forget that you can emag them aswell to have the lights explode when the lights receive power.

Speaking of plasma in electrical things, you can inject plasma into energy cells to have them explode. Explosion size gets bigger with bigger cells. An amusing thing to do as a traitor is leaving a stunprod with a plasma cell lying around and then seeing the average greytider picking it up and accidently exploding 5 people in the bar.

If you plan on using syndicate bombs, always crowbar out the core and apply c4 to it. You can throw it at people like a super powered minibomb with a larger kill/gib zone. It just costs 1 TC more and requires basic, easily obtainable tools. Even if you plan on exploding certain areas this method is superior: You can hide it in containers, it doesn't give off a suspicious beeping sound that makes people run away or notice the bomb, it can't be easily disarmed and the timer is much shorter. Only downside is that it is very easy to move.

Blackpowder and Phlogiston foam grenades turn anyone who was caught in the foam into a bombcap bomb. Really amusing in large crowds or in the escape shuttle.

Something not explosion related: You can use the BRPED through cameras.
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Re: Little things you learned that are game changing

Post by DemonFiren » #95248

Tokiko2 wrote:You can use the BRPED through cameras.
This gave me a jolt of nerdgasm.
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Re: Little things you learned that are game changing

Post by Malkevin » #95253

Whats a BRPED?
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Re: Little things you learned that are game changing

Post by Remie Richards » #95256

Malkevin wrote:Whats a BRPED?
Bluespace Rapid Part Exchange Device.
An upgraded version of the Rapid Part Exchange Device that works from any distance.
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Re: Little things you learned that are game changing

Post by Wyzack » #95257

Bluespace rapid part exchange device. Let's you swap parts at a distance
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Re: Little things you learned that are game changing

Post by TheNightingale » #95269

Wyzack wrote:Bluespace rapid part exchange device. Let's you swap parts at a distance
And through cameras.
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Re: Little things you learned that are game changing

Post by DemonFiren » #95270

It's all the appeal of telescience with none of the theft potential.

Almost.
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Re: Little things you learned that are game changing

Post by Tokiko2 » #95458

You could try to combine it with the plasma energy cell idea: Print some bluespace energy cells, inject some plasma into them, put them into the BRPED and then "upgrade" machines through cameras to explode them remotely. I'm not actually sure if that works but it should.
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Re: Little things you learned that are game changing

Post by DemonFiren » #95495

Thanks, now launching test server.

If it does work, we need to be able to bluespace cells into APCs, MULEbots and maaaaybe mechs.


EDIT: Report ready.
Rigged cells in SMES don't seem to do anything.
In addition, I've discovered that it does not matter how much plasma you inject. The explosion will always be the same, and it will apparently not gib.
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Re: Little things you learned that are game changing

Post by Wyzack » #95504

I think i read somewhere that explosion size is dependent on powercell type, with more powerful cells causing bigger explosions.
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
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Re: Little things you learned that are game changing

Post by Zaffre » #95526

Wyzack wrote:I think i read somewhere that explosion size is dependent on powercell type, with more powerful cells causing bigger explosions.
Yeah I heard that somewhere.
Tokiko2 wrote:Speaking of plasma in electrical things, you can inject plasma into energy cells to have them explode. Explosion size gets bigger with bigger cells. An amusing thing to do as a traitor is leaving a stunprod with a plasma cell lying around and then seeing the average greytider picking it up and accidently exploding 5 people in the bar.
Can't remember where though...

On topic, Put armed Mousetrap Signaler + C4 w/ Signaler + Syndicate Bomb Payload in a bag, give it to someone/target/clown and say "Whatever you do, don't open it." and run away before they open it. Even if they throw it away or give it to someone else, someone, somewhere will open it and cause huge damage and gibs.
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Re: Little things you learned that are game changing

Post by Wyzack » #95532

Caleb Robinson is huffing the lit cigarette as quickly as they can! It looks like he's trying to give himself cancer!

Loving the new item specific suicides, i really did not think the cigarette would have one
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
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Re: Little things you learned that are game changing

Post by DemonFiren » #95533

Can I get the PR # for the new suicides?
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Re: Little things you learned that are game changing

Post by Remie Richards » #95535

DemonFiren wrote:Can I get the PR # for the new suicides?
no cos I'm lazy but it's Xhuis' summer thaw PR.
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Re: Little things you learned that are game changing

Post by Screemonster » #97640

You can carry partially-completed securitrons and ED-209s in your backpack and deploy them en-masse by clicking the last part in. Pair with a sechud for victory.
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Re: Little things you learned that are game changing

Post by DrunkenMatey » #97642

Alt-left click on the crusher or any other tile that has an ungodly amount of shit piled up and you can go through it without lagging yourself out for a minute (like when you right click it).
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Re: Little things you learned that are game changing

Post by lumipharon » #97723

Ripleys can pick up almost anything with their clamp (and lots of it). You can pick up crates, machine frames, lockers, even other unfinished mechs.

In theory, you could make say, 5 durands, but don't do the final step (weld). scoop them all up + a locker full of pilots and mech equipment.
Then you cancarry them where ever, and deploy an entire squad of combat mechs at once. Honk.
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Re: Little things you learned that are game changing

Post by Scott » #97754

All it takes to break an electrified grill is throwing a toolbox at it twice. Fast and easy.
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Re: Little things you learned that are game changing

Post by Saegrimr » #97765

Scott wrote:All it takes to break an electrified grill is throwing a toolbox at it twice. Fast and easy.
Try the glass shard after you broke the window. Good for when you're in perma.
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Re: Little things you learned that are game changing

Post by CPTANT » #97941

Saegrimr wrote:
Scott wrote:All it takes to break an electrified grill is throwing a toolbox at it twice. Fast and easy.
Try the glass shard after you broke the window. Good for when you're in perma.
Pretty sure it has to be a force 10 object. Fire extinguishers also work and are plenty though (great during malf).
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Re: Little things you learned that are game changing

Post by Scott » #97943

You can destroy a grille with a glass shard safely.

Or it used to be somewhat safe, now that spessmen can bleed I don't know if it's a good method of breaching.
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Re: Little things you learned that are game changing

Post by Not-Dorsidarf » #97965

No, you throw the shard at the grille to break it, thereby not taking any damage
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Re: Little things you learned that are game changing

Post by Anonmare » #97996

Electrified grilles do a fuck load of damage to xenos. Set up electrified grilles as barricades and laugh as the xenos crit themselves trying to break through
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Re: Little things you learned that are game changing

Post by Zaffre » #98015

If you don't want people to be able to escape using the escape pods just dismantle the chairs and emag the door open. Anyone that tries to escape will be left in space.

(Pretty sure this still works?)
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Re: Little things you learned that are game changing

Post by TheNightingale » #98017

You can build things on shuttle turfs now, so someone could anchor themselves in place by putting a machine frame in the doorway. Either that or metal foam.
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Re: Little things you learned that are game changing

Post by Zaffre » #98025

What if you replace the chairs with tables? Will they still fly off if they are on a table? I 'spose they can just dismantle them or at least the one by the window to trap them self in, but if its a last minute dash to the pod they would be able to do much.
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Re: Little things you learned that are game changing

Post by invisty » #98035

Zaffre wrote:What if you replace the chairs with tables? Will they still fly off if they are on a table? I 'spose they can just dismantle them or at least the one by the window to trap them self in, but if its a last minute dash to the pod they would be able to do much.
Just fill the pod with R-walls or other similarly frustrating objects.
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Re: Little things you learned that are game changing

Post by Cheimon » #98042

How to safely uncuff a prisoner in the brig. It's such a small thing but it makes the most tremendous difference if you've got violent prisoners or the brig is just busy generally. Not sure why this took so long to learn, to be honest.

Starting with them cuffed, you drag their sprite to yours, take out your baton, prod them with it, remove the cuffs, prod again, middle mouse click to switch hands, pick up cuffs, and leave. Simple, safe, effective against anything without anti-stun powers (changeling, implanted person). Stun-Uncuff-Stun-Leave. And now I'm not getting attacked by people any more!
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Re: Little things you learned that are game changing

Post by lumipharon » #98045

it's actually even easier.
Hold your baton in your active hand, start decuffing. Baton half way through, and it doesn't interrupt the decuffing process. Then you have enough time to grab the cuffs and leave, or baton them again to be sure.
That's how I do it atleast.

Also large grenade casing from R&D are useless for pretty much everything except slime reaction nades. Until I noticed that it increases the AOE not of smoke, foam or explosions, but the area in which it throw chemicals.
Chemicals such as ClF3.

A simple nade with 1u of ClF3 in a large nade casing makes a retardly huge fireball - shit's fun.
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Re: Little things you learned that are game changing

Post by PKPenguin321 » #98058

invisty wrote:
Zaffre wrote:What if you replace the chairs with tables? Will they still fly off if they are on a table? I 'spose they can just dismantle them or at least the one by the window to trap them self in, but if its a last minute dash to the pod they would be able to do much.
Just fill the pod with R-walls or other similarly frustrating objects.
Or just deconstruct the pod with your standard bluebox-variety tools and a space suit. ;)
RIPLEYs work even better, what with their drill for easier floor tile destruction and natural spaceworthiness.
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Re: Little things you learned that are game changing

Post by kevinz000 » #98483

Tacticool turtlenecks are armored with melee = 10
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Re: Little things you learned that are game changing

Post by Miauw » #98502

inb4 every gang ever always takes tacticool turtlenecks for DAT 10 MELEE ARMOR
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Re: Little things you learned that are game changing

Post by Wyzack » #98512

Gotta b powergayman erryday
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
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Re: Little things you learned that are game changing

Post by Ikarrus » #98540

Miauw wrote:inb4 every gang ever always takes tacticool turtlenecks for DAT 10 MELEE ARMOR
All gang outfits have their armor values overridden with this:

Melee=20 Bullet=30 Laser=10 Bomb=20

10 melee armor has nothing on these
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Re: Little things you learned that are game changing

Post by kevinz000 » #98585

Suiciding with a fedora == Fun
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