HOW 2 CAPTAIN, COOL KIDZ ONLY! volume 1
Posted: Mon Feb 12, 2024 1:11 am
Welcome brothers and sisters to my epic forum post on how to play as the captain.
Do note however on the lrp servers, (and Manuel to a certain degree). Your goal is to stay alive, as tiders and antags alike will kill you for your high quality loot.
IF you EVER die as a captain, your corpse will be looted and spaced by a non-antag assistant. Do not expect any revival if you die as a captain unless you have lots of friends/
Command your heads! Unless they got robbed and killed by a non-antag assistant. earn their respect. You need to in order to call for help for when you get attacked by a murderboning traitor/rule 12 breaking assistant.
The quartermaster , head of security, and head of personnel are all the most heavily armed people on the station. They can act as a bodyguard for you from the greytide, and can easily procure weapons from their department. (cargo guns, security armory, botany warcrimes)
The chief medical officer can do chemical nerding in order to sustain you or vanquish assistants. You can help them out by getting a bamboo crate for blowguns or a weapons crate since medbay is poorly defended.
The research director is a wildcard. They can easily improve all the other head of staff's capabilities, destroy the station with TTVs, do slime magic, or robotic mech powergaming. Research directors have a lot of carry potential but a lot of throw potential as well, do not hesitate to teach them in order to secure your control on the station.
The disk
shove this in your pocket, you can also put it in the ai upload or a room with a lot of turrets to challenge the syndicate, a certain somebody may arrive
Weapons
Commanding is a dangerous job, luckily for you you are afforded with top of the line equipment an armor, your default captain gear consisting of an energy gun, carapace, saber and baton should help fend off any tiders but you have all access! Here are some of the guns i like to have on me as a captain.
Remember to discard the saber, its good early game, but falls off hard, your baton is a better melee weapon.
mosin nagant: 60 damage, low firerate, useful against single tiders/antags, even if armored but poor against hordes. Best used with a laser carbine to make up for the low firerate.
.38 revolver 25 damage, 6 shot capacity. I like to modify mine to shoot .357. 60 damage at a high firerate that is capable of fitting in a bag is hard to say no to, you can easily get 2k in your bank account by stealing the vault's money.
Riot shotgun I like to load mine with laser scatter shells, can be sawed off too! Unfortunately theres only ever 3 on station so security is going to miss them, try and offer to trade for them, or help them get more guns
Autorifles I don't find autorifles useful anymore, 20 damage, lasers do 25, and autorifles are emag only, at least it has a high magazine capacity.
Hellfire laser/antique gun shoots 30 damage lasers. 10 mag capacity. Normally people frown upon captains who smash their display, and i ask... why? if you dont take the gun, then a random assistant will steal it and kill if you if you retaliate and try to take it back.
there's also some R&D gun kits you can fabricate.. if you can curry the favor of the research director.
Advanced energy gun slow self recharging at the cost of not being able to recharge manually, very useful.
X-Ray Gun 100% AP, goes through walls, 15 burn damage. Take out heavily armored tiders who stole your armor or elite modsuit wielding traitors today!
There are more research guns, but they're terrible.
Will make a part 2 later
Do note however on the lrp servers, (and Manuel to a certain degree). Your goal is to stay alive, as tiders and antags alike will kill you for your high quality loot.
IF you EVER die as a captain, your corpse will be looted and spaced by a non-antag assistant. Do not expect any revival if you die as a captain unless you have lots of friends/
Command your heads! Unless they got robbed and killed by a non-antag assistant. earn their respect. You need to in order to call for help for when you get attacked by a murderboning traitor/rule 12 breaking assistant.
The quartermaster , head of security, and head of personnel are all the most heavily armed people on the station. They can act as a bodyguard for you from the greytide, and can easily procure weapons from their department. (cargo guns, security armory, botany warcrimes)
The chief medical officer can do chemical nerding in order to sustain you or vanquish assistants. You can help them out by getting a bamboo crate for blowguns or a weapons crate since medbay is poorly defended.
The research director is a wildcard. They can easily improve all the other head of staff's capabilities, destroy the station with TTVs, do slime magic, or robotic mech powergaming. Research directors have a lot of carry potential but a lot of throw potential as well, do not hesitate to teach them in order to secure your control on the station.
The disk
shove this in your pocket, you can also put it in the ai upload or a room with a lot of turrets to challenge the syndicate, a certain somebody may arrive
Weapons
Commanding is a dangerous job, luckily for you you are afforded with top of the line equipment an armor, your default captain gear consisting of an energy gun, carapace, saber and baton should help fend off any tiders but you have all access! Here are some of the guns i like to have on me as a captain.
Remember to discard the saber, its good early game, but falls off hard, your baton is a better melee weapon.
mosin nagant: 60 damage, low firerate, useful against single tiders/antags, even if armored but poor against hordes. Best used with a laser carbine to make up for the low firerate.
.38 revolver 25 damage, 6 shot capacity. I like to modify mine to shoot .357. 60 damage at a high firerate that is capable of fitting in a bag is hard to say no to, you can easily get 2k in your bank account by stealing the vault's money.
Riot shotgun I like to load mine with laser scatter shells, can be sawed off too! Unfortunately theres only ever 3 on station so security is going to miss them, try and offer to trade for them, or help them get more guns
Autorifles I don't find autorifles useful anymore, 20 damage, lasers do 25, and autorifles are emag only, at least it has a high magazine capacity.
Hellfire laser/antique gun shoots 30 damage lasers. 10 mag capacity. Normally people frown upon captains who smash their display, and i ask... why? if you dont take the gun, then a random assistant will steal it and kill if you if you retaliate and try to take it back.
there's also some R&D gun kits you can fabricate.. if you can curry the favor of the research director.
Advanced energy gun slow self recharging at the cost of not being able to recharge manually, very useful.
X-Ray Gun 100% AP, goes through walls, 15 burn damage. Take out heavily armored tiders who stole your armor or elite modsuit wielding traitors today!
There are more research guns, but they're terrible.
Will make a part 2 later