Jump to content


  1. Announcements

    1. Announcements

      All server announcements are found here
  2. Ground Control

    1. Events

      Special events are shown here
    2. [CLOSED] Admin Applications

      Want to join our small(er) team of administrators working to make this game and community better?
      Apply here!

    3. 7
  3. Server Related

    1. Bug Reports   (5573 visits to this link)

      All bug reports go through Github

    2. Suggestions

      Help make the server better
    3. Wiki Development

      Wiki Development and general Wiki talk
    4. 8
  4. Appeals and Complaints

    1. Unban Requests

      Submit your case for a removal of your ban here

    2. Admin Complaints

      For admin complaints and feedback on admin actions. Polite and well thought out posts are a requirement. All posts must be relevant to the complaint/situation at hand. All admin complaints will be held to a professional standard and never censored. If you feel that the admin complaint should be private you can PM any Head of Staff.

  5. Mission Briefing

    1. General Discussion

      Anything about SS13 here
    2. Introductions

      Introduce yourself on the station
    3. NSS Cyberiad Crew Records

      Records of crew on board NSS Cyberiad
    4. Stories of NSS Cyberiad

      Tell tales of great shifts and giggles
    5. Guides

      User made guides to help you with a job
  6. Normal Life

    1. Civilian's Days

      Every normal day life, or just talk about random things
    2. Other Entertainment

      Talk about other Games/Movies/Music
    3. Graphics Section

      Post your skins or other such creations. Can be any artwork/music that you have created. Non-SS13 is accepted!
    4. Debates and Discussions

      Because the internet is for serious discussion
  • ParadiseStation
    ParadiseStation is creating a Space Station 13 Server.

    74 patrons

  • Posts

    • As for a nerf to the defib, there is one currently up:  https://github.com/ParadiseSS13/Paradise/pull/14698 This would make the defib have limited ammo, and while you can probably replace the battery (not 100% sure you can, especially as it had an infinite one), will be hard to do and notice in that combat scenario. Also, I'm not sure the defib is that strong, you do trade your belt slot and the ability to have something in your off-hand for a stunbaton with automatic death confirmation. But if we take a nuke with a stunbaton and an esword, they can equally land the stun and finish their victim off with the sword without much of a resistance. So in a 1 on 1, not really a difference there. If they have a cooldown like the normal defibrillator, they won't be able to do that against a group, even, while a stunbaton may be able to stunlock that group. And another disatvantage the the defibrillator for the nukies is that all the station has to do to bring them back is a defib of their own, instead of that and lengthy surgery for bones, bleeding, and organs. Think the defibrillator may actually be in a good spot balance wise, not weak, but also not too strong that you can't really choose anything else instead.
    • Now I can finally post this! Tetra "I use duct tape as anesthetic" Vega
    • I love the colours! So rich and vibrant
    • made for Pheonix, had a few bumps with uni and renovating the room but happy at the turnout and their feedback!
    • No escape means NO ESCAPE. While it does make use of 'slip_stun', it works more so like a taser in function. So it's less of a slip and more of a reskinned taser bolt, sort of. However, on this topic, I DO think the staff of slipping is kind of a silly weapon for something that's relatively easy to find. It has the same stun effects as a taser which is ~10 seconds depending on the server's tickrate. It charges itself AND it can be fired with less delay than a taser can. That being said, the CNS (the stun reducing implant) actually shortens ALL stuns to a few seconds, including the staff of slipping. The only thing that could keep you down for a significant amount of time is something that does stamina damage like some really specific chems or disablers or something like that. I don't really like the combat defib either. It's pretty insane that it'll automatically launch someone into cardiac arrest and is a pretty absurd silent killer since they're locked in place, unable to speak, and die in about 15 seconds, most of which is spent in hard crit and unconscious. Luckily, it's sort of quasi-locked behind the fact there's only one compact defib on the station UNLESS you're a nukie and you order a combat medic kit which is only like 7TC and it even nets you some really solid stims. Unironically, I think if nuke ops all got combat defibs, meth donks, and shielded hardsuits they would just annihilate anyone they'd run into. Emagged/EMP'd combat defibs are very strong from what I've seen. Unfortunately, the suit stopping the stun idea kind of runs counter to the combat defib, because one of the defining features of the combat defib (That being the unique Combat Defib and not just any compact defib that's been EMP'd/emagged) is that it can revive THROUGH hardsuits so it makes sense that it would work THROUGH hardsuits, too.
  • Member Statistics

    • Total Members
    • Most Online

    Newest Member
  • Forum Statistics

    • Total Topics
    • Total Posts
  • Recently Browsing

  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use