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Showing content with the highest reputation on 10/01/2018 in all areas

  1. Hey, folks. I've been around a while but never actually got around to making a forums account. Whoops. I'm SPIRIT, AI, Zikikatika, Vox, Omicron, Grey, Azri Tikan, Slime, Kiriz Reshia, Unathi, and Azira Katami, Taj. ... I have too many characters, huh. Anyway, you'll usually find me in medical or science, or AI if I have the time. I'm always happy to help explain stuff to newer folks, so if you see one of me in your department and need a guide, feel free to ask. And remember, "AI DOOR" is much less helpful than "AI open Xenobiology, breach!" - especially for those of us with crap ping, doorknob tracking can take a while. See you in game, nerds.
    3 points
  2. Hey folks. Seen a few requests for up-to-date R&D guides, so here's my stab at it. Reminder that deconstructing an object will raise tech to its level, then beyond if possible - (E.g. deconstructing a heart (Bio 5) at Bio 2 will advance to Bio 5. If deconstructing AT Bio 5, advance to Bio 6) - so if you need Materials 7 for a recipe, look for Materials 6 in the guide to advance. Stage 0: Prep A couple things to grab before you start. First, Scichem. Fill a beaker with 30+ units of Radium. Grab the monkey, or spawn one from a cube, and run through to Xeno. Throw the monkey on the table, and use the circular saw to amputate the Head. Then use the saw on the removed head to butcher out the brain. Bring it with you. Stage 1: R&D Lab The stuff on the tables Micro Manipulator (Materials 1, Data 1) Basic Capacitor (Power 1) Basic Microlaser (Magnets 1) Welding Tool (Plasma 1, Engineering 1) From a toolbox on the desk Toolbox (Combat 1) High Capacity Cell (Power 2) Table at the bottom of R&D, next to the door Stage 2: Basic Production (P)rotolathe, (C)ircuit Printer (P) Advanced Capacitor (Power 3) (P) Mass Spectrometer (Biological 1, Magnets 2, Plasma 2) (P) Health Scanner HUD (Biological 2, Magnets 3) (P) Advanced Reagent Scanner (Biological 3, Magnets 4, Plasma 3) (P) Floral Somatoray (Biological 4, Materials 2) Load the Radium from earlier into the protolathe. (P) Advanced Matter Bin (Materials 3) (P) Advanced Hard Disk Drive (Data 2, Engineering 2) (P) Holographic Sign Projector (Data 3) (P) Security HUD (Combat 2) (P) Large Grenade (Engineering 3, Combat 3) (P) Tracking Beacon (Bluespace 1) (P) GPS (Bluespace 2) (C) SUPERPACMAN Board (Engineering 4, Power 4) (C) GYGAX Weapons and Targeting (Combat 4, Data 4) (C) Telepad Control Console (Bluespace 3, Plasma 4) (C) Quantum Pad Board (Bluespace 4) (C) Teleportation Hub (Materials 4) All your standard techs should now be level 5. Remember to Sync to the server! Print 10 Pico Manipulators, 10 Super Matter Bins, 5 High-Power Microlasers, 5 Advanced Scanning Modules, 5 Advanced Capcitors into an RPED. Upgrade R&D, then Xeno (if anyone is there), then beeline it to the ORM. This should be at about to 10-15 minute mark, so it is super unlikely mining will be back yet. On your way back, upgrade Medbay Sleepers and Cloning, and Genetics (If anyone is there). If miners are taking their time, also apply basic upgrades to Robotics Mech Fabs and Botany's DNA scanner and Biomass generator (you might need to print more components). Nuclear War Ops Attacking? Rush this. Build Tech disks for cargo. Get them 6-800 points in 10-15 minutes, and get them to buy ALL THE GUNS. They will love you. Stage 3: Miners are back! You will need at least 2 diamonds and 2 bluespace crystals to max out tech. You will need at 3+ of each to really upgrade the station. Hope mining are decent. Load 1 Diamond into the Circuit Printer, and anything else you have into the protolathe. Monkey Brain from earlier (Biological 5) (P) Reviver Implant (Materials 5) (C) AI Purge Module (Data 5) (P) Diamond Mining Drill (Materials 6, cheaper than a single diamond) This unlocks Femto Manipulators. Perform a quick upgrade to your Protolathe and the Robotics Fabricators to minimise the cost of the following before you continue. Captain's Chain of Command (Combat 5) Robotics PX-Tesla Cannon (Combat 6, Magnets 5) Robotics PX-Tesla Cannon (Magnets 5 again) Robotics Phazon Torso (Plasma 5) Refined Bluespace Crystal (Bluespace 6) Use a Polycrystal / Mesh from the ORM in hand to break it down to individual crystals Refined Bluespace Crystal (Bluespace 6 again) Xenobiology Charged Yellow Core (Power 5) If Xenobio aren't there yet, just use Super Capacitors to upgrade and come back to this later. At this point you should have top-tier components for everything. Remember to thank and upgrade your Miners as you go! Print 20-30 of each component, into a Bluespace RPED. Also print 10 Technology Storage Disks, and load them with your current tech levels (Should all be 5s, 6s and 7s) - this will net Cargo just over 1000 points. Perform the upgrade lap of the station. Start with R&D, Robotics, Xenobio. Upgrade Cargo and the ORM, dropping your Tech Disks off as you go. As you drop the disks, order Cargo Machine Prototype Crate (Engineering 6) Cargo Machine Prototype Crate (Engineering 6 again) This can be skipped if Mining bring you a Miners Jetpack (engineering 5) before you do the first one. Then proceed to upgrade the rest of the station. Stage 4: Endgame, or your friends in Botany A completionist, hey? The techs above should get you the ability to print most things, but if you want the super high tech stuff: Xenobiology Sentience Potion (Biological 6) XRAY Laser Gun (Illegals 1) Doesn't have to be taken out of its lockbox! Mining Drone AI Upgrade (Data 6) Then its time to ask the botanists. Sometimes a competent botanist will get you all of this in 20 minutes, saving you half a tech tree in research. Sometimes you'll have to break in and do it yourself. Remember, deconstructing two of these is an instant skip to Tech 7, so if you have a competent botanist thank them profusely. Botany Glowshrooms (Plasma 6) Botany Glowcaps (Power 6) Botany Ambrosia Gaia (Biological 6) And that should be it. There's still more to find in Illegals, and if you happen to get Abductor tech you can do some fun stuff there. And there are many other methods to use to reach the top tech levels! Feel free to experiment, to work out your own methods. But this has been my tried and tested, and is yet to let me down.
    2 points
  3. Oh right, the AI that despises innocent wardens- Jk, i`ve seen you before, you`re a great lad, keep it up!
    2 points
  4. you start reading the book "How to No-Hulk professionally 101" carefully Step one: Syringe of Ether. Step two: Syringe Gun. Step three: Clean SE. Step Four: Cable cuff. Step Five: Confront Hulk. Step Six: Shoot the Syringe gun with Syringe of Ether loaded. Step Seven: Step Five again. Step Eight: Apply clean SE on the neutralized Hulk. Step Nine: Apply Cable cuffs. Step Ten: Drag them here.
    2 points
  5. 1 point
  6. Be careful for what you wish for.
    1 point
  7. Ya know, Nav, I do give you a lot of crap but I genuinely respect your overwhelming violence approach to problem solving. I might have to disagree with it as AI, beep boop laws, but damn it a warden should be entitled to shotgun down the greytide trespassing, right? And hell, I'd rather have an excessively violent sec force than a bunch who just get murdered five minutes in.
    1 point
  8. 1 point
  9. This will most likely be very controversial, but... I think the hulk gene should be removed (or at least disabled so it can't be acquired via number means, such as through genetics). Hulk gene is so overpowered, it resists almost all forms of stuns, and it can be used to break through almost everything (walls, reinforced walls, anything that can be destroyed). Not only that, if it's coupled with any other equipment (hard suits, science garbage meme chems, traitor/antag abilities) it ends up even MORE overpowered. Hulk gene is also notoriously also abused by non-antags at times. Even though the hulk gene makes the user end up having with their DNA very unstable, it's still very strong.
    0 points
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