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MisterMan

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Everything posted by MisterMan

  1. I suppose this is the result of dying five times every round
  2. speaking as an incredibly robust antagonist (of course) You kinda just have to go for it. You will be disappointingly unsuccessful multiple times, but eventually you'll get past the jitters and learn the ropes. At that point, you'll have to worry about people watching you, but dchat won't be interested in you until then, if it makes you feel any better. Either way, a silent panel of judges is just that. Silent. Try to take your mind off the people that may or may not be watching you, take a deep breath and try your best.
  3. Fair point. You could do the same thing with an energy sword however, and you wouldn't have to stand still for it. A longer execution timer or a [x] damage requirement for the decap to work could prevent this problem though.
  4. Overview: Disclaimer: I am ass at coding and this is just a concept General: Specifics: Utility:
  5. Martial arts: Martial arts are one of the better choices one could take as a traitor. They're strong, can't be taken away from you, and require nothing but your hands. Then why aren't they used more often? Simply put, they're hard to use effectively. One slip-up and you'll be put at the merciless hands of security. Hopefully this guide will help you avoid that. General tips: All your grabs start out as blue (aggressive) grabs. You can quickly press Z after a short delay to reinforce a grab further, making it impossible to escape out of, or immediately grab and throw someone. Utilize stuns-based moves first before focusing on doing damage. Useful hotkeys for martial arts are Z, which uses the item in your hand, X, which switches hands, 1-4, which switch intents, and R, which toggles throw mode. Avoid getting hit by bolas at all cost. These will slow you down to a crawl, and make you an easy target for anyone. All combos are performed by clicking on someone with one intent, and then using another, unless otherwise stated. A harm, harm combo would be performed by clicking on someone with harm intent twice, for example. Sleeping Carp: Sleeping carp is a martial art focused on defense. While you lack many of the stuns of CQC, when throw mode is enabled, you will deflect any and all projectiles if you're standing up. Attacking or throwing/catching something will disable throw mode, however. Beware of flashbangs, batons, and other non-projectile based stuns. Keelhaul: Harm, Grab. Inflicts a short stun, and does some stamina damage. This move does not stun if they are already stunned, but still does stamina damage. It is also the only move that does stamina damage or stuns. Crashing Waves Kick: Harm, Disarm. Does some damage and knocks the target away. Gnashing Teeth: Harm, Harm. Does large amounts of consecutively increasing damage. Close Quarters Combat: Unlike Sleeping Carp, CQC is all about offense. You have a variety of combos that can knock someone out in seconds, meaning if you gain the element of surprise, you're essentially guaranteed to win. Enabling throw mode gives you a high chance to block melee attacks. Unlike Sleeping Carp, you have zero protection against taser or disabler fire. A successful disarm on an opponent will take their item and put it in your hand. If you're resting, attacks with harm intent inflict a short stun. This can be paired with CQC kick to knock someone out incredibly fast. Slam: Grab, switch hands, Harm. Inflicts a lengthy stun and does some damage. Only works on people standing up. CQC Kick: Harm, Harm. Deals decent damage, and knocks someone back. On stunned targets, knocks them out for thirty seconds and does some brain damage. Restrain: Grab, switch hands, Grab. Inflicts a stun and some stamina damage. Disarm after performing this combo to knock someone out for thirty seconds, and do some brain damage. Pressure: Disarm, Grab. Deals large amounts of stamina damage. Consecutive CQC: Disarm, Disarm, Harm. Does large amounts of damage, and small amounts of stamina damage. Useful for dealing damage to an incapacitated target without kicking them away.
  6. He gets paid to clean, and clean he will.
  7. I thought you had a lot less time in the game, maybe a few weeks not six whole ass years imagine my surprise
  8. guillotine in front of the bridge causes local IPC to be decapped three times
  9. does anyone else see an issue with this or just me
  10. Local IPC makes borgs, people inhabit borgs, people don't stop inhabiting borgs. The round ended with fourteen borgs, and four that cryoed, all of which made by me. I also did speed borgings with a plasma cutter. Robotics on highpop is an experience
  11. So you're telling me letov is canonically fucking ancient
  12. local coder reworks yet another major feature
  13. I have a bad laptop. Whenever I get hit by buckshot at close or point blank range, one very specific thing always happens, namely my game freezing, and then the chat going at mach speed with around twenty "Your armor was penetrated" and "you were hit" messages, usually resulting in me instantly losing whatever combat encounter I was in due to standing still for twenty seconds. It would be great if there was an option to reduce combat chat messages, because knowing where each individual pellet of buckshot landed and if it pierced your armor or not isn't really worth the chat flood and lag spike.
  14. local botanist shoots twenty tomatoes, instantly killing greytider more at eleven
  15. Have you ever wanted to tape an item to a borg, but then be utterly disappointed because you couldn't? I too have felt this disappointment, which is why we should have items able to be taped to borgs. It would allow for more interaction with borgs, such as giving them medals, and would generally be a good addition.
  16. I dramatically improved everyones experience for sure
  17. I do like this idea, but I feel like it would be better suited for a ghost role of sorts. Perhaps a prison complex in space, with guard roles that can be there or not, and rules that don't allow prisoners to leave the complex itself, but allow escape and to kill any visitors, if there are any. This would address all the issues MarsMond brought up, but still allow for escapes without effecting the rest of the round and its antagonists.
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