Jump to content

vicwarrior

Members
  • Posts

    72
  • Joined

  • Last visited

Everything posted by vicwarrior

  1. Standing on the edge of the crater Like the prophets once said And the ashes are all cold now No more bullets and the embers are dead Whispers in the air tell the tales Of the brothers gone Desolation, devastation What a mess we made, when it all went wrong The lone operative collapses after managing to finish the WarOps All his comrades lost, destroyed by nuclear hellfire As the price of a successfull mission. And it all started under the guise of a game of basketball (and really the syndicate pAI basketball announcer was the MVP of that game). Pretty good game, i find it rare to see Warops succeed (much less with me in them) anyone got interesting stories from different perspectives?
  2. Also, a few more points on making bombs, if you know how you can easily mass produce maxcap toxins bombs, problem is that often they will overpresurise (but won't blow so long as you were carefull) and leak hot plasma which can give you away or even set you on fire, still, if you expect to just deliver them as soon as they are made and get away they are good, also, unless you wait an hour or your bombs aren't quite good they will still be maxcap bombs. Also, while more expensive, bluespace beaker bombs still pack a boom and are more reliable, as they won't spew plasma, detonate instantly and haven't got the toxin's sensible and touchy mixes, and are small. The only hard part about them is getting the bluespace beakers and the potassium. Also, learn the ins and outs of some triggers, for example, proximity sensors will not trigger if inside a container, clicking them will cause to detonate if armed (use a screwdriver to safely disarm), you can use igniter/remote along remote/trigger assemblies to have multiple triggers and keep the remote detonation capabilities, if you get arrested/ stuncuffed unexpectedly you can always use a voice analyzer to trigger, learn em, triggers are amazing if you know how to use them.
  3. A sleepy pen (if what ive heard is right) can be refilled with different chems once used (they got two charges), if you are good with chems and poisons (protip: OD'ing on omnizine is hilariously lethal, some chems synergize quite well, odysseuses can synthethise infinite chems....) and can be turned into effective death pens. Also, if you got a die a glorious death objective having an explosive implant (if you can spare the TC) or carrying around a bomb can be effective means of achieving that death if you get into trouble before further abusing your antagness after getting your objective done (remember, your objective can be completed if the target kills themselves when you are dead), also, if you get stunned or cuffed you won't be able of using a remote signaler, but you will be able of using a voice analyzer/signaler assembly to detonate your bomb.
  4. Research went well, supply was doing their job, had free time...
  5. Also, after the anouncement i did right after getting BSA'd (nonlethally) saying it was worth it i was syndigibbed too I guess i would have been syndigibbed anyways since the array was still intact and i would have used it if anyone else wanted to team up with me. And to be honest, i was so bored that round i didn't mind at all having the bridge BSA'd by the CE, then proceded to cooperate with command to fax more asses to the syndicate (and despite the fax array was outside the bridge you still hit the bridge). So i guess the memo was: if someone has a propensity to fax asses, don't allow him to get an emag. I was laughing hard during the whole ass fax array thing, i really need more gimicks like these.
  6. I don't get it, you are malf? you are just going to need a borg to fix your camera? I don't think your core being on camera is important, is it?
  7. Walked in, one of the clown says something along the lines of :"gas the mimes!", walk to a coner and radio over command "RD, mind bringing a bomb over to the meeting room?" Atleast i got to beat up some clowns in the escape shuttle, which was good i guess.
  8. Just been in this game, sad i couldn't have helped in the tesla bar, an idea i tried to do before yet couldn't, as i was a changeling, a betrayed changeling, damn it felt good to see the traitor's body, still, had to spent most of the shift floating in space, a wanted fugitive. Edit: To clarify, proud someone actually completed the project i never managed to do.
  9. 1.Hotwire engine 2.??? 3.Someone gets electrocuted and the station explodes.
  10. 14. Know what you can do with your job, a scientist (almost no responsabilities, lots of toys, best traitor job ever) or a chemist can get lots of nasty chems, which you can apply creatively (bottle to the head is great), as a captain you can easily subvert the AI if the upload isn't bolted down and no one is at the bridge, the science outpost has space suits, engineers and miners also have them, meaning they can fuck off into space whenever they want, acid can destroy brains and objects leaving just grey goop behind, as HoP you can give yourself full access (who doesn't anyways?). 15. Interact with people, people are more likely to do what you say if you have been drinking or working with them before instead of a total stranger, a good way to get them to pump chems into them or come to wherever you want to kill them, or straight up trade with you and help you out.
  11. From my little experience on Nuke ops i can give more advice: SPEED IS IMPORTANT GET DA FUKKEN DISK FAST! Because if you otherwise reveal yourself cutting the tcomms solars and killing the AI, by the time you get on the station cargo has handed out armor and guns to everyone and every civvie is armed and out to get you, as much as someone yelling over radio where you are is enough to get a swarm of validhunters homing onto you, the captain will be sorrounded by security and will make getting da fukken disk an actual challenge so might as well have declared war. Meanwhile if you go fast and furious you can hit the captain(or his safe sometimes, keep an eye on your pinpointer) and get out before the station gets organized, once you've done that it is important to get the nuke on station ASAP before everyone runs around checking every nook and cranny with a defuse kit, once you arm it you have to make sure it doesn't get defused by either emagging doors locked behind it, sorrounding it with walls, hiding it well.... Just remember to take the disk outside of it before leaving to avoid having the pinpointer point directly to the nuke, additionally escaping with the nuke disk is bonus points for the nuke ops. Also, if for whatever reason you want to go stealth, remember you can screwdriver your headset to pull out its encryption key to later put it in a more mundane looking headset so you can keep in touch with your nukies. The donk pockets in the ship, they don't have to be heated, also, DON'T EAT MORE THAN ONE OR YOU WILL DIE, eat one once you get into combat, they are packed full of meth and other healing stuff that will make you be stunned for less time, move faster and take more damage before falling down as well as heal you, however when it's effects wear off you will puke and have a temporary stun, but it usually lasts enough to get da fukken disk and arm the nuke if you go the fast and furious route. The Elite Syndie Hardsuit is very robust and commonly used by nuke ops, just remember to set it to travel mode when going into space or you will die an embarrasing death. Usually if you want to hit hard and fast, the weapons in the shuttle and your pistol are usually enough to cut it, meaning you usually have TC after an emag and stuff for a borg or a gimick, don't waste TC, seriously, don't, in fact, don't waste the stuff on the shuttle or base either, fill your extended oxygen bottles at the oxygen tank, take c4, put it on your belt, if you are going to leave a shotgun make sure to pull the mag out and put it on your belt, take the pistol mags just make sure the crew doesn't get them by using your explosive implant when you get downed and there is no hope for your team to recover you. One last thing, you have night vision goggles on your base, have everyone take them, once you are on station you can break lights to give you a sweet tactical advantage, if they can't see you they can't shoot you. TL;DR: An easy spess jam is a fast spess jam, don't stop to execute civvies, don't go out of the way to murderbone, jam your way to the disk, and back to the nuke, get out.
  12. That was one weird round, with a surprisingly low amount of murder, barely anything to do than to get drunk and do shenanaigans, sadly missed the CC thing.
  13. 426. Teleporting bluespace chickens to those who misuse the announcements is stupidly expensive to what will be perceived as a joke.
  14. Been in that game, as the quartermaster, Peter Van Doorn absolutely amazing how fast the station filled with guns and all the traffic at cargo as everyone went full on 'merican guns blazing. Also, being Peter Van Doorn in between cargo shuttles i would go hunting for fun, these kind of rounds are rare but so great.... Also, a few rounds before, an example of how easy is to get the crew angry at you:
  15. Just putting this on here as a memento of my first nuke ops round. Getting in line so that me and another clueless guy could get the nukie 101 and mission plan, being stupidly nervous despite afterwars being a rather easy round even though we got spotted right after infiltration. Anyone got good stories from when you were looking up to the badass, chainsaw wielding, litteraly on fire guy?
  16. Try to figure out the story behind this image.
  17. Mission was to steal the nuke disk and minimise casualties (not sure what it meant, assumed it meant to not murder anyone because other factors would be largely out of my control) not like i was particularly robust but this meant i coudln't just make a bunch of bluespace beaker bombs to destroy the entire bridge and pick up the disk from the debris and chaos. I was a chemist. To begin with i bough a pinpointer and put it in my pocket, the disk was somewhere near a wall in the cap's office (never been to his office and didn't know there was a safe it could be kept in), hadn't moved at all so it wasn't being carried and started planning out how to get it, at first my plan was using thermite to burn the wall, grab the disk and getting the fuck out of dodge, but more than likely i would be caugh since thermite takes a long time to do its job, i had to devise a good escape plan. I decided to take a walk in maints to see if i could find some good tools and perhaps, some gloves, i ended up finding a welding helmet, a whole bunch of coins (which i would later spend on havanians), a godsent tool belt and most importantly i found an emag getting out of the maints at the chapel, next to an SSDd chaplain, i just took it and walked away, still having no realistic idea of what i would do i decided to look into that "potential collaborator", a psychiatrist. Now please keep in mind that the station had gone down pretty quickly, some bomber was on the loose bombing different parts of the station, and i had to SSD for some time which didn't leave me much time to act. I got a private conversation with the psychiatrist in his office, i didn't outright say i was a traitor,the usual, just saying that we could help eachother and afterwards that i was intrigued in a certain disk, as it turns out he wasn't syndicate, but "was unhappy with nanotrasens" and decided to help me, he gave me some very needed advice, he suggested going throught the teleporter room and apparently the emag i had was very usefull to me (i thought they only had a limited amount of uses, so it may have been burned out already) and overall helped me in being a better traitor. During this whole time the shuttle was called, but i was still hesitant wether it was going to be as easy as walking into the cap's office and grabing the disk, before going in i hid in a locker in main and got myself a DNA scrambler to use after breaking a posible chase, agent ID to look more legit, a chameleon suit (cause greytide doesnt wear chemist jumpsuits) and a sword just in case i need to maim someone to get away. So there i am, barely any time until the shuttle arrives, nervous as fuck i emag the teleporter door, the door above towards the cap's office had its panel open, had it been bolted down? doesn't the emag take care of that anyways? I hadn't got time, emagged it, opened it, then the next one. The captain's office is now open to me, i walk in, there is someone here, not a security, not the captain, not a command, just another guy who shouldn't be here, much less searching something around the captain's desk, he turns around and says "I know we both work for the same man", just a co-worker, i would love to have a chat with him but i feel like there is no time, i direct my attention to the safe where my pinpointer tells me there is the disk, i walk up to it thinking i would have to hack it or emag it, but nope, the code was already in, i just opened it and found the disk along a hand teleporter some coins and stuff, i barely had space in my satchel so i just took the disk bagged it. The other guy was still casually looting the captain's desk ignoring me. With the codes of a nuclear weapon in my satchel i walked out to find no one around, nothing said anything over the radio. Did no one notice me? Anyways the HoP was very agressively telling people to haul their asses to the shuttle which already had arrived so i decided, that, in the offset chance the shuttle went out early, i would go directly to it without using my rather expensive disguise, the escape was depresurised due to the bombings but people could still get on the shuttle, i got on hastily and took a seat. There was the usual shuttle stuff of people throwing weird bombs/grenades, people slipping other people, brawls, flashbangs, the usual shuttle shenainagans, i just remained on my seat, out of the way, hoping that a sec officer wouldn't cuff me during those flashbangs, or would stuncuff me, apparently nothing was suspected of me and arrived with no issues to centcomm. That was all. I had my first victory. In the end it was just as easy as emaging my way in, grabing the disk and walking out. I didn't need to spend all my telecrystals on a disguise and overpriced weapon. I had absolutely no trouble yet was extremely nervous in the whole process, however, in my defense, you would expect nukes to be more safely guarded, wouldn't you? Glorious victory: Relatively new player here, just got my first antag victory (greentext you call it?), other times ive been pretty close but either got blown up in the shuttle, missed the shuttle because it left 10 seconds after arriving or i got to learn that azide explosions do not scale with the amount of reagents.
  18. 100% WORTH IT But then decide to leave when they see your awfull toxins setup and decide to leave even though secretly it was you that made the bomb with chemicals. Why do so many people underestimate the power of chemical bombs?
  19. HOW DO YOU MAKE THOSE? Can you edit the wiki article Guide to Toxins? Your secrets must be shared To begin with that wasn't a toxins bomb, im only dabbling in those. It was a chemical bomb, 600 units of nitroglycerin (400 units actually, since the reaction on detonation produces 2 units instead of 3), if you are going for the VERY BIG EXPLOSIONS bluespace beakers are central to your production of holy grenades WMDs The 600 nitroglycerin bomb so far has been my most powerfull bomb. The only problem was that it takes an absolute shit-ton of corn oil, for which you need lots of corn, for which you need very dedicated and kind botanists willing and capable of producing industrial amounts of corn for you, and even then it will take a long time to get all that glycerin made (200 units, it took me almost an entire shift to make the bomb by myself) but at the end of the day you get the following message: "Factual: Epicenter radius: 5. Outer radius: 10. Shockwave radius: 20." and an obliterated bomb range. This is fun and all but in the time that it took me to make that bomb i could have done many many many more 600 H20K bombs with a yield of "Factual: Epicenter radius: 4. Outer radius: 9. Shockwave radius: 19." each, so at the end of the day, the practical traitor wont really bother with nitroglycerin bombs. So at the end of the day if you want to make a big bomb you just make many bluespace H20K bombs because you dont have time for nitroglycerin, Azide is a fucking joke and black powder is too gimicky. Unless you are making a small bomb, (which you really shouldn't not enough damage to be justified honestly) then H20K sucks, azide sucks (as always) and again, nitroglycerin, while it will give you a decent yield a 90 nitroglycerin bomb (60 actual units at detonation):Epicenter radius: 1. Outer radius: 4. Shockwave radius: 9. You still need botanists to help you so you might as well make gas bombs and toxins untill you get those sweet bluespace beakers. And you know, toxins are complicated, im still figuring them out.
  20. A picture of the compromise between environmentalist and pro nukes (Same place, but this time you can see the nuke straped to one of the seats) We will power the thing with solar panels but keep a nuke around just in case. Also am i the only one that gets that feeling of immense satisfaction when i make a bomb that wrecks the bomb range? Picture taken during my data colection of various types of chemical bombs and their yields.
  21. Update my post to clarify a few things, by IEDs i meant your homemade bombs made from grenade casings and chemicals, not the ones made from soda cans. I think the overall message of my post was: Chemistry is fun. Edit to avoid making another post. Engineering and science outposts are abandoned 99% of the time, if you want to build a an AI upload computer (or anything that'd youd rather not have the rest of the people know) this might be the place. Also if you are detective go investigate what is reported to you, dont be shitcurity.
  22. Scientist: You got a fully equiped chem lab in the test room, remember that, specially handy when you got access to a protholathe and autholathe in your lab. *cough cough* bluespace beakers *cough* triggers and detonators *cough cough*. Roboticist: Most of the time you will be able to gain access to research and test chamber under the excuse that you need access to mix acid for the circuit imprinter, whether you decide to do only that or not is up to you. Anyone with easy access to chemicals: You can make grenade casings by holding metal sheets in your hand and clicking them, its 1 sheet per casing so its pretty cheap, and it doesn't have to be set up with the standard wire assembly, you can instead put any mix of igniter+trigger you want, remote detonators, lasers, mousetraps, proximity sensors, go wild. It's your old friend, deadly neurotoxin. Check this wiki page: http://nanotrasen.se/wiki/index.php/Guide_to_Chemistry There is plenty of devious and evil mixes you can put in those homemade grenades/bombs (Unless you are boring and fill them with cleaner foam) neurotoxin smoke? Go ahead. Itching powder foam? Try to make sure no one finds out you did it, get creative, let your inner dwarven overseer take over and smell the ¡¡FUN!! of napalm in the morning. Traitor A brick of c4 is 1 telecrystal and is good enough to make someone unclonable when planted on their corpse/ unconscious body/ cryosleeper/ cryopod/ cloning pod/ dna scanner pod. Anywhere where your target is incapacitated is a good place to turn into a casket once people look away. (Is it technically a casket if your target has been spread all over the walls?). Also remember that you can screwdriver the c4 (IMPORTANT DON'T PULSE OR CUT THE WIRE) and a add a signaler (aka a trigger such as a remote signaling device or an infrared emitter) for more freedom when blowing shit up. Please note that you might have to restrain from using a few of these tips as a non antag.
×
×
  • 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