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Birdtalon

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Everything posted by Birdtalon

  1. Fair enough then. Attacking a crew member as you explained is a bit escessive instead of arresting them.
  2. Sorry I assumed that you meant you were in slug form when he killed you.
  3. You can't complain that the security officer doesn't know his job because he killed you as a borer. That is exactly what he should do to protect the crew.
  4. I have got the majority of karma from late-game plays where I have happened to come out on top of a fight with a number of people spectating me so you are fairly correct here.
  5. I'm fairly sure the borers have a hivemind chat which is completely contradictory to what the wiki says in that case. Medbay can always restrain you if you tell them you have a borer inside of you until it can be extracted.
  6. Birdtalon

    Fleas

    No, this is very weird.
  7. Everyone is a furry now.
  8. I strongly believe that no species should be karma locked at all, and especially we should not go down the road of white listing. For example what would you set as the criteria for entry into the white list? I would personally rather see cosmetic items locked behind karma for character customisation instead of anything mechanical. Why should I as a Vox player have mechanical advantages over a new player just because I have played long enough to get 45 Karma?
  9. Have the hand selected with which you're choking or grabbing them and press q or the drop button.
  10. Equipment and stats in depth. Reserved for Section 3 ---- This is a work in progress and will be updated periodicly
  11. The Three Steps to Robustness This section will examine in greater detail the "three steps" outlined above and provide tips and tricks to help you with each part. The points outlined here are by no means the definitive way to go about things. The beauty of Space Station 13 is to improvise and think on your feet. Step 1: Disable Disabling the opponent is by far the most important step to combat, as during this stage the opponent is active and therefore can pose a threat to us. In order to minimise the threat to our safety we must render our opponent(s) incapacitated as efficiently as possible, this can be done with a number of techniques ranging from harmless to lethal. Birdtalon's Top Pick Generally, less than lethal weaponry such as stun batons or the above mentioned hybrid taser tend to be more effective in disabling someone. If you are opting to use lethal alternatives then prioritise ballistic over energy based weapons as they also cause internal damage such as broken bones and internal bleeding. However if this is not an option then an energy gun, laser gun or advanced energy gun will fire beams which do 20 damage per hit. Meaning you will need roughly 5-6 shots to put someone into critical to incapacitate them. ...
  12. How to lose friends and infuriate people A guide to combat on Paradise Station "Robusting", "Robustness" or "Being robust" are the colloquial terms for being good at things in Space Station 13, more specifically applied to combat. Combat can take many forms and end with many outcomes; such as death, incapacitation or mutilation to a stint in the Brig or a minor slap on the wrist. This guide will take you from the basics of interacting with other players in a combat situation, to surviving and eventually winning a combat situation. The absolute basics I have defined Combat as to engage in a fight with; or to oppose in battle. It is almost impossible to play Space Station 13 without engaging in combat of some shape or form eventually, combat is not every player's cup of tea and rightly so, however it pays dividends to know how to approach (or not) a combat situation when it happens. Firstly and foremost I must outline the number one rule for engaging in combat; "This is a game, I can die." Remember that we all play this game for enjoyment, if you approach combat with the sole intention of winning above all else then you will not enjoy the experience. Combat in this game has far too many elements to consider and you will need a level head to be good at it; try to approach combat with a calm attitude and don't rage if you lose. There will always be someone better, luckier or better prepared than you are. Remember we all play this game to have fun and it's not all about winning, so try to take each loss with good grace and sportsmanship and use it as an opportunity to learn and develop yourself as a player. Maybe even congratulate another player after the round is done if they did something great? ------ Now, this guide is about winning after all - so now that is over with, lets get on with it. For all of the below, I highly recommend playing in Hotkey Mode. Hotkey Mode allows you to use WASD for movement as well as access key shortcuts detailed below to save you time in twitch situations, all hotkeys will be highlighted in purple going forward. Important Hotkeys and shortcuts to know are as follows Z - Use item in current hand X - Swap hands R - Throw Q - Drop Shift Click - Examine Control Click - Drag Intents Learning to switch between intents quickly and as needed, as well as how the intents change how you interact with the world is one of the most fundamental parts of combat. Knowing which intent to use and when could be the difference between success and failure. In Hotkey Mode you can use the number keys at the top of your keyboard to change intent corresponding to the below numbers Help (1) - Help intent might not seem too important for combat, however help intent allows you to pass through other players who are also in help intent which is very useful, whereas all other intents will make you unable to be passed through yourself. Disarm (2) - Disarm intent is useful if you are unarmed yourself, using disarm intent on someone has a chance of disarming the item they are holding to the tile below them, or pushing them over which results in a short stun of around 1 second, however as this is RNG based you should not rely on it. Grab (3) - Grab intent when used on someone with an empty hand will apply a passive grab, you then have the option to reinforce the grab by clicking your hand or pressing the Z hotkey which will change the grab to an aggressive grab. An aggressive grab allows you to table someone by clicking an adjacent table, which will stun them momentarily. You can also throw people by using the throw button or the R hotkey. Once in an aggressive grab you can again reinforce the grab to aggressive grab (neck). You can reinforce this grab yet again to begin strangling the person, effectively incapacitating them and making them unable to resist or take an action. Be aware that someone is able to resist out of this action at all stages except for the last. There is a cooldown between each reinforcement stage. Harm (4) - Harm intent will allow you to attack aggressively with your fists or an item. Harm intent is not as important as you may think as most weapons default action is to attack when you click on a person, this is best used situationally and dependant on the item you are using at the time. For example, using harm intent with a ranged weapon on an adjacent person will cause you to hit them with the weapon instead of firing it. Movement and positioning The way that you move is fundamental to all combat encounters, the combat system in Paradise stun-based and being stunned unexpectedly by a taser or baton can and will end you if you do not have an anti-stun. Therefore it is paramount that you stay out of the reach of stuns as much as possible. Do not take your opponent(s) for granted and assume that unless they are incapacitated they can and will be a threat to you. If you are able, you should be moving all the time whilst you are fighting, remember that if you move faster than your opponent can click on your sprite then they cannot attack you. Avoid moving in straight lines or in predictable patterns and use the environment to aid you, corners and choke points can help to funnel enemies if you are outnumbered, open spaces are helpful for dodging ranged weapons. If you are in a bad place or being overwhelmed by numbers - move somewhere else if you can! Better still, learn and prepare your environment before fighting. Don't fight fair and always have an escape route such as a hidden door or a window. Having good knowledge of your opponents potential weapons or abilities will greatly aid you with knowing exactly where to position your character in relation to theirs. Preparation "If you fail to prepare you are preparing to fail." If you do not prepare adequately for a combat encounter then you have a much greater chance of coming off worse from it. Having a weapon, chemical or ability available to use can ensure that your enemy's body is floating in space at the end of the shift and not yours. Knowing exactly who you are fighting against and what they bring to the table will also increase your chances of coming out on top significantly. If you are playing as an antagonist then find a security headset and keep tabs on security communications, if you are security then communicate with your team. If you are able to identify threats before they come down on you then you can prepare that much better. Useful items to keep on your person are as follows; Melee stun - A melee stun such as a stun baton, telescopic baton or stun prod. Abilities such as the Vampire's glare can also fulfil this role. Security officers and Heads of Departments carry these. Ranged stun - Ideally give preference to a hard stun such as a taser or a weapon with a taser mode. Disablers are strong at range however require around 5 shots to incapacitate someone fully whereas a taser requires one albeit at closer range. A lot of these weapons have different modes which can be toggled with the Z hotkey. Security officers usually carry these, however you can find them in the Secure Armoury or you can print weapons from the protolaithe in Research and Development. Slip item - Useful to have to slip people chasing you. A slip is almost as good as a taser and gives more than enough time to apply handcuffs, however these must be used with caution as you can easily fall on your own sword. Empty a spray bottle and refill it with water to create an easy reusable slip. (10 units of water required) Handcuffs - Handcuffs, cable cuffs or zipties. Once you have stunned someone it is wise to cuff them to ensure they cannot easily continue fighting once they recover. This is especially important when fighting multiple opponents as it is almost guaranteed you will run out of stuns before you win the fight. You can make cable cuffs with 15 cables. Flash - Use on cyborgs to apply a stun, almost necessarily if playing antagonist on a cyborg heavy shift. Most security officers carry one. Toolbelt with all tools - Tools are almost always necessary and can be printed from an Autolaithe. Toolbelts can be found in maintenance and are usually carried by engineers. Backpack or Satchel - With space, once you disarm or stun someone then take their weapon immediately, if their weapon is in your backpack then they cannot use it against you should they recover and you have the opportunity to use it for your advantage. Medical Kit - If you get hurt it's wise to keep a few patches or medical items around to heal up fast, remember that damage can slows you down significantly. Actually fighting So you're kitted out with your gear and ready to robust whoever comes your way, but how do you actually use it effectively? Effective combat follows three basic steps as of the current meta. Disable - Either with a stun of some form or with heavy damage, we want our opponent on the floor and helpless so they cannot inflict damage on us and we can move on. Secure - Highly situational, securing your opponent can range from simply applying handcuffs to stripping them depending on what you are trying to achieve. Handcuffing your opponent renders them unable to pick up items or move if you are pulling them; always handcuff first if possible. Removing the headset means that they cannot call for help easily, removing shoes will slow them down, removing their jumpsuit will mean they have no suit sensors. Ideally at this stage you want to ensure that your opponent has no means of retaliating against you. If you intend only to kill and have significant stopping power then you can skip this step completely. Finish - Congratulations you now have someone at your mercy, it's up to you to decide how to proceed, if you are fighting multiple opponents you may have to simply leave one person handcuffed while you repeat this process with the others. Remember you do not have to kill everyone at this stage. Simply leaving the person bucklecuffed to a chair naked while you make off with their equipment may be victory enough. Remember they are a player too. Sounds pretty easy doesn't it? In the next stage we will expand on these steps and discuss the most effective ways to achieve them.
  13. Definitely should be a completely different character. Why would the syndicate send someone in their super elite nuclear operative squad with a mechanical heart which can be one shot.... they're not -that- incompetent are they?
  14. I think tracking implants are fine to use with consent or if someone has committed a crime worthy of having a tracking implant. Otherwise, just putting tracking implants on everyone for the sake of it is a bit of a dick move.
  15. Go for it I'll just slip you and throw you into the door for access. No problem my friend.
  16. I think emagged drones should just be able to be blown using the console which would force them to go stealth and not just blatenty act with few repercussions considering they can sit in vents and electrify doors all day with virtually no risk whatsoever.
  17. You could always get yourself borged by Robotics if you want to play a borg so bad.
  18. Well whatever you change, be it the topic of this thread or any other change for that matter will not change this. As a member of the armed forces you would want the best equipment to handle a situation that you are put in and it's no different in this video game. People will naturally gravitate towards whatever is the perceived "best" setup in terms of equipment in order to take on whatever challenges they face, combat or otherwise.
  19. It's function is identical to welding helmets which is something which are a dime a dozen. I would hardly call it an item which will make you ultra powerful in the slightest. When you have things like RCDs which are much more powerful if you want to become "ultrapowerful." The only reason I like the welding goggles is because it means I don't have to give up my top hat which is a functionless item.
  20. Why is something power gaming because it's a useful item? I would also like to see these added to the pool of loot, also they should be able to be printed from autolaithes. In the grand scheme of things welding helmets are actually more useful because you can still have the benefit of wearing a HUD.
  21. Seems interesting but only as a specific round type.
  22. TK is fine as it is. No need to change it.
  23. May I point out that while experience on the server is greatly appreciated, it's a moot point discussing how long one may or may not have played. An opinion isn't more or less valid based on your playtime or how long you've been around. Secondly, regardless of your stance - discussion of the NT Rep's role is fundamentally interlinked with SOP (Or whatever form you want it to take) and while this topic is titled "Standard Operating Procedure Update" it would be unwise to disregard any discussion of the role. As I was discussing on Discord, my belief is not that SOP itself is flawed or inadequate and that it does not require a complete overhaul as some people are proposing. The real "problem", if you can call it that is the lack of action which is taken on breaching SOP. I think this is the main area which needs to be cleared up across the board. Such as, at what point does breaching SOP equal job loss and what procedure is to be followed to carry out the demotion. Right now it seems to vary from the Head telebatoning the person repeatedly and stealing their ID to the person being full-on arrested by Security. This needs to be clarified in my mind.
  24. I did read that, however it seems conditional on parts being removed from the Changeling and for ghosts to take those places instead of round-start rolling. I would disgaree that Changelings are focused on stealth as well. Changelings have a lot of abilities but very few stealth ones which are useful. Transform - Bread and butter change your appearance. Extract DNA Sting - Bread and butter for achieving your objective #1 Digital Camouflage - Stops the AI from tracking you - Massively noticeable Mimic Voice - Very niche as whoever you are trying to mimic will tend to notice if it's over the radio. AI can also see through this easily. The fundamental mechanic behind changelings is their ability to "Change". However unless you kill someone first in order to take at least their ID, there is no way you will get away with Transforming. The way things stand currently, anyone lacking an ID is viewed with suspicion so the core mechanic of changelings is inherently broken by the fact that everyone is suspicious as shit, requiring that you kill the person you wish to impersonate. This makes stealth very difficult indeed as all it takes is one cry for help from your target or a single slip up and your cover is blown. Compare to abilities which compliment a brute force approach; Adrenaline Sacs - Anti-stun, obviously useful in our stun-heavy combat Fleshmend - On demand healing Arm Blade - Decent but obvious and expensive weapon Organic Shield - Pretty good with high DNA count Resonant Shriek/Dissonant Shriek - Amazing AoE stuns/EMP, excellent for combat Strained Muscles - Good in short bursts There are obviously other abilities I haven't listed which I feel do not fit solidly into either category, Mute Sting for example is powerful across the board. And does anyone even use the armour which slows you down? I don't mind stealth gameplay I just find that Changeling's ability set, combined with existing meta and suspicion makes stealth nearly impossible.
  25. My issue with a singular, more powerful antagonist is that you just replicate the Wizard scenario where the round becomes fun for only a few people. The main reason I dislike Wizard rounds is because they tend to only be interesting for the Wizard and for Security. Everyone else just has to muddle along until the round ends. I wouldn't want to see a replication here of one lucky person being a strong antagonist and everyone else's round may as well be extended. Don't get me wrong I would love to play as a super strong changeling and go on a murdering spree and be unstoppable but it's not exactly fair and or interesting for anyone else.
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