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Jazz

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Posts posted by Jazz

  1. Like I said, I left out some things that either aren't worth it or I haven't bothered to add them (most likely still not really worth it). Also I left out the teleporter cause its kinda sketch to upgrade that (unless your RD). But yea that list was to get you started on a real list.

  2. This is a survey to judge whether or not people physically experience or have seen on multiple occasions telescience being used for malicious purposes.

    This survey does not include rogue AI robustness or free junk from the armory because that can be fixed with the no-tele flag.

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  3. Yea, I mean people comment saying "telescience is more often used to send bombs across the station" but is it really? Have you really seen somebody actually in game with your own eyes seen someone teleport a bomb across the station? Because I haven't personally. Maybe it's just me, but it seems to niche of an activity for any old antag to robust with it. You really have to know what your doing, and most people aren't up to par. I'd argue its easier to robust with chemistry rather than telescience.

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  4. I'm not taking a side or trying to shoot you down, I think what you said makes a good point. I'm just going to clear things up with your comment @Abydos

     

    1 hour ago, Abydos said:

    EVERY z level is designed to change. Maybe one round you have the white ship in z level 1 near the station.. maybe another round it's at z level 3 near the engi outpost. And some z level specific stuff don't spawn at all, it's all randomized, the locations too

    All loot on z levels 1, 2, 3, 4, 5, 6 are not procedural. All important loot that should be not accessible to the public is on z level 2. All procedural loot is on levels 7-something, which is completely randomized. Loot on 1, 3, 4, 5, 6 is 100% consistent every round and all coordinate locations are on my google doc. The white is where it is until somebody installs the circuit and pilots it (omega rare).

     

    1 hour ago, Abydos said:

    Syndie Outpost: You teleport over,

    Again I don't understand why the syndie depot keeps coming up, you cannot teleport to or from the syndie depot, it has that no tele flag.

    1 hour ago, Abydos said:

    Realize your an idiot and got yourself stuck

    Bluespace wormhole projector can instantly guaranteed teleport you back. The hand tele also works but it leaves a fat portal behind, so that's what the AI would notice.

    1 hour ago, Abydos said:

    And some z level specific stuff don't spawn at all, it's all randomized, the locations too.

    As stated earlier only loot on z levels 7-something are randomized.

    1 hour ago, Abydos said:

    1x Quadratic Capacitor

    Any capacitor works, the quadratic one unlocks power 80 and allows for less crystals to be needed to unlock power levels.

    1 hour ago, Abydos said:

    Telescience is nearly broken by itself from the start, unless you're a super computer that knows everything wrong / right and how to do telescience immediately, you'll never successfully do it without a program

    Fun fact: Projectile physics doesn't take a steven hawking. But whatever I get your point cause nobody in their right mind would do it by hand....(yea I did before I knew about calculators...)

    1 hour ago, Abydos said:

    You know that calibrate in telescience for the crystals? There's a chance that after every teleport, that the calibration turns wrong, especially if you re-calibrate the crystals, as it will change the whole of telescience, meaning you have to redo from the start. "Sadly, teleportations (the exact number is randomized every calibration) the Telepad will decalibrate. This means that the telepad simply will not work, and when you hit recalibrate again, you will have to recalibrate your offsets."

    Umm I mean if it's happened to you before then it exists but from my experience and after looking through the code to confirm there is no "random chance" for the teleporter to loose calibration. The exact number of teleportations after pressing the recalibration is a random number between 30 and 40. All teleportations that take place between those numbers use the exact same offsets and they don't change. Once you run out of teleports it literally won't work until you recalibrate.

     

    Also doing the GPS meme with calculators takes 20 seconds if you know what your doing.

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  5. My god the bricks of replies this post is getting....

    Alright lemme just knock out some conjectures out there about robusting helpless antags with telescience. I have never ever won terror spiders or xenomorphs while doing telescience paramedic, nor have I ever seen anyone besides myself participate in telescience during such events. Literally friggen everybody ghosts to try and posses spider bodies and xeno bodies, which is probably the only reason they win a good portion of the time. I have done telescience paramedic with my own self sustaining cloning setup multiple times during crisis, and every single time the crew lost. Because I don't know if anyones noticed but do terror spiders and xenomorphs have a hard time winning? Have you ever actually legitimately yourself in game seen someone use telescience to robust a spider or xenomorph in such a gamebreaking way that you actually took the time to think to yourself, "hot damn telescience is really making it difficult for these antagonists..."

    Also just to be clear there already exists a flag that can be applied to any area that prevents any and all teleportation, hence replacing this "jammer" yall keep talking about. If you want to add a jammer for actual players in science to go and build to protect the AI then by all means I'll code it for ya.

     

    4 hours ago, Dinarzad said:

    Cuz I can tell you exactly where to get a suspicious toolbox with free combat gloves on the mining asteroid, or where ruins tend to be at (Which chould include scarab eggs, so free holoparasite)
    That information is inevitable because them ore someone plays the more they are going to memorize and learn this kind of stuff.

    Fun fact, mining ruin locations are not proceduaral and that toolbox you speak of is on that google doc I posted previously. Also fun fact, precious metal spawns are also not procedular (however it works by probability so it may or may not spawn in the pre coded locations).

     

    5 hours ago, Dinarzad said:

    The nature of "Hellmixes" and other meme chems that cause near instant death with a single click have been the source of more salt then telescience ever has

    I got some private mixes that I spent hours on if yall wanna see instant death.... I even teleported one of those mixes onto my target once and it was messy... Chemistry is omega broke but again it's still around because it takes practice, motivation, knowledge, and access to actually use it to your advantage. Same with telescience.

    6 hours ago, MrMagolor said:

     teleporting people that, in your example, are being pulled by spiders...

    I said you can't teleport people being pulled by spiders...

     

    By the way this is how you robust the AI via telescience (imagine I swiped it with an intellicard). That's using a bluespace wormhole projector by the way.

    y41Jv0mbng.gif.3dab20f035fc48841ffa11fc74659cc0.gif

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  6. Alright let me open up my comment with I have spent dozens of hours mastering telescience along with every single aspect of it (from hubs to quantum pads to z level loot to the depot etc). I've even edited the wiki and wrote the majority of the page itself. And yes, I am the guy who makes that "public hub" that has been mentioned before, so I can most definitely touch on that as well. I'm Crangus Pangaria btw.

    After reading both the original post and people's comments, there are some discrepancies that need to be corrected.

    On 4/15/2019 at 9:30 AM, Calecute said:

    With telesci you can get anything to/from any coordinate in any z level. So if you know your cordinates, you can get anything you want, or get something or someone anywhere you want. If people have suit sensors maxed you can also get anyone.

    1.) The telepad can only teleport objects from z levels 1, 3, 4, 5, and 6. So no, you can't teleport anything you want from any z level. And, as I will touch on with depot, there are areas where telescience is not permitted.

    2.) A large amount of space ruins are procedurally generated, all non-procedural telesciencable loot can be found by a google doc I created here. After using telescience dozens and dozens of times for multiple rounds, I've found that the combat gloves are the most teleported item I get from space ruins (even though there's a free double barrel shotgun, white ship circuit board, infinite hardsuits, and abandoned crates).

    3.) Anything important that should not be telescience accessible that is not procedural are on z level 2 (admin ship, abductor ship, golem ship default spawn). All procedural space ruins are on levels 7-whatever the max z level is, which again is not possible with the limited 1, 3, 4, 5, 6.

    4.) As far as "if your suit sensors are maxed you can get anyone," this is true unless the target is inside something with density, say a terror spider cocoon or being buckled to the ambulance. That or they're on a z level not listed above, therefore making it impossible to even use the teleporter.

    On 4/15/2019 at 6:01 AM, Tarhalindur said:

    That's not telescience, those are telepads.

    Those work by being "linked" to another telepad, if I am not mistaken.

    They're called quantum pads to be specific, and yes they can only be linked to eachother hence their harmless nature and the reason why I use them as a "public hub" rather than say an actual teleporter hub or a public telepad setup.

    On 4/15/2019 at 5:10 AM, MrMagolor said:

    Perhaps emagging the telesci console allows it to bypass those blockers (only the onstation ones), so that antags can craftily complete steal objectives, while still preventing powergamey Depot looting for even antags?

    There is a flag that can applied to an area that, when attempted to teleport to, will make the console bleep "ERROR! Target destination unreachable due to interference." This flag can be found in places like cent com, I believe the escape shuttle, the syndie depot, and probably more random places.

    ALL AREAS ON THE CYBERIAD ITSELF ARE NOT PROTECTED BY THIS FLAG.

    On 4/15/2019 at 4:28 AM, Kyet said:

    Problem is, if we're at the point of altering the map (adding jammers) specifically to counter telescience, perhaps you're right that we should just remove telescience instead.

    Yea the flag added to an area is the map altering bit that was specifically designed to prevent teleporting, so it kinda already exists....

     

    As for the topic of calculators nobody friggen does the math by hand. It's not a question of "they're out there, and some scumbags are using them to robust telescience" its just plainly a part of telescience as it is. The actual reason why this hinders a telescience user is not difficult math but the fact that you have to manually enter target coordinates, press calculate, then enter the bearing and elevation. This stops users from pulling moving targets, as has been a real pain in the ass when I'm trying to pull a dead body being dragged by a spider... Also, absolutley nothing can stop people from using calculators, literally nothing within the realm of possibility.

     

    Ok now for me bein mad

    Whoever thinks that telescience has no non-antag purposes is absolutly undeniaably unequivalally wrong. There is no debate, there is a 100% productive and legitamte use for telescience. Telescience paramedic.

    If anyone wants to argue with me I will literally join any round, fire open telescience with a one-way quantum pad leading to medbay next to the telepad (or have my own cloning setup next to the telescience setup) and count the number of bodies I save from otherwise permanent death. There is a good chance somebody who commented on this thread has been saved by me, or has used my quantum pad network, or has been unlucky enough to be a rogue AI.

    Spoiler

    dreamseeker_1yGoEDJovP.thumb.png.42b163f7e644ca0f5b4b0b52c2a13edb.png

    image.png.266e4ed95813a3b5ef7c13d8886a5ffa.png

     

    As for telescience being easy to setup, yea it's stupid easy to setup. As soon as you get 6 bluespace crystals your friggen done, literally 3 minutes to build and calibrate the offsets.

     

    As an antagonist I find telescience as an omega cheese, but only in certain circumstances. In order to properly use telescience to complete objectves, you have create stuff (eg bombs) to actually use it. This makes it slightely less robust, however still powerful. Personally after 500 hours of paradise I have never once been killed by telescience; however, I have used telescience to greentext myself as well as subvert rogue AIs.

     

    My suggestion to nerf telescience (speaking from massive amounts of experience) prevents two of the most powerful aspects of telescience that I personally abuse.

    1.) There is no area on the cyberiad thats protected with the no tele flag

    2.) You get 20 something teleports per calibration

    My suggestion: Make it so you have to re-calibrate for every teleport and add the flag to certain places like the armory and the AI sat.

     

    If anyone has any questions regarding telescience or science in general, I am walking encyclopedia.

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  7. 3 hours ago, MrMagolor said:

    As a cultist? That seems counter-productive.

    Oh no I wasn't thinking about cultist yea if I'm mebday cult I'll just pull people fresh out of the cryotubes onto a teleport rune.

  8. The fact that you can store custom user settings per person alludes to the fact that is it possible, so I'm going to go with a yes It's possible.

    I think two scenarios could arise with this

    1.) People would have more of an incentive to play the game as it gives them more of a chance to have the opprotunity of an extra fun antag round. This would increase playtime and get more people to play more rounds, therefore encouraging growth within the server.

    2.) If somebody recently get's antag, they know that their odds of becoming an antag are jack squat compared to those who haven't been chosen for multiple rounds in a row. Henceforth, they don't feel as if it is worth it to play the game, as the chance of becoming an antagonist motivates those who are on edge as to whether or not they feel like playing around of paradise.

    3.) Too big of a change, devs would never allow it.

  9. 2 hours ago, MrMagolor said:

    Just be a doctor/roboticist and use a locker, with the person inside having an anaesthetic tank.

    If I'm in that situation I usually just pop out their brain and morgue the body.

  10. damn now I can't robust as a cultist... I've used this method countless times to legitimately destroy entire departments, as you can literally drag silenced bodies in a wrapped locker in open hallways. It's handcuffs on steroids, no cooldown and nobody knows its a body.

  11. Okay of course never is a strong word but this method will seriously increase your chances of not being deconverted by security. In fact, I'm writing this guide as a result of me being a cultist just 30 minutes ago and walking out of security with a clean record still as a cultist. This is also good for terror spiders with venom.

    1.) Print a "chemical implant case" and "implanter" from the protolathe, or have a nice doctor or friend be ready for a dental implant.

    2.) Put 35u of charcoal and 15u of calomel in a beaker and click on the chemical implant case with the beaker until its empty. If your doing dental implants just put the 35 15 into a 50u pill and get it implanted. (I'll get the real numbers for 100u pills later).

    3.) Click on the case with the implanter and implant yourself along with all your cultist buddies.

    4.) When security starts forcing holy water down your throat, pop the implant and sit tight until they think your deconverted

    A quick way to get fat charcoal is 20u welding fuel + 20u carbon hydrogen + 10u water sodium chlorine + cheap lighter spam on the beaker.

    A quick way to get calomel is 50u mercury + 50u chlorine + cheap lighter spam on the beaker.

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  12. I had a round where my target was alive but completely MIA. I had no idea where they were, so I bought an advanced pin pointer. I needed their DNA sequence so the pin pointer could lock on, and the only way to get that was via a medical records console. I built one (as I am scientist) with no luck. I then thermited into the CMO's office and tried theirs, still no luck. I mentor helped and they said try emagging the console, still no luck cause lol you can't do that. I never found them and I lost a greentext.

    But sec records idk

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  13. Just now, AffectedArc07 said:

    Dont wanna burst your bubble but people can do this themselves and be able to:

    - Have it run in their timezone not yours
    - Not deal with copious amounts of latency
    - Change the code at their own will

    People get scared fast when they have to do anything on their own, trust me.

  14. 11 hours ago, SkeletalElite said:

    You underestimate the incompetence of malpractice bay. Removing cloners from round start would result in a VERY full morgue until the cloners are built.

    Not to mention lots of very unhappy dead people.

    It would be antag paradise too, since the chances of security actually being revived after you kill them would become very slim.

    I absolutely agree with you in the short term, and while it still is incentive to practice other revival methods it will still cause a lot more morgueing. In the long term, I imagine new doctors morgueing people, just like your predicting, but at the same time the coroner noticing a green light (yes ik they never see it)  and handing the body over to experienced doctors, who in turn either teach the new doctor how to revive (doubt) or the new doctor might notice what they're doing. It is sharp to remove cloning round start, and will ultimately lead to more harm than good with respect to bodies being dead for longer, but (not that I agree with all the crappy PRs) wouldn't that make death "more impactful?" Also, would like to point out antagging is hard enough for new or even experienced players. Not to mention making cloning pods are pre-materials for science, however I do understand RnD is usually even worse then malpractice bay.

  15. On 2/26/2019 at 9:45 PM, Jountax said:

     a project I once attempted and nearly completed on two separate occasions was basically this, but with two more steps.

    7.) Apply advanced mutagen from a black slime, then frost oil when they become a slime person.

    8.) Transplant slime core into new human body.

    You now have a fully organic human made wholecloth.

    Wow didn't know you could cancel the slime person virus before it transforms you into a regular slime. 

  16. Alright my god can I just add as a medical powerhouse and enthusiast myself, every single doctor I come across, either as patient or CMO, has absolutely no idea what in gods name they're doing and immediately and I mean immediately go for cloning regardless of how available a simple SR and quick surgery is. It absolutely disgusts me the extent at which bunk ass doctors either A. just walk away from a patient with damage they don't recognize B. only fix external damage and leave moving bones to simply move around in people's bodies, or C. clone their totally uninjured ass. I make it my personal goal to become so efficient that almost no patient can be healed faster by cloning, which after some serious powergaming can be done with borderline every single patient that comes in either dead or hardcrit. This kind of attitude is extremely scarce in the medical community, often removing ingenuity and practice out of the equation entirely with cryo tubes and the endless supply of that god damn cloning machine.

    As an RD, I can also give educated knowledge on the aspect of researchable cloning. For starters, it has been referenced before that RnD has been almost removed from the station entirely, with the new sleeper update (sleepers being the #1 thing to upgrade as RnD) giving RnD almost no reason to exist. When I run RnD as RD, I get er done nice and quick, upgrade sleepers, and print 2 IMSs and upgrade the rest when we get diamonds. That's not a lot, and basically after you do that your done (excluding all of the nonsense you can do like my friend and I's Lazarus project or telescience Blyatsky on top of the Captain). I would absolutely love having incentive to build cloners in medbay, as I only do so when there is a gargantuan crisis with bodies lining up and the classic "What's Strange Reagent?" reeking from malpractice bay's line of bodies.

     

    In short, making cloning researchable will both give doctors incentive to sharpen their skill and give RnD something else to do. This new outlook on doctor training might give new doctors something better to do then this. (Also I would like to add I do know how to code so if this form post gets enough feedback I will add this).
    qvx4gOveSs.gif

     

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