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Useless Pro Tips


Threeinone

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5 hours ago, ReynTheLord said:

Putting a lit match in your pocket lights you on fire. Ingame and In real life

that's actually really neat, I've got to try this sometime.

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So it is xenos, sec already dead and they say you're all doomed? Overrun the enemy with no weapons other than your nifty viromancer skills  - and a bottle of space cleaner!

 

Engineer your biological weapon to contain Necrotizing Fasciis, VEA and a couple of your favourite boost symptoms. Make sure the delivery method is blood only.

Then take your virology cleaner bottle, empty it. Do enough culture bottles to fill the cleaner with the veapon virus. Take and wear the biosuit to avoid facehuggers and head to the battle.

There, just spray the blood on xenos to infect. Med HUD will show you when they got it. HUD nor the scanner won't tell you their actual health. Scanner can't tell if they were infected, too, but obviously you aren't scanning them.

Depending on the stats of your virus, at least with the necrotizing fasciis the xenos will die in couple of minutes. It takes more time compared to your test animals, but that will happen. Since xenos have no means to cure themselves of the virus, those who you are able to infect are doomed. The weakness of this strategy is of course the question whether you are able to flee the xenos while spraying them. Oddly enough, syringe gun loaded with a payload syringe won't deliver the infection so the spray seems to be the best way to do it. (Don't try to persuade the being to take your "healing virus" via injection).

Tested this locally so should be valid!

Some other facts on space biological warfare:

  • The space cleaner with blood will infect you if you hit the spray yourself. Blood on the floor is not contagious.
  • You could use other spray cans to fill them with your virus and hand them out to the crew, if the command dares and actually will believe your claims about fighting them biologically. However the other cans will only hit the tile you click in, as it is with other reagents too.
  • Too bad you can't infect abductors, spiders, terror spiders, shadowlings or devils, demons and such.
  • I did not test whether xenos will get infected via the other means, that is contact and airborne - in theory, if you had already released healing viruses to the crew that way preventing them to get infected, you could engage in even more total biological warfare by playing with the airborne delivery.
  • If the maximum amount of advanced viruses will again be more than one per mob, there could be even more possibilities to engineer the weapon virus.
  • Currently I think the fasciis will be sufficient as a payload symtom, as we might prefer the other symptoms to boost the overall stats, that way making fasciis, which is already bad, really deadly - speaking of virus against xenos.
  • Bio resistance counters to blood sprays, as well as the other delivery methods, so sadly you couldn't infect a nuke agent. I've had to try it before realizing that nukiesuits have 100 bio resistance.
Edited by Regular Joe
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As vampire, you are immune to having holy water splashed on you, or at least your face, if you're wearing a mask and/or a hardsuit. I'm not sure if the hardsuit is required, but the mask seems to work for that.

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When a strange plant is put into a fermenting barrel the alcohol potency is random each time. It can be anywhere from .1 to 1.5. There's a 1% chance it'll be 2. Even drinking straight Ethanol, Suicider, or Pan Galactics only have an boozepower of 1. If a sip tells you the alcohol is suicidally strong its over 1.2. Sadly its hard to mass produce as every plant added will be random. You have to work one plant at a time and taste every batch. You'll get hammered faster than any clients.

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Have a virus cured by ethanol but dont want to spend the next 10 minutes stumbling around drunk? Grab charcoal along with the ethanol, and preferably someone with a medhud.
Take the ethanol, and once the medhud says you're cured, take the charcoal.
The charcoal will instantly turn the ethanol in your body into Antihol, which will purge any excess ethanol and cure drunkenness.

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Although having cursed gear is usually disadvantageous, If you're a powergaming sack of shite, Cluwne equipment actually grants you some types of clothes which Cannot be removed, such as a mask or an outfit. This however does run a few risks, and does not justify getting cluwned, as getting cluwned means you dun fucked up, and abusing this strategy may GET you cluwned, but, Having a certain piece of gear on you which is specifically stuck on you might not be the worst thing when dealing with certain antags or bad situations. Hell it can keep you with an identifier.

 

On another note, If youre not a powergaming sack of shit and have an ounce of common sense, NEVER wear clothes from a cluwne or floorcluwne victim. The items are cursed and CANNOT be removed. This gives major disadvantages in actually doing your job, and essentially locks off whatever equipment slot you wore cluwne gear in, Making some jobs undoable. Statistic Disadvantages are not all known, but there are known disadvantages such as : Being humiliated, Having your coworkers laugh at you, Being potentially stuck with clown shoe noises for the rest of the round, Not being able to use magboots, being unable to use any gloves other than the clown's, Admins being confused when someone talks about their coworkers having cluwne gear and think you're tripping balls, when you never meant a full cluwne set, Medbay beoming Cluwnebay, and so on.  One round i was one of the few people in medical who DIDNT have cluwne gear on. It was a fucking mess.

However, The fact that the CMO had the shoes may have made it all worth it.

 

Oh, right, as an antagonist, if you really want to Be a complete asshole Ruin someone's round and make it hard to operate, if you can find cluwne gear, put it on them. If they manage to get out and about, they might be lynched, and they're stuck with that gear on them unless it gets surgically removed. 

 

Note, Although these strategies may be brought up by me, these are NOT admin aproved, and you should probably ahelp before using these strategies. I take no legal or moral responsibility for what happens to you through admin intervention if you use tips involving practical use of cluwne gear.

Next from my protips, which may ACTUALLY be useful, and aren't from a professional, Holoparasites, and their special little tricks.

Edited by ReynTheLord
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You can hack radios, including attaching signalers. So you can make some interesting things, like voice activated sbr for when someone gank you in maint and takes off your radio. 

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Here's a few tips regarding some of the traitor items you can acquire from the uplink:

Agent ID

  • The AI won't be able to remotely track you while you are wearing it, they'll need to follow you around manually with the camera view.
  • Your infraction level with beepsky will be lowered while it's worn, meaning he wont go after you if you're wanted or carrying a gun without a permit.

Camera Bug

  • Clicking on a camera while this is in your hand will bug it. This will give you the option to disable the camera on the bug's main menu (works like emp'ing the camera, so people will notice it's been tampered with).

Access Tuner

  • You can use this while looking through a camera, allowing you to hack doors from across the station. This includes the camera spying feature in the camera bug.

F.R.A.M.E Cartridge

  • Any new uplinks generated with this are fully usable once loaded with telecrystals, with each one getting a new set of discounts generated for it as well. 

Smuggler's Satchel

  • The satchel will fit inside regular backpacks, but will hold normal sized items inside (excluding another satchel for obvious reasons). You can use it to increase your effective backpack space if you want.

Uplink Implant

  • As with the F.R.A.M.E, this counts as an entirely new uplink and will have its own discounts. Injecting more than one uplink implant will add another 10 telecrystals to it per use.

Energy Dagger

  • Throwing this at someone will deal nearly twice as much damage as a melee attack with the added bonus of always embedding itself into a target. This will make the dagger non-retrievable however.

Emag

  • Emagging a regular hypospray will let you fill it with any chemical you want, removes the chat message saying what you injected and will make the hypo work through hardsuits. It will still make a noise and can only inject 5u at a time but does let it function as a makeshift sleepy pen when combined with strong toxins (namely traitor poison bottle chems).
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On 2/25/2019 at 9:36 AM, Threeinone said:

not sure if this is still a thing, but back in MY day, you could throw dead borgs into airlocks to open them up. This was major for xenos, since the only way to get through an airlock before then was melt it.

I do not believe this is a thing anymore, as pushing a borg into an airlock no long has the same effect as pushing a PERSON into an airlock. Disappointing, I know ;-;

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If you can't escape the confusion state (e.g. due to a white spider bite), you can make your way where you want to go by using a table. If RNGJesus sends you the wrong way just climb back the table to try again. Once you move in the right direction, rebuild the table under yourself.

Edited by Lars
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You can interact with just about anything with Telekinetics actually.

If you open a cabinet with paper in it telekinetically, a random paper will fly out across the room.

You can take extinguishers out of fire-cabinets, use botany trays, etc. It's pretty similar to AI object usage actually (it uses the same code block to initialize with in_use!)

Edited by Triiodine
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Orrr...instead of building a table and things, just have a bodybag around with you, place it and drag to the tile you want to go and drag yourself on it can be pretty fast actually

Also if you want to get to the other department you need a friend and some plastic flaps, basically you lay down and some person drags you under the flaps. You stand up and drag your friend with you, boom two of you are in there.

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1 hour ago, Triiodine said:

Cut the safety wire on EVA closets, stuff a body in, run the decontamination cycle. Congratulations, you just dusted a body.

Safety is what lets you stuff a body in, you have to cut another to make the decontamination cycle incinerating. And after doing that, the closet breaks, making it obvious that someone burnt something.

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  • 2 months later...

You can suicide with the box of hugs in the veterinary ghost role spawn. It gives you a funny message and crunches you to death.

You can use shark teeth in place of scalpel for surgeries. They are actually glass shards that do half damage. You can weld them into glass or use them in a pneumatic cannon.

 

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  • 7 months later...

Attaching a signaler with reciver on to an airlock wire(like bolt) then attaching a voice changer to another signaler set to the same frequency lets you make cool voice activated door bolts. You can also set the recording to an emote like snap.

though i dont know how useful this is, it’s definitely cool to just cut the power to an airlock with the snap of your fingers.

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Dionae can feed off two basic lights sources(3x3) when used together. (e.g. lit welding tool and PDA flashlight)

The clown's multicolored crayon is essentially infinite food.

Wizards have a "staff of animation" purchase, that works similar to the living vending machines event. Employ on welding and fuel tanks for maximum hilarity.

Ascended shadowlings can be killed by a nuke, and incapacitated by a loose singularity, but not a loose tesla.

A sorium explosion will break holds and drags, even when handcuffed. Viable for cheeky get-away attempts when Security finds you via voice-activation.

Shadowpeople and shadowlings can survive prolonged exposure to light, given they are in a locker or cardboard box.

Labcoats, and some jackets have their own storage slots, that most officers won't check in a pat-down.

You can scan a mouse with a chameleon projector for maximum immersion.

Shielded hardsuits and archmage armour deflects all thrown items. You can easily disable their capabilities with nothing more than the contents of your emergency kit.

Special shotgun rounds craftable in the crafting menu are useful. Meteorshot rounds will blow an airlock off its hinges, and the ion scatter shot is potent against swarmers and borgcursions.

Though generally frowned upon, you can hide from the law and anyone else who may be pursuing you on the Arrivals Shuttle, especially in the small front room.

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Did you know you can boobytrap crates?

 

I believe all you need to do is hit a closed crate with cable coil and an electropack. It's like touching a shocked grille or door.

 

Hit a booze bottle full of ants with a welder until superhot for a horrid ghetto weapon. Just slam it over someone's head.

 

Niti taught me both of these tips.

 

You can use mousetraps as an assembly component in large grenades for landmines. Remember to prime them. Put a primed one in a backpack and they'll be set off when someone tries to open the backpack. 

 

Take away unruly prisoners' shoes, if they end up bolting out of the brig they'll run slower than your officers and be prone to getting glass shards in their feet.

 

IIRC CHANGELING husks don't have blood. If you're trying to figure out the difference between someone who's just been horribly, horribly BURNT vs lingified, and can't figure it out from circumstance, try taking a blood sample.

 

oh yeah, my absolute favorite, most useless tip of all time: fill a cup of cup ramen with 10 units of water to make slightly more nutritious and warm cup ramen!!!!!

Edited by NTSAM
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  • 6 months later...

Tip 1 Botany in perma can be annoying since you have only one bucket to do watering and the biomass processor

luckily, the ice cup on the perma vendor can replace the bucket for watering.

TIP 2  : You can cult Ian. He doesn't really help. But he has a nice sprite.

Edited by Lalchi
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  • 2 weeks later...

If you die with poisoned Berry Banned in your system it'll play the Bwoink sound effect. Good luck killing anyone with Berry Banned though, its one of the weaker poisons out there.

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You can light matches and cigs with telekinesis, You can also stand in front of the bridge and get Your ID in hand then click a machine ID slot and then take it out: congratulations, Your ID teleported to a location inaccessible by You and now You have to bother command to bring it back for You.

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  • 4 weeks later...

If you're an assistant and you have some internal damage, ask the bartender for some hooch or keep some in a container to drink!

It'll heal 1 point of internal damage per tick!

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