User:AMyriad: Difference between revisions
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|premiumcost=(Varies) | |premiumcost=(Varies) | ||
| premiumitems = | | premiumitems = | ||
5x Hypospray ($50)<br> | 5x [[File:Hypospray.png]] Hypospray ($50)<br> | ||
10x Vial (Libital) ($25)<br> | 10x Vial (Libital) ($25)<br> | ||
10x Vial (Aiuri) ($25)<br> | 10x Vial (Aiuri) ($25)<br> | ||
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10x Vial (Epinephrine) ($25)<br> | 10x Vial (Epinephrine) ($25)<br> | ||
10x Vial (Sanguirite) ($50)<br> | 10x Vial (Sanguirite) ($50)<br> | ||
5x Basic hypospray vial kit ($100)<br> | 5x [[File:Hypo_basic.png]] Basic hypospray vial kit ($100)<br> | ||
5x Advanced hypospray vial | 5x [[File:Hypo_advanced.png]] Advanced hypospray vial kits ($200)<br> | ||
3x Brute hypospray vial | 3x [[File:Hypo_brute.png]] Brute hypospray vial kits ($100)<br> | ||
3x Burn hypospray vial | 3x [[File:Hypo_burn.png]] Burn hypospray vial kits ($100)<br> | ||
3x Toxin hypospray vial | 3x [[File:Hypo_toxin.png]] Toxin hypospray vial kits ($100)<br> | ||
3x Oxygen hypospray vial kits ($100) | 3x [[File:Hypo_oxygen.png]] Oxygen hypospray vial kits ($100) | ||
}} | }} | ||
Revision as of 10:55, 31 March 2024
KILL DAT FUKKEN BLOB
The Emergency Shuttle will not depart during blob mode. Nor will the blob spare you or your precious station from a horrible death. Destroy it before it destroys you.
Tools of the Trade
Most of your weapons are useless against blobs. The blob doesn't give a fuck about brute damage, nor is it able to be stunned. Generally speaking, what you will want is to do burn damage. (NOTE: This does NOT mean setting fire to everything!) Here are some tools at your disposal:
- Body Armor: The blob, in addition to expanding, can attack. Blobs do a variety of damage but are blocked by armor and bio protection, so riot armor or bio-suits, are helpful. Don't let yourself get surrounded!
- Welding tools: Cheap, readily available from YouTool machines (hack them for two more Upgraded Welding Tools) or the autolathe. Grab one and start burning away. Make a path towards a resource node and take it out. One guy with a welder isn't going to be able to breach the core, so don't try. It's a good idea to grab some Fuel Tanks to keep nearby so you can refuel quickly, but make sure your welder is OFF before refueling, and be sure the blob doesn't get close enough to absorb them. If science division is any good, they'll be passing out plasma cutters before long. They do the same damage as lit welders without any need to refuel and have the added bonus of not setting plasma on fire in the case that the blob or some chucklefuck pops open a plasma canister. Replace your welder with a cutter ASAP if science starts making them.
- Laser weaponry: HOLD UP THERE HOT SHOT THESE ARE IN LIMITED SUPPLY. Don't take more then three and don't take them if you don't have good armor or a space suit. Carrying the whole armory into maint just lets the blob kill you and bury them. Available in the Armory, in certain heads of staff's quarters and through R&D or Cargo. For the love of god consolidate gear.
- Emitters: Set them up as far away from the blob as you can while still striking the core. If the blob reaches them, they're gone. Three emitters side by side matched against the core is a one-sided match.
- IEDs: The modest explosion is enough to rip a bit of the blob apart without destroying the floor and ruining atmos for people. Throw them in when you see weakness in the blob's defenses to tear open an attack point.
Once again: DO NOT USE FLAMETHROWERS OR PLASMA FIRES (see below). They are useless and will only make the rest of the crew die and hate you.
Risky Measures
(Do not use these unless shit has really hit the fan, or else you might be banned. When in doubt, adminhelp to see whether the Cuban Pete inferno you are about to unleash is kosher.)
- Large Plasma Fires: Large fires will eat away at a blob but will also make the area uninhabitable for people without fire suits. It will also not destroy blobs protected by unweakened shield blobs, so you'll need men with fire suits and laser guns to finish the job. If atmos aren't ruined yet this will make the crew hate you.
- Bombs: Bombs can destroy any piece of the blob except for the core proper, if the round's been dragging on and atmos are ruined, it's not a terrible idea provided you have something to hit the blob with AFTER there's a gaping bomb hole in the ground.
Defcon 1
You've failed to contain the outbreak within the allotted timespan. Quarantine procedure 5-12 7-12 should be initiated immediately. The nuclear bomb code has been transmitted. Secure the disk and detonate the nuke in the Vault. The blob cannot be allowed to escape containment!
A Quick Note On Intent
As you know, your intent affects what you do when you run into people while moving. If you are on help intent, you walk through that person, and if you're on disarm intent, you'll push them out of the way or into the nearest object, like a wall, or a blob.
In other words: If you are fighting the blob, use help intent or else everybody will hate you. Unless you have the obtrusive quirk. Then they will hate you regardless. Obtrusive quirk got canned, thank you coderbus.
Oh Shit, Zombies!
Zombies are hardy bastards that will take people down faster than a school of space carp. Prevention is the best measure, if anyone goes down, pull him out and away from the blob before he either dies or the blob blocks him off. If a zombie's smacking at you, the natural reaction might be to try running away but don't do that, running around in a panic is the last thing you should do. Zombies, like many NPC mobs, have laser-guided auto-attacks and will relentlessly pursue and hit you until you're down, plus anyone trying to help you won't be able to get a single hit off the zombie if it's running around chasing you.
If you've got a welder in hand (Which you should if there's a blob.) and the zombie isn't armored, simply stand your ground and attack like mad with your lit welder. Even if you're unarmored, it will go down first unless you let it get a few free hits off before fighting back. If it's armored, though, you're fucked unless you have armor, a fire axe, or a buddy or two fighting alongside you.
Non-Action Crewmates
If you do not have access to the above weaponry, you should stay off the front lines unless you want to get killed and get in everyone's way. However! There are still things you can (and should) do!
Medbay
Blob mode is one of the few modes where Medbay is actually worth a damn. Here is what to do:
Medical Doctor: You are field medics. Put your HUD glasses on, grab a first-aid kit and heal people so they don't die. The worst thing in blob mode is someone with half the armory in their backpack dying and getting engulfed and/or zombified by the blob. Don't let this happen. You will want to bring brute patches/sutures and probably burn patches/mesh if people are inevitably getting caught in lasers or getting hurt by inevitable plasma fire. Don't waste them on someone with 10 damage to one limb; use triage like a real doctor, you drunken ERPing fuck. You can also drag people to cryo and dead people to cloning, but generally, you'll be more useful on the field. If you do because no one else is, loot their bag so you don't end up removing half the guns and space suits from the field like so much kebab.
Chemist: Mass produce medicine. During Blob, if the crew is competent, you will run out of medikits very quickly, and Cargo is better off ordering other things. What you'll need depends largely on what kind of blob you're dealing with (brute damage? tox?) and how competent the crew is (FRIENDLY FIRE OH GOD). You can either leave your pills/patches on the counter for people to grab or take them to the battlezone yourself depending on what people are doing.
Geneticist: Clone the people who inevitably die. Always have someone cloning. LOOT THEIR FUCKING BAGS FOR WELDERS AND GUNS if no one else did, to give back out to people who need them; if anyone whines about GENETICS TAKING MAH GUNS they don't deserve to be in the fight. Most of your powers are of limited utility -- Hulk is only good if the blob is in a hard-to-reach place, X-ray is useless (if you haven't found the blob by the time you get it, it's already ogre), cold resistance can be useful if some chucklefuck has exposed the blob area to space but otherwise useless, and TK is fun but impractical.
CMO: You are NOT a field medic, let your slaves do that. Basically, your job is what the CMO's job should be but never is: coordinate doctors, be a head of staff, make sure Medbay proper is doing its job, and for God's sake keep your cat away from the blob. Contribute your first-aid kit to the cause, and consider contributing your hypospray to someone you trust who can actually use it.
Virologist: Make healing viruses.
Cargo
Order emitters. Order fucking emitters. Don't assume the ones in Engineering Secure Storage will last, or even that anyone will remember to use them at all. Point seven emitters at a blob and it'll regret everything.
Order guns. Energy guns have their place and are nice, but the station already has plenty. Combat shotguns may be better if people are good with them and print as many shells as you can in advance. Why? If you print lethal shells between Industrial Welders, combat shotguns don't have the downtime of energy guns. A constant feed of lethal shells makes for the ability to print, shoot while printing, clear shell, take new shell, feed old shell in, repeat. It makes the metal cost pretty much fuckall and does big damage. Besides that, you should already have enough laser guns on the station that unless some dipfuck loses them to the blob, you have barely enough chargers to charge them all at once. Make sure R&D gets a shotgun crate, see Science for details.
Order some goddamn metal and glass. Don't rely on mining to get back at all or on time. However...
Get those miners a hand teleporter and EVA suits. Calibrate the teleporter to a beacon in R&D. You're going to mass-drive the miners to the asteroid because fuck the quarantine. Laser cannons don't grow on trees. They can give a heads-up when they're sending a crate for the RD to re-test-fire, so you don't lose mineral shipments. The primary importance is getting uranium and silver back, in which case if research and cargo is any good the round will end shortly. See Science for details.
SHIT TYRONE HACK THE FUCKING AUTOLATHES. You can make dozens of INDUSTRIAL WELDERS from a single sheet each of metal and glass. They're 70 metal, 60 glass, or something like that, with a single sheet of material providing 3750 of each. An Industrial Welder is the exact same size as a normal welder but holds 40 fuel and comes pre-fueled. They're so cheap to make that they're virtually disposable. In fact, R&D should bump up their materials research with the gold from the vault to make super matter bins, pico-manipulators, etc., so that you can lathe thing stupidly fast at the forward autolathe you fuckers better have made.
No seriously make a fucking extra autolathe near, but not up in the face of, the blob. It's easier to have an assistant constantly print new Industrial Welders than to refuel them and risk the blob popping a fuel tank.
Science
RnD: Trying to "BoH-bomb" the blob by putting a bag of holding into another bag of holding near it is usually not recommended. Instead of falling into the tear of reality, the blob core will teleport to a random location on the station, which might be useful if you can find the blob quickly, as it will have to remake its defenses. Blob will also drop an anomaly core on death.
Toxins: Don't make bombs, because the blob is highly resistant to bombs, being rather solid, and the crew is very much not resistant to bombs.
Roboticist: Once the medics empty their medkits onto belts, you can make at least 6 medibots. Cargo can order emergency crates with floorbots and 2 medibots which will be useful to heal injured crew. Cleanbots are useless here, don't waste the metal on that. Mechs aren't worth making. But if miners brought silver and the blob ate research, but not robotics? Make a durand, load it with a solaris and an energy relay and set it loose.
Xenobiologist: Slimes take way too long and are way too random to be useful in time, although if you get some metal slimes early it could be mildly helpful, it's better to just give your plasma to research.
Engineering
Engineer: Drag some emitters out of Engineering Secure Storage (if there aren't any, you can afford to take some from the SM Chamber) and set them out pointing towards the blob. They can do some serious damage to the blob in the long run. If the blob is exposed to space, you can work on the blob from the outside and pose as a real annoyance.
Atmospheric Technician: Grab a welder and fight the blob. Don't you fucking dare try to plasma flood that blob.
Security
Grab lasers from the armory, unwrench some rechargers, set them out near the blob, pew pew pew pew. Pretty damn self-explanatory what you should be doing.
Antagonists on Yogstation | |
Individual Antagonists | Traitor, Internal Affairs, Changeling, Vampire, Wizard |
Team Antagonists | Blood Brothers, Nuclear Operative, Blood Cult, Clockwork Cult, Gangster, Heretic, Darkspawn |
Mid-Round Antagonists | Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Obsessed, Eldritch Horror |
Rare Antagonists | Devil |
Game Modes on Yogstation | ||||||||||||
|
HypoMed
Wall-mounted Hypospray Equipment dispenser.
Refill canister:
HypoMed | |
Found at: Medbay | |
Sells ($25) | |
Hacked ($25) | |
Premium items (Varies) | |
5x Hypospray ($50) 10x Vial (Libital) ($25) |
Null Rod
The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct Nar'Sian and Ratvarian magic, and certain Wizard spells as well as heretic mansus. However, it usually can't stop a sword.
Weapon | Damage | Block Chance | Other Stats | Notes |
---|---|---|---|---|
18 brute 10 brute (thrown) |
None | -10 wound bonus | A rod of pure obsidian and gold lining. Your signature weapon against the supernatural, and the default option your holy armament will manifest as. Can fit in the belt slot. | |
18 burn Can't be thrown |
None | None | The burning power of your deity manifest | |
18 brute Can't be thrown |
None | Sharp | It cannot be put down. | |
18 brute Can't be thrown |
None | Sharp | It cannot be put down. | |
18 brute Can't be thrown |
None | Sharp -20 wound bonus 25 unprotected wound bonus |
It is sharp. It cannot be put down. | |
18 brute 10 brute (thrown) |
30% (but 0% against projectiles) | Sharp | They can only be worn on the back or on the belt. | |
18 brute 10 brute (thrown) |
It is sharp and can be worn on the back or the belt. Acts as a strong light source. | |||
18 brute 10 brute (thrown) |
Unlike normal energy swords, these cannot be retracted. They inherit the stats of the holy claymore (sharpness, only back/belt storage, and 30 block chance except against projectiles). | |||
18 brute (unfolded) 10 brute (thrown) |
Can be folded, reducing its size and concealing it when held. Fits in the belt slot. | |||
5 brute 10 brute (thrown) |
Grants the user a shield that blocks 2 shots every 20 seconds. | |||
18 brute 10 brute (thrown) |
They only fit on the back. They have 35 armor penetration. They are sharp. | |||
18 brute 10 brute (thrown) |
Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them. | |||
18 brain damage 10 brain damage (thrown) |
It has 35 armor penetration. | |||
18 brute 10 brute (thrown) |
It can only fit on the belt and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects). | |||
18 brute 10 brute (thrown) |
It is sharp and will be slipped on when on the ground. | |||
16 brute 10 brute (thrown) |
It can only fit on the belt. It deals double damage against vampires and has a four-tile range. | |||
0 brute 30 brute (thrown) |
It is a tiny item and can also be worn on the head. It is sharp. | |||
15 brute 10 brute (thrown) |
It is a tiny item. Attacking yourself will made wild space carp non-hostile. | |||
18 stamina 10 stamina (thrown) |
It is considered non-lethal and can only fit on the back. It has a block chance of 40, but 0 against projectiles. | |||
18 brute 10 brute (thrown) |
It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held. | |||
18 brute 10 brute (thrown) |
It is a normal item. | |||
16 brute 16 brute (thrown) |
It can fit in the belt. It has 35 armor penetration. It is sharp. | |||
7 brute 15 brute (thrown) |
Can be worn on the neck slot to provide a medical and diagnostic hud. | |||
0 brute 0 brute (thrown) |
It can fit in the belt and is small-sized, like the normal null rod. When used in hand, will target a cone in front of the user to deal tick damage to any mobs inside of it so long as you stand still. Standard mobs take about 5 burn and 15 stamina per second. Unholy creatures, or those otherwise tainted by unholiness, will take about 10 burn and 10 stamina per second. | |||
The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up. | ||||
An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches. | ||||
12 brute each Can't be thrown |
A belt holding a pair of blades. Alt-click to unsheathe them, drawing both swords at once. Attacking uses both swords at once, inflicting double the damage. Dropping or throwing them will automatically bring them back to the belt. |