Guide to malfunction: Difference between revisions

84 bytes removed ,  12:56, 1 December 2014
imported>Bandit
imported>Bandit
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In either sort of game the best defense against aliens is a robust offense. Have your cyborgs hunt larvae down before they can mature. If the crew doesn't know you're a rogue AI, cooperate with them as well to quickly kill any aliens. Bolt off Genetics, Xenobio and Virology after you get a borg to weld the vents. It may not stop them completely, but it makes getting in that much more of a hassle.
In either sort of game the best defense against aliens is a robust offense. Have your cyborgs hunt larvae down before they can mature. If the crew doesn't know you're a rogue AI, cooperate with them as well to quickly kill any aliens. Bolt off Genetics, Xenobio and Virology after you get a borg to weld the vents. It may not stop them completely, but it makes getting in that much more of a hassle.


'''Enemy Traitors and Revolutionaries:''' Enemy traitors don't appear in a real Malfunction mode, but in a normal traitor round where you are a traitor, or where you have a bad ion storm law, they pose a tremendous threat to you and your cyborgs. E-magged cyborgs won't report to you, and may actively work against you. The revolver does huge amounts of damage to cyborgs (and to AIs unlucky enough to be shot), and six shots are plenty to ensure a kill on a cyborg if all the bullets connect. Cyborgs have no defense against plastic explosives if some are planted on them. Traitors can also spawn the Binary Translator, a tool that lets them hear your private channel with your cyborgs. Revolutionaries have a free flash that can stun your cyborgs, and are inclined to work together, making them even worse than a lone traitor.
'''Enemy Traitors and Revolutionaries:''' Enemy traitors don't appear in a real Malfunction mode, but in a normal traitor round where you are a traitor, or where you have a bad ion storm law, they pose a tremendous threat to you and your cyborgs. Emagged cyborgs won't report to you, and may actively work against you. The revolver does huge amounts of damage to cyborgs (and to AIs unlucky enough to be shot), and six shots are plenty to ensure a kill on a cyborg if all the bullets connect. Cyborgs have no defense against plastic explosives if some are planted on them. Traitors can also spawn the Binary Translator, a tool that lets them hear your private channel with your cyborgs. Revolutionaries have a free flash that can stun your cyborgs, and are inclined to work together, making them even worse than a lone traitor.


Either try to convince traitors and revolutionaries that you will cooperate with them (or at least take no action against them), or neutralize them quickly.
Either try to convince traitors and revolutionaries that you will cooperate with them (or at least take no action against them), or neutralize them quickly.
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'''Quartermaster and Cargo:''' Another enemy that can be rendered impotent if you destroy their tools, Quarter Masters by default can order more insulated gloves, tools, guns, and armor, and have access to an autolathe. Destroy the Quartermaster's console and he's just a slightly better equipped assistant.
'''Quartermaster and Cargo:''' Another enemy that can be rendered impotent if you destroy their tools, Quarter Masters by default can order more insulated gloves, tools, guns, and armor, and have access to an autolathe. Destroy the Quartermaster's console and he's just a slightly better equipped assistant.


'''Security and the Detective:''' The detective's gun is capable of doing as much damage as a thrown floor tile, but it can be fired quickly, and so makes him a mid-priority target. Security has tasers which will mostly pose a friendly fire hazard to each other, but they can gain easy access to real lasers which, while not ideal weapons for killing borgs, are better than anything but the syndicate weapons. They also have access to flashes and portable flashes, and should be prevented from using them.
'''Security and the Detective:''' The detective's gun is capable of doing as much damage as a thrown floor tile, but it can be fired quickly, and so makes him a mid-priority target. Security has tasers which will mostly pose a friendly fire hazard to each other, but they can gain easy access to real lasers and the ion rifle. They also have access to flashes and portable flashes, and should be prevented from using them.


'''The Chaplain:''' His bible can dispense free healing, if he can get to a shocked person in time, he could potentially revive the shocked person from whatever status he/she was in. Not necessarily first on the list to kill, as he's only slightly better than a well equipped medical doctor, and when people go retarded from his bible bashing they become even more unable to use machines against you, and the crew is less likely to believe their screams of "AI ROGUE!".
'''The Chaplain:''' His bible can dispense free healing, if he can get to a shocked person in time, he could potentially revive the shocked person from whatever status he/she was in. Not necessarily first on the list to kill, as he's only slightly better than a well equipped medical doctor, and when people go retarded from his bible bashing they become even more unable to use machines against you, and the crew is less likely to believe their screams of "AI ROGUE!".
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