Detective: Difference between revisions

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|img = Detective.png
|img = Detective.png
|jobtitle = Detective
|jobtitle = Detective
|titles=Investigator, Forensic Analyst, Investigative Cadet, Private Eye, Inspector
|titles=Forensic Analyst, Private Eye
|access = [[Brig]], [[Detective's Office]], [[Morgue]], [[Maintenance]], Weapon Permit
|access = [[Brig]], [[Detective's Office]], [[Morgue]], [[Maintenance]], Weapon Permit
|additional = [[Security]]
|additional = [[Security]]
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Disguising as another job is a little-used technique that the Detective is capable of performing over other officers. There are two methods of going about this.
Disguising as another job is a little-used technique that the Detective is capable of performing over other officers. There are two methods of going about this.


The first is just a simple clothes change, but you keep your Detective ID on. This technically identifies you as a member of Security, which grants you all the same rights and privileges you enjoyed before; your clothes don't affect those. However, most people fail to examine others, and, without a SEChud to see your role, they may just assume that you are the job that you're dressed as. This can work under the same premises described in the Stake Out, but you also have whatever uniform you're wearing working for (or against) you. For example, if you're dressed as a Paramedic, people might just let you into places if they're injured, expecting you to heal them. But without the authority of the Security outfit, some people will be harder to nudge to do what you want them to. If you want to, you could also ask the [[Head of Personnel]] for assistance in granting you additional access to finish the disguise.
The first is just a simple clothes change, but you keep your Detective ID on. This technically identifies you as a member of Security, and you'll have the same access that your normal ID permits. However, most people fail to examine others, and, without a SEChud to see your role, they may just assume that you are the job that you're dressed as. This can work under the same premises described in the Stake Out, but you also have whatever uniform you're wearing working for (or against) you. For example, if you're dressed as a Paramedic, people might just let you into places if they're injured, expecting you to heal them. But without the authority of the Security outfit, some people will be harder to nudge to do what you want them to. If you want to, you could also ask the [[Head of Personnel]] for assistance in granting you additional access to finish the disguise.


The second is a changing of your ID or the title of your ID, as well as a potential repainting of your PDA, so you fully and wholly look like another job. This is much the same, but you '''lose all protective privileges of being an officer'''. To essentially translate, if someone assaults you, you cannot make the reveal that you're an officer and arrest them for Assault of an Officer. If another security officer arrests you, that's a confusion that's valid, especially if they weren't aware you went undercover. This allows you to blend in far better as you observe the goings of the station, especially in whichever department you've integrated into. One example of this tactic's usefulness could be if you catch Cargo ordering contraband or weaponry without them realizing that there's been a mole among their ranks the entire time. Calling in your fellow officers to bust your fellow "colleagues" before the weapons even arrive is an open-and-shut raid.
The second is a changing of your ID or the title of your ID, as well as a potential repainting of your PDA, so you fully and wholly look like another job. This allows you to blend in far better as you observe the goings of the station, especially in whichever department you've integrated into. One example of this tactic's usefulness could be if you catch Cargo ordering contraband or weaponry without them realizing that there's been a mole among their ranks the entire time. Calling in your fellow officers to bust your fellow "colleagues" before the weapons even arrive is an open-and-shut raid. That being said, you might be losing some security access or even the authority you had previously. At that level, you're effectively a demoted detective that goes and whimpers to Security.
 
Regardless of which option you take, '''disguising as any non-security job means you forfeit any and all privileges of acting as a member of security'''. This means if you are assaulted, you cannot arrest someone for Arrest of an Officer if you have purposefully hidden your true role from them, even if you have a security ID still on. Furthermore, other officers who may not be aware of your tomfoolery may arrest you for possession of restricted items or weaponry if you carry certain gear after having your ID switched. This confusion will likely be resolved, but this represents wasted time of at least two officers as well as potentially putting you both in a highly vulnerable situation that a suspect may be able to exploit. Whatever you do, remember your loyalty lies with your team; seek to best explain the situation as quickly and as clearly as possible, rather than attempting to flee or resist arrest.


Note that the effectiveness of this strategy is strongly dependent on how early in the shift you don your disguise and how many people recognize you as a Detective before doing so. If someone realizes you were a Detective earlier, they could assume you were simply demoted or you switched jobs, or they might see through your veil and render the disguise meaningless, if not harmful.
Note that the effectiveness of this strategy is strongly dependent on how early in the shift you don your disguise and how many people recognize you as a Detective before doing so. If someone realizes you were a Detective earlier, they could assume you were simply demoted or you switched jobs, or they might see through your veil and render the disguise meaningless, if not harmful.
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Your revolver begins the round located in a Shoulder Holster which is located in your locker. The holster is a three-slot belt item that can carry revolvers and speed loaders. SHIFT+E will pull out the item in the right-most slot, so putting your gun in it can help for a quickdraw.
Your revolver begins the round located in a Shoulder Holster which is located in your locker. The holster is a three-slot belt item that can carry revolvers and speed loaders. SHIFT+E will pull out the item in the right-most slot, so putting your gun in it can help for a quickdraw.


Each vanilla shot of .38 does 15 brute damage and 35 stamina damage. It is very easy to spam-fire and can be reloaded quickly using the speed loaders, but take care not to hit unintended targets. The revolver does not need to be empty to use a speed loader; it will fill as much of the revolver's capacity as it can, including empty casings that haven't been ejected. In addition, speed loaders can be used on each other to transfer bullets. You can print additional .38 speed loaders at the protolathes located in the [[Security Office]] and in the [[Armory]]. Autolathes can also print them, and they have the added benefit of being able to recycle them (an Autolathe can easily be found in the [[Cargo Office]]). An empty speed loader can be recycled for the full cost of a filled one. Note that, unlike disablers, the .38 is a ballistic weapon, meaning its projectiles can't go through glass and will be blocked by shields.
The .38 revolver is very easy to spam-fire and can be reloaded quickly using the speed loaders, but take care not to hit unintended targets. In addition, it doesn't need to be empty to use a speed loader; it will fill as much of the revolver's capacity as it can, including empty casings that haven't been ejected. Finally, speed loaders can be used on each other to transfer bullets.  


As the revolver is considered lethal, it will upset any silicons under prevent-harm lawsets should you use it. And while the disabler is one of the most powerful weapons on the station, the .38 has some advantages over it:
Additional speed loaders can be printed at an autolathe or the Security protolathe. As it fires rubber rounds, it won't do much damage, but it can slow someone down for you to be able to run away. You can print lethal .38 speed loaders at the protolathe located in the the [[Armory]]. '''You don't have access to it normally''', so you have to ask the [[Warden]] for more speed loaders if you need them. Autolathes can also print the speed loaders. if hacked.
 
Note that, unlike disablers, the .38 is a ballistic weapon, meaning its projectiles can't go through glass, will be blocked by shields, and resolves against bullet armor instead of energy armor.
 
As the revolver is considered lethal, it will upset any silicons under prevent-harm lawsets should you use it. While the disabler is one of the most powerful weapons on the station, the .38 has some advantages over it:
*It can be quickly reloaded in the field.
*It can be quickly reloaded in the field.
*It has the capacity to damage simplemobs and cyborgs.
*It has the capacity to damage simplemobs and cyborgs, even if it doesn't do much damage.
*It can cause bleeding, which, if not tended to, can incapacitate, kill, or otherwise inconvenience a suspect.
*If you have lethal .38 loaded, it can cause bleeding which a suspect must attend to.
*It often sounds scarier than it is.
That being said, the most important part about the .38 is its '''negative armor penetration'''. Its performance will suffer massively when exposed to protective gear, meaning it is unideal for engaging with greater threats unless you are forced into a situation where you must defend yourself.
*It has access to a variety of alternative ammo types that grant it more lethal abilities.
The following are the four alternative ammo types for the .38 Revolver:
*[[File:Ammo_38gut.png]]'''.38 Gutterpunch:''' Does 15 brute damage, make carbon targets feel sick which cause them to vomit. Printed at the Armory protolathe.
*[[File:Ammo_38hot.png]]'''.38 Hot Shot:''' Does 15 brute damage, ignites carbon targets. Printed at the Armory protolathe.
*[[File:Ammo_38ice.png]]'''.38 Iceblox''': Does 15 brute damage, freezes carbon targets. Printed at the Armory protolathe.
*[[File:357.png]]'''.357:''' Does 60 brute damage, has a chance to misfire. Individual bullets printed at a hacked autolathe. Must modify the revolver to use .357 (see next section).
Gutterpunch is used to quickly incapacitate targets as the vomiting stun them. Hot Shot, on the other hand, WILL kill people, as it does a competitive amount of brute damage, while also setting any targets on fire immediately. Combined with the spam-y nature of the revolver, any target of Hot Shot is likely to die and husk from burn, unless they have robust fire resistance or immunity. Iceblox is much the same, but it significantly slows people down, rather than set them alight. Note that cold damage is equally capable of husking, as it deals burn damage, too.


The [[Supply crates#Security|Ammo Crate]] under the Security section in the Cargo Supply Crate list contains one Gutterpunch, one Hot Shot, and one Iceblox speed loader.
If you ALT+CLICK on the revolver, you can change its skin. If its skin has already been changed, it spins the revolver's cylinder instead (which will randomize the order of bullets). You can use a pen to rename it or give it a description as well.
 
If you ALT+CLICK on the revolver, you can change its skin. If its skin has already been changed, it spins the revolver's cylinder instead (which WILL randomize the order of bullets). You can use a pen to rename it or give it a description as well.
====The Forbidden Revolver====
====The Forbidden Revolver====
'''Converting your revolver to .357 for no reason can be ruled as powergaming. A good rule of thumb is to only do so with authorization and if a station threat requires lethals. When in doubt, ask an administrator.'''
'''Converting your revolver to .357 for no reason can be ruled as powergaming. A good rule of thumb is to only do so with authorization and if a station threat requires lethals. When in doubt, ask an administrator.'''


By emptying your revolver of bullets and using a screwdriver on it, you reinforce its barrel, converting the caliber to .357. There are three main things to note about this decision:
By emptying your revolver of bullets and using a screwdriver on it, you reinforce its barrel, converting the caliber to .357. There are two main things to note about this decision:
#The revolver cannot be loaded with any .38 bullet, only .357 rounds, which deal 60 brute and can be printed at a hacked autolathe. The individual bullets must be loaded separately and cannot be held in a Shoulder Holster.
#The revolver cannot be loaded with any .38 bullet, only .357 rounds, which deal 40 brute (while bypassing some armor) and can be printed at a hacked autolathe. The individual bullets must be loaded separately and cannot be held in a Shoulder Holster.
#The revolver's rate of fire decreases slightly.
#The revolver's rate of fire is significantly reduced.
#Each pull of the trigger has a chance to misfire the weapon, causing it to explode in your hand, dealing moderate brute damage and forcing you to drop the weapon. The round will not be used. The fewer live rounds present in the revolver, the higher the chance of misfire. Specifically, the chance of misfire is equal to '''0.7 - 0.1x''', where '''x''' is the number of live rounds in the revolver.
While this does increase the lethality of the revolver, it becomes much more difficult to obtain, store, and load ammunition. The decrease in fire rate ultimately means you do less damage against an unarmored target. However, .357 partially penetrates protective equipment, so it's ideal to make the switch if you're combating suspects with high-grade armor, such as Nuclear Operatives or Heretics.
While this does significantly increase the lethality of the revolver, it becomes much more difficult to obtain, store, and load ammunition. In addition, the misfire represents a randomness that can and will get you killed. If you're dealing with a threat that demands .357, and you misfire, the chances of you walking away alive drop dramatically. You can alleviate the dropping by obtaining an Anti-Drop implant from Medical or [[Robotics Lab|Robotics]] once the appropriate research has been completed, but you will still deal the brute to yourself, and the shot will not go off.


If, for some reason, you obtain a speed loader meant for the Syndicate .357 revolver, you can use it on a modified .38 revolver, despite the speed loader holding 7 bullets and the Detective's revolver holding 6. This can help to alleviate the problems of bulky ammunition and slow reloading times.
If, for some reason, you obtain a speed loader meant for the Syndicate .357 revolver, you can use it on a modified .38 revolver, despite the speed loader holding 7 bullets and the Detective's revolver holding 6. This can help to alleviate the problems of bulky ammunition and slow reloading times.
====The Syndicate Special====
As mentioned at the end of the Forbidden Revolver, the .357 speed loaders are compatible with a modified .38 revolver. While you cannot buy the Syndicate .357 Revolver as a [[Traitor]], you can still buy the speed loaders for 4 TC each. As a result, stealing the revolver can prove to be a gambler's strategy. The .357 speed loaders fit in the Shoulder Holster and can be used to continuously top off the revolver to minimize the misfire chance.
60 brute is nothing to laugh at, even when considering the armor that Security wears. Obtaining it does require breaking into the Detective's Office, stealing their locker, and breaking it open, or subduing the Detective to pry it from them unwillingly. However, the Detective's Office with no Detective on-board should have their sunglasses, as well as a Security radio headset and pepper spray in the locker: all useful things if you're one of the Syndicate's finest. And if you have to take the Detective out of action, you get your hands on a Bowman headset instead, Security access from their ID, their wooden baton, and whatever else they might have on them. While traditional officers might be more fruitful targets if you're taking the risk of assaulting an officer, the Detective has fewer options to defend themself, as well as fewer tools to instantly win a fight, or to win one safely. A lethal ranged option keeps you away from stun batons, flashbangs, flashes, bolas, buckshot: anything Security might pull out to immediately stop you in your tracks.
===The Forensic Scanner===
===The Forensic Scanner===
The Forensic Scanner begins the round in your backpack, and there is an extra located in your locker. It's good practice to take the extra and set it in the Security Office, in case other officers need it and you go missing. More can be printed at the Security protolathe once the appropriate research has been completed. In addition, said research also allows for the printing of Advanced Forensic Scanners, which offer more information, such as the location of the scan, as well as scanning quicker.
The Forensic Scanner begins the round in your backpack, and there is an extra located in your locker. It's good practice to take the extra and set it in the Security Office, in case other officers need it and you go missing. More can be printed at the Security protolathe once the appropriate research has been completed. In addition, said research also allows for the printing of Advanced Forensic Scanners, which offer more information, such as the location of the scan, as well as scanning quicker.
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