Guide to Awesome Miscellaneous Stuff: Difference between revisions

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These are the "little things you learned that can be game changing" collected from the threads on the forum which can found [http://www.ss13.eu/oldtgforum/tgstation/Little%20things%20you%20learned%20that%20can%20be%20game%20changing.html here] and [http://ss13.eu/phpbb/viewtopic.php?f=3&t=30 here].
These are the "little things you learned that can be game changing" collected from the threads on the forum which can found [http://www.ss13.eu/oldtgforum/tgstation/Little%20things%20you%20learned%20that%20can%20be%20game%20changing.html here] (from the old forum) and [http://ss13.eu/phpbb/viewtopic.php?f=3&t=30 here].


The the old archived thread has been looked through onwards from about the start of year 2013 so these things SHOULD be up to date. If some of them are not, feel free to remove them.
The the old archived thread has been looked through onwards from about the start of year 2013 so these things SHOULD be up to date. If some of them are not, feel free to remove them.
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=[[File:Generic_captain.png]] Captain=
=[[File:Generic_captain.png]] Command/Captain=
* As Captain, you should ALWAYS have the pinpointer on you. That's the item you use to locate the Nuclear Disk, the guarding of which is your entire job.
* As Captain, you should ALWAYS have the pinpointer on you. That's the item you use to locate the Nuclear Disk, the guarding of which is your entire job.


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=[[File:Generic_hop.png]] Head of Personnel=
===[[File:Generic_hop.png]] Head of Personnel===
* Lisa is into necrophilia. She can make puppies even if Ian is dead.
* Lisa is into necrophilia. She can make puppies even if Ian is dead.


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* Holding a null rod making you unable to be converted to the cult. Found that out after I prepared the cold room for the bartenders conversion in ministation. No way of telling they have the rod as well.
* Holding a null rod making you unable to be converted to the cult. Found that out after I prepared the cold room for the bartenders conversion in ministation. No way of telling they have the rod as well.


* If you enter 'Homosexuality' as your chaplin religion, your bible will turn into GUYS GONE WILD! Other religions which give specific books and the stupid ones also give 100 brain damage: christianity,satanism, cthulu, islam, scientology, chaos, imperium, toolboxia, homosexuality, lol, wtf, gay, penis, ass, poo, badmin, shitmin, deadmin, cock, cocks.
* If you enter 'Homosexuality' as your chaplain religion, your bible will turn into GUYS GONE WILD! Other religions which give specific books and the stupid ones also give 100 brain damage: christianity,satanism, cthulu, islam, scientology, chaos, imperium, toolboxia, homosexuality, lol, wtf, gay, penis, ass, poo, badmin, shitmin, deadmin, cock, cocks.


* You can light stuff with burnt out matches, candles atleast.
* You can light stuff with burnt out matches, candles atleast.
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=[[File:Hud-target.png]] Robusting=
=[[File:Generic_security.png]] Security/Security Officer=
* Punching people in the mouth has a random chance of stunning and/or KO. It's the same for punching to the head, though mouth might have a slightly higher weaken chance.
 
* Kill a ling, drag a weldertank onto it, and then welder/shoot the tank with a laser. This gibs the ling.
 
* Bomb suits function as ghetto riot gear
 
* Disarm intent is very, very, very good. If you don't have a stun weapon, or they do, disarm them quickly, steal it, and use it against them. This is really easy against officers who just have a baton, or really anyone with that status.
 
 
=[[File:Generic_security.png]] Security=
* Police batons stun borgs.
* Police batons stun borgs.


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=[[File:Doctor.png]] Medical=
=[[File:Doctor.png]] Medbay/Medical Doctor=
* If you implant a guy with a flashlight, he can still use it as a flashlight, and even toggle it.
* If you implant a guy with a flashlight, he can still use it as a flashlight, and even toggle it.


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====[[File:Generic_virologist.png]] Virology/Virologist====
===[[File:Generic_virologist.png]] Virology/Virologist===
* Virology can turn you into just as much as a superhuman as Genetics.
* Virology can turn you into just as much as a superhuman as Genetics.


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=[[File:Cult.png]] Cult=
=[[File:Clown.png]] Antagonist/Traitor=
* Emaging a borg to give it a Law 0 has a chance of failure.
 
* Emag any janiborg you can for their infinite lube reserves.
 
* Security cameras see as far as you do (7 tiles). This means that if you can't see a regular camera, it can't see you. Xray cameras see through walls. You can differentiate them from normal cameras by the name, and the curved protrusion on the side.
 
* Having a bomb in your backpack and setting it off while in a sleeper, will blow up all the shut and the sleeper, but leaving you perfectly unharmed.
 
* If you inject a good power cell with plasma, it'll explode and create a hole in space when it is used for anything.
 
* Janiborgs are very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to brig you the AI Upload board and a module of your choice from the upload chamber, etc.
 
* When you take something from your bag, or put something in it, it creates a message that everyone around you gets. How far this message goes depends on the size of your item. Here's a cheat sheet:
**If the item can't be placed into a box, then when you put it in your bag it'll show to everyone that can see you.
**If the item can be placed into a box, then when you put it in your bag it'll only show to people who are directly next to you.
**This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don't show any message at all.
 
* Scanning IDs with an agent card produces no special message for spectators, so you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP's line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a ghetto captains ID with a few low level ID's you just find laying around
 
* You can hide things in the back of a toilet by removing the cap with a crowbar.
 
* If you grab someone and use them on a open toilet, you give them a swirly that drowns them. If it is closed, it slams the affected person into the toilet seat.
 
* The chameleon projector is the best item to get as a traitor, it will easily allow you to hide in plain sight and you can use it to dodge shots, just run with it in your and spam it to have bolts go over you. The default item, it turns into, is probably the best (cigarette bud) but if you know an item that is one pixel wide, and camouflages into the ground, then you are basically untouchable. (Unable to find one yet)
**A hilariously effective use of the cham projector is something slippery, like the clown's PDA or a banana peel. Saw one in medbay once and everyone just walked around it until I decided to get rid of the workplace hazard and WILD CLOWN MATERIALIZES.
**You can't drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.
**Floorbots won't try to collect people disguised as floor tiles or metal
**While pretending to be an item you can move out of closets without opening them. This is useful if you've accidentally been locked in a closet while guised
**Pretending to be an item in space gives you perfect movement, but you'll still die of exposure if you're not prepared
**If you ghost your catatonic body will remain cloaked
**You can cloak as things in the holodeck and use them elsewhere on the station, no one ever suspects the beachball.
**You can wrench apart a table or rack and rebuild it under you and disguise for a more convincing ploy.
**Item cloaked people are immune to the mass driver
**Hiding as an item in a doorway will let the door close harmlessly on you, giving total concealment.
**Buy an uplink implant, if you get brigged buy a projector and inspire the wild goose chase of the century as you hide there. If sec is being meta shitlords they'll probably assume there's a cult about due to the lack of evidence of any escape route besides a straight up teleport.
 
* Glass shards can be “prepared” to be 15 damage pocket-fitting weapons:
**Glass shards can be force 15 if you prepare them.
**Throw them against the wall. Each time you do it, there is a 20% chance the force will change to 15. Otherwize it will change to 4
**Test it on yourself with a health analyzer until you notice yourself taking 15 damage.
**Melee damage on the shard will not change if you don’t throw it.
 
* No-Slip syndie shoes are the most cost effective thing you can possibly buy, and probably the most powerful thing you can purchase.
 
* The CE Rigsuit, HoS armor, Captain's Armor, and Bomb Suits can stop someone being gibbed by C4. If you're going to para c4 someone (YOU DICK) wearing these, strip em, or if might not finish the job.
 
* The entirety of Disposals can easily be routed into space in certain maint areas, really makes rev quite useful when you need only stun and drag sec/a head to a disposal bin to instantly kill them.
 
* Putting a tracking beacon in space makes the hand teleporter a instantly lethal weapon in-stead of a convenience.
 
* Disposals can be routed to go into the captain's office.
 
* A banana peel slip is long enough to quickchoke someone.... not as devastating as it once was, but they'll be down for the count unless someone assists them.
 
* Targeting the eyes with a flashlight and attacking someone with it will cause their screen to flash white for a moment... This works on cyborgs as well, and can be used to blind and seriously inconvencience them if you don't have access to a flash and have someone to assist you in beating them to death.
 
* Lockers do not protect from space and atmosphere. So stun locker weld space is a valid strategy.
 
* The entirety of Disposals can easily be routed into space in certain maint areas, really makes rev quite useful when you need only stun and drag sec/a head to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them
 
* When security is chasing you, occassionally do a 180° and sprint back past them. If theyre space lagging enough, they wont see you run by. This is especially effective if your being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Also, unless they are right on your ass, close doors you go through and open doors you dont. People will chase open doors if they lose a visual on you. Also, tasers cant go through doors and you cant open a door during its closing animation, which can give you another extra second to duck into a maintence tunnel.
 
* There's an ID console near arrivals. If you get all-acess when you really shouldn't, you should use this to make extra ID's to stash somewhere for when Sec inevitably takes your original ID.
 
* Shoving a corpse into a locker or body bag or buckling to a chair/roller bed then dragging that object about leaves no blood trail.
 
* With an emag and a chameleon projector, you can go anywhere on the station, fulfill any objective (murder objectives become easy if you break into the armory, after all), and evade capture forever. And if you play your cards right, the crew will think you have a goddamn hand tele.
 
* Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.
 
* You can absorb with only a passive grab. So you can absorb people handcuffed to chairs.
 
* Diamond drills can break through r-walls though, in record time. It's great.
 
* Already named your agent ID? Out of points? Your voice changer is still useful! Make that guy you murdered blame somebody else! Make him say he's committing suicide! If you have access to an ID modification console and/or spare IDs, it's EVEN MORE FUN. HoP traitor (or equivalent) with a voice changer can impersonate anyone he wants, including entirely new people, from the comfort of his own office or his escape pod.
 
* You should hide off cameras when impersonating someone with a normal ID, as the AI can track you.
 
* You can always turn that Box of Spare IDs into a Box of Fake IDs, find a nice place in maint....
 
* I don't know if it's been said already, but agent IDs make you untrackable by the AI and you can click an ID with one to steal its access.
 
* If you ever need a place to hide something make a false wall to the ballons secret spot and put the stuff into that area to get later when the heat has died down. All you need to worry about is some-body wantong a ballon and finds a tonne of weapons or something else instead. For extra points use the secret spot right by sec for the irony if they ever find out. ADDED: You can also use the little construction area next to security if you don't mind a little damage. Few people check there unless there happens to be a powersink/hidden comms console.
 
* NOBODY expects freedom implants.
 
* Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID (I can do it with all-access) to open lockers that aren't already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.
 
* How to quickly and easily disable tcomms permanently (99% of the time) as a traitor, at the cost of four telecrystals: That maintenance door there is the Incinerator door. Equip internals while you wait for it to go off. This will destroy the telecomms APC, which will depower comms. Nobody will be able to use headsets. With your internals on obviously, slap a block of C4 on the hub in the middle of the room. If you didn't get tased and then lasered and dragged out onto a solar by an engineer who's packing, you will be able to enjoy your disabled comms and everyone walking around with constantly broadcasting station bounced radios in their pockets. ADDED: Destroying the hub does stop communication through headsets on the station.
 
* How to get to the Captain’s Quarters through disposals: There is a disposals tunnel outside the mining dock. Just weld and then wrench the sorting pipe, then right-click it once it's free and click flip. With a bit of luck, it'll be facing the opposite way. Wrench and weld it. Any disposal "upstream" from that pipe will now take objects and people to the HoP's office. I like to break into the construction area above tcomms, because it has a disposal in-between the pipe you need to flip to get into the captain's office and the previous one we flipped. To get into the Captain's office, you need to crowbar the floor here below the teleporter, then weld, wrench and flip the pipe. When the arrow is pointing right, wrench and weld the pipe and lay the floor tile back over it. Any disposal "upstream" from there will take you to the captain's office. The rest will take you to the HoP's. The only question is, if there's no ID and no hand tele, how do you get out before security gets there?
 
* Emagging a coms console with captain access allows you to contact the syndicate. Use this to demand new objectives, which they will often give you more telecrystals to help you do this
 
* Eswords disable bolts on doors.
 
* You can't get out of package wrapped lockers. I don't even know if you can resist out of them.
 
* Spaced bodies can husk, but it's pretty slow. Burned bodies husk much better.
 
* You can be free people from perma without using space. ADDED: If you go through brig maint, get through the window and grill near where they keep Sec's atmospheric canisters. Walk up near evi-dence, cut down the evidence Rwall, Go over to the wall that is behind the table in perma, make it into a hidden wall. Wrench the table and Tada! Sneak in and out of perma while only having to worry about the AI!
 
* The AI cannot examine anything except things it can see in its chamber.
 
* You can strip someone's pockets without a message appearing, if they don't move during it, otherwise they'll get a message that says their pockets are being touched. The item will still drop on the floor so you'll have to be quick about picking it up.
 
* Instead of putting ignited lighter near your plasma tank bomb so it ignites the plasma ,you can wield your plasma tank bomb with wielding tool so you would not need to make such a complicated scheme.
 
* Grilles break in four clicks with your bare hands. I.e., it's a LOT faster to kick down grilles than smack them down with a crowbar or fire extinguisher. Relatedly, single r-windows break after about four throws of a body. It's less handy now that you have to grab a guy twice to throw him, but if you're ever stuck, fire-extinguisherless, and have a buddy, it's probably the fastest way through.
 
* You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do shit. The only issue is getting close enough. Also, if you intend to give someone a combat mech (not yourself) stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech. Then laugh at them and smash their face in real good.
 
* PDA holds a pen by default. Remove it and stow your parapen there if you take it. No one carries pens in their bag.
 
* Are you a traitorous sort lucky enough to have HoP-level access? Don't want security on your dick? CLOSE THE FUKKEN POSITIONS. An understaffed security team is a shit security team. Note that you can only open or close one position per 5 minutes per console. That's why you use multiple consoles.
 
* Latex gloves don't stop you from leaving your fingerprints everywhere. They leave partial prints.
 
* Strapping a man to a chair while throwing floor tiles at him, is a surprisingly quick death on his part.
 
* If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.
 
* The suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.
 
* Borgs are always stunned by flashes, but the amount of time they're stunned varies.
 
* Grenades can be activated from backpack with mousetraps.
 
* Space Suit Dispensers can hold any type of space suit, even hardsuits. You can hide hardsuits in them and nobody will ever think of checking there. Well, unless the power goes out and the SSU forcibly ejects its contents, of course.
 
* The nuke blocks projectiles.
 
* You can move contraband posters by using wirecutters on them. It'll remove them from the wall and you'll get the rolled up poster back.
 
* Black gloves are fireproof. That means you can take whatever lights you want without getting burned.
 
* Pulse rifles can actually break tables, racks, girders, and pretty much anything, provided you aim at it with your mouse. Except airlocks.
 
* You can accomplish most non-murder objectives by asking nicely.
 
 
===[[File:Hud-target.png]] Being Robust===
* Punching people in the mouth has a random chance of stunning and/or KO. It's the same for punching to the head, though mouth might have a slightly higher weaken chance.
 
* In melee fight, always aim for the groin for maximum chance of stunning, if opponent has captain's armor/ce's suit/rigsuit, aim for the mouth.
 
* Kill a ling, drag a weldertank onto it, and then welder/shoot the tank with a laser. This gibs the ling.
 
* Bomb suits function as ghetto riot gear
 
* Disarm intent is very, very, very good. If you don't have a stun weapon, or they do, disarm them quickly, steal it, and use it against them. This is really easy against officers who just have a baton, or really anyone with that status.
 
 
===[[File:Cult.png]] Cult===
* You can stack Blood Drain runes infinitely, but stacking more than two is a death sentence to yourself due to the debuff that is applied to you afterward, but instantly sending someone into crit with one click is fairly hilarious.
* You can stack Blood Drain runes infinitely, but stacking more than two is a death sentence to yourself due to the debuff that is applied to you afterward, but instantly sending someone into crit with one click is fairly hilarious.


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=[[File:Generic_wizard.png]] Wizard=
===[[File:Generic_wizard.png]] Wizard===
* While knocked down, you can still change your "facing" direction by clicking on a tile or at-tempting to move. This means you can aim fireball while knocked down.
* While knocked down, you can still change your "facing" direction by clicking on a tile or at-tempting to move. This means you can aim fireball while knocked down.


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=[[File:Alien.png]] Xenomorph=
===[[File:Alien.png]] Xenomorph===
* Xenos can grab and throw Cyborgs. They can even throw dead cyborgs into doors to open them.
* Xenos can grab and throw Cyborgs. They can even throw dead cyborgs into doors to open them.




===[[File:Welder.png]] Against Xenomorphs===
====[[File:Welder.png]] Against Xenomorphs====
Xenomorphs have "eye protection" but they don't have "eye protection", meaning you can't stab them in the eyes with a screwdriver, but you CAN use an eyedropper on them as a hypospray, meaning you can inject stun chems into them to stun-hand them just like they stun-hand you. There's three chemicals right now of value to use on xenomorphs, Beepsky Smash, Neurotoxin, and Chloral. Beepsky smash and Chloral requires the chem dispensor, but Neurotoxin does not. Neurotoxin is also an INSTANT stun. All it takes is sleep toxin and a pan galactic gargle blaster, which can both be gotten from vending machines. Of the many types of cyborg, only one borg has access to vending machines. This borg also has access to a reagent container (Shaker) and an eye dropper. The Service borg is the ONLY CYBORG CAPABLE OF STUNNING ALIUMS AND BEATING THEM TO DEATH, aside from engieborgs cheating with welderbombs.
Xenomorphs have "eye protection" but they don't have "eye protection", meaning you can't stab them in the eyes with a screwdriver, but you CAN use an eyedropper on them as a hypospray, meaning you can inject stun chems into them to stun-hand them just like they stun-hand you. There's three chemicals right now of value to use on xenomorphs, Beepsky Smash, Neurotoxin, and Chloral. Beepsky smash and Chloral requires the chem dispensor, but Neurotoxin does not. Neurotoxin is also an INSTANT stun. All it takes is sleep toxin and a pan galactic gargle blaster, which can both be gotten from vending machines. Of the many types of cyborg, only one borg has access to vending machines. This borg also has access to a reagent container (Shaker) and an eye dropper. The Service borg is the ONLY CYBORG CAPABLE OF STUNNING ALIUMS AND BEATING THEM TO DEATH, aside from engieborgs cheating with welderbombs.


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=[[File:Changeling.gif]] Changeling=
===[[File:Changeling.gif]] Changeling===
* The changeling's paralysis sting does not do anything to hulks, xenos, or slimes. However, the changeling's death sting still knocks them all out.
* The changeling's paralysis sting does not do anything to hulks, xenos, or slimes. However, the changeling's death sting still knocks them all out.


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=[[File:Generic_nukesyndie.png]] Nuke Ops=
===[[File:Generic_nukesyndie.png]] Nuke Ops===
* Saying *deathgasp will gib you if you're a nuke ops, so if you're stunned, and they're trying to strip you, be a pal and *deathgasp, that way the rest of your team (Who isn't awful) doesn't have to deal with the enemy having your shit. The explosion automatically gibs you and creates a small explosion where your body was. The gibbing deletes all items in your inventory.
* Saying *deathgasp will gib you if you're a nuke ops, so if you're stunned, and they're trying to strip you, be a pal and *deathgasp, that way the rest of your team (Who isn't awful) doesn't have to deal with the enemy having your shit. The explosion automatically gibs you and creates a small explosion where your body was. The gibbing deletes all items in your inventory.


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* If the nuclear device is armed, you can examine the pinpointer and it will tell you how long before it explodes.
* If the nuclear device is armed, you can examine the pinpointer and it will tell you how long before it explodes.
=[[File:Clown.png]] Traitor=
* Emaging a borg to give it a Law 0 has a chance of failure.
* Emag any janiborg you can for their infinite lube reserves.
* Security cameras see as far as you do (7 tiles). This means that if you can't see a regular camera, it can't see you. Xray cameras see through walls. You can differentiate them from normal cameras by the name, and the curved protrusion on the side.
* Having a bomb in your backpack and setting it off while in a sleeper, will blow up all the shut and the sleeper, but leaving you perfectly unharmed.
* If you inject a good power cell with plasma, it'll explode and create a hole in space when it is used for anything.
* Janiborgs are very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to brig you the AI Upload board and a module of your choice from the upload chamber, etc.
* When you take something from your bag, or put something in it, it creates a message that everyone around you gets. How far this message goes depends on the size of your item. Here's a cheat sheet:
**If the item can't be placed into a box, then when you put it in your bag it'll show to everyone that can see you.
**If the item can be placed into a box, then when you put it in your bag it'll only show to people who are directly next to you.
**This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don't show any message at all.
* Scanning IDs with an agent card produces no special message for spectators, so you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP's line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a ghetto captains ID with a few low level ID's you just find laying around
* You can hide things in the back of a toilet by removing the cap with a crowbar.
* If you grab someone and use them on a open toilet, you give them a swirly that drowns them. If it is closed, it slams the affected person into the toilet seat.
* The chameleon projector is the best item to get as a traitor, it will easily allow you to hide in plain sight and you can use it to dodge shots, just run with it in your and spam it to have bolts go over you. The default item, it turns into, is probably the best (cigarette bud) but if you know an item that is one pixel wide, and camouflages into the ground, then you are basically untouchable. (Unable to find one yet)
**A hilariously effective use of the cham projector is something slippery, like the clown's PDA or a banana peel. Saw one in medbay once and everyone just walked around it until I decided to get rid of the workplace hazard and WILD CLOWN MATERIALIZES.
**You can't drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.
**Floorbots won't try to collect people disguised as floor tiles or metal
**While pretending to be an item you can move out of closets without opening them. This is useful if you've accidentally been locked in a closet while guised
**Pretending to be an item in space gives you perfect movement, but you'll still die of exposure if you're not prepared
**If you ghost your catatonic body will remain cloaked
**You can cloak as things in the holodeck and use them elsewhere on the station, no one ever suspects the beachball.
**You can wrench apart a table or rack and rebuild it under you and disguise for a more convincing ploy.
**Item cloaked people are immune to the mass driver
**Hiding as an item in a doorway will let the door close harmlessly on you, giving total concealment.
**Buy an uplink implant, if you get brigged buy a projector and inspire the wild goose chase of the century as you hide there. If sec is being meta shitlords they'll probably assume there's a cult about due to the lack of evidence of any escape route besides a straight up teleport.
* Glass shards can be “prepared” to be 15 damage pocket-fitting weapons:
**Glass shards can be force 15 if you prepare them.
**Throw them against the wall. Each time you do it, there is a 20% chance the force will change to 15. Otherwize it will change to 4
**Test it on yourself with a health analyzer until you notice yourself taking 15 damage.
**Melee damage on the shard will not change if you don’t throw it.
* No-Slip syndie shoes are the most cost effective thing you can possibly buy, and probably the most powerful thing you can purchase.
* The CE Rigsuit, HoS armor, Captain's Armor, and Bomb Suits can stop someone being gibbed by C4. If you're going to para c4 someone (YOU DICK) wearing these, strip em, or if might not finish the job.
* The entirety of Disposals can easily be routed into space in certain maint areas, really makes rev quite useful when you need only stun and drag sec/a head to a disposal bin to instantly kill them.
* Putting a tracking beacon in space makes the hand teleporter a instantly lethal weapon in-stead of a convenience.
* Disposals can be routed to go into the captain's office.
* A banana peel slip is long enough to quickchoke someone.... not as devastating as it once was, but they'll be down for the count unless someone assists them.
* Targeting the eyes with a flashlight and attacking someone with it will cause their screen to flash white for a moment... This works on cyborgs as well, and can be used to blind and seriously inconvencience them if you don't have access to a flash and have someone to assist you in beating them to death.
* Lockers do not protect from space and atmosphere. So stun locker weld space is a valid strategy.
* The entirety of Disposals can easily be routed into space in certain maint areas, really makes rev quite useful when you need only stun and drag sec/a head to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them
* When security is chasing you, occassionally do a 180° and sprint back past them. If theyre space lagging enough, they wont see you run by. This is especially effective if your being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Also, unless they are right on your ass, close doors you go through and open doors you dont. People will chase open doors if they lose a visual on you. Also, tasers cant go through doors and you cant open a door during its closing animation, which can give you another extra second to duck into a maintence tunnel.
* There's an ID console near arrivals. If you get all-acess when you really shouldn't, you should use this to make extra ID's to stash somewhere for when Sec inevitably takes your original ID.
* Shoving a corpse into a locker or body bag or buckling to a chair/roller bed then dragging that object about leaves no blood trail.
* With an emag and a chameleon projector, you can go anywhere on the station, fulfill any objective (murder objectives become easy if you break into the armory, after all), and evade capture forever. And if you play your cards right, the crew will think you have a goddamn hand tele.
* Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.
* You can absorb with only a passive grab. So you can absorb people handcuffed to chairs.
* Diamond drills can break through r-walls though, in record time. It's great.
* Already named your agent ID? Out of points? Your voice changer is still useful! Make that guy you murdered blame somebody else! Make him say he's committing suicide! If you have access to an ID modification console and/or spare IDs, it's EVEN MORE FUN. HoP traitor (or equivalent) with a voice changer can impersonate anyone he wants, including entirely new people, from the comfort of his own office or his escape pod.
* You should hide off cameras when impersonating someone with a normal ID, as the AI can track you.
* You can always turn that Box of Spare IDs into a Box of Fake IDs, find a nice place in maint....
* I don't know if it's been said already, but agent IDs make you untrackable by the AI and you can click an ID with one to steal its access.
* If you ever need a place to hide something make a false wall to the ballons secret spot and put the stuff into that area to get later when the heat has died down. All you need to worry about is some-body wantong a ballon and finds a tonne of weapons or something else instead. For extra points use the secret spot right by sec for the irony if they ever find out. ADDED: You can also use the little construction area next to security if you don't mind a little damage. Few people check there unless there happens to be a powersink/hidden comms console.
* NOBODY expects freedom implants.
* Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID (I can do it with all-access) to open lockers that aren't already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.
* How to quickly and easily disable tcomms permanently (99% of the time) as a traitor, at the cost of four telecrystals: That maintenance door there is the Incinerator door. Equip internals while you wait for it to go off. This will destroy the telecomms APC, which will depower comms. Nobody will be able to use headsets. With your internals on obviously, slap a block of C4 on the hub in the middle of the room. If you didn't get tased and then lasered and dragged out onto a solar by an engineer who's packing, you will be able to enjoy your disabled comms and everyone walking around with constantly broadcasting station bounced radios in their pockets. ADDED: Destroying the hub does stop communication through headsets on the station.
* How to get to the Captain’s Quarters through disposals: There is a disposals tunnel outside the mining dock. Just weld and then wrench the sorting pipe, then right-click it once it's free and click flip. With a bit of luck, it'll be facing the opposite way. Wrench and weld it. Any disposal "upstream" from that pipe will now take objects and people to the HoP's office. I like to break into the construction area above tcomms, because it has a disposal in-between the pipe you need to flip to get into the captain's office and the previous one we flipped. To get into the Captain's office, you need to crowbar the floor here below the teleporter, then weld, wrench and flip the pipe. When the arrow is pointing right, wrench and weld the pipe and lay the floor tile back over it. Any disposal "upstream" from there will take you to the captain's office. The rest will take you to the HoP's. The only question is, if there's no ID and no hand tele, how do you get out before security gets there?
* Emagging a coms console with captain access allows you to contact the syndicate. Use this to demand new objectives, which they will often give you more telecrystals to help you do this
* Eswords disable bolts on doors.
* You can't get out of package wrapped lockers. I don't even know if you can resist out of them.
* Spaced bodies can husk, but it's pretty slow. Burned bodies husk much better.
* You can be free people from perma without using space. ADDED: If you go through brig maint, get through the window and grill near where they keep Sec's atmospheric canisters. Walk up near evi-dence, cut down the evidence Rwall, Go over to the wall that is behind the table in perma, make it into a hidden wall. Wrench the table and Tada! Sneak in and out of perma while only having to worry about the AI!
* The AI cannot examine anything except things it can see in its chamber.
* You can strip someone's pockets without a message appearing, if they don't move during it, otherwise they'll get a message that says their pockets are being touched. The item will still drop on the floor so you'll have to be quick about picking it up.
* Instead of putting ignited lighter near your plasma tank bomb so it ignites the plasma ,you can wield your plasma tank bomb with wielding tool so you would not need to make such a complicated scheme.
* Grilles break in four clicks with your bare hands. I.e., it's a LOT faster to kick down grilles than smack them down with a crowbar or fire extinguisher. Relatedly, single r-windows break after about four throws of a body. It's less handy now that you have to grab a guy twice to throw him, but if you're ever stuck, fire-extinguisherless, and have a buddy, it's probably the fastest way through.
* You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do shit. The only issue is getting close enough. Also, if you intend to give someone a combat mech (not yourself) stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech. Then laugh at them and smash their face in real good.
* PDA holds a pen by default. Remove it and stow your parapen there if you take it. No one carries pens in their bag.
* Are you a traitorous sort lucky enough to have HoP-level access? Don't want security on your dick? CLOSE THE FUKKEN POSITIONS. An understaffed security team is a shit security team. Note that you can only open or close one position per 5 minutes per console. That's why you use multiple consoles.
* Latex gloves don't stop you from leaving your fingerprints everywhere. They leave partial prints.
* Strapping a man to a chair while throwing floor tiles at him, is a surprisingly quick death on his part.
* If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.
* The suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.
* Borgs are always stunned by flashes, but the amount of time they're stunned varies.
* Grenades can be activated from backpack with mousetraps.
* Space Suit Dispensers can hold any type of space suit, even hardsuits. You can hide hardsuits in them and nobody will ever think of checking there. Well, unless the power goes out and the SSU forcibly ejects its contents, of course.
* The nuke blocks projectiles.
* You can move contraband posters by using wirecutters on them. It'll remove them from the wall and you'll get the rolled up poster back.
* Black gloves are fireproof. That means you can take whatever lights you want without getting burned.
* Pulse rifles can actually break tables, racks, girders, and pretty much anything, provided you aim at it with your mouse. Except airlocks.
* You can accomplish most non-murder objectives by asking nicely.




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