Guide to malfunction: Difference between revisions

1,339 bytes added ,  03:08, 20 October 2013
Enemy Update, plus game ending conditions
imported>Anonus
(5000 not 7500, noted that turret upgrade isn't great)
imported>Anonus
(Enemy Update, plus game ending conditions)
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==Enemies==
==Enemies==
Not all enemies are created equal. This is a quick reference for threat levels and priority targets.
Not all enemies are created equal. This is a quick reference for threat levels and priority targets.
===Space Ninjas====
In a malfunction game, a Space Ninja may appear. Space Ninjas can emit EMP pulses, have a massively robust weapon, can steal you from your core instantly, can drain your APC in seconds, cannot be targeted with turrets if they teleport in, can instantly recover from stuns, can heal themselves, can teleport-gib any living creature, including you, on a tile, and can largely ignore everything you can do.
If a Space Ninja appears, you are unlikely to survive, as none of your best weapons are effective against them, and they can kill you nearly at will. The only saving grace is that Space Ninjas will(hopefully) focus on the crew, as most of their objectives require it. Space Ninjas do require power, however, and shutting off the SMES will somewhat cripple their ability to recharge from APCs and wires.


====Aliens====
====Aliens====
In a malfunction game Aliens may appear. They're largely impervious to your best weapons, since they're immune to flashes, resistant to lasers, do not need air, and able to scramble around vents at will. If you are lucky, the aliens will focus on the crew. If you are not, they will simply vent crawl into your core to try to attack you. It's a crapshoot, and the best you can do is hope your laser turrets kill them before they kill you.
In a malfunction game Aliens may appear. They're somewhat impervious to your best weapons, since they're immune to flashes, do not need air, and able to scramble around vents at will. If you are lucky, the aliens will focus on the crew. If you are not, they will simply vent crawl into your core to try to attack you. It's a crapshoot, and the best you can do is hope your laser turrets kill them before they kill you.


In a normal traitor round where you are a traitor, or have been subverted by a traitor, you should direct an engineering cyborg or an engineer with an RCD to break into your inner chamber and weld the vents shut. Otherwise you will be one of the first targets of any competent alien hunter group.
In a normal traitor round where you are a traitor, or have been subverted by a traitor, you should direct an engineering cyborg or an engineer with an RCD to break into your inner chamber and weld the vents shut. Otherwise you will be one of the first targets of any competent alien hunter group.
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====Genetic Researchers====
====Genetic Researchers====
Of the regular crew, successful researchers are second only to a hacked cyborg in terms of the direct risk they pose to you, since a hulk is an incredibly dangerous opponent for an AI. If you disable or destroy their research tools they're about as dangerous as normal Doctors.
Of the regular crew, successful researchers are second only to a hacked cyborg in terms of the direct risk they pose to you, as Hulks can smash through walls and are immune to stuns. They can also see through walls via X-ray, and can become immune to space via Cold Resistance. Telekinesis allows them to flash cyborgs at range, and beat you or your borgs to death at range. If you disable or destroy their research tools they're about as dangerous as normal Doctors.
 
====Roboticists====
Roboticists are capable of removing your cyborgs' power cells and creating mechs capable of breaking into your core. Don't let this happen! Roboticists also have access to a circuit imprinter, and while they can't do research they can print anything that has been researched. Lock it down or destroy it to keep them from surprising you. If you're lucky, some roboticists may even end up building more cyborgs for you if they don't notice or don't understand that you've gone rogue.
 
===Atmospheric Techs, and Engineers====
Atmospheric Techs and Engineers both start with tools and hardsuits, and Engineers have insulated gloves. Atmospheric Techs can disable your ability to plasmaflood for good, and Engineers can make doorshocking largely useless via cutting the power or otherwise disabling SMES output. Their hardsuits make them immune to fire, space, and most atmospheric conditions, but without them they're just slightly better-equipped Assistants.


====Scientists and Engineers====
====Scientists====
Scientists have access to bomb making tools and circuit board printers, and engineers have access to tools and insulated gloves. Lock down toxins by any means possible, and make sure that the research console can't be used to print circuit boards. Task your borg(s) with killing the engineers if you choose to not release the singularity ( don't do this you have no control over where this thing will head and if your unlucky you will be it's victim. and if you are shunted with no solars wired you gonna die if you apc runs out of power.)
Scientists have access to bomb making tools, circuit board printers, and various other things via xenobiology. Lock down toxins by any means possible, and make sure that the research console can't be used to print circuit boards.


====Quartermaster and Cargo====
====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, and have access to an autolathe. Destroy the Quarter Master's console and he's just a slightly better equipped assistant.
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 Quarter Master's console and he's just a slightly better equipped assistant.


====Security and the Detective====
====Security and the Detective====
The detective's gun is capable of doing half-again as much damage as a fire extinguisher strike. 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.
The detective's gun is capable of doing slightly more damage than a fire extinguisher strike. 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.
 
====Roboticists====
Roboticists are capable of removing your cyborgs' power cells and creating mechs capable of breaking into your core. Don't let this happen! Roboticists also have access to a circuit imprinter, and while they can't do research they can print anything that has been researched. Lock it down or destroy it to keep them from surprising you. If you're lucky, some roboticists may even end up building more cyborgs for you if they don't notice or don't understand that you've gone rogue.


====The Chaplain====
====The Chaplain====
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====Mime and Clown====
====Mime and Clown====
The mime and clown are frequently played by veteran players, and are very dangerous because they are generally used to breaking into places to get whatever they want. They can put the same skills to use in cracking into your core.
The mime and clown are frequently played by veteran players, and are very dangerous because they are generally used to breaking into places to get whatever they want. They can put the same skills to use in cracking into your core. However, Clowns are clumsy, and cannot use guns against you or your borgs safely.


====Assistants, Janitors and Atmospherics Techs====
====Assistants, Bartenders, Janitors====
These all pose roughly the same amount of risk to you and your cyborgs. They're not negligible enemies, as they have access to tools through maintenance or actual guns, but are not very high priority compared to the others. Do not be intimidated by the shotgun, each attack with it will only do about as much damage as an attack with a fire extinguisher.
These all pose roughly the same amount of risk to you and your cyborgs. They're not negligible enemies, as they have access to tools, either via the Head of Personnel or via maintenance, but are not very high priority compared to the others. Do not be intimidated by the shotgun, each attack with it will only do about as much damage as an attack with a fire extinguisher.


====Bartenders, Lawyers, Cooks, Librarians, Botanists and Doctors====
====Lawyers, Cooks, Librarians, Botanists and Doctors====
Generally laughable unless they get access to better tools. Syringe guns and spray bottles of acid pose no risk to a borg, and in fact are a friendly fire hazard.
Generally laughable unless they get access to better tools. Syringe guns and spray bottles of acid pose no risk to a borg, and in fact are a friendly fire hazard.


==Game Ending Conditions==
==Game Ending Conditions==
* If the AI can survive until the round timer elapses, the AI wins.
* If the AI can survive until the round timer elapses, the AI wins.
* If the AI dies after the round timer elapses, the crew win, but have lost control of all systems.
* If the AI dies, the crew win.
* If the AI dies, the crew win.


[[Category:Guides]] [[Category:Game Modes]]
[[Category:Guides]] [[Category:Game Modes]]
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