Guide to Awesome Miscellaneous Stuff: Difference between revisions

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Moved more tips out. Now only the interface tips, robust tips and other tips remain.
imported>Kingofkosmos
(Moved more tips outta here!)
imported>Kosmos
m (Moved more tips out. Now only the interface tips, robust tips and other tips remain.)
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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] (old OLD Forum), [http://ss13.eu/phpbb/viewtopic.php?f=3&t=30 here] (old forum) and [http://tgstation13.org/phpBB/viewtopic.php?f=2&t=55 here].
=[[File:Hud-inventory.png]] Gameplay/Interface Tips=
If some info is not up to date, or is duplicated, feel free to remove them. Everyone is free to add their awesome stuff!
 
 
=[[File:Hud-inventory.png]] Gameplay/Interface=
* You can use period or a # instead of colon for non general chat. No more accidents!
* You can use period or a # instead of colon for non general chat. No more accidents!
* You can click on the 'Chat' button at the bottom of the Dreamseeker window, and never have to type 'Say' again.
* You can click on the 'Chat' button at the bottom of the Dreamseeker window, and never have to type 'Say' again.
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=[[File:Hud-target.gif]] Robustness Tips=
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
=[[File:Clown.png]] Antagonist/Traitor=
* Emagging a borg to give it a Law 0 has a chance of failure.
* Emag any Janiborg you can for their infinite lube reserves.
* Apparently you can force the AI to call the shuttle by throwing an EMP grenade near it's core; it has a 15% chance to do so though.
* Store dead bodies on the Toxins Test Site. Nobody will ever find them.
* 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. X-ray 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.
* Lightswitches can be used to sabotage a room if you inject plasma into the lightbulbs. Also works if there is a power outage.
* Also an emagged Medibot will flat out murder anyone who stands still. Good combo with emagged Beepsky.
* Janiborgs are very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to bring 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.
* Fake Mustaches conceal your identity as well as a gas mask or helmet.
* An agent card, which can be used to make you untrackable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: 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. Otherwise 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.
* You can change the timer on C4 to be extremely high, it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the ba-jesus out of someone by planting them with irremovable C4 that will probably never detonate or hang a live explosive on your wall for a stylish conversation piece.
* 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.
* Putting a tracking beacon in space makes the hand teleporter a instantly lethal weapon instead 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 inconvenience 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.
* When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re 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 don’t. People will chase open doors if they lose a visual on you. Also, tasers can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.
* There's an ID console near arrivals. If you get all-access 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, 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....
* If you ever need a place to hide something make a false wall to the balloons 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 wanting a balloon and finds a ton 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.
* You can delete your fingerprints from the security records.
* 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: from in front of the Incinerator door, go 4 tiles south and slap a block of C4 to your right. 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 second 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 comms 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 evidence, cut down the evidence R-wall, 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.
* Can uncuff while in a disposal unit.
* 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 store 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.
* Suit Storage Units 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.
* Do U-turns when running away. It can confuse a lot of people. Works even better if areas are dark. Run towards engineering after opening one of the airlocks in the above intersection. It makes people go the wrong way.
* EMP can silence headsets.
* You can dip a cig in anything. Dip a cigar in plasma, the person who lights it will be gibbed (normal cigs won't do as much damage).
* Reverse pickpocketing doesn't produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it's actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants.
* You can make an improvised explosive (IED) with basic materials. What you'll need:
**Soft drink bottle (I'll use Space Cola), Igniter, a Welding fuel tank, and a cable coil.
**Igniter ---> Space Cola ---> improvised explosive assembly --> click on a welding fuel tank --> cables ---> improvised explosive assembly (filled)
**Should be all set. Oh, and it can gib dead people, if exploded on their body, and the explosion doesn't expose blown tiles to space. It also destroys dead borg's bodies so you can get the MMI.
* One very important note about IED's blast radius is that it can destroy an APC one tile away. Meaning an IED in the windoor square in front of the AI can destroy its apc and render it incapable of shunting or really doing anything at all.
* You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.
* Got perma access? Try to slip a fully loaded toolbox in perma bathroom or hide an emag inside of the back of the toilet.
* You don't need to steal the blueprints to complete your objective, you can instead take a picture of it and it will count as successfully stealing it.
* "Steal plasma" is just the most easy objective; Grab a emergency O2 tank or an air tank, stuff it in a public scrubber until it's empty. Grab 10 sheets of metal, go to incinerator, make canister, attach canister to port, activate plasma valve, stuff tank into can, set pressure to max, open, wait, close, remove, win/die because you used it for internals.
* EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. In case you've got access to ground iron and uranium and REALLY need the guy getting cloned to not get cloned.
* If you have a bottle filled with water, and are running left, put the bottle in your right arm. It makes it invisible to anyone running with you, so its a stealth weapon you can just suddenly spray with if you have someone chasing you. Same goes with if you are going right, you put the bottle on the left. No one really bothers examining while running after someone so they won't see the sudden water stream come out of no where when they're trying to attack you.
* E-swords and plasma cutters can be used make sawn-offs, not just saws. Eswords can also cut cakes and pizzas, and light cigars.
* Simply changing your hairstyle can be enough to throw security off your trail if they only caught a glimpse of you. Especially if you have hair that really stands out.
* A strategy to win Cuban Pete:
** If your magic is less than 5, charge.
** If your health is less than Pete's, and your turtle value is less than 3, heal.
** Otherwise, attack.
** Healing increases your turtle value by 1.
** Attacking or charging your magic reduces your turtle value by 1.
** Pete will attack you for more damage if your turtle value is greater than 3.
** This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).
** Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.
* RIG suits can carry a Jetpack in its Suit Slot, it still needs to be on your back to work, however you can carry it around without anyone seeing.
* If you put an ID inside PDA and there is already an ID inside that PDA, the old ID will be automatically placed in your hand.
* Tip for BnE: Get a fake moustache from a maint autodrobe and a bald haircut from the dorms, with the fake moustache if you take off your ID you're still 'unknown' but whoever catches you in the act will be looking for someone with a bald haircut and a black mustache.
* During Rev, prioritize the RD. He has the best access to the best, most dangerous toys, and also has the easiest office to raid and the best staff to convert bar none.
* Exo nuclear reactor radiation hits targets in 8 tile radius, get three exonuclear reactors for becoming walking radioactive catastrophe! Don't forget radiation suit, huh.
* If you're looking to hijack a shuttle and have spare space in your inventory, the fastest way to lock people out long enough to emag it without warning is to drop two reinforced tables in one airlock passage just before it docks after bolt-nolight-emagging the other airlock passage(s). Results may vary in places with more than 2-3 doors. ADDED: Five out of Five robusters agree - The surest way to escape alone is preventing anyone from boarding and emagging the console. Murderboning never works, and subverting the AI relies on the AI not being shit - Inconsistent & risky.
* Tip: Bullets pass through windows, but not Grilles. Lasers pass through windows and grilles. Electrodes are blocked by both windows and grilles.
* You can shoot a window with a laser (I.e, Click the window) to shoot at the window, rather than through the window. Doing this is faster than almost every other method, comparable in speed to deconstruction.
* You can steal flashes from mounted flashers by using a wirecutter. This will disable the flasher until a replacement flash is installed.
* You can destroy canisters by attacking them. Usually I'll use a welder, which also lights the plasma on fire after it escapes. Very useful for traitoring. It's stupidly easy to escape alone just by releasing some plasma at escape a few minutes before the shuttle arrives. Also fire will destroy canisters the same way, so a fire in Toxins storage is REALLY bad. ADDED: Keep in mind that it doesn't destroy then release the plasma. It'll actually explode like a small bomb. So if you're trying to make an inferno, let the can empty THEN light it, so you don't put your own fire out with vacuum.
* Bombing the engineering SMESes will cause the server to lag intolerably for five minutes. ADDED: It's also almost always an instant shuttle call. The solars can't support the whole station on wired power for long, and almost no one knows you can make SMES. ADDED x2: And hardly anyone makes use of the Backup SMES in Electrical Maint.
* Spraying with welder fuel someone who's smoking a cigarette/cigar will set them on fire. Same applies to lit welders. Especially awesome since unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away. ADDED: It also works with a active esword, as a poor antag found out once.
* I like to keep a mask, shaved, insulated gloves and maybe a silly hat in my pack. Whenever I commit any crime, I put it all on and do it as unknown. The moment security loses sight of me, I strip it all off and put on a friendly breathing mask, then walk the other way. Eventually someone calls me out by my black hair, so I can shave it off.
* You only need maint access to make single tank bombs, on any map. Get a large airtank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe rewrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb. Experiment with the mix, I've seen 1,2,4 sized explosions(which is syndicate minibomb size) but I am sure you can make even bigger ones.
* You know those Russian Revolvers that spawn on some maps? You can load them with revolver ammo and shoot them just like a regular revolver! However, there is a twist to this: Each time you fire, you'll spin the chamber. So while the first shot of a full revolver will always fire, the second one may not. The less bullets you have in the chamber, the lower your chance that you will actually fire a live bullet. The worst thing is that you will need to manually empty all shells, unspent or live onto the floor. Fun thing to try if you are feeling lucky.
* Instead of just cutting the wires for the vault, you can just grab a toolbox, ointment, and one of them budget insulated gloves and break in from the window. Only on box though.
 
===[[File:Hud-target.gif]] 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.
* 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.
* 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.
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* There's a roman shield in the premium items of the autodrobe. It has all the same benefits as a normal riot shield from the armory.
* There's a roman shield in the premium items of the autodrobe. It has all the same benefits as a normal riot shield from the armory.


===[[File:Wirecutters.png]] Hacking===
* You can get 1000 watt powercells out of space heaters for your evil needs.
* Hacking a camera:
** If you cut the Focus wire on a camera, it can only see two tiles.
** If you cut the Camera wire, it will show up as Cut on a Camera monitor and static for the AI.
** If you deconstruct the camera completely, it will not show up at all on the camera monitor. You don't need to cut the alarm wire, but you need to cut every other wire. Either way it doesn't matter, due to smashing/turning off lights being infinitely more effective without attracting attention.
* You don't need to cut a camera's power wire to disable it, you can just pulse it. This means you can attach a remote signaler to that wire and use a second signaler set to the same frequency and code to toggle the camera off and on.
* Hacking doors: Cutting the power wire does 10 seconds to back up power. But pulsing also switches to back up power after 10 seconds, meaning if you want to open the same door for your exit you need to pulse the BACKUP wire to interrupt power. I think it switches back to primary after 1 minute again. Best thing is pulse both the primary and backup then crowbar - that should give you the old style 1 minute window.
* To restore primary power to a door immediately, cut then mend the primary power wire. Cutting + mending is incredibly useful when you've accidentally electrified a door, or shorted APC power.
* Use screwdriver on mousetrap, attach to an igniter instead of a timer when making a grenade assembly, you've just made a landmine. Combine with a 100-100 potassium-water mix and anyone who steps on it will regret it.
* Singularity’s EMP can be abused to short out lockers.
* Inject plasma into a battery and insert it into a stun baton/prod. The next time someone attacks with the baton on it will blow up on them, seriously wounding both the holder and the stun target. Doing it with a high capacity battery or better will create a blast strong enough to turn the floor under the attacker to space, which will suck in the people caught in the blast and crit them before they can wake up. Use it as a suicide weapon or place it in the halls for some gullible fool to get himself killed with. The blast of a high or better will delete the stun baton too, leaving no scannable evidence. Prods won't delete though for whatever reason.
* You can emag the light replacer, which causes all of the lights to be filled with plasma which will ignite if the light bulb's turned on.
* There is a single power cable supplying the entire station with power. If you don't feel like spending crystals for a power sink and you don't get seen for a minute near engineering, you can disable the power grid so that only very competent engineers will spot your sabotage. Though this only works if the solars aren’t set up.
* You can emag buttons to remove access from it.
* Wall-mounted flashers and portable flashers can be disabled with wirecutters.
* If you screwdriver a heater you can take out its really crappy battery or adjust the temperature it outputs. The highest setting, 90 C, will actually hurt people extremely slowly if they aren't wearing internals.
* You can hack Suit Storage Units, change settings to make it mime fryer, stuff mime inside, turn on and get fried mime.
* You can screwdriver Detectives revolver and load .357 in it, but you can get blown up by this revolver. ADDED: Remember to unload the thing while you're doing it, or you'll shoot yourself in a similar manner to sawing a loaded shotgun.
* As a traitor engineer, you could easily do the following:
** Go to a room, like a construction room, and find the APC's wire that shorts out the power.
** Grab two signalers and adjust their frequencies.
** Go to telecomms, in a hardsuit, and attach a signaler to the APC's power wire, which you found before. Close the APC and leave no traces.
** You can now disable comms any time you want for a few minutes - and unless someone checks the APC and/or doesn’t look too closely or asks the AI, they will think it was an ionospheric anomaly. HONK.
* A good way to manually disable tcomms temperately is to set the filtering frequency on the hub to some number like 0.1. It'll block everything and most engineers don't know how to fix it.
* If you want tcomms down for good, disconnect the network links. There are -very- few engineers who can fix that, and it'll take over ten minutes if they're experienced with how tcomms works. It'll probably force a shuttle call.
* Another thing that can break tcomms: changing network of the machinery. It also breaks all links. Especially if you change it from tcommsat to something like tcomms or tcommsats, which is not that obvious when you take a look at it without knowing what is the issue. And even if they relink everything again it won't work. And then even if they realize that the problem is with the network name, when they change it back, it will reset all the links again!
* If you see a pAI with a great reputation who you like, and someone else has claimed it first, use an emag to unbind it.
* The Telecomms NTSL Scripting can REALLY Add to a Traitor AI round, Kill off someone important, Pretend to be them, Someone is Saying "Rogue" and "Kill" and "Traitor" over the radio? Replace those words with "Apple" or "Crayon" Someone found your BLUE APC? Make it so they can't say Blue, or better yet change it so they say Green instead. TL;DR NTSL Scripts are AWESOME.
* If someone is hacking a door and you want to keep them from following you, and you know all or most of the wires:
# Cut 1-3 useless wires (typically some combination of Door Control, ID Wire, Timing, Safety)
# Cut the bolt lights wire
# Cut the bolts wire
# Cut every other wire except the shock wire
# Cut the shock wire
:This makes it incredibly obnoxious to follow you - if they don't know the wires and don't have insulated gloves, they're SOL because even the AI can't help them pursue.
* Cutting the shock wire doesn't shock you, as far as I have been able to tell. Mending it, on the other hand....
* If you want to test hacking doors without pissing off sec for breaking in somewhere and you have maint, you can make your own airlock with the aux tool storage thing and make it somewhere obscure.
*Camera Bug:
** The camera bug Syndicate item has four different modifications that you can apply to it using various items for each but it can only store one of them at a time, you'll need to screwdriver it to remove the modifying item. It doesn't matter what modification is installed when you bug a camera meaning you can switch out the modifying item for another one to access different features. While these were all described in the completed code thread for this item the information given was minimal and the listed items were only temporary and aren't accurate anymore.
** The network mod which requires ANY kind of radio device (Yes, you can somehow fit an electropack inside), a remote signaler or a subspace transmitter basically turns it into a portable security camera console by connecting to the entire camera network with no need to actually bug any cameras. Note that it can only detect cameras that are on the SS13 network meaning constructed cameras using a different network name won't be picked up even if you've bugged them, you'll have to remove the network mod to see through a bugged camera that's using a different network. Also something to note is that while it detects cameras on other Z-levels with the SS13 network as existing it can only pick up camera signals from the Z-level you're in.
** The sabotage mod (Igniter, infrared emitter or subspace amplifier) EMP's a bugged camera at the press of a button for each singular camera which obviously disables it for a short period of time and removes the bug. While one may think to simply bug the cameras in an area you intend to say murder people in and then disable them when the time comes the AI will immediately be notified of the disabled cameras and will know exactly where shit might be going down. A better cover would be to bug as many cameras as possible and then disable them all at once effectively blinding the AI of much of the station.
** The advanced mod (Detective scanner, pAI or scanning module) allows you to track anybody that one of your bugged cameras detect although you'll need to manually follow them by switching to the next bugged camera that they're in view of. The tracking interface will automatically uPDAte every few seconds to tell you what if any bugged cameras detect them including if they leave your bugged camera coverage entirely and then return to it at any point. Note that you can only track people for as long as you keep the interface on the tracking menu, if you cancel tracking you can't resume it until they're detected again.
** The universal mod (Atmos analyzer, plant analyzer or subspace analyzer) allows you to view through any cameras bugged by another camera bug as each of them have their own little network separate from one another. Basically if there's another traitor running around bugging cameras you can also see through them which is fairly worthless as camera bugs aren't exactly a popular choice.
** Other little things about the camera bug include that each camera can only contain one bug, in order to remove a camera bug you simply use the camera bug on it again, bugging a camera leaves no traces of any sort at all and while you can't receive a signal from bugged cameras on other Z-levels you can still use modification features such as disable and detection with them.
* Put bombs in the backpacks of brain-dead or catatonic people. ADDED: Advanced version: Get mouse traps, connect one with signaler with set frequency, then make a bomb with signaler on the same frequency. Put both in backpack. Wear it or leave it somewhere/on someone. ADDED: Wizard Mode: Take your 6 max cap bomb and build 6 voice analyzers from an autolathe. Set the trigger words to "Pete", "beat", "chick", "chicky", "boom". Find 6 station bound radios, and place each of them in a backpack with a corresponding bomb hidden about the station. Sing the song that ends the station.
* The secret to hacking syndi bombs effectively is to remember that the only wire that doesn't do anything on pulse when the bomb isn't live is the boom wire (aka the one to attach a signaler to after you start the countdown for 4 hours then call attention to it).
* You can wrench syndibombs to the ground so they can't be immediately picked up and spaced.
* Deactivating cameras has them show up as (Deactivated) to anybody scrolling through cameras, but disassembling them completely removes them entirely from the list.
* You can make "voice-bomb":attach Voice Analyzer with Remote Signalling Device and set frequency.
** Make grenade,but dont use igniter+TIMER,use IGNITER+SIGNALLER and set for frequensy of your Voice+Signaller
** Say your "special" word=BOOM!
** SPECIAL:You can inject this bomb into your body with Voice+Signaller,in crit situation say "special" word and BOOM!
* The BYOND ticks are longer than a second, so in Syndicate Bombs; the reason they take so long to detonate is you set them to "60 seconds" and it's actually "60 ticks" giving you 2.5 minutes instead of 1.
* You can screwdriver air alarm panels open. There is a random wire that, when pulsed, will set all vents and scrubbers to panic syphon mode. You can even attach a signaller if atmos techs try to reset it. This is a surprisingly good way to get them arrested by security too.
===[[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.
* Cultists can know a rune's words by examining a blood rune.
* Cultists often find a use for medical bots. Having a single bot with a low threshold, backed up with the odd bruise pack, can allow a tiny number of cultists to summon and arm a vast number of ghostly warriors to their aid. A single bot can juggle multiple people at once, if they are relatively close to each other.
* You can copy a tome's notes by hitting it with your own tome.
* Engineering staff during cult are top-priority converts, as they can sabotage telecomms for you.
* Are you cult? Got talismans? You can store them on a clipboard, and nobody ever checks clipboards, especially if you're QM or another role that spawns with them. Use a hand labeler to keep track of which is which.
* Now, are you CHEF cult? Set up an imbune talisman rune in the back room, bake your talismans into fortune cookies and hand them out to cultmates.
* Drag paper bins onto you to pick them up. Dump all that shit out - Talisman storage!
* I was exploring old cult code and found that if you use a see invisible rune then smack ghosts with your tome they become visible to everyone.
* As cult, the Summon Cultist rune works across Z-levels. This includes the escape shuttle.
* As cultist you can erase runes by clicking on them with your tome.
===[[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.
* Someone in the "Unconcious" state can be instantly Soul Sharded, regardless of health. Anyone under 50% HP can be KO'd by a briefcase with 100% reliability. See that assistant that burned himself to shit on the door? Briefcase bonk, shard.
* If you use the scroll of teleportation, put it in your pocket and leave the teleportation win-dow open, when you select "Okay" on the window, you'll still teleport, even if it's not in your hands. You can also do this while stunned. So if your escapade as Gas-Mask Wizardtington the "Greyshirt" with a stolen ID ends up getting you tased, you can SCRYAR NILA INCINERATOR 3 times before they'll be able to cuff you, instead of throwing out a panic fireball and hoping he gets KO'd. This is far more useful to a robeless wizard than a robed wizard...as the robed one will likely just cast teleport/blink/jaunt if he ever gets stunned.
* Suicide bombing is a very easy way to kill a wizard. Welderbombings can also knock the wizard out if he's not very good.
* Removing a wizard's hat will often render him completely impotent, as very, VERY few wiz-ards carry spare hats in their backpack. Polyacid smoke grenades work well for stripping their hats.
* You can label constructs, so please please please steal a hand labeler as a wizard so that your artificers actually know which juggernaut to heal.
* The Staff of Animation can animate holographic objects. They retain their 'force' and do not disappear when they leave the holodeck/the holodeck is shut off. So you can load up the thunder dome simulation over and over for infinite E-sword buddies.
* Wizard EMP shocks doors, so you should not better use doors as wizard, after you use EMP skill. Also the staff of animation is even more OP then veil render, just use it on knifes, hatchets and other items of big robustness. Combine this with EMPing security guys, which approach you and mutating in hulk, when you see guys with syringe guns (however, if chemist is not mainstream and deploys lexorin or unstable mutagen, you would get outrobusted) for greater effects.
* The wizard's Knock spell opens bolted doors too.
* The staff of change works on AIs.
===[[File:Alien.png]] Xenomorph===
* Xenos can grab and throw Cyborgs. They can even throw dead cyborgs into doors to open them.
* Aliens can get fat. This slows them down like every other crew member.
* Alien queen projectiles are some OP thing which can’t get blocked by biosuits.
* Guide to Winning:
*# Go drone
*# Go onto solars
*# Plant 420 weeds
*# Go queen
*# Plant eggs everywhere
*# Facehug monkies in xenobio/viro
*# Protect those fuckers with your life
*# Aquire hunters
*# *deathgasp endlessly
====[[File:Flamethrower.png]] Against Xenomorphs====
* '''Guide to Making Xenomorphs Lose:'''
** 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 require the chem dispenser, 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 Engiborgs cheating with welderbombs.
** '''Disclaimer:''' You are ALWAYS at a disadvantage when fighting xenomorphs except when in a combat mech. If you're in a combat mech, shame on you. Furthermore, if the xenos TRULY know what they're doing, the only way you're going to win is badminnery or a combat mech.
** '''Facehugger protection'''
*** THE MOST IMPORTANT FUCKING THING TO HAVE WHILE FIGHTING ALIUMS IS FACEHUGGER PROTEC-TION. DOESNT MATTER IF YOU HAVE HULK IF YOU DON'T HAVE FACEHUGGER PROTECTION.
** '''Helmets that grant protection from facehuggers'''
*** Welding Helmet (mass produced by autolathes, but only protect while down and obscure vision) -They're everywhere around the station
*** Any space helmet (engineer rig helmet, Standard EVA helmet, Security Hardsuit helmet, etc) - No-body will give a shit if you steal these during a xeno breakout
*** Pumpkin Helmets (don't block vision, and can be created en masse by botany by using a knife/hatchet on a pumpkin) - Beg hydroponics
*** Bio Suit Helmets (don't block vision, but are limited in number.) - Take em from medical.
*** EQUIP THIS SHIT
** '''Stunning xenomorphs'''
*** There's two ways to stun xenos. Chems and Knockouts.
** '''Chemicals that stun xenomorphs'''
*** Beepsky Smash
*** Neurotoxin
*** Chloral (shit tier, do not use unless you can't get bar access)
** '''Delivery methods:'''
*** Syringe Gun
*** Hypospray
*** Smoke Grenades (neurotoxin smoke thrown into a hive can be quite effective.)
** '''Explosives:'''
*** Welderbombs (best if done by an Engiborg)
*** Shit-tier Potas+Water grenades (dont even bother, use Neuro smoke instead)
*** Cuban Pete tier transfer valves (honk)
** '''Killing xenomorphs'''
*** Xenos take double burn damage. This means lasers and welders are stupid effective on them. On the other hand, many of them travel at SANIC speeds and will seriously slap your shit, so don't pull out the welder unless you absolutely have to. If you don't kill a xeno, and he gets away, he won the fight, because he's just going to heal up back to full, while you have to dick around getting your laser recharged, or getting more chems. DON'T STOP KILLING EM TILL YOU HEAR THAT SCREAM.
** '''Your weapons:'''
*** Welders (15x2)
*** Lasers (20x2)
*** Mo'Fuckin Laser Cannon (35x2) (the odds of you getting your hands on this are downright pathetic)
*** Revolvers (steal em from those faget taters)
*** Combat Shotguns (ALL HAIL CARGONIA, but I think you're better off just getting more lasers, but they work well)
*** Abuse your range. Don't stand still. And for fucks sake don't go in alone, unless you're damn sure you know the amount of xenos and know you can win.
** '''HALK'''
*** If you're one of those dickwads in genetics that loves to ruin rounds, now's your time to actually be the hero the station deserves without ruining everything for everbody!
*** Grab a welder, grab a facehugger proof helmet, and COVER YOUR SKIN SO THEY DON'T KNOW YOU'RE A HULK. Otherwise those hunters are going to swap to harm intent and MURDER YOUR ASS. Your punches cannot stun xenos, but your punches do cause them to move incredibly slowly. Your call if it's worth it or not.
*** If you're a true "master" of genetics, you can simply abuse the DNA modifiers to mass produce hulks to get rid of the xeno-menace instead of relying on SE injectors.
** '''Riot Shields'''
*** Actually do protect against xeno attacks. If you can grab one, do so.
** '''Silicons'''
*** There's two borgs of any value in an xeno outbreak. If you're not one of these and you're not an Emagged Secborg, prepare to get shit on, and HARD.
*** Engineering Borg - Can welderbomb enemies, finish the probably stunned xeno off with the same welder they used for the detonation, and a team of two can repair eacother ad infinitum.*Service Borg - With his eyedropper and shaker, he can mix Neurotoxin and beat xenos to death with his tray, slowly, after stunning them.
** '''Plasma fires'''
*** Plasma fires are for clearing out hives, not killing xenos. You will never kill a xeno with plasma fire unless they are mindbogglingly retarded. They will ALWAYS have an exit out into space somewhere. This is great for cutting off some of their facehugger supply, however.
** '''Mechs'''
*** GET OUT. COMMIT SUDOKU, YOU BRING GREAT SHAME UPON YOURSELF BY BUILDING A COMBAT MECH EVER
----
* Sleep toxin is pretty robust against aliens
* Bio suit robusts face huggers and acid spits (but not queen spit)
* You can lock a sleeping/knocked out alien in a morgue tray and it can’t get out of it. honk.
* Aliens don't just grow better in plasma, they actually slowly convert it to oxygen. Two things to take from this: 1. You can use a horde of xenos as an extremely high risk toxins scrubbing system. 2. Aliens in a pure plasma environment can still be ignited from their own breath!
* Xenomorphs have no set interval limit on how many times they can use emotes, so they can *deathgasp and *roar spam all day long. ADDED: Okay, official new admin policy. Any xeno that emotes more than five times in the space of a minute or two can be gibbed at will. ADDED: If the admins present can reach the ban button through either laughing, or bleeding to death through their ears.
* You can catch (have throw active with empty hand and be thrown at) alien facehuggers thrown at you by aliems w/o being hugged. You don't even have to be wearing protective headgear.
* Apparently cardboard helmets block facehuggers.
* If you are infected with a Xeno babby, and are welded into a locked, when the babby bursts it's also welded into the locker.
* You can manufacture xeno babby antibodies. One round I had xenobabby antibodies for no reason and kept getting raped but nothing happened.
* You can stun and cuff larvas. This will prevent them from evolving and you can pull them around to have them not escape. They can't even enter vents this way.
===[[File:Changeling.gif]] Changeling===
* As a changeling, the absolute best item for you to get is a wallet (From the crew quarters, in either cabin's personal closet, in the leather satchel.) It goes in your ID slot and holds up to 4 ids, all of which work for automatic access and none of which change your mouse over identity.
* Only take four or even three abilities at round start! Once you take an ability, it is locked in unless you husk someone. Husking someone is time-consuming, leaves obvious evidence, sort of dickish, and if anyone interrupts you then you're boned. If you leave a few slots open, though, you can easily adapt to whatever shit you find yourself in, and Changeling mode is about getting out of shit that you find yourself in. I usually go with Engorged Chemical Sacs, Cryo, Mute and whatever I feel like taking.
* Get your debraining tools from the autolathe, not surgery. They're all craftable there, it's easier to get to, and Medbay doesn't complain. "Get" here probably means "steal" unless you're cargo.
* Transformation Sting is robust. Not only does it confuse the fuck out of people and is silent, but it's easier to hide in a forest than on an open plain. Make 555 of the guy you are changing into for more genomes. Transform the guy you are husking/impersonating into someone else, so you're the only one. Transform a ling who is caught if the scene is chaotic enough that he might escape. The possibilities are endless. ADDED: Wear some generic clothes from arrivals or locker room. Then if somebody's chasing you, run out of their line of sigh, quickly transform and run backwards.
* As a ling you are able to explore space, either staying as a regening corpse until you hit something or through a combination of fleshmend, engorged chem sacs, and a fire suit.
** There is a spare saw for debraining on the comms satellite.
** There are edible clown corpses on the clown shuttle.
** You can of course find spaced people randomly, which is a great way to pick up an identity provided everyone doesn't know they were spaced.
** Cryosting is only robust on people with insulation which makes it really effective in space, where they won't have a choice about staying dressed up in their suit.
* Hive channel is free genome storage for identities.
* Take Engorged Chemical Glands. Whatever powers you take (Particularly the stupidrobust Resonant Shriek, which makes everyone around you deaf and drunk, breaks lights, and flashes borgs) you will NEVER be hurt by choosing the power that lets you spam it nonstop.
* Mimic voice and subverted AI, or mimic voice and digital camo go a LONG way in completely getting the crew against each other (ie: "one day, woody got wood").
* Keep in mind that if you space yourself and let your corpse husk from the burn damage you'll still be a husk when you get back up. You can clear this effect by transforming to another form and back again. You could also buy voice changing and play a zombie.
* DNA contains all the genetic disabilities/powers in addition to visual appearance, so if you want to be mean to people you could create a humanized monkey with all the disabilities, extract its DNA, then go around silently turning people into blind deaf convulsing gibbering heaps. It's the closest thing to a parasting we have now.
* Blind sting + Lesser form = Freedom
** Cryo Sting + Lesser form = Freedom
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.
====[[File:Wallradio.png]] Against Changelings====
* Kill a ling, drag a weldertank onto it, and then welder/shoot the tank with a laser. This gibs the ling.
* As long as you can talk and you're within 1 tile of an intercom, you can type :i in front of what you say to say it over the intercom. Even when you're stunned and/or on the ground. This saved my life on more than one occasion, such as when a changeling tried to absorb me on a pod and the silence sting wore off before he killed me.
* Actually the best way to counter lings to hang around in groups of three. The ling is an ambush predator and will only attack prey that is weak and isolated. ...Except if the lings are working in groups as well.
* If you get cryostung as a Security Officer, remove your armor and helmet. REMOVE THEM. Or else you will die. Sec armor has somehow some heattampering properties, which means you won't heat up as much as you would normally be, and will consequently die of cold. Same goes if you are wearing an hardsuit/space protective gear/anything that could have thermal properties. If you get cryo'd, REMOVE THOSE THINGS ASAP.
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===
* Praying for Clown Mask as a nuke op is the best thing.
* If the nuclear device is armed, you can examine the pinpointer and it will tell you how long before it explodes.
* Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member's name and give it an actual job like Chemist or something. If you grab a name out of your intercept it makes it harder for the AI to track you.
* The gloves you start with are already insulated.
* Nuke Ops Syndicate uplink. Camera bug. Attach former to latter. You can now see EVERYTHING.
* You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack.
===[[File:Generic_ninja.png]] Ninja===
* As space ninja you should go straight to R&D and print four super-capacity cells. Click one on your ninja suit for 200% power, then carry one and pocket the other two. Activate them in your hand to go back to full charge in a few seconds. Return to R&D when you need to recharge. Or if RnD is useless and you want immediate access to more power, stop by Tech Storage or Engineering and nab the High Capacity Power Cells. Increases your power to 150 from 100 and you can fill your backpack full of them.


=[[File:Unknown.png]] Other=
=[[File:Unknown.png]] Other Tips=
* You can go AFK in a locker with internals and you won't die. The same goes for garbage disposals but that's considerably more risky.
* You can go AFK in a locker with internals and you won't die. The same goes for garbage disposals but that's considerably more risky.
* '''Help intent: People run through you. Other intents: People bump into you.'''
* '''Help intent: People run through you. Other intents: People bump into you.'''
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