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Once you have your stream of cyborg shells, Positronic Brains at the ready, and you have made all your bots, you can now waste valuable time and resources on fancy exosuits. If all of the Shaft Miners died fighting megafauna or R&D is wasting their points researching space pods instead of upgrades, you can use your R&D Console to sneakily wrestle a few exosuit techs out of them before the Research Director yells at you over the radio. | Once you have your stream of cyborg shells, Positronic Brains at the ready, and you have made all your bots, you can now waste valuable time and resources on fancy exosuits. If all of the Shaft Miners died fighting megafauna or R&D is wasting their points researching space pods instead of upgrades, you can use your R&D Console to sneakily wrestle a few exosuit techs out of them before the Research Director yells at you over the radio. | ||
Once some exosuits are researched, sync your fabricator and get building. Just make sure that mining has brought you the metals you need. You will have a love-hate relationship with the R&D lab and its residents. On the one hand they will be inventing fun toys for you, on the other they are taking all that wonderful silver from you that could be going to making a [[Guide_to_robotics#Durand|Durand]]. Once you do get enough ores though, it's smooth sailing. Make exosuits, give them to people with little-to-no authorization, and watch the ensuing chaos from your comfy chair. (No this is bad, angries [[Admins|gods]] and your boss) | Once some exosuits are researched, sync your fabricator and get building. Just make sure that mining has brought you the metals you need. You will have a love-hate relationship with the R&D lab and its residents. On the one hand they will be inventing fun toys for you, on the other they are taking all that wonderful silver from you that could be going to making a [[Guide_to_robotics#Durand|Durand]]. Once you do get enough ores though, it's smooth sailing. Make exosuits, give them to people with little-to-no authorization, and watch the ensuing chaos from your comfy chair. (No this is bad, angries [[Admins|gods]] and your boss). | ||
==Other tips== | ==Other tips== | ||
#Your exosuit fabricators start synced to the Ore Silo. This will pretty much solve any material management you might have had to do before, just make sure that you have enough materials to build what you want before you start. | #Your exosuit fabricators start synced to the Ore Silo. This will pretty much solve any material management you might have had to do before, just make sure that you have enough materials to build what you want before you start. | ||
#Glass and flashes are important for your robotics work, as are various devices, security equipment and rare minerals. Don't be a fool and print all the cyborg pieces and then realize you forgot the flashes. Add them to your queue too. | #Glass and flashes are important for your robotics work, as are various devices, security equipment and rare minerals. Don't be a fool and print all the cyborg pieces and then realize you forgot the flashes. Add them to your queue too. | ||
#Have a plan before you start building anything huge, like | #Have a plan before you start building anything huge, like an exosuit (without the circuitry and stock parts, they are useless). | ||
#Make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn't load them with anything but the minimum required power cells and no radio encryption keys | #Make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn't load them with anything but the minimum required power cells and no radio encryption keys. | ||
#Tech storage is your friend. It has two flashes, two power cells, and insulated gloves. Raiding tech storage can net you a LOT of boards to make all the machines on the station (make an autholate and hack it). | # Tech storage is your friend. It has two flashes, two power cells, and insulated gloves. Raiding tech storage can net you a LOT of boards to make all the machines on the station (make an autholate and hack it). | ||
#Ensure you have proper eye protection when you weld, or you'll become blind quickly. | #Ensure you have proper eye protection when you weld, or you'll become blind quickly. | ||
#You can "[[Guide_to_hacking#Cyborgs|hack]]" borgs by exposing his wires with a screwdriver (after removing it's battery). Any roboticist that pulls his weight can reset a borg's module. | #You can "[[Guide_to_hacking#Cyborgs|hack]]" borgs by exposing his wires with a screwdriver (after removing it's battery). Any roboticist that pulls his weight can reset a borg's module. | ||
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*Recognize that the QM might be more inclined to get you some minerals and toys if you personally go and upgrade his machines alongside building new ones. | *Recognize that the QM might be more inclined to get you some minerals and toys if you personally go and upgrade his machines alongside building new ones. | ||
'''Don't:''' | '''Don't:''' | ||
*Put an MMI in a cyborg shell without making sure it isn't braindead (they can speak you know). | * Put an MMI in a cyborg shell without making sure it isn't braindead (they can speak you know). | ||
*Blow all the cyborgs because one was emagged. | *Blow all the cyborgs because one was emagged. | ||
*Immediately blow all cyborgs when the AI is malfunctioning - Instead, take apart your Robotics Control console and relocate it somewhere off camera so you can lock the cyborgs and reset them to become a powerful ally against the AI. | * Immediately blow all cyborgs when the AI is malfunctioning - Instead, take apart your Robotics Control console and relocate it somewhere off camera so you can lock the cyborgs and reset them to become a powerful ally against the AI. | ||
*Try to make a exosuit you don't have materials for, nothing is more useless than a pile Durand limbs while you beg for metal and silver. | * Try to make a exosuit you don't have materials for, nothing is more useless than a pile Durand limbs while you beg for metal and silver. | ||
*Go on exosuit rocket launcher rampages 'because you can'. | *Go on exosuit rocket launcher rampages 'because you can'. | ||
*Build an exosuit for anyone who just comes by and asks for one (And won't accept a Tracking Beacon) | *Build an exosuit for anyone who just comes by and asks for one (And won't accept a Tracking Beacon) | ||
*Build cyborgs just to destroy them 2 seconds later. | *Build cyborgs just to destroy them 2 seconds later. | ||
*Build a combat exosuit without saying a word to RD or Captain and Security. | *Build a combat exosuit without saying a word to RD or Captain and Security. | ||
==Tips== | ==Tips== | ||
* Putting better parts in your robotics fabricator reduces the materials required to build stuff and the time equivalent to increasing the efficiency via materials science, so upgrading at the start helps a lot to get the most out of your starting metal. It stacks with materials science. In particular; the micro laser and manipulators as well as | *Putting better parts in your robotics fabricator reduces the materials required to build stuff and the time equivalent to increasing the efficiency via materials science, so upgrading at the start helps a lot to get the most out of your starting metal. It stacks with materials science. In particular; the micro laser and manipulators as well as high materials research will lower the amount of materials used. | ||
* Losing a mech to an explosion will eject you completely unharmed (probably a good idea to be in space gear though). | *Losing a mech to an explosion will eject you completely unharmed (probably a good idea to be in space gear though). | ||
* Medibots are a bit more robust than people often seem to account for. | *Medibots are a bit more robust than people often seem to account for. | ||
**Anywhere between adding the robotic arm and the sensor module, you can write on the assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they're all just named "Medibot". | **Anywhere between adding the robotic arm and the sensor module, you can write on the assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they're all just named "Medibot". | ||
**Additionally, you can make medical bots out of any of the different colors of first aid kit available on the station, and the resulting medical bot will keep that color. | **Additionally, you can make medical bots out of any of the different colors of first aid kit available on the station, and the resulting medical bot will keep that color. | ||
**Medibot assemblies can be crafted to the last step, and then stored in your backpack. Proximity sensors are tiny items, and can fit in your pockets and your internals box - so it's entirely viable to carry and deploy a small army of medical robots, simply by combining the proximity sensors with them in your backpack. They'll spawn on the ground there and then, ready to work. | **Medibot assemblies can be crafted to the last step, and then stored in your backpack. Proximity sensors are tiny items, and can fit in your pockets and your internals box - so it's entirely viable to carry and deploy a small army of medical robots, simply by combining the proximity sensors with them in your backpack. They'll spawn on the ground there and then, ready to work. | ||
**If you have medical access, a good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, great for topping people up. Remember to lock it after you are done. | ** If you have medical access, a good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, great for topping people up. Remember to lock it after you are done. | ||
**Again if you have medical access, you can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they're needed the most simply by temporarily turning them off. You don't even need to unlock them to do this, and turning them on again is simple. | **Again if you have medical access, you can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they're needed the most simply by temporarily turning them off. You don't even need to unlock them to do this, and turning them on again is simple. | ||
**Though I've not tested it, logic dictates (see next point) that increasing the injection amount probably isn't going to help too much, since a lower threshold means a Medibot can keep injecting you until you're healthy without overdosing you (which, like with all healing chemicals in the game, has no negative effects other than redundancy). | ** Though I've not tested it, logic dictates (see next point) that increasing the injection amount probably isn't going to help too much, since a lower threshold means a Medibot can keep injecting you until you're healthy without overdosing you (which, like with all healing chemicals in the game, has no negative effects other than redundancy). | ||
**Medical robots all use the same chemicals as standard, so it won't stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - I've been brought out of crit several times because I had two medical robots healing me a few minutes before. | **Medical robots all use the same chemicals as standard, so it won't stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - I've been brought out of crit several times because I had two medical robots healing me a few minutes before. | ||
**The Derelict has all the materials needed to create a medical bot. Start your search at the broken Medbay near the chapel. | ** The Derelict has all the materials needed to create a medical bot. Start your search at the broken Medbay near the chapel. | ||
**Offering a tetrality of appropriately named and colored medical robots at the chapel to the Spess Machine God Mechatron will grant you his favor. | **Offering a tetrality of appropriately named and colored medical robots at the chapel to the Spess Machine God Mechatron will grant you his favor. | ||
* Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don't have a space suit and you need to cross dangerous breaches. | *Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don't have a space suit and you need to cross dangerous breaches. Also, any Mechs with a projectile base attachment can safely push themselves using momentum forces while being stuck in space. | ||
* The Odysseus can scan a stupidly robust assortment of chemicals with its syringe gun, from the laughable to the freakishly deadly. One such chemical is Plasma. Unlimited liquid plasma can be generated. | *The Odysseus can scan a stupidly robust assortment of chemicals with its syringe gun, from the laughable to the freakishly deadly. One such chemical is Plasma. Unlimited liquid plasma can be generated. | ||
* Mech drills can bust open lockers to get the goodies inside. | *Mech drills can bust open lockers to get the goodies inside. | ||
*RIPLEYs are a Roboticist's BEST FRIEND. | *RIPLEYs are a Roboticist's BEST FRIEND. | ||
** They are Relatively Cheap | ** They are Relatively Cheap | ||
** They Have Storage Capability | ** They Have Storage Capability | ||
** Their Internal Airtank, when activated, negates the effects of both hot and cold environments and holds enough air to last the entire round. Literally hours. | **Their Internal Airtank, when activated, negates the effects of both hot and cold environments and holds enough air to last the entire round. Literally hours. | ||
** Their | **Their drill can cut through almost anything, including most items, walls, even blast doors. If upgraded to diamond, the drill can even cut through reinforced walls. It is a fairly robust weapon and can gib bodies. | ||
** If caught in a singularity the mech will be destroyed first giving you the chance to flee. | **If caught in a singularity the mech will be destroyed first giving you the chance to flee. | ||
** It has fairly robust armor and can resist continuous laser fire from multiple sources for several seconds. | **It has fairly robust armor and can resist continuous laser fire from multiple sources for several seconds. | ||
** It blocks line of sight. | **It blocks line of sight. | ||
** When it is destroyed turrets cannot target anyone standing on the same square as it IE the person who was inside when it went boom. | **When it is destroyed turrets cannot target anyone standing on the same square as it IE the person who was inside when it went boom. | ||
** A good roboticist should have one on hand at all times. | ** A good roboticist should have one on hand at all times. | ||
** As a side note: An intelligent roboticist in a RIPLEY can rob the vault in 3-5 minutes.* The Odysseus is a force to be reckoned with. It can scan any chemicals, this includes drinks. The Odysseus' internal generator makes infinite amounts of any chemical and syringes fired with the syringe gun can be recovered, meaning you can fire infinite amounts of liquid to use as reagents. | **As a side note: An intelligent roboticist in a RIPLEY can rob the vault in 3-5 minutes.* The Odysseus is a force to be reckoned with. It can scan any chemicals, this includes drinks. The Odysseus' internal generator makes infinite amounts of any chemical and syringes fired with the syringe gun can be recovered, meaning you can fire infinite amounts of liquid to use as reagents. | ||
** You can mix five different chemicals in any syringe (which still only holds 15u, meaning 5 chems equals 3 of each). This can be used to create an amazing healing concoction or an extremely powerful killer syringe. For instance: | **You can mix five different chemicals in any syringe (which still only holds 15u, meaning 5 chems equals 3 of each). This can be used to create an amazing healing concoction or an extremely powerful killer syringe. For instance: | ||
** Healing mixture: Omnizine. | **Healing mixture: Omnizine. | ||
** Harming mixture: Lexorin, Unstable mutagen, Beepsky Smash. | **Harming mixture: Lexorin, Unstable mutagen, Beepsky Smash. | ||
* Clicking a box with syringes while in an Odysseus with syringe gun raised will load every syringe from the box in the Odysseus. | *Clicking a box with syringes while in an Odysseus with syringe gun raised will load every syringe from the box in the Odysseus. | ||
* Constructing a Ripley Chassis at Materials 1 costs 30,000 metal; at Materials 5, it costs 24,000; at Materials 7, 21,600. | *Constructing a Ripley Chassis at Materials 1 costs 30,000 metal; at Materials 5, it costs 24,000; at Materials 7, 21,600. | ||
** At Materials 1, fully upgrading the Exosuit Fabricator (Good luck doing that) makes it cost 27,600 metal (down from 30,000) | **At Materials 1, fully upgrading the Exosuit Fabricator (Good luck doing that) makes it cost 27,600 metal (down from 30,000) | ||
** At Materials 7, fully upgrading the Exosuit Fabricator changes the cost 19,200 metal (down from 21,600 metal) | ** At Materials 7, fully upgrading the Exosuit Fabricator changes the cost 19,200 metal (down from 21,600 metal) | ||
** To build a Durand at Materials 7 on a default ExoFab requires: | **To build a Durand at Materials 7 on a default ExoFab requires: | ||
*** Metal: 329400 (87.84 sheets); Glass: 32400 (8.64 sheets); Silver: 27000 (7.2 sheets); Uranium: 10800 (2.88 sheets) | *** Metal: 329400 (87.84 sheets); Glass: 32400 (8.64 sheets); Silver: 27000 (7.2 sheets); Uranium: 10800 (2.88 sheets) | ||
** On a fully-upgraded ExoFab, the numbers drop to: | **On a fully-upgraded ExoFab, the numbers drop to: | ||
*** Metal: 292800 (78.08 sheets); Glass: 28800 (7.68 sheets); Silver: 23600 (6.293333 sheets); Uranium: 9600 (2.56 sheets) | ***Metal: 292800 (78.08 sheets); Glass: 28800 (7.68 sheets); Silver: 23600 (6.293333 sheets); Uranium: 9600 (2.56 sheets) | ||
** Gygax, Default ExoFab: | **Gygax, Default ExoFab: | ||
*** Metal: 297000 (79.2 sheets); Glass: 32400 (8.64 sheets); Diamond: 10800 (2.88 sheets) | ***Metal: 297000 (79.2 sheets); Glass: 32400 (8.64 sheets); Diamond: 10800 (2.88 sheets) | ||
** Gygax, Pimped ExoFab: | **Gygax, Pimped ExoFab: | ||
*** Metal: 264000 (70.4 sheets); Glass: 28800 (7.68 sheets); Diamond: 9600 (2.56 sheets) | *** Metal: 264000 (70.4 sheets); Glass: 28800 (7.68 sheets); Diamond: 9600 (2.56 sheets) | ||
** tl;dr -- Combat Mechs mostly cost exorbitant amounts of metal - a stack and a half at least in most cases - but not actually that much of anything else. | ** tl;dr -- Combat Mechs mostly cost exorbitant amounts of metal - a stack and a half at least in most cases - but not actually that much of anything else. | ||
* Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response. | *Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response. | ||
===Tips for Traitoring=== | ===Tips for Traitoring=== | ||
* People can't tell who you are when you are inside a mech and have to go by the mechs name... which you can change at any time. | *A '''Cryptographic Sequencer''' is your best friend and will be what you use to subvert borgs. Usually, when you don't have roboticist access, you must emag a borg to unlock its panel, then crowbar it open and swipe it to subvert it. This takes time and will force you to flash and disable the borg for a bit. But since you are a roboticist, you can easily trick borgs as they line up for you to give them upgrades and new batteries, opening their panels for you without question. | ||
* You can load a Medibot with '''any''' chemical mixture. Refer to the mixture in the Traitor Chemist section and they will inject them with said mixture over and over until they die. | *People can't tell who you are when you are inside a mech and have to go by the mechs name... which you can change at any time. Change your mechs name to some other mech and you can walk across the station as a conferred traitor. | ||
*You can load a Medibot with '''any''' chemical mixture. Refer to the mixture in the Traitor Chemist section and they will inject them with said mixture over and over until they die. | |||
* When a borg is emagged, their self-destruct function is also upgraded, making it more lethal. If you have a target that you want gone, just tell the borg to buckle them onto their rig, then self-destruct, resulting in a gibbed crew member. <s>Strike fear into every heart.</s> | |||
* If you are worried about higher authorities spotting the massive FNX-99 "Hades" Carbine on your Durand, you can always purchase a '''[[Syndicate_Items#Concealed_Weapon_Bay|Concealed Weapon Bay]]''' for 3 TC, which allows you to install one piece of equipment designed for combat mechs and hides it from plain sight even when examined. That is, until you start razing the hallways with it. | |||
*Your objective is to card/kill [[AI]]? Well, you have access to the easiest way to get into that [[AI Core|box of solitude]]. Emag a borg and you can watch it abuse complete access to the station to go right through all of the [[AI]] defenses. What you do at its core is up to you. | |||
==Being an Evil Genius== | ==Being an Evil Genius== | ||
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much everywhere,considering that you can have gloves off the bat. And, of course, [[Syndicate Items#Cryptographic_Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. The toxins kit's contents poured into a single large beaker of an emagged Medibot can create a very dangerous 'helper'. Emagging the cyborgs equips them with a Syndicate lawset, gives them special new tools, and prevents them from being fucked with on a control console. | Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much everywhere,considering that you can have gloves off the bat. And, of course, [[Syndicate Items#Cryptographic_Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. The toxins kit's contents poured into a single large beaker of an emagged Medibot can create a very dangerous 'helper'. Emagging the cyborgs equips them with a Syndicate lawset, gives them special new tools, and prevents them from being fucked with on a control console. |
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