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m (→The .38 Revolver: further standardizes the list of descriptions of different revolver round types) |
(adjusts and enacts most advised changes that the red lizard told me to do) |
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* The crime scene is your stage. Make sure any Heads of Staff or other officers present touch as little as possible and steer clear while you work. This is especially problematic if they touch vital evidence, as you won't be able to confirm certain traces if a black-gloved officer or an insulated-gloved Chief Engineer goes and touches the bloody toolbox present in the scene. | * The crime scene is your stage. Make sure any Heads of Staff or other officers present touch as little as possible and steer clear while you work. This is especially problematic if they touch vital evidence, as you won't be able to confirm certain traces if a black-gloved officer or an insulated-gloved Chief Engineer goes and touches the bloody toolbox present in the scene. | ||
*Beyond using your Forensic Scanner on pretty much every upturned bush in sight, it's important to look around and take notes of out-of-place things, as well as searching around in general. | *Beyond using your Forensic Scanner on pretty much every upturned bush in sight, it's important to look around and take notes of out-of-place things, as well as searching around in general. | ||
* If there are bullet casings, but no gun, you can assume it's been hidden, or far more likely, on the suspect. | * If there are bullet casings, but no gun, you can assume it's been hidden, or far more likely, on the suspect. | ||
*Search plants, boxes, containers, see if anything is out of place or something was left behind. Carry a T-Ray Scanner and a crowbar on you (easily found in Tool Storage, printed at an [[autolathe]], or the Engineering [[protolathe]]), and check under the floor for Smuggler Satchels: bags that can be hidden underneath floors. Leave nothing uncounted for and no stone unturned. | *Search plants, boxes, containers, see if anything is out of place or something was left behind. Carry a T-Ray Scanner and a crowbar on you (easily found in Tool Storage, printed at an [[autolathe]], or the Engineering [[protolathe]]), and check under the floor for Smuggler Satchels: bags that can be hidden underneath floors. Leave nothing uncounted for and no stone unturned. | ||
*Clever criminals might store their incriminating items in a Secure Briefcase. You can use a Multitool to brute force these open, bypassing the need for learning the code to access the contents within. | *Clever criminals might store their incriminating items in a Secure Briefcase. You can use a Multitool to brute force these open, bypassing the need for learning the code to access the contents within. | ||
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Once you're done investigating a crime scene, return to your office or the nearest [[Security Post]]. You have access to every departmental post, assuming you can enter said department to access it. This does not include the Arrivals Checkpoint. Regardless, all of these will have a Security Records console, while your own office will also have a Medical Records console. In a pinch, you can also use a computer in Medical to access Medical Records. | Once you're done investigating a crime scene, return to your office or the nearest [[Security Post]]. You have access to every departmental post, assuming you can enter said department to access it. This does not include the Arrivals Checkpoint. Regardless, all of these will have a Security Records console, while your own office will also have a Medical Records console. In a pinch, you can also use a computer in Medical to access Medical Records. | ||
'''Make sure any bodies make it to either Medical or the [[Brig Physician]]. The latter can help keep a body safe during revival or perform an autopsy/inspection. | '''Make sure any bodies make it to either Medical or the [[Brig Physician]]. The latter can help keep a body safe during revival or perform an autopsy/inspection. In addition, as a position close to Security, they are far more trustworthy. Do note, however, that they don't have a full Medbay at their disposal.''' | ||
===Running the Numbers=== | ===Running the Numbers=== | ||
You have both access to Security Records and Medical Records. Security Records allow you to run prints, as well search up and modify crime-related details of anyone on the crew manifest (if their security records haven't been deleted). Medical Records allow you to run DNA from blood, as well as search up and modify medical-related details of anyone on the crew manifest (mostly useless). | You have both access to Security Records and Medical Records. Security Records allow you to run prints, as well search up and modify crime-related details of anyone on the crew manifest (if their security records haven't been deleted). Medical Records allow you to run DNA from blood, as well as search up and modify medical-related details of anyone on the crew manifest (mostly useless). | ||
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Inserting someone's fingerprint code into a Security Records console will narrow down the named list of individuals to whoever the prints belong to. If you can't narrow down the owner of a certain set of prints, this generally means one of two things: | Inserting someone's fingerprint code into a Security Records console will narrow down the named list of individuals to whoever the prints belong to. If you can't narrow down the owner of a certain set of prints, this generally means one of two things: | ||
#The prints belong to someone present not on the manifest (some options include humanized monkeys, [[Fugitive|stowaways]], [[Clockwork Cult|fanatics]], or [[Nuclear Operative|really, really bad news]]). | #The prints belong to someone present not on the manifest (some options include humanized monkeys, [[Fugitive|stowaways]], [[Clockwork Cult|fanatics]], or [[Nuclear Operative|really, really bad news]]). | ||
# | # They belong to someone who deleted their own security records (likely a [[Traitor|Syndicate agent]], or [[Changeling|something far less friendly]]). | ||
The same options hold true if you can't find the owner of a DNA string using a Medical Records console | The same options hold true if you can't find the owner of a DNA string using a Medical Records console. In almost every case, an unidentifiable string of DNA belongs to a humanized monkey from [[Genetics Lab|Genetics]], or a monkey itself. | ||
If you find one pair of prints on something damning and no glove fibers, you've most likely got a catch. Set the individual to Arrest and update their security record (both done using the Security Records console), then inform Security over your radio. Even if you only have suspicion, or the prints weren't on something damning, still inform Security and append the Notes section to indicate what you've discovered. If you set any individuals to Search, follow the same process. Remember who your [[Head of Security|boss]] is, and defer to them if they don't agree with the direction your investigation is heading. Though, if you have free time, it's worthwhile to follow up on something and keep an eye out on any shady individuals, even if the Head of Security pardons their suspicion. A true detective follows their own hunches to make sure the truth gets out. | If you find one pair of prints on something damning and no glove fibers, you've most likely got a catch. Set the individual to Arrest and update their security record (both done using the Security Records console), then inform Security over your radio. Even if you only have suspicion, or the prints weren't on something damning, still inform Security and append the Notes section to indicate what you've discovered. If you set any individuals to Search, follow the same process. Remember who your [[Head of Security|boss]] is, and defer to them if they don't agree with the direction your investigation is heading. Though, if you have free time, it's worthwhile to follow up on something and keep an eye out on any shady individuals, even if the Head of Security pardons their suspicion. A true detective follows their own hunches to make sure the truth gets out. | ||
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* It will inform you what they were last hit by. In most cases, this will be the item that dealt the final blow to them. | * It will inform you what they were last hit by. In most cases, this will be the item that dealt the final blow to them. | ||
* Any time spent doing an autopsy is time that the body is decaying and the culprit is running free. As previously said, one of the best witnesses to a crime is the victim themselves. This is especially true if they were murdered. | * Any time spent doing an autopsy is time that the body is decaying and the culprit is running free. As previously said, one of the best witnesses to a crime is the victim themselves. This is especially true if they were murdered. | ||
The steps to an autopsy can be found [[Surgery#Autopsy|here]]. | |||
===The Logical Savant=== | ===The Logical Savant=== | ||
''"Think! THINK! Why doesn't he have the [[High-risk_items#Advanced_Magnetic_Boots|magboots]] on him?"'' | ''"Think! THINK! Why doesn't he have the [[High-risk_items#Advanced_Magnetic_Boots|magboots]] on him?"'' | ||
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At the end of the day, common sense will get you far, even if you don't have forensic evidence to build an investigation on. | At the end of the day, common sense will get you far, even if you don't have forensic evidence to build an investigation on. | ||
=== The Masked Agent === | === The Masked Agent === | ||
'''Disguising as a Detective is a highly-disputed topic by the administrative team. It's best to check with any online before you go through with it.''' | |||
''"Why yes [[Quartermaster]], I'm one of your Cargo Technicians for the shift."'' | ''"Why yes [[Quartermaster]], I'm one of your Cargo Technicians for the shift."'' | ||
Disguising as another job is a little-used technique that the Detective is capable of performing over other officers. There are two methods of going about this. | Disguising as another job is a little-used technique that the Detective is capable of performing over other officers. There are two methods of going about this. | ||
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If you ALT+CLICK on the revolver, you can change its skin. If its skin has already been changed, it spins the revolver's cylinder instead (which WILL randomize the order of bullets). You can use a pen to rename it or give it a description as well. | If you ALT+CLICK on the revolver, you can change its skin. If its skin has already been changed, it spins the revolver's cylinder instead (which WILL randomize the order of bullets). You can use a pen to rename it or give it a description as well. | ||
==== The Forbidden Revolver ==== | ==== The Forbidden Revolver ==== | ||
By emptying your revolver of bullets and using a screwdriver on it, you reinforce its barrel, converting the caliber to .357. There are | '''Converting your revolver to .357 for no reason can be ruled as powergaming. A good rule of thumb is to only do so with authorization and if a station threat requires lethals. When in doubt, ask an administrator.''' | ||
By emptying your revolver of bullets and using a screwdriver on it, you reinforce its barrel, converting the caliber to .357. There are three main things to note about this decision: | |||
# The revolver cannot be loaded with any .38 bullet, only .357 rounds, which deal 60 brute and can be printed at a hacked autolathe. The individual bullets must be loaded separately and cannot be held in a Shoulder Holster. | # The revolver cannot be loaded with any .38 bullet, only .357 rounds, which deal 60 brute and can be printed at a hacked autolathe. The individual bullets must be loaded separately and cannot be held in a Shoulder Holster. | ||
# The revolver's rate of fire decreases slightly. | # The revolver's rate of fire decreases slightly. | ||
# Each pull of the trigger has a chance to misfire the weapon, causing it to explode in your hand, dealing moderate brute damage and forcing you to drop the weapon. The round will not be used. The fewer live rounds present in the revolver, the higher the chance of misfire. Specifically, the chance of misfire is equal to '''0.7 - 0.1x''', where '''x''' is the number of live rounds in the revolver. | # Each pull of the trigger has a chance to misfire the weapon, causing it to explode in your hand, dealing moderate brute damage and forcing you to drop the weapon. The round will not be used. The fewer live rounds present in the revolver, the higher the chance of misfire. Specifically, the chance of misfire is equal to '''0.7 - 0.1x''', where '''x''' is the number of live rounds in the revolver. | ||
While this does significantly increase the lethality of the revolver, it becomes much more difficult to obtain, store, and load ammunition. In addition, the misfire represents a randomness that can and will get you killed. If you're dealing with a threat that demands .357, and you misfire, the chances of you walking away alive drop dramatically. You can alleviate the dropping by obtaining an Anti-Drop implant from Medical or [[Robotics Lab|Robotics]] once the appropriate research has been completed, but you will still deal the brute to yourself, and the shot will not go off. | While this does significantly increase the lethality of the revolver, it becomes much more difficult to obtain, store, and load ammunition. In addition, the misfire represents a randomness that can and will get you killed. If you're dealing with a threat that demands .357, and you misfire, the chances of you walking away alive drop dramatically. You can alleviate the dropping by obtaining an Anti-Drop implant from Medical or [[Robotics Lab|Robotics]] once the appropriate research has been completed, but you will still deal the brute to yourself, and the shot will not go off. | ||
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As mentioned at the end of the Forbidden Revolver, the .357 speed loaders are compatible with a modified .38 revolver. While you cannot buy the Syndicate .357 Revolver as a [[Traitor]], you can still buy the speed loaders for 2 TC each. As a result, stealing the revolver can prove to be a gambler's strategy. The .357 speed loaders fit in the Shoulder Holster and can be used to continuously top off the revolver to minimize the misfire chance. | As mentioned at the end of the Forbidden Revolver, the .357 speed loaders are compatible with a modified .38 revolver. While you cannot buy the Syndicate .357 Revolver as a [[Traitor]], you can still buy the speed loaders for 2 TC each. As a result, stealing the revolver can prove to be a gambler's strategy. The .357 speed loaders fit in the Shoulder Holster and can be used to continuously top off the revolver to minimize the misfire chance. | ||
60 brute is nothing to laugh at, even when considering the armor that Security wears. Obtaining it does require breaking into the Detective's Office, stealing their locker, and breaking it open, or subduing the Detective to pry it from them unwillingly. However, the Detective's Office with no Detective on-board should have their sunglasses, as well as a Security radio headset and pepper spray in the locker: all useful things if you're one of the Syndicate's finest. And if you have to take the Detective out of action, you get your hands on a Bowman headset instead, Security access from their ID, their wooden baton, and whatever else they might have on them. While traditional officers might be more fruitful targets if you're taking the risk of assaulting an officer, the Detective has fewer options to defend | 60 brute is nothing to laugh at, even when considering the armor that Security wears. Obtaining it does require breaking into the Detective's Office, stealing their locker, and breaking it open, or subduing the Detective to pry it from them unwillingly. However, the Detective's Office with no Detective on-board should have their sunglasses, as well as a Security radio headset and pepper spray in the locker: all useful things if you're one of the Syndicate's finest. And if you have to take the Detective out of action, you get your hands on a Bowman headset instead, Security access from their ID, their wooden baton, and whatever else they might have on them. While traditional officers might be more fruitful targets if you're taking the risk of assaulting an officer, the Detective has fewer options to defend themself, as well as fewer tools to instantly win a fight, or to win one safely. A lethal ranged option keeps you away from stun batons, flashbangs, flashes, bolas, buckshot: anything Security might pull out to immediately stop you in your tracks. | ||
=== The Forensic Scanner === | === The Forensic Scanner === | ||
The Forensic Scanner begins the round in your backpack, and there is an extra located in your locker. It's good practice to take the extra and set it in the Security Office, in case other officers need it and you go missing. More can be printed at the Security protolathe once the appropriate research has been completed. In addition, said research also allows for the printing of Advanced Forensic Scanners, which offer more information, such as the location of the scan, as well as scanning quicker. | The Forensic Scanner begins the round in your backpack, and there is an extra located in your locker. It's good practice to take the extra and set it in the Security Office, in case other officers need it and you go missing. More can be printed at the Security protolathe once the appropriate research has been completed. In addition, said research also allows for the printing of Advanced Forensic Scanners, which offer more information, such as the location of the scan, as well as scanning quicker. |
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