Security Officer: Difference between revisions

Jump to navigation Jump to search
528 bytes removed ,  16:45, 7 June 2015
removed redundant/outdated tips
imported>Kingofkosmos
m (Added tips from Awesome Misc Stuff.)
imported>Bandit
(removed redundant/outdated tips)
Line 118: Line 118:
* If you're wearing sunglasses/secHUD + a helmet/Warden's hat/HoS's hat OR a pair of earmuffs, flashbangs will only stun you for 5 seconds, otherwise you'll be down helpless for a full 20 seconds. This gives security 15 seconds (the same as a taser/stun baton) to slap the bracelets on the perp that’s too slippy to hit normally.
* If you're wearing sunglasses/secHUD + a helmet/Warden's hat/HoS's hat OR a pair of earmuffs, flashbangs will only stun you for 5 seconds, otherwise you'll be down helpless for a full 20 seconds. This gives security 15 seconds (the same as a taser/stun baton) to slap the bracelets on the perp that’s too slippy to hit normally.
* If you're wearing sechud glasses and examine someone, you can change their wanted status by clicking on it in the description.
* If you're wearing sechud glasses and examine someone, you can change their wanted status by clicking on it in the description.
* Any blunt item applied to the head (this includes bibles) can de-revolutionize someone if you ran out of implants. This doesn't prevent them from being re-revved, though, and it'll knock them out for quite some time.
* Donuts heal security staff much more than the normal crew. Frosted donuts even more!
* There is a recharging station near arrivals that you can access from the desk outside of the security checkpoint. Good if you are a traitor and need to give your weapons a bit of juice without suicide running into Brig.
* You can move rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.
* You can move rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.
* Loyalty implants prevent someone from being rev'ed and deconvert revs. They also prevent someone from being culted but do not decult those tainted by the Dark Lord's power.
* Loyalty implants prevent someone from being rev'ed and deconvert revs. They also prevent someone from being culted but do not decult those tainted by the Dark Lord's power.
Anonymous user

Navigation menu