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Showing content with the highest reputation on 05/14/2017 in all areas

  1. Bit late but, a arcade i built like three times, with help of Squishy, Steven Stingray and.. a drask i forgot his name.
    2 points
  2. How to lose friends and infuriate people A guide to combat on Paradise Station "Robusting", "Robustness" or "Being robust" are the colloquial terms for being good at things in Space Station 13, more specifically applied to combat. Combat can take many forms and end with many outcomes; such as death, incapacitation or mutilation to a stint in the Brig or a minor slap on the wrist. This guide will take you from the basics of interacting with other players in a combat situation, to surviving and eventually winning a combat situation. The absolute basics I have defined Combat as to engage in a fight with; or to oppose in battle. It is almost impossible to play Space Station 13 without engaging in combat of some shape or form eventually, combat is not every player's cup of tea and rightly so, however it pays dividends to know how to approach (or not) a combat situation when it happens. Firstly and foremost I must outline the number one rule for engaging in combat; "This is a game, I can die." Remember that we all play this game for enjoyment, if you approach combat with the sole intention of winning above all else then you will not enjoy the experience. Combat in this game has far too many elements to consider and you will need a level head to be good at it; try to approach combat with a calm attitude and don't rage if you lose. There will always be someone better, luckier or better prepared than you are. Remember we all play this game to have fun and it's not all about winning, so try to take each loss with good grace and sportsmanship and use it as an opportunity to learn and develop yourself as a player. Maybe even congratulate another player after the round is done if they did something great? ------ Now, this guide is about winning after all - so now that is over with, lets get on with it. For all of the below, I highly recommend playing in Hotkey Mode. Hotkey Mode allows you to use WASD for movement as well as access key shortcuts detailed below to save you time in twitch situations, all hotkeys will be highlighted in purple going forward. Important Hotkeys and shortcuts to know are as follows Z - Use item in current hand X - Swap hands R - Throw Q - Drop Shift Click - Examine Control Click - Drag Intents Learning to switch between intents quickly and as needed, as well as how the intents change how you interact with the world is one of the most fundamental parts of combat. Knowing which intent to use and when could be the difference between success and failure. In Hotkey Mode you can use the number keys at the top of your keyboard to change intent corresponding to the below numbers Help (1) - Help intent might not seem too important for combat, however help intent allows you to pass through other players who are also in help intent which is very useful, whereas all other intents will make you unable to be passed through yourself. Disarm (2) - Disarm intent is useful if you are unarmed yourself, using disarm intent on someone has a chance of disarming the item they are holding to the tile below them, or pushing them over which results in a short stun of around 1 second, however as this is RNG based you should not rely on it. Grab (3) - Grab intent when used on someone with an empty hand will apply a passive grab, you then have the option to reinforce the grab by clicking your hand or pressing the Z hotkey which will change the grab to an aggressive grab. An aggressive grab allows you to table someone by clicking an adjacent table, which will stun them momentarily. You can also throw people by using the throw button or the R hotkey. Once in an aggressive grab you can again reinforce the grab to aggressive grab (neck). You can reinforce this grab yet again to begin strangling the person, effectively incapacitating them and making them unable to resist or take an action. Be aware that someone is able to resist out of this action at all stages except for the last. There is a cooldown between each reinforcement stage. Harm (4) - Harm intent will allow you to attack aggressively with your fists or an item. Harm intent is not as important as you may think as most weapons default action is to attack when you click on a person, this is best used situationally and dependant on the item you are using at the time. For example, using harm intent with a ranged weapon on an adjacent person will cause you to hit them with the weapon instead of firing it. Movement and positioning The way that you move is fundamental to all combat encounters, the combat system in Paradise stun-based and being stunned unexpectedly by a taser or baton can and will end you if you do not have an anti-stun. Therefore it is paramount that you stay out of the reach of stuns as much as possible. Do not take your opponent(s) for granted and assume that unless they are incapacitated they can and will be a threat to you. If you are able, you should be moving all the time whilst you are fighting, remember that if you move faster than your opponent can click on your sprite then they cannot attack you. Avoid moving in straight lines or in predictable patterns and use the environment to aid you, corners and choke points can help to funnel enemies if you are outnumbered, open spaces are helpful for dodging ranged weapons. If you are in a bad place or being overwhelmed by numbers - move somewhere else if you can! Better still, learn and prepare your environment before fighting. Don't fight fair and always have an escape route such as a hidden door or a window. Having good knowledge of your opponents potential weapons or abilities will greatly aid you with knowing exactly where to position your character in relation to theirs. Preparation "If you fail to prepare you are preparing to fail." If you do not prepare adequately for a combat encounter then you have a much greater chance of coming off worse from it. Having a weapon, chemical or ability available to use can ensure that your enemy's body is floating in space at the end of the shift and not yours. Knowing exactly who you are fighting against and what they bring to the table will also increase your chances of coming out on top significantly. If you are playing as an antagonist then find a security headset and keep tabs on security communications, if you are security then communicate with your team. If you are able to identify threats before they come down on you then you can prepare that much better. Useful items to keep on your person are as follows; Melee stun - A melee stun such as a stun baton, telescopic baton or stun prod. Abilities such as the Vampire's glare can also fulfil this role. Security officers and Heads of Departments carry these. Ranged stun - Ideally give preference to a hard stun such as a taser or a weapon with a taser mode. Disablers are strong at range however require around 5 shots to incapacitate someone fully whereas a taser requires one albeit at closer range. A lot of these weapons have different modes which can be toggled with the Z hotkey. Security officers usually carry these, however you can find them in the Secure Armoury or you can print weapons from the protolaithe in Research and Development. Slip item - Useful to have to slip people chasing you. A slip is almost as good as a taser and gives more than enough time to apply handcuffs, however these must be used with caution as you can easily fall on your own sword. Empty a spray bottle and refill it with water to create an easy reusable slip. (10 units of water required) Handcuffs - Handcuffs, cable cuffs or zipties. Once you have stunned someone it is wise to cuff them to ensure they cannot easily continue fighting once they recover. This is especially important when fighting multiple opponents as it is almost guaranteed you will run out of stuns before you win the fight. You can make cable cuffs with 15 cables. Flash - Use on cyborgs to apply a stun, almost necessarily if playing antagonist on a cyborg heavy shift. Most security officers carry one. Toolbelt with all tools - Tools are almost always necessary and can be printed from an Autolaithe. Toolbelts can be found in maintenance and are usually carried by engineers. Backpack or Satchel - With space, once you disarm or stun someone then take their weapon immediately, if their weapon is in your backpack then they cannot use it against you should they recover and you have the opportunity to use it for your advantage. Medical Kit - If you get hurt it's wise to keep a few patches or medical items around to heal up fast, remember that damage can slows you down significantly. Actually fighting So you're kitted out with your gear and ready to robust whoever comes your way, but how do you actually use it effectively? Effective combat follows three basic steps as of the current meta. Disable - Either with a stun of some form or with heavy damage, we want our opponent on the floor and helpless so they cannot inflict damage on us and we can move on. Secure - Highly situational, securing your opponent can range from simply applying handcuffs to stripping them depending on what you are trying to achieve. Handcuffing your opponent renders them unable to pick up items or move if you are pulling them; always handcuff first if possible. Removing the headset means that they cannot call for help easily, removing shoes will slow them down, removing their jumpsuit will mean they have no suit sensors. Ideally at this stage you want to ensure that your opponent has no means of retaliating against you. If you intend only to kill and have significant stopping power then you can skip this step completely. Finish - Congratulations you now have someone at your mercy, it's up to you to decide how to proceed, if you are fighting multiple opponents you may have to simply leave one person handcuffed while you repeat this process with the others. Remember you do not have to kill everyone at this stage. Simply leaving the person bucklecuffed to a chair naked while you make off with their equipment may be victory enough. Remember they are a player too. Sounds pretty easy doesn't it? In the next stage we will expand on these steps and discuss the most effective ways to achieve them.
    1 point
  3. Hello everyone, since i haven't done this yet, I figured I would do this as my 100th post. I am a person who has been around in SS13 for quite a while, starting about 5-6 years ago, I am very much an on and off player. A lot of you probably know me as P.A.T.C.H., the IPC who like to make excessive amount of things, such as chainsaws or meth. I try to be as nice as possible so if you see me feel free to say hi. I also do my best in any job slot be it botany, engineering, robotics, or even HoP. If you see me on github, feel free to tell me how ok or how terrible my coding skills are. Here is a picture of when I got bored in science about a month ago.
    1 point
  4. Ive been thinking about this here and there for a while now. I believe the changeling needs some sort of ability to escape cuffs. Which, please correct me if I am wrong, only way to escape from cuffs is last resort/turn into a monkey or sting the officer escorting you and hope to escape. What I propose is to allow the armblade to break cuffs when formed. I don't believe this would become overpowered or overused if this was implemented, but some may differ. Because of that a slight lowering of damage for greater utility would be a decent compromise. Alternatively, allowing the armblade to only break out of zip ties instead of cuffs would also work well. Please post what you think of this, and if the ability to escape cuffs is even needed in the first place.
    1 point
  5. It would be nice to see changelings ...changed. I don't think they are in the best of spots in their current incarnation. They start off stronger than vampires do, but lack any real ability to grow stronger. I don't understand why there is a cap on absorption's forcing you to change into someone else to keep absorbing - it seems very arbitrary. Because they start off with so many evolutions, there is no reason to do anything other than kill their 1 target, and then sit idle for the rest of the round. Whereas vampires are constantly hunting for new targets, and it gets the whole crew a bit more involved. Clings are also pretty weak because of the handcuffing thing, all it takes is one (or two stuns if cling has sacs) and a handcuffing, and the cling is pretty much dead. You can usually tell a changeling round because of how boring it is, barring security dragging the occasional body to the incinerator. A better version would involve: 1) Getting rid of DNA absorption sting. Its a pussified mechanic and serves no real purpose other than wracking up your absorption count for greentexting. 2) Start with fewer evolution, give more evolutions with each victim you absorb. Results in clings balancing being stealthy and weak, or hunted but strong. 3) Introduce blood testing ala goonstation/the thing. Allows the crew to get involved, allows more interaction between people accusing each other of being changelings and demanding blood tests. Will really ramp up the sense of paranoia involved which is currently missing.
    1 point
  6. Hello there fellows! I'm quite inspired with this idea by the new added Tajaran's veils and with feature in Starbound that every species have own style. I would like to introduce you my idea: The idea with culture unique clothing is quite good, it might add some more RP into the server and some more exhoration to play and act like your specie. Ofcourse, there can be couple of non human person who is having human name and etc., but the problem is that such characters are quite a lot on our server. So what do you think about it? Leave a comment and your own idea about what type of clothing should each specie have. Here's my idea: Humans - *emtiness* Tajarans - add some kind of artic with fur clothing? Vulpkanins - add some kind of artic clothing too + jungle theme clothing. Unathis - add some kind of Egypt theme clothing, something quite opened clothing with open belly and etc. (It would be good if it won't be sexualized) Skrells - add some kind of beach theme clothing or sci-fi underwater clothing. Or even something with Greek theme... Slime people - eh.... Oga-booga theme or Japanese theme? I have no idea, yet. Hard to make something an idea for it and not repeat as others species (cuz most of them was living on quite warm\filled with water planets) Voxes - steppe-indians (Those indians who were living on America, duh) theme. Greys - basic Sci-fi clothing, like abductors do. Dionas - being nude. Let's be honest, they're trees. The profit from it that they've access to walk around nude and not getting caught by security officer Kidans - hobo, post apocalyptic theme. Shadow people - ??? Drasks - slav-artic clothing. IPCs - they can wear that type of clothing where they've been made by. My english is poor, sorry.
    1 point
  7. I would argue that Tajarans would only wear the innermost layer they would be wearing on Ahdomai, as well, the planet is damm cold, so their fur would insulate well by itself, and unless they get the fur groomed to be less insulating, wearing their normal jumpsuit stuff, and the artic clothing from their planet, they would get a heatstroke on the station that's 20°C. I think the older lore had that they used long clothes with many layers, something that sticks to the long clothes, but being only one of the many layers. To quote the old lore, which was cut out to allow a bit more freedom i think: Should get quite some ideas for that, so "only" a loose fitting shirt with tap pants, maybe a cloak that was modified to be a bit less insulating, tail decor, sashes and all that jazz would be nice to have. Similarily, while Unathi would get some Egypt theme clothing to point at their desert homeworld, it would be insulating Egypt clothing, as well, they are biologically used to high temperatures, it would be rather cold for them on the station. It would also be nice to have some sort of clothing Plasmamen can customize. Currently, the one plasmasuit they get is colored to their job. There could be minor customizability like an emblem or something on their suit, other color for their visor, or slightly different shapes of the suit. The shape thing would probably be the most problematic one, as it would require every job to get resprited for that shape. Maybe we could change it that there are certain base colors, and armband like department designation accessoires that fit every sprite shapewise.
    1 point
  8. Maybe it should be reformulated to : If they try to leave you are free to terminate and cremate them. (; PS: I think if this law is active Security should have new orders to assist the Ai and to make sure nobody leaves the station. So that not only the Ai have to fight all people. It should be supported the crew surely didn't want that their families home would get infected, too.
    1 point
  9. You are misunderstanding how the law is written: Pertinent section: Meaning you can beat the everloving shit out of them, without ever causing them any harm. Its a re-definition and works absolutely fine not being a zeroth law.
    1 point
  10. No. They are fine where they are now.
    1 point
  11. I've been adding a lot of different kinds of overlays to my drawings lately to give them different kinda of effects. Here's NECROMANCER having a scratch on his face with a sort of blue overlay on him If you never noticed I have a thing for Detectives so a year ago when I was still in college I had a project where I had to make a comic cover. And I did up Space Station Noir I still have some thumbnail sketches of different comic covers that I still go back to. So this is another one I finished, Edit: I keep forgetting to throw this picture on here, may as well just edit it in
    1 point
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