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Showing content with the highest reputation on 08/02/2017 in all areas

  1. Man, I wish I was as cool as Regen
    2 points
  2. Oh hello, how do you do? Welcome to le topic where I'd post some of my recent digital drawings here. Maybe not often but hey, thanks for passing by! Here, have the first one, a Blueshield girl, well my character "Ruby Russhell" as Blueshield at least.
    1 point
  3. 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
  4. Lemme start this by stating this is coming from someone who has NEVER had one used on them before, so it's NOT a salt post. Sacrifical daggers are a super unhealthy item, and with cult, usually means you're getting permakilled if ones used on you (or become a construct at best). Being one shot isn't fun for anyone involved, takes little skill to actually pull off, and isn't even risky to the user as there's no opportunity for you to even call them out. I'm suggesting the sacrifical dagger be changed to what it was originally designed (to my knowledge) to be; remove/lower the cooldown on the blood drain, but significantly lower the amount of blood that it takes. This would improve the overall health of the item while keeping its theme.
    1 point
  5. MANLY DORF! Passes out under the bar-stool again
    1 point
  6. Why are people necroing all these old threads as of late?
    1 point
  7. Zeke Varloss: an Irish coffee or an Irish Carbomb Dreamy Rockwall: Demons Blood, BLOOD!, or a barefoot Ariel Cullen: whiskey Alistair Sslas: anything you throw at him Calico Furrytail: milk, or a milkshake R.A.B.B.I.T: probably a Servo Griselda Webber: a white Russian And all my other characters I don't remember remember for them anymore.
    1 point
  8. So, over the course of my time on the server, I grew dissatisfied with having to manually write up each template for every form of paperwork.And then it occurred to me to use the wiki to store some blank templates. So, without further ado, I guide you towards my stash of paperwork. Feel free to snag them as you desire. They are also listed under the sample templates located elsewhere on the wiki.
    1 point
  9. Name: C.O.L.A Age: 12 Gender: Frosty Race: IPC Blood Type: Strawberry General Occupational Role(s): Cola Commando Biography: Created by the now defunct NT Entertainment and Marketing Department, C.O.L.A was designed and programmed as a prototype in order to increase Space Cola sales. Recordings Acquired from NT:EMD Satellite Debris. [8:43]:Please let me go! I don't want to drink anymore cola! [8:43]: NO COLA?! But Space Cola has all the ingredients a growing body needs! Laws:Laws:Laws: Increase Sales. Cola. Cola. Remind customers of our loyalty program: ERROR. [8:44]: It tastes like burning sugar gunk! [8:44]: Now, now missy! I won't take that kind of brand disloyalty! [8:44]: (Screaming, Electrical discharges) [8:44]: Are you interested in buying a case of sweet, delicious SPAAAACE COLA!? Warning: Space Cola contains small traces of lead. [8:44]: (Electrical Discharges) [8:45]: Don't worry Doctor... Cola is food for the soul! Qualifications: Marketing Chemistry Law Enforcement Employment Records: Property of Nanotrasen Security Records: Medical Records: Likely dysfunctional personality matrix: Won't stop talking about Cola Commendations [only to be added by admin]: Reprimands [only to be added by admin]: Other Notes: Holey Molars! It's time for Colas!
    1 point
  10. @LittleBigKid2000 Thank you for the patience, here is Entchtut Cenein.
    1 point
  11. Just for the hell of it Puppet Murdock (or was it frog..) is back yelling down your hallways. @bigfatbananacyclops
    1 point
  12. I am hopelessly addicted to CK2. It's actually starting to become a problem, since I'm not burning out fast enough to spend time playing SS13. Personally, it felt like the 'graduation' of my obsession with Medieval 2: Total War and medieval history in general, though I haven't gotten to a point where I'm comfortable playing without excessive savescumming. Generally I like picking religions or cultures that are generally thought of as 'extinct' in modern times, and seeing how much I can 'break' the general progression of history by expanding and thriving as them. My favourite games so far have been taking over Egypt as the coptic christians to form the empire of Abyssinia, reforming Slavic Paganism as the Kingdom of Ruthenia, and I'm currently working on a Messalian Carpathian empire as the Avars. One of the most memorable characters I've seen so far was a duke from my dynasty who was a possessed, imbecile lunatic - likely due to his parents being from the same dynasty (AI-controlled family members have a weird fixation on inbreeding, I've found), yet he still had 30 points in martial skill and the 'holy warrior' trait due to a modifier declaring that he was receiving military advice from Jesus. I'd love to try out a multiplayer game, but unfortunately I've made some edits to the base game files which I believe disables the multiplayer feature unless I re-install. If anyone's reading this and interested, here's an idea I've always wanted to try: Have 5 players all play as different patrician families inside of the same merchant republic. See how quickly the republic either conquers europe or wipes itself out due to constant assassinations.
    1 point
  13. I don't see this change giving any real positives or adding much at all. I do however see it being used for a lot of stupidity and memes, as has already been demonstrated. The system we have now seems fine, and has worked well. Thus, this won't be a change we'd like to see.
    0 points
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