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

  1. Tetra's alter ego is quite something
    3 points
  2. IT'S MY 3000TH POST, MIGHT AS WELL BE SOMETHING GREAT. This is something I've thought about for a bit, pitched the idea in OOC and everyone thought it was great. So, uh, here goes. Essentially, this is a gateway mission of the Cyberiad from late 2013/ early 2014. However, it's a wreck. Electricity doesn't work, things are torn, breaches, etc. How would people get around? Well, you could use a crowbar, or... Perhaps a guide bot similar to what they have on Goonstation. It would be broken down and slightly malfunctioning. (Hell, it could serve as a final boss at the end, transforming into something terrifying. Fuck if I know.). This is a bit of a bare bones idea, but it has the potential to be really neat, and show off a bit of our history.
    2 points
  3. That Tetris Vegan as more beard than me irl
    2 points
  4. Well...I said I wanted a pic of Tetra as brig doc. It's PERFECT!
    2 points
  5. Let the Tetris Vegan memes continue...
    2 points
  6. When Tetris Vegan hears about any antags on the station.
    2 points
  7. IPC poster? Say hello to Alistair Sslas, a purpleish lizard man...
    2 points
  8. 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
  9. Pretty much what the title says. Wizard rounds are extremely rare currently, having witnessed only one in the past 3 days of personal playtime, and I played quite alot these days. Even if wizard happens, It's only one person, and the chances of them being unexperienced is pretty high, thus ending the round really fast since wizards are rare and only one person from the usually 100~ that are on is selected, it's hard to practice without a personal server. This would hopefully be a better experience for people to try the wizard antag, as in my entire playtime I've had it enabled ALWAYS, and just gotten it once. Being many wizards, some spells like lich, or slaughter demons should be disabled, as 4-5 wizards can be pretty powerful. Opinions, thoughts, anything is appreciated!
    1 point
  10. For your needs to bring suffering to the station as a Internal Affairs Agent! Complaint - For when the Crew gives the rare legitimate complaint. Departmental - For when a Department shows high amounts of SoP violations or incompetence. Personnel - For when you have that one personnel who proves to be incompetent Summary - For when you wish to keep information and personnel classified
    1 point
  11. This being the first thing I see when I open this topic. Anyways, As long as it isn't associated with the vulp race as others have said, and is its own thing, sure. No twilight crap either.
    1 point
  12. That is so close that hurts. I work with Tetra a lot because NT hates me and tosses me into security.
    1 point
  13. What if you had a page that you could send people to read where the sentence with the code words dynamically changes? The sentence would be randomly inserted into one of the rules in the middle and the words would be randomly generated. You could seed the RNG with the banned user's CKEY so each user gets a unique page. Or seed it with the number of their forum topic so every ban gets a unique rules page.
    1 point
  14. Any generic powergamy vox. I always respected Ares but he always played races with restrictions, vox have zero.
    1 point
  15. When I type fear into my phone it autocorrects to Ares.
    1 point
  16. First one, A civilian named Aldrick set himself up as a Texas Hold'em dealer. He didn't get any takers, but did end up playing a couple rounds of Blackjack near the end. Second was the first time I got all the things I wanted, and I got a pretty steady stream of patrons and was a pretty rewarding round!
    1 point
  17. IPCs should turn into Janicarts that spray lube everywhere. The janicart has a bushy tail.
    1 point
  18. Voxtectives on the case, yaya.
    1 point
  19. I have never seen a computer monitor look so offended before in my life
    1 point
  20. Space Station Noir mock comic cover.... the more I make them the more I think about making an actual comic. Tried my hand at the Rick and Morty drawing style harder to do than I thought...
    1 point
  21. More of the glowy/flame-y? hair lady!! Blue Skrell lady.
    1 point
  22. Dramatic drawing time?
    1 point
  23. Another drawing with Zeke and Jonah.... Not really NSFW but more butt side view that people probably wouldn't want to see(?)
    1 point
  24. Here's a drawing of Grand Wizard(?) Dreamy Rockwall, of course this will never happen. Cute Dreamy in a big sweater sketch! Snowflake character FAERIE who was an insane human who got his memory/personality put into an IPC Ansari drawn as a manly man, and then drawn as a lady Sketch dump!
    1 point
  25. NAR'SIE HAS RISEN Now, here's a sultry(?) drawing if Jonah Bright and Zeke Varloss. I have a quota I must meet with Jonah and Zeke kissing drawings.
    1 point
  26. Oh my gosh, it felt like it took forever working on this. Here's mine and Churchy's Diablo 3 character, a Necromancer named Annette and a Wizard named Darion. Can you guess whose is whose?
    1 point
  27. Also, for those that do not use hotkey mode and want SOME robustness, but not near as much as hotkey mode will give you. The following buttons help: PgUp: Swap hands. PgDn: Use item in selected hand. End: Toggles throw. Home: Drops item. Delete: Cancels pull. Insert: Doggles intent as such; Help -> Disarm -> Grab -> Harm -> Help -> Repeat. But this was an amazing post! +1
    1 point
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