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Showing content with the highest reputation on 12/19/2019 in all areas
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Thank you for the kind words, it means a lot to me that I am appreciated. And speaking of appreciation, thank you so much for the beautiful rendering of Katlyn. It is so amazing how you are able to make the character come to life. If I try, I can sometimes draw a stick figure with the right proportions, so I am just awed by your skills.3 points
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Always nice knowing the Captain will be good at their job on a given shift. Katlyn is great! Also Yeehaw back at y'all pardner.2 points
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It's 4am and I just got back from watching the new starwars, yeehaw. I managed to do this before I left, Katlyn! They're a good Captain. I see them on often leading the cyberiad, and they always seem to do a competent job with it Being a good captain is hard, so doing it well is something that should be commended. But, should we really expect any less from Nanotrasens finest? ...Gosh I should sleep.2 points
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Diona, dionae. It was only a little while ago that I really started to enjoy playing diona, as I see them as arguably the most forgivable of all species in terms of gameplay, and objectively one of the best species for new players to play. That might sound a little weird, but I'll elaborate. Dionae, are one of, I believe, the six species that someone can choose to play as free of charge. But, what really makes dionae optimal as a species choice for newer players is the way that they encourage the game to be played. Dionae are differ from humans with three additional game mechanics. They starve quickly in darkness, are given constant healing and nutrition while exposed to light and take extra heat damage. Assuming that the players in question are familiar with the game mechanics and game itself, which, admittedly, is not always true, this encourages said players to stay out of dark and dangerous maintenance areas, which is always good, to not pick fights with Security, who primarily employ energy or burn weaponry, and to lastly just help out others medically with the knowledge that, given light, diona passively heal and are better suited to play at being a combat medic. Even disregarding all of this, the passive heal afforded to dionae is worth it, so much so that I've voluntarily chosen to retcon some bionic limbs onto my diona character as a sort of balancing mechanism. Given all of this, I just find it a little bit strange that dionae are relatively untouched among the experienced and newer playerbase alike in lieu of the vox/slimeperson/IPC/vulpkanin meta. On somewhat related note, I'm also a bit confused as to why nukies and SIT are comprised almost solely of humans. Given the allowance of changelings, vampires and traitors of all different races into the ranks of the Syndicate, it seems odd why these specific teams are only humans. I understand that there might be some code limitations, and the few times that I've seen admins attempt to spawn racially diverse SIT teams, what ended up happening was an equal parts hilarious and terrifying mashup of species(in one instance, I was officially a grey, but had the skin tone and model of a human, the black eyes of a grey floating several inches in front of my nose and a dysfunctional headpocket that immediately dropped anything placed in it, not to mention the fact that my character used the clothing model of a grey, making my back and shoulders bulge through my jumpsuit). Simply put, I'd like to see racially(specieally?)diverse nuclear operative and syndicate infiltration teams, or at least some reasonable explanation as to why the Syndicate enlists humans exclusively for their group-work.1 point
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Vox and IPC are very RP heavy, they have some major weaknesses and minor (if can even be considered) strengths. Slime People and Vulpkanin are mechanic heavy, they have Major Strengths and minor weaknesses, in relation. Vox They used to be considered OP space faring race, but were heavily nerfed to the point that the only real strength they have is slash damage on basic melee attack, but they have four "boons" which I consider to be, for the most part, utterly irrelevant: Immune to decay and will not skeletonise. - If you are dead long enough for this to happen, 99/100 you've either become something else or left the game entirely. Internal organs will not accumulate germs or decay even outside the body; external organs do not accumulate germs while attached to the body. - this is pointless due to the fact that in order to revive a vox outside of the 2 minute window, you need to use SR, which causes organs and limbs to become necrotic regardless of germ accumulation, also any surgery which could result in infection is countered by a couple of u of spaceacillin. Silent Footsteps - Outside of jackboots, I personally had never noticed footsteps in maint tunnels, it was only when I was told to massively increase my volume that they became noticeable, so if you play at a decibel that footsteps were noticeable, this one may be useful, but again not really. Able to process both synthetic and organic reagents. - Now this one on paper seems really good, you'd think that this means you could stack speed chems and the like, however it doesn't. Sure you don't get poisoned by taking synthetic chems, but between them being more of a chore to make and most of them not doing anything for you, this too is utterly pointless. Compared to their maluses: Bones break easier. - Due to surgery requirements to fix, along side often malpractice on Vox, this is a massive issue. Oxygen is toxic. - Outside of malpractice medical and security, this isn't really an issue most of the time, as vox start with a N2O tank that should last all shift. Cannot be cloned. - Yet you will often end up in the cloning machine, then in the morgue when they are unable to clone you. -60% alcohol tolerance. - Not really an issue unless you RP an alcoholic. +20% brute damage. - Combined with easier bone breaking, this is pretty bad, means that the rolls done to see if a bone breaks, are going to be slightly higher thus more likely to succeed. Remain vulnerable to organ death when revived with Strange Reagent. - Essentially nullifying one of the boons. This puts Vox focus on a solely RP path, with combat being more difficult, along side a greater susceptibility to being griefed or mishandled, which tends to bring Vox players closer together with a general understanding among them that they are going to go out of their way to help each other out. IPC Ipc are akin to vox in the fact that you play them mainly for RP focused game play, as they are extremely fragile but have a number of unique mechanics which make them interesting. Can't process most reagents. - This makes them immune to most chemical damage (outside of acids) Brain located in torso. - Means that easily lost head is less important. Recharges from APCs. - Never needing to consume food is nice but if the power is out, so is your lunch. Has oil for blood. - In my opinion IPC needing "blood" along side the potent malus they have, was uneeded. Regains blood by drinking oil. - Unlike slime people, who can get water anywhere, IPC need to have access to either robotics or a chemistry station to replenish. Virus immunity. - This is both a boon and malus, as they cannot gain benefit from positive viruses, but also are not vulnerable to negative ones. Does not need a jumpsuit to use their inventory slots. - This is a fun mechanic, but currently is a little bugged, IPC are vulnerable to limb loss way beyond other species, and if any limb is removed, if you are utilizing this ability, you will drop everything in your inventory slots aside from your bag. Boons Easy repairs (cable coil/active welder). - The strongest boon for IPC, you can easily repair yourself on the fly if you have the materials to hand. Decapitation isn't fatal (blind/deaf) - Most people target heads in combat, so losing yours not being immediately fatal is nice, but happens quickly due to increased damage. Welding eye-damage immunity. - A decent boon, you still get a white screen flash on welding, but you don't need to get your eyes repaired afterwards. Radiation/toxin immunity. - Good in Niche situations, but generally unimportant. Pain immunity. - Nice for doing operations on them, but that's about it. Maluses Low blood incurs stamina damage. - This kicks in at around 20% oil loss, with nothing to mitigate it other than replenishing oil, this can quickly incapacitate you. Easier to decapitate. EMPs are fatal. - You can survive a direct emp if you are inside a mech, otherwise an EMP is going to apply a tremendous amount of burn damage and instantly kill you. +50% brute damage. - That greytider with an extinguisher is doing a solid 15 damage per hit instead of 10, combined with lower part health, means you are going down quickly, or at the very least losing limbs. +50% burn damage. - An active welder doing a solid 22.5 damage per hit, you'll be lucky not to lose a limb on the second hit. Downed and take continuous brute damage to all body parts while in crit. - Now this is one of the worst Maluses in my opinion, compared to other races who can get up during crit and apply chems to themselves to heal up and survive, IPC when in crit are dead without external assistance, it's just a matter of time. Now we come to slime people and vulps, both of whom have strong bonuses, with Slime People essentially being currently the tankiest race. Vulpkanin Can consume tiny animals. - Niche not really a boon as there is generally plenty actual food on the station. Boons Claws (unarmed is sharp). - Sharp damage on unarmed, causing bleeding, a good buff, not OP but useful. Low-light vision (8m). - This is a strong ability, preventing you from needing lights or night vision when traveling around the darkness of maints, allowing you to more easily conceal yourself. Maluses Flashes incur extra eye damage. - Pretty bad if you go around welding things without protection, but has no real in combat effect. +11% hunger. - Negligible as food is abundant on the station, with or without a chef and a couple of cans of chicken soup will still see you all shift. As you can see, vulps don't have a large amount of boons, but it is the lack of combat based maluses along side the couple of boons they do posses that make them strong. Vulps are essentially a direct Human+, which makes them a good pick generally speaking. Slime People Slime core for brain. - Functions exactly like a brain, no real game play differences. They only have a heart "brain" and lungs for internal organs - This is something I would consider a boon personally, as it means they see and hear without eyes or ears, so are immune to damage caused blindness or deafness, also the lack of organs in the lower body means they don't get pain when they are damaged. (A note, lower body organs actually do nothing in all species, but can get damaged and cause pain which inhibits the character.) Has water for blood. Boons Regains blood by drinking water. - Can be easily replaced from almost anywhere on the station due to accessibility of water tanks, so doesn't require a raid on medical to replenish. Can regrow lost limbs. - Losing a limb doesn't really matter, you can regrow anywhere you can keep still, as long as you are not starving or out of water. They Don't have bones. - No bones to break, a slime person who has the means to reduce stamloss becomes an almost unstoppable force. Maluses Lower cold threshold. - Can survive less time exposed in space, otherwise this is a niche malus, watch out for those snow machines. +150% brain damage. - Can be mitigated somewhat by helmets, but a pretty serious malus if you are in oxyloss crit, as it takes you less time to expire. Cannot be cloned. - Once again becoming a victim to malpractice bay, however unlike Vox, using SR and the subsequent operations to fix that damage is easier because they can wear the anesthetic tank without being poisoned. Slime people are currently the most combat effective race, between being unable to break bones, easy replenishment of "blood" and the fact that their "blood" causes slipping hazards for any that chase them, means that a slime person essentially becomes more dangerous over time and a robust player can push this to a limit where they are almost unkillable when facing other crew members, with easily accessible saline glucose providing constant healing akin to Diona regeneration. I would also like to point out that Drask, Grey and Kidan although not as significantly played as vox and IPC, are both great candidates for RP gameplay, with mechanics that allow for unique interactions, with Kidan being the only race with actual damage resistance.1 point
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Last week I caught a cold and just the other day it finally passed! Yay! And of course in my sick and delusional state,I was struck with a genius idea for a drawing. I am infact, a comedy genius. god I need a nap. In my now level minded self, here's some concept sketches of me planning out what some of the underwater cities of Qerrballak would look like. Plus like, underwater pods look like a fish? I think yes, noone can kill my dream for this!!1 point
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Hajimemashite, Torque-Chan desu! Genki desu ka? Genki desu! @TheSardele is a meany! I was playing a fun arcade game when he unleashed the power of Nya-Cromancy on me! Basically we discovered a proc called 'spawnheresy' that turns the poor soul effected by it into a neko-girl. Unfortunately for me, I was the first test subject. Unfortunately for everyone else involved, I played into hard. Kawaii desu ne?1 point
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Uh... Well Egg was a clown that only said the word egg. He was lost to the badmins after the great nest attack of 2018. That's all I can tell you without being assassinated.1 point
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So, the Syndicate hired you to go on a suicide mission to blow up a space station, now what? Well, fortunately for you this guide is for you. Starting Off So, you just spawned in with your teammates, you might want to greet them to get a feel of how experienced they are, once you've done that depending on whether or not you're the commander you may want to ask your team if they want to declare war or not (this guide is mostly focused on war ops but I will touch on the other options briefly). You will want to make this decision carefully as this will heavily influence the direction of your mission. DO NOTE War is the most difficult option available to you and will likely result in your death if you go in unprepared or inexperienced stick with your team and ask for help when you need it, the rest of your team is counting on you to not balls it up. Declaring war on the station will greatly increase your available TC, you will receive roughly 3 TC for every crew member, however you will be unable to launch your shuttle until 20 minutes into the round, the crew WILL have lots of time to arm themselves via cargo however you have roughly 10 minutes to declare war before you can no longer declare, you can use this to your advantage by waiting until just before declaring war leaving the crew with only 10 minutes to prepare greatly reducing the amount of weapons they can buy. So, you went with war, alright this is gonna be difficult for you but it will be fun, head to the south east as there will be a handful of lockers with some very basic equipment in them, grab your belt, goggles and spare clip, you won't need the rest of the stuff in there for war. Getting your gear Now this is arguably the most important part of your mission, your equipment will define what role you're taking on in the team and how well you can deal with the threat of the crew, the crew will almost certainly be heavily equipped with shotguns armor and all sorts of dangerous weaponry. I could list all of the items and their use here but that would make this guide about the length of a scientific research article so I'll just cover some of the noteworthy items available to you. All the items available to you can be found here: https://www.paradisestation.org/wiki/index.php/Nuclear_Agent_Items do note that you also have near total access to everything from a standard operative's uplink. Esword/Dsword This is a near essential part of any Nukie's kit it provides near unparalleled defense and great offense at the same time, having the standard esword active will grant an innate 50% block chance for all attacks and deals a whopping 30 damage per hit, while a dsword will grant total immunity to energy weapons and a 75% block chance for all other attacks, the weapon isn't impervious however as there are a handful of things it cannot block, in particular, thrown objects, they will ignore your block chance and certain things can even embed or stun you. Cryptographic Sequencer (Emag) Another essential tool in a Nukie's loadout, this will effectively grant you all access and allow you to mess with a few things the crew may want to keep around. Do note that if you emag a door that is currently bolted it will remain bolted after being emagged and seal an area off unless the door is destroyed. Elite Syndicate Hardsuit Now, this is a bit of personal opinion but the standard blood red hardsuit is just awful, the elite hardsuit however is an excellent piece of equipment, at a tiny 8 TC you can get a full body suit of armor that is fireproof, grants a whopping 60 brute,60 bullet,50 laser,25 burn protection, considering the crew is primarily armed with shotguns and auto rifles the bullet and brute armor is huge. Shielded Syndicate Hardsuit This is just as effective as the elite hardsuit but with some different abilities, the suit shares the exact same armor values as a standard blood red hardsuit, however, the suit has a rechargeable shield that blocks ANY 4 hits entirely, this hardsuit is better suited to shorter engagements as the sustained fire from the crew will wear down your shields leaving you vulnerable. Syndicate Sniper Rifle This is one hell of a gun, at a surprisingly cheap price of only 16 TC this weapon does utterly insane amounts of damage per shot, however you shouldn't be aiming for the body with this beast, shooting someone in the head will instantly kill them regardless of headwear (unless they're an IPC) and completely prevent them from being revived if the fight goes on long enough, it also comes equipped with a scope allowing for quick and easy kills, it is important to note this weapon's very low fire rate and low ammo capacity of 6 shots, this weapon can also be equipped with fearsome penetrator rounds that pierce through walls and people, combined with an xray implant this becomes an even more fearsome gun capable of taking out heavily fortified areas with just a few shots . Any Of The Various Bundle Items These are almost always worth the price as well as giving you a syndicate duffelbag, they are larger than your starter backpack and have no slowdown. Medibeam Gun This is an amazing option for support of your team as it allows you to heal large amounts of damage quickly and even mend broken bones, do note that this item has to be in your active hand to function, and if multiple people on your team are using one DO NOT CROSS THE BEAMS, it will create a rather devastating explosion that will almost certainly result in the death of you and any nearby operatives. Alright, enough about the items on to the assault itself. Pre-Station Targets There are a small handful of targets you may want to take out before heading to the station proper, destroying tcomms will take away the vital communication that the crew needs while still leaving you with your own comms, you may also want to destroy the AI, if the AI is a big dumb dumb they won't have moved their core to a more secure location, this is great for you, the AI can be a right pain if left to its own devices. The Station Raid Here it is, what you've been waiting for, the raid on the station itself. Your one and only goal is to get the nuclear auth disk, arm your nuke and escape alive, you will always know a general direction of the nuke disk thanks to your pinpointer which you should turn on, it will be located in your PDA slot and will point you towards the disk. Get you and your teammates into the airlock, turn on your internals and jetpack, once you exit the shuttle MAKE SURE TO CLOSE THE BLAST DOORS, there will be a little button just to the left of the door that will close the blast doors and seal out any snoopers looking to mess with your ship. If you go down or get stunned and don't have teammates to back you up, manually detonate your microbomb implant, this can be done by clicking the button in the top left or if you're in crit and unconcious typing "succumb" into the bottom bar of your screen will make you die instantly and activate your bomb implant. The crew will likely have made many fortifications across the station, this can be good and bad, you'll be killing lots and lots of people, don't get caught up in your bloodlust however, many nukies fail to remain on task and this is where they fall, you'll want to be in and out as fast as possible, once you (hopefully) take down the Captain you'll want to take their body to safe location, then strip their body and search their bags for the nuke disk. Once you have the disk head back to your ship and get the nuke out, bring the nuke to a secure location on station, preferably away from space, right click on the nuke and deploy the bolts, insert the disk and open your notes, the nuke code will be stored in there, input the code, arm the nuke, take the disk out so the crew cannot disarm the nuke and GTFO, get back to your shuttle, try to take as many operatives with you as you can but if you must you can leave the rest behind. Hoping all goes well and the crew doesn't get the nuke off the station before it explodes you will be greeted with a Syndicate Major Victory. CONGRATULATIONS You just pulled off what most fail to do and have likely earned the respect of the ghosts. Other Methods So, you or your commander decided against war, well now you have two options Blitz and Stealth, Blitz is generally the better option of the two, do note that since you haven't declared war you won't have the nice big TC injection war gives, this means you need to be more careful with what you choose for your equipment, the benefit to this strategy is that the crew will be totally unaware until you begin your assault and will not be armed, you'll be able to get in and out quickly with little effort. Stealth on the other hand is a much slower method, with this method you'll more be focused on subversion, sabotage and infiltration. You'll want to ditch a lot of the previously mentioned equipment for other options, most of the equipment you'll want is also available to standard traitors which can be found here : https://www.paradisestation.org/wiki/index.php/Syndicate_Items . If any of you get caught odds are the jig is up and you need to be ready for a fight. Conclusions All in all Nuclear Emergency is an interesting gamemode to say the least, if you follow this guide roughly you'll hopefully lead you and your team to victory and avoid much of the salt that gets directed at the inexperienced. Good luck and remember, GET DAT FUKKEN DISK.1 point
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'Xuqril', 'Krill' or 'Xu' for really close friends I've played on /tg/ and goon before coming to paradise, and I think I've found my home. I like me some roleplay and the variety in the antagonists and station jobs as well as the things to do after death and the actual built-out lore really make paradise my favourite so far. This station has dragged me out of my comfort zone of playing medical and really taught me how to engineer, thanks for that! Currently learning science and every now and again I'll play sec, miner or service. If you see a blue skrell with orange eyes and tattoos walking around the hallways, that's me! Oh and I know Skrell anatomy is difficult for other races, but Krill is most definitely female. Just saying it here because the amount of times people assumed I was a dude... See you on the Cyberiad!1 point