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Showing content with the highest reputation on 07/16/2020 in all areas

  1. Bloofi is the most expert of science peoples. Here he is, developing a new type of machine. The purpose and reason behind this machine is top secret, so I can't tell you anything about it lest I incur his wrath. That said, he seems to be doing pretty well with it all. Science with sunglasses is often one of the best forms of science. They even count as safety goggles! And as we all know, being safe is the coolest thing you can do in a work environment. (He's totally qualified, trust me.)
    4 points
  2. finally got around to making chiki's ref cleaner because of artfight. the first ones only like two years old and it already hurts me to look at I don't know why I ever thought my terrible handwriting would suffice for this
    3 points
  3. Rebekah Hunter, the unluckiest CMO!
    3 points
  4. ah but not petted!, it simply jumped up, but received no pets
    2 points
  5. I spend a lot of time in cargo, and especially in highpop rounds, it can get pretty messy and crowded. There's also a bunch of things I think are unnecessarily inefficient. I've thought about improvements that could be made without a major redesign of the map or station. 1. The autolathe conveyor. I make it nearly every shift and it's such a better layout than the default. 2. Move the shuttle console to the docking hatches. I think the supply shuttle is the only one that can't be controlled from the same place it docks. 3. A new, separate maint lane for the MULEs. Anything that would keep them from going out the two sets of front airlocks and getting in the way. 4. The QM's office is open to the cargo lobby and a bit of the hallway, and it has no shutters to block things out. I'd at least add shutters, and maybe move the office further back into cargo to get it away from a fairly high traffic hallway. 5. No one ever uses the "mailing room" and its front desk for anything, so I'd move the package delivery stuff into the bay, with an exclusive disposals chute. I'd use the space to crate an exclusive area for picking up and dropping off crates. 6. Give the disposals chute a direct and one-way airlock into the hallway, so people who go down disposals don't hang around in cargo and get stuck. 7. Make the warehouse clean and well lit by default. 8. Move the ORM closer to the mining bay so miners don't have to drag their ore boxes through the rest of the department. What would you do with your favorite department?
    1 point
  6. Somehow (admemes) through the used of chemistry and genetics, I managed to turn a vox into a tajaran. Well, everything except the tail, that stayed the same, along with them also getting the tajaran tail. They could wag both at once.
    1 point
  7. 1 point
  8. Glory to Arstotzka, this is your paperwork Hop speaking, crews still wasting time waiting in line while theres ticket system around! Remove the line, leave only the Hop desk and ticket machine (with over comms number warning) and maybe people would take a ticket, eat a burger, and only come back when their number is called.
    1 point
  9. That is the face of a person who tries to look like they've got it together, but you don't know how many times they've been abducted, killed, enslaved, or turned into a catgirl. And that's just a normal Monday. It's good, you've got a neat style.
    1 point
  10. Well, here we go again. I have gotten better paper and I tried drawing a person. Really, I wouldnt've known the proportions if not for this helpful thread. Maybe I'll try and make someone other than "nondescript tall boi" some other time. Once again, sorry for bad photo quality, and also once again, if you have feedback, I want it, so much. Edit: And I have given them more lines! But we can see the skeleton within aaaaaaaaaaa
    1 point
  11. Keep in mind that all of the fights can be significantly easier, or harder, based on RNG. Colossus may see fit to spam his shotgun blast, or legion may just run away forever. And yes, if for some reason you wanted to pick an optimal race, Slime People, and Diona are best. If you wanted to make each fight significantly easier just farm legion cores and bam, easy healing. Kinetic Accelerator Mods KA Triggerguard Mod - Allows species that normally cannot use the KA to use it (Vendor/Science) KA Range Mod - Increases Range by one tile (Vendor/Science) KA Damage Mod - Increases damage by 10 (Vendor/Science) KA Cooldown Mod - Reduces cooldown by .32 seconds(may be wrong) (Vendor/Science) KA AoE Damage Mod - Allows you to deal damage in a 3x3 (Vendor) KA AoE Mining Mod - Allows you to break rocks in a 3x3 (Science) KA Death Syphon Mod - Whenever you kill a creature, permanently increases your damage against that type of creature (Disk from Tendril) AoE Hybrid Mod - Mod that does AoE damage, AND AoE mining (Disk from Tendril) KA Rapid Repeater Mod - Greatly increases cooldown but reduces it to almost nothing whenever you hit an enemy (Disk from Tendril) KA Resonator Blast Mod - Creates a resonator blast at target when hit, has to be detonated by hitting it again (Disk from Tendril) Lifesteal Crystal Mod - Heals you for EITHER 2.5 Brute, Burn, or Oxy damage, priority in that order, whenever you hit enemies (Tendril) Ash Drake (Fiery Signal) Ash Drake is the most commonly spawning megafauna which drops the best loot of them all, however I believe they are the easiest to kill with the least amount of prep time. The loadout I run is; 3 cooldowns, 2 Burn Patches, a Medipen, and at least one Legion Core. The idea behind this is to force the drake into phase 2 as fast as possible, with the high DPS of 3 cooldowns. This is because phase 1 Drake has more consistent damage, as their firebreath is hardest to dodge here and is what you would end up spending most of your meds on. Phase two's fire breath is shot at an angle, and you will end up dodging it if you just run straight. If you manage to find the Lifesteal mod from a tendril, it makes the fight substantially easier, replace a cooldown with it. If you still struggle with Drake, substitute a cooldown with a range, and get more familiar with dodging him. This is a pretty good showcase, as you can see that I am dodging horribly, yet still powering through the fight with proper medicine usage. Blood Drunk Miner (Resonant Signal) There is very little room to outplay the BDM, he will do a set amount of damage and there is little you can do to dodge it. However he has 900 health, and no armor piercing; Get a fully upgraded Mining Suit or Drake Armor and he tickles. You want 3 Cooldowns, a Medipen, a Brute Patch, and a Legion Core to prevent slowdown. Just run and gun. Colossus (Angelic Signal) Colossus requires a unique loadout of 4 Range Mods, otherwise you are just going to want the usual Medipens, Brute Patches, and as many Legion Cores as you can gather. Colossus will kill you in one of three ways; you fail a dodge, get too close, or run into a wall and make dodging very hard. Colossus is easiest to dodge if you fight him alone, and if you stay in one of the four cardinal directions from him where dodging requires you to only sidestep once. If you cut corners and position yourself diagonal from him, it will let him gain distance on you and make his death bolts more unpredictable and harder dodge. His most lethal ability is the 'shotgun' blast he will use, in which case you need to dodge immediately. If you tank 3+ death bolts at any given time, you can just outright die from getting stunned. The larger of an area you clear out to fight him, the easier, 70x70 should be enough. The death bolts that Colossus shoots can also aggro other mobs, INCLUDING other Megafauna, and they will aggro onto the nearest attack-able thing which is usually you. Also, the circle that appears when you hit him means absolutely nothing, it is just a visual effect. Legion (Echoing Signal) Legion requires another unique loadout, of 1 Range, 1 Cooldown, and 1 AOE Damage. In terms of healing, you just want the usual Legion Cores, Medipens and Brute Patches. I would heavily recommend you acquire ash-proof clothing as well, as this fight is the longest of all Megafauna. Legion is a bit unique in the sense that, sometimes he will try and kite you, instead of you kiting him. Legion's attack pattern will involve him spinning and chasing you, and sometimes spawning little legion skulls and kiting back. You want to make a VERY long 1 wide tunnel in order to kite him through, in terms of gear, an ADV Plasma Cutter will help you heavily with this. Furthermore, after Legion has split, he will sometimes try to break through rock to FLANK you, he will do this especially often if there are nearby tunnels he can easily run though, to this end you want thermals to see when he is trying to do this. The AOE damage mod allows you to ignore the mechanic where he spawns little skulls, just run and gun, keep your distance. The rest of the fight basically boils down to chasing the surviving legion skulls down, you've won at this point. Hierophant (Zealous Signal) I will add him if hes confirmed to be perma-added, but I doubt he will be. Last Notes If you have any requests or are still struggling with any of them, just @/DM me on discord.
    1 point
  12. No beret for the Magistrate.
    1 point
  13. After watching many cult rounds where people are completely unaware of how to play cult. I think this is a good time to introduce a new practice spawner, kinda along the lines of the lavaland terrariums with botany. I suggest we add a secluded multiperson spawner in lavaland or space that is secluded enough so that its hard to get to but not impossible to access, much like the old syndicate comms base, that prospective cultists, or people who just want to play around with cult gameplay, can do cult activities. This spawner must first and foremost allow people to practice cult things. One of the most important being conversion. So I have an idea for a layout and setup for this base. "Many years ago your cult waged war against an angry wizard and was overwhelmed by his many summoned warriors. years later you and your fellow initiates must reclaim your temple and drive out the invaders." this will act similarly to the delta station spawners and the old syndicate radio spawner, where the station is cut off from easy access, and the spawners must fight their way through hostile mobs to reach their goal. I believe it would be best, if these mobs were capable of being stunned then shackled so as to better hone the cultists skills, but it would be much easier to just require that the mobs be able to get killed with weapons so that the cultists can practice combat. maybe a mix of both. There also comes the problem with having the cultists be able to leave their base with teleport, if it were a cult round this could cause complications with the threat of 3 new cultists and however many constructs they made overwhelming the station. So there are two ways to balance this, either not allow the spawners to appear during cult rounds, or just make it so the spawners dont count to the current cults goals, and make them incapable of teleporting from their base, due to ancient wizard magic or something. there is also the possibility that a new cult could be coded in, that will act as the main spawner, maybe a benevolent one, which will deal with the teleport and cult intereference. so the cult and the spawners arent connected and cant work together. So to summarize, the creation of a cult spawner that is cut off from the station, where people can do cult stuff and practice combat and other skills. you cant really teach subterfuge in this situation, but I don't think you really need too in the first place. thanks for all the wonderful people in Dchat for the inspirations.
    1 point
  14. I get a KA fully upgraded and blast the crate for 40 seconds.
    1 point
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