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Showing content with the highest reputation on 07/14/2021 in all areas

  1. and now for vox art spam, don't shoot Doodled chiki's old raider crew (she's on the right, uncaffeinated and un-quilldyed) Drawn from the suggestion "behind the scenes SS13" Fun art meme I wanted to do (it's Heather Mason, the name similarity is a coincidence) Artfight attack for @Franziska and a fun doodle of @Drakeven's gikikigi who is too cute to be scary and lastly sad art I drew of a round where chiki got thrown from the station by kikeri right after accepting death and saying goodbye with everyone seconds before the nuke hit and ended up being one of the only survivors because of it. it was depressing
    8 points
  2. I've been bad at keeping forums updated with spess art, shoot Here's some comics redrawn from a conversation generator The round where I learned servo was alcoholic and NOT robotic coffee after I got put in an IRC It's Always Code Green on the Cyberiad Birthday art for @punkalope and lastly art of @Jabronio from my ss13 miitopia playthrough that I won't explain
    7 points
  3. back with a LOOOOOT of art! artfight has begun and i've played less space because of it... but i still have a lot of fun! here's a few of my attacks, these are not all my characters: as for Non Artfight related art, I did a LOOOOOOT of a revolutionaries round where Idunn was executed in front of Angel Tide and Chikitita (and then was subsequently tortured emotionally by a converted Chikitita near the end of the round in an MMI) hopefully i'll be able to post more... i've been feeling a ilttle bit of burnout lately but i want to keep drawing hwaaa i love Idunn so muuuch
    5 points
  4. Time flies. It's been two years and I just recently got more into the community. So well... Heya! I am Manarith, immigrant from CM, some may recognize me (positively i hope ^.^) as Raarel Azzuirhi. Mainly i play security, science and mess around as a Trader being a nuisance to Quartermasters (sorry). Recently i try my best at command roles... maybe this will make me less chaotic. Feel free to say "Hi!" if you see me. I am more than happy to get to know you all. Thank you all for amazing adventures and being awesome. Looking forward to play with you all. See you in Spess!!
    3 points
  5. Premise: Most of security tends to cut off the cling heads first chance they have. Some even carry circular saws with them, in case the occasion presents itself. Its a fast and easy way to definitely kill a changeling, cancelling their power to revive themselves and is sometimes seen as a dirty, un-fun move. Proposition: A passive ability that activates when a changeling head is cut off. The head grows disgusting tentacles and is able to vent crawl. Same as head slug but without the advantage of the body explosion. It can't be activated manually, the head must come off somehow and with the brain inside (except suicide). Coding: May be similar to the already existing "last resource" ability. Why is it good? Gives the changeling a last chance to escape before its killed. Won't stop people from cutting heads but will make it more interesting, needing more preparation for the head separation. Also, I think it adds a feeling of coherence with what a changeling is. Have you watched the movie "The Thing"?
    2 points
  6. oh it was amazingly bad timing, her wife and kid were working under her as CMO It was fun being evil, though
    2 points
  7. Finally, settled on a character. Name: O.R.A.N.C.H.E Age: 19 Gender: Identifies as male Race: I.P.C Blood Type: Irrelevant General Occupational Role(s): Psychologist, Coroner, IAA/NTR Biography: O.R.A.N.C.H.E was manufactured on Sol as a retooling of an extremely outdated maintenance-drone hack-up (known as DR-801). Proving to be very intelligent early on in positronic evaluation and testing stages, O.R.A.N.C.H.E began seeking out a career in criminal psychology, with the goal of entering the Trans-Solar Federation's Corporate Investigation Bureau. However, he found that he lacked enough work hours logged within corporate companies to be considered for the position, and the TSF recruiter recommended him Nanotrasen. He accepted, and now works at the NSS Cyberiad. Qualifications: O.R.A.N.C.H.E is qualified in the field of Criminal Psychology, having a bachelor degree in Criminal Psychology and an associates in Forensics. O.R.A.N.C.H.E also expresses an interest in telecommunications and emergency services, and seems to read about those topics often in his free time. The following information is also visible in-game, because I like consistency. Employment Records: O.R.A.N.C.H.E is qualified in the fields of criminal psychology and forensics. He has been employed at the Cyberiad due to a desire to join the TSF CIB (Corporate Investigation Bureau), and plans to work until he meets the TSF CIB requirements for further education and training. Security Records: O.R.A.N.C.H.E is hyperactive and jumpy, leaning heavily towards the "flight" side of the "fight or flight" coin. He seems uninterested in serving Nanotrasen fully, showing loyalty to the TSF rather than Nanotrasen. He seems especially fond of his homeworld, Earth, and it's rural areas. This leads us to believe he's more environmentalist, despite the industrial upbringing. Medical Records: O.R.A.N.C.H.E seems to possess a form of robotic ADHD, and subsequently is very hyperactive. He is also able to generate heat and make a wider variety of noises. His chassis is a relativeley new model of Morpheus Cyberkinetics, designed to resemble the older chassis but be more pleasant to interact with physically. Personnel Photo (Appearance text): He's tall and lanky, with a peach/salmon colored chassis. His screen is a orange heart, and his antenna fold foward. He has scratches and damage all over. His body structure is far more geometric rather than cubic, with more shapes and corners. Other Notes: Criminal Psychology is actually a field I'm studying in real life. Yeehaw.
    2 points
  8. Oh wow. Never caused mental trauma to a character by forcing a round type before. Pardon me while I go punch that one into the adminning bingo card.
    2 points
  9. Thank you for to Woje for helping me look through this thing and find my mistake I make and help me with things on it! ERROR/NOT FOUND/ SEARCH - FAILED BORG.PROGRAM.DOWNLOADABLES SELECT DOWNLOADS FROM ROBOTICS ERROR ; FILE NOT FOUND SEARCHING... SEARCHING... INITIATE STRING SEARCH : ESTIMATED WAIT : ERROR RECURSIVE STRING SEARCH : WAITING... SEARCHING... FILE FOUND. String.prototype.search(Gotta' get more bandaaaaaids yeaaaaah!) ERROR/NOT FOUND/ var regexConstructor = new RegExp("Come on plushie!"); Const str1 = "Come on plushie!"; const str2 = "Ooooh. Donuts."; const hasplushie = /plushie/ ;hasPlushie.test(str1); // true has.Donut .test(str2); // true FILE FOUND LOADING string.regeneracy.cyborg.acquisitions.search Const str1 = "This is being Mister Plushie! He my best friends in ever!"; const hasplushie = /plushie/ ;hasPlushie.test(str1);// true LOADING (B.O.O.P.).EXE LOADING FILES : FILE FOUND : RESEARCH LOG : ERROR : 2552 A.D.?CITATION? EMPLOYEE I.D. > 534289234-155223THETA ACTIVATE? Y/N Is this thing on? Wow. Okay, so today we are working on the new findings straight out of Haverick. What a literal nightmare that was, yeah? Today's objective. What would that be? Simplify. Okay, so here we are. Subject is a cyborg recovered from the site of the human colony on Haverick. What seemed to be a power and weapons system malfunction quickly cascaded as the on station A.I. began, at first, covertly taking over the systems of the colony. We all know from the reports what happened there. Bloody A.I. lost its mind. The tally is still being calculated, but after the Shellguard Munitions team landed it's hard to really say what happened there. We have some sensor logs, but those are mostly corrupted. Who's to say they're even accurate and hadn't been tampered with? The only thing we do have is this recovered cyborg. Let's see here. Unit designation is hard to make out from the laser scouring, but we managed to get the brains of the operation out. The robot brain. Well, it's supposed to house an intelligence that we're told isn't sentient. Legally, it's not sentient in the eyes of the corporation. Good enough for me. Been going through it for what seems to be days now. The software link was isolated and the code is... something else entirely. Who designed this thing? Best guess we have is a project some colleagues were working on in 2506. Supposed to be an exploration subroutine. Turns out, the beancounters decided it was way less expensive to send people than cyborgs. Still, this little thing was supposed to go out, upload data, and die. Rinse, repeat. A legion of little things with absolutely no programming beyond roboneural pathways designed to gather and assess data. This one... Phew. They may have given it a pathfinding starter set, but the language programming was definitely skimped on. Everything is recursive from the unit's designation. Which, right. We found that data. Who names a robot 'B.E.E.P.'? Seems to be all tied back to that data point. We deleted the designation in a mock up and the program went a bit ballistic. Sentence structure disappeared. Not sure what was going on there. We did manage to pull some data about the incident from the unit. Audio logs, video files, the works. Nothing from the A.I. on site though. Seems that someone had neglected to even sync this robot to the A.I. Video files, right. Those are entirely of the door of a closet. Every. Single. One. Of. Them. Audio logs of an unknown person were recovered as well. AUDIO LOG - F2-30402003-B-93949.344 BEGIN PLAYBACK? Y/N And that's it. That's all we have. The video logs that would have ID'd the speaker are corrupted. Voice logs saved on file with the company are inconclusive. Perhaps it was someone in their human resources department? That would indicate the cyborg's acceptance of new identification. Anyway, we're going to keep working on this. No idea what they're going to do with the data, but it is what it is I suppose.
    1 point
  10. I will forever play ipc character i did this to myself took me a while to settle with a character I really liked and could "get into" roleplaying-wise
    1 point
  11. Heeyyy! You're the cool contractor I helped break into grav gen that one time, and also the cool RD I RP'd with as Captain. Super glad to see you! You're great!
    1 point
  12. ADDENDUM FILE - CASE FILE #14448939-Alpha-399 CONFIDENTIAL : Staff Officer for Operational Duties or ABOVE Non-Compliance will incur penalties not limited to Imprisonment, Fines, Execution. File Recovered - Startup Logfile - B.O.O.P. - Class : Cyborg ERROR : Transcription Logging Failure Timestamp : ????|????|2552-AD Timestamp : 07|13|2565-AD Further testing required. Log files match radio chatter outbound from Haverick colony. 1748698254_boopersstartups.mp4
    1 point
  13. No, 0 trial admins counts for this forum topic
    1 point
  14. ART, I FORGOT TO POST ART here's scarlet and frens
    1 point
  15. I don't object to the addition of a labeling system, but I am also very skeptical it would help. How exactly would it make life easier for the maints/heads, bearing in mind that heads cannot label PRs? You'd need a convincing answer for that. Intuitively, I agree with you. In practice though, you're not taking into account (and historically, I have failed to take into account) that: maints can get an enormous amount of harassment over even normal PRs, and this is even worse for PRs they object to. AA just did an announcement within the last few days complaining that he got 14 DMs in the space of a few *hours*. Imagine dealing with dozens of DMs per day, every day, about PRs. In practice, you would quickly get super tired of this and it would make you re-think your willingness to publicly state objections to things if you thought it might lead to yet another hour of being deluged in DMs. maints are volunteers, and there's a limit to the amount of free time they can afford to spend doing free work for paradise without it hurting their real lives. While it may sometimes be frustrating for PR authors, ultimately the more time they spend arguing with authors over why their PR does not deserve to be merged, the less time they have for actually merging other things, and the worse the PR backlog gets. Sure, in theory simply stating their objection won't become a long argument, but in practice it often does. there are some extremely toxic people on github who will raise UNHOLY HELL about even trivial, terrible quality PRs being rejected. Such people are incredibly energy-draining to deal with. The maints having to spend time on those people is demoralizing. I've been told this week that the reason I get away with having a "always explain my objection reasons on the PR" policy, and don't get harassed as a result, is that people fear me. Unsurprisingly, I mostly disagree. For one I don't think most PR authors fear me. For another, I think that by stating my objection reasons publicly, I have demonstrated I am quite willing to defend my position, and that makes people less willing to challenge me over it. There are also other factors, such as the fact I think maints get a lot more harassment over PRs in general than heads do. Another possible factor is personality differences. Essentially most of the maints and some of the heads dislike coming into conflict with other people, and really don't enjoy having to argue. Deep down, they want agreement. In comparison, not only am I totally comfortable with disagreement, I even enjoy arguing at times (I spent a fair amount of time in college debate clubs, arguing for fun). I'm also used to operating in environments where consensus is impossible, yet decisions have to be made, so you have to accept some pretty sharp argument (and the fact some will leave unhappy) as the price of admission. All combined, this means that most of the maints/heads are a lot less willing to explain their objection reasons than I am. And to a large degree this is understandable. While I'd certainly *prefer* they explained all their objection reasons in public like I do (it hasn't always been easy, but I do believe it gets easier the more you do it).... in practice that just may not be doable for them, and certainly not without asking them to go against their instincts, natural way of doing things, etc. And while it might obviously be fairer for PR authors if all objections were accompanied by a reason... in practice if I had to choose between the other heads/maints always giving an explanation for their actions... and y'know... actually getting the work done... obviously I'd prefer they actually get the work done. So I guess what I'm trying to say is... we can't force the other heads/maints to always explain their objections. And even if we could, the time that would require might be counter-productive. What we can do is reduce the cost they perceive for doing so, largely by making sure that people aren't allowed to harass maints over their objections. Which we are doing. Via the new guidelines on github. So yeah, I sympathize with your point of view. Still, instead of looking at it from an "is this fair to me as a PR author?" angle, I would encourage you to instead look at it from an "given the limited time/energy/morale/etc of the maints/heads, when is it worth, or not worth, explaining an objection?" angle. Because while sometimes it clearly is in the best interests of the project for it to happen... other times... its just sapping maintainer/head morale for no benefit.
    1 point
  16. Hihi! I'm angelictactics, or Jenn as known in friend circles :] My pronouns are she/they, and I draw a lot of art that's mostly of my main space character, Idunn Raan! I draw the funny coffee vox a lot too. She's my muse. I guess you can find me on station as Idunn, Freya Raan (not the Grey), Jeanne Takowase, Akila Kariope (who I've yet to play a proper round of), and other characters! I've been meaning to play more as my new Diona character (A Swarm of Bees on the Molten Horizon) more often as well, but I end up gravitating towards Idunn most rounds oops ;; the Medbay pull is just so strong!! Anyway, uhm, my bad for joining Para forums and forgetting to ever formally introduce myself! Hopefully we can be friends in game!
    1 point
  17. Can't believe I never thought to share this one: Rivera's apartment bedroom, before she moved into a larger house. (Drawn about April 14th, 2021) I'd love to do more of these, they make great practice and are actually fantastic for character building. Maybe another for the house she lives in after her apartment? (Also, this was 100% inspired by the drawing Heather did of Chikitita's apartment.)
    1 point
  18. So you rolled/want to be a nuclear agent. This is hopefully a quick guide to not fall for "noob bait" and understand how your new job with the syndicate functions. If you are in an emergency and are reading this guide read "Basics of training." After scroll down to "HELP I HAVE 3 MINUTES BEFORE I DO WARCRIMES WITH OTHERS AS AN AGENT" and hope your fellow operatives aren't as bald as you. There are alot of things when it comes to nuclear operatives, if you're currently one and the syndicate needs you to be robust and nuke a station 5 minutes from now, scroll to the bottom for the small list of things to follow. All above is going to be in depth look at gear, kits, and what to grab from the station. Agents, operatives and you. As a nuclear operative it is a MUST to work together, your 5 (ish) against 60-140 people. That might seem like alot but understanding how the station functions and how you can take advantage of it is a must. Below is a list of what to expect once you declare war against the station. Cargo ordering guns. Everyone being armed and having AA Everyone looking for BLOOD RED HARDSUITS (and elite hard suits but that's for later) AI's with the idea they can attempt to door crush you (they can't but they try their hardest) Meth-head scientists with chairs that somehow made every chemcial in the time it took you to board. That one guy in toxins. The clown. Theres a few more but these above should always be expected. Things to take advantage of. 1. Like 90% of crew has AA and you have an agent ID, if you steal their ID and scan it, you can literally steal all access. 2. Cargo can easily be bombed, do that. 3. The AI is either very rude and door bolt happy or is a respectful observer, either way the AI sat is mostly unprotected and can be broken into easily to kill the eye in the sky, probably should have someone go do that. 4. Clown has banana peel, shoot the clown. 5. If you lose your gun, you can probably use the stations against them, expect them to be alot worse though compared to your superior and cooler gear. Basics of training. HELP DYING IN SPACE WHY!?!: Look at the image below, toggling your hardsuits mode impacts alot of things. For example if you can run fast or survive space, take a look at the image provided. Good note that if the helmet icon isn't there, then you need to click the suit, if the helmet icon does not display a light, you are in COMBAT mode. In combat mode you are NOT space proof but you have 0 movement penalty. WHERE DO I BUY GUNS PLEASE.: In your backpack is a radio, use it in your hand to open your uplink. Understanding what to grab and what to leave. A huge mistake new nuclear operatives make is taking wrong items and leaving correct ones. The list below follows the order of items you can see and what you should and shouldn't grab. 1. DIRECTLY INFRONT OF YOUR SPAWN there is what is referred to as "the funny" by some and others the "BRB" or the "Big Red Button" it is a very fun and extremely underused item that isn't just a joke. Planting any syndicate bomb for any amount of time and then pressing the "BRB" sets the timer to 5 seconds. This 5 second delay is to avoid accidents and for you to run away, I won't even show a picture because if you can't find a giant button in the middle of the spawn desk then you probably shouldn't be a nukie. 2. Below the spawn desk under an airlock area is an arrangement of lockers, one for each operative normally. Inside the lockers are 3 items of interest, these are the military belt, NV goggles and the crowbar. Reason for these is NV goggles allow you to see in the dark and normally as an operative you lack glasses anyways, crowbar is the LEAST grabbed tool as a nukie but you'd be surprised how many times firelocks get in the way. And finally the belt which can hold more things then you could imagine, including your trusty stetchkin. There is also an Ion cannon and mech recharger with a tool vendor for fixing things. Ion is used mostly against crew mechs and the recharger for your own. 3. The bathroom, being above to the east is more as a privacy area and character customization with a free bar of soap then anything else. There are mirrors to change hair color and style and a small room to have some privacy and do a chameleon suit in peace or go AFK. Do note if you go AFK I suggest you LOOC to your new found friends and inform them you will be back. Try not to AFK longer then 2-3 minutes as an operative, admins may give your body up or you might screw over your team with timings. 4. Heading into the nuclear shuttle to the west reveals the first bit of "noob bait" this is the "syndicate suit storage unit" room with a line of suit storage units filled with near useless things unless you're a reinforcement. DO NOT EVER IF YOU HAVE YOUR OWN HARDSUIT USE THE "JETPACK HARNESS" Your suit can fit a oxygen tank in the suit storage and has a built in jetpack, use that for space propulsion. The actual gold is above in the corner hidden away. In the locker at the top right of the room contains bulldog shotguns, a military PDA to use PDA bombs from, stetchkin mags, a suspicious duffle bag, and some less then lethal grenades which include flashbangs which can be very useful against borgs and crew. On the table a useless intelicard because you're not carding the fricking AI and 1 free c4. 5. Directly below the room above is the medical section. If you're ever here you're probably doing something wrong but its a nice place to retreat to if you're not too injured but your medi-kit and or borg are missing. In the medical crate is replacement robotic limbs if one is broken or has IB and you can replace it rather then fix, and a free bone repair kit. The med-kits there are useful but combat med-kits which will be explored further will be below in the gear section. 6. Across from it is the explosives/teleporter room. This room exists to grab bombs and SOMETIMES build a teleporter, the parts to build the computer are around the shuttle and are easily found, if you can't find them you probably shouldn't be using the teleporter. (Teleporter board must be bought for 25 TC.) While in the bomb room who ever grabbed the "BRB" has to grab the suspicious beacons, these beacons send a high explosive ordinance to where ever they're used. Most of the time the person with the "BRB" and the beacons heads to cargo to cut off the supply of guns to crew. Make sure a plan is made between the people who wish to use these and the button. Aswell in the room there are 2 mini-bombs, useful for gibbing those you hate and area denial, trust me no one likes walking near these things and if you put one on top of someone they'll never bother you again, (COUGH VOX COUGH) 7. In the room pictured above, you must come to realize the superior object. The O2 Box. In this box there are O2 tanks, if you put one in any syndicate hardsuit's suit storage you can activate a jetpack, this will last you the entire shift unless you turn on stabilization and or are breathing the air. DO NOT EVER TURN ON STABILIZATION UNLESS THE SITUATION REQUIRES IT such as space-walk with the nuke. In your backpack you will have an O2 box, put the O2 tank of this box in your pocket and that will be your breathing air, separate from jetpack air. This air may run out and you may need to breath your jetpack air but it will last you awhile. (this is the o2 box i love him) 6. The very last room to know about is the cockpit, it is where as the commander, czar, team leader or anything else really control the shuttle, you can choose a custom location or northwest of the station. Do be careful most players will metaknowledge the northwest location and may attempt to board your shuttle, it is suggested you go somewhere else. If you go somewhere custom be sure to use your pin pointer to know which way the station is, it'd be terrible if 3/4 of the team floated the wrong way in space. To the left is a box of donk pockets (which are actually syndicate donk pockets, they have meth and a few other "helpful chemicals" (meth and stuff) but you have a high chance of addiction after consuming one, these also make the microwave useless. Theres also glass for the teleporter and a useless microwave, make sure to make fun of the microwave (for being useless) before looking in the bottom right corner to spot another armory locker with NVG's, a military belt and a crowbar, incase you're missing any. This concludes the gear and what to grab section. Next will be kits, gear and understanding how to properly sort inventory and spend telecrystals. One of the most important parts of being an operative is buying your kit, theres a simple formula for this and even if you're planning on doing a gimmick you should follow this. Main weapon cost + Adrenaline Implant + Combat med-kit + Hardsuit + Energy Sword + Emag + No slip shoes. The remaining telecrystals can be spent on ammo, more implants, bombs, reinforcements, and so many other things. I suggest allocating a bit of time to see your options and weigh the worth of you to your team before giving any crystals out. Example kits, strategies and weapons. If you're unsure what to buy and you wish to follow the formula of being a good nuclear agent, a good very unrobust friendly kit goes as follows. C20r bundle bag, 3 spare magazines of .45, 2 Adrenaline implants, 1 combat medkit, 1 shielded blood-red hardsuit, 1 energy sword and a pair of no slip chameleon shoes. The advantages of this kit are. Inexpensive and has enough TC left for alot of extra ammo, cybernetic implants and other fun toys. Allows for alot of versatility giving you a powerful SMG and suit that prevents damage completely with enough healing and anti-stuns to survive a bit of robusting, and an esword as a last resort and finisher. Also free syndicate dufflebag for maximum storage. Very newkie friendly, you click spess man with gun till horizontal and click with loud light saber, if your spess man goes horizontal use adrenaline and run away, I can't make this any simpler. Most kits bought with this formula will be competitively useful against the crew of the Cyberiad, an explanation of almost every weapon and gear will be below. (Images soon) Highly Visible and Dangerous Guns. L6: Expensive, useful if you wish to completely shred people while telling them "Yes, I spent 2/3's of my TC on ammo and this gun and I intend on using it all." Very fun, very useful but you need 2 hands open, probably for robust people only. C20r: Stamina SMG, completely broken currently when this was written and an amazing inexpensive choice for newkies and veteran operatives alike. Its main point is to quickly down and finish people off, it doesn't have the best stopping power in terms of damage but can still kill very well. Expect D-chat salt. M90 Carbine: Somewhat a compromise between the L6 and C20r, higher damage then the SMG but no stamina with more expensive ammo. Comes with a fanch 40mm grenade launcher that really sucks to get hit by, recommend basing an entire gimmick around it as its a TC sink similar to the L6. Bulldog Shotgun: Amazing fast high capacity shotgun, the bundle is purchasable for a varity of ammo including incinderary buckshot. The bulldog chews through ammo but is easy to replace, one of the main guns gimmick ops go for since they get some for free in the locker. Stetchkin: A under used idea for operatives, very easy to maintain and has speciality ammo for armored people. Doesn't pack an insane punch but unloading a stetchkin into someone will make sure they won't get up, mostly used as a side-arm and you get one for free. Flamethrower: Complete gimmick weapon, you better be named something fire related and in an elite hardsuit, avoid CM tier friendly fire (pun totally intended) and expect to die fast, fire isn't the best at killing and is more of a deterrent to people trying to come in a room and kill you. Syndicate Sniper Rifle: The true way to remove AI's quickly, mostly used as utility by veterans and sometimes as the main weapon as nuclear operatives named "Sniper TF2" it can be loaded with specialty ammo such as penetrator rounds to dispatch of people through walls, sleeping bullets because why not, and hemorrhaging bullets if you really want to make someone have 0% blood. Regular bullets can blow organs and limbs out and off respectively, including heads. Boom, headshot. Donksoft: Used as utility for easy stuns against crew without wasting ammo and not requiring to get close, mostly used by people who buy the clown kit (because that exists.) Syringe gun: Yes... this exists and probably needs to be removed. Its just a syringe gun you can buy meme chems for that work better as gas since 90% of crew has armor that syringes can't penetrate, and if they do it would have been better if you shot them with literally anything else. Not recommended to buy even as a gimmick. Useful gear. Syndicate Chainsaw: An extremely risky but very rewarding melee weapon, used by mostly people with shielded hardsuit and adrenals to recover quickly, and rarely by elite hardsuit people, it stun upon hit and does immense damage, can even turn people to meat. Combat Medic Kit: One of the must grabs, gives you a combat stimulant injector and synthflesh automender, one of the few ways to heal. CQC Manual: Situational, and you need to understand how to use it properly, can get you out of tight situations and can be very useful as a stealth operative. Not recommended for new players. Combat Gloves Plus: Just krav maga + combat gloves, easier martial art to use and can be very good if someone is rushing you, makes punches also quite deadly. May be something to look into if you have extra TC. Composition X4: C4 with alot of extra kick, very good for breaching walls if they can't be broken, alittle expensive but its the fast way to do things. Can be put on throwing stars for a fun gimmick. Composition C4: Its just terrible, sometimes doesn't even break glass, sometimes breaks entire walls. Cheap and free in the shuttle, useful for cheaper C4 + throwing star combos. Viscerator Delivery Grenade: Gimmick grenade, when thrown spawns Viscerators which deal 15 brute, one of the easiest things to forget to use, will not attack other operatives though. Honk-brand Infiltration Kit: Honk. Energy Shield: Extremely useful to newer operatives and veterans as well, makes lasers even more useless. A 100% chance to reflect lasers back at the person shooting you, but doesn't block anything else. Most crew might use combat shotguns so this may be useless alot of crew, but when lasers are used and thrown at you, this can save your life. Thermal Drill: Only use is to exist to open a safe if the captain decides thats a perfect place to put the NAD. Expect to never buy it and when you do need it that one time you'll never have it. Elite Hard-Suit: The elite hardsuit is the other option for hardsuits, its cheap at 8tc and it has superb damage negation, its job is to NEGATE not prevent. It has its use and is my personal choice but if you're new, not recommended due to how risky taking any form of damage is. If you're comfortable healing and understanding when you need to retreat and understanding and the risks (IB, broken bones) then its an amazing choice. Shielded Hard-Suit: The shielded hardsuit is the other choice between the two hardsuits, it provides a shield that prevents damage while leaving you semi squishy on the inside, its not bad armor just theres always better. The shielded hardsuit keeps you safe for a few shots, completely preventing damage, apon the shield breaking you'll take substantial damage and require to retreat, avoid dropping shield. Its the clear more expensive choice for newer players and isn't a bad choice if you use it to the fullest if you're confident in your abilities. Cyborgs & Mech & Reinforcements. Medical Cyborg: Honestly just buy a medkit, it can be really useful especially if you tell it to load you up on nanties but its... just comparable to a medkit that you can't control and can die. Saboteur Cyborg: Semi robust, gets meta tested easily and can die fast outside operative help, if it can actually sabotage it can single handedly destroy station, or some blueshield who asked AI flashes it once and it died. Combat Cyborg: The literal glass cannon, dies pretty dang fast under direct fire but steamrolls every single thing it fires at. An L6, and a grenade launcher stun and drain all it can see, expect it to do some work but for 60tc you're better off with the next thing. Reinforcement: The absolute best thing you can sink TC into, reinforcements are extra guns, and most importantly hands that can go under cover, loud, heal you, drag you away while firing, are EMP and flash resistant and just generally are strong. If you do get a reinforcement leave at least 10tc for them to buy something, most will buy no-slips and adrenals and live off the lockers and suit storages just fine, for example instead of buying a single medi borg, buying 1 reinforcement and giving him 10tc is an extra pair of hands that can take out at least 5 crew and serve as one hell of a distraction. If you're buying multiple for a gimmick it can be extremely strong having 8 operatives even if 4 are slightly less powerful then expected. Mauler: It.. doesn't die its scary I'll be honest. Its the strongest thing you can buy and its what you pay for, smoke is useless just spam scattershot and the carbine. Gygax: It's just a faster Mauler with less health, spam scattershot and absolutely destroy. (this will be finished close to last, other parts are easier) HELP I HAVE 3 MINUTES BEFORE I DO WARCRIMES WITH OTHERS AS AN AGENT WHAT I DO!?!?! This is a situation alot of people find themselfs in, this will be an extremely quick run-down of what to do, I recommend reading the above afterwards. Follow this formula and buy accordingly "Main weapon cost + Adrenaline Implant + Combat med-kit + Hardsuit + Energy Sword + Emag + No slip shoes." Recommended for newkies is C20r bundle bag, 3 spare magazines of .45, 2 Adrenaline implants, 1 combat medkit, 1 shielded blood-red hardsuit, 1 energy sword and a pair of no slip chameleon shoes. Remaining TC should be spent on more ammo and other things. Inform your team you're new, they may give you advice and help you out alot more then if they believed you where completely and totally confident, if you are but its your first time make sure that's known. Go to the bottom right of your nukie shuttle after your buy your hardsuit and open the "Internals box" with the O2 markings and put that in your suit storage, that is your jetpack oxygen and will be used to move around space. Do not enable stabilization unless its needed, it consumes alot of extra oxygen. In your backpack is an O2 box, use the suspicious oxygen tank in your pocket as your breathing air, if that runs out use the jetpack air. Make sure someone grabs the "Big Red Button" from the starting location table and the suspicious beacons, read above to understand why, if you don't just make sure someone else does. Prioritize getting "da fuking disk." Have fun, being a nukie shouldn't be annoying or tedious for you when you play it, understand how to properly board the station and stay calm, use gear to your advantage and stay as a group. More soon, with images maybe. (w.i.p will be done tomorrow or not. I'm tired.)
    1 point
  19. So, hi! I avoided making one of these for a while since I didn't think anyone would even know who I was, but at this point I hang around so often I feel like one of these things is finally warranted. I still have plenty to learn about this game and there's still several moments where I feel like I don't know what I'm doing, but I'm glad to be a part of a community who seems overall receptive to teaching and helping! My name's Skyler, most people just call me Skye though. My most frequent character at the moment is Rivera Kirkland, but I also play many others like Tidal Kirkland, Luke Rosensteel, Lace Masuno, Sybil Swords and C.I.T.R.U.S.. I mainly play genetics, but I try to do an actual decent job of it; I've heard a lot of horror stories unfortunately. I also draw a lot. You may or may not have seen my art around, even before I became super active again because Chikitita's player is one of my best friends so I draw Chiki a lot. I hear my art gets around, apparently? Anyway, it's fun to be back! Thanks for havin' me here in paradise. :rivera_thumbsup:
    1 point
  20. You forgot the part where you ask for doom music
    1 point
  21. B.O.O.P. lore! Yay! I didn't expect the plushie thing to have such an interesting backstory. This is really, really cool, as expected from one of the coolest borg players. It's rare to see borg players put any effort at all into their character, and this is really top tier stuff.
    1 point
  22. 1 point
  23. Back on the art posting grind! Been drawing way too much lately, wow. This art features @SlimeBird, @Jakki and @Pegasnow! This art (spoilered for blood, like a lot of blood) features COI! It was fun getting a little more in depth with botany. Some other fun Idunn doodles: featuring @punkalope, @JackoMallows and @Sappholopod This one features Skye/Jackomallows' Sybil! I love her so much I would die for her (Sybil is one of the kids taken in by Rivera, Idunn's girlfriend) And finally, art of my girlfriend's character Cure having a time and a half :)
    1 point
  24. Hello! I'm Fongwonkle, and I've been playing on the server for about a week now. I first tried SS13 about a year ago on a variety of servers but only played a few rounds. Now I've returned and have been greatly enjoying playing on Paradise, usually later at night in EST. I've been using the name Phillipa Fong and have pretty much only been working as a cargo technician (as well as a few eventful janitor and medical doctor rounds). Hope to see y'all in game. Have a cargo-tastic day!
    1 point
  25. hey, what's up, I'm Oranchepopsicle. I'm a Canadian-American (double the benefits half the downsides) who's just graduated high school and is getting ready to enter actual employment (thankfully not under nanotrasen). You may have seen me as one of two characters, I.C.A.R.U.S, and DR-801. I tend to play I.C.A.R.U.S more often than DR-801, but you have an even chance of seeing me as either. My "hobbies" (addiction) is comic-making and cartoons. in general you will see me lurking in the dark depths of your discord art channel i'm active in-game and on discord but trying to understand the black magic (?) that are forums so I can look like a contributing member of society I've been playing niche 2d space station game for the better part of half a year, give or take, on and off. I've only recently (a few months ago, like, January) began playing consistently and often.
    1 point
  26. So, I only played 3 rounds but it was a magnificient time. Bartenders are the bests companions for any lost soul, even if the lost souls is becoming inmortal or almost killed by a bee. And i suggest trying to be a polymorphic eater of all, it has some risks however, people don't get kindly being questioned their existence by themselves eating a paper bin. After an ethilic coma I came to the understanding of janitorial work, so please accept me as a new passenger in this wonderful place and thanks to all the people that helped me. See you, space janitor.
    1 point
  27. Hello Y'all. Im Quinn. maybe a few of you recognize me as Sarah Lancer from the last couple of days. ive been reluctant to play SS13 for years, but now that i gave it a shot, its pretty damn good! currently my character is going through a pretty normal career progression; from civvie, to janitor, to cargo tech, and currently as a new shaft miner. my hope is that i can eventually learn enough to promote her to roboticist, and much, much later research director. i dont know what else to say sooooo see y'all later
    1 point
  28. I agree, that is vastly different. One fucks over the entirety of vent crawling antags with uncounterable play and the other only a specific individual of vent crawling antags with uncounterable play before being repaired. Despite being localized and only done to stop a specific marauding swarmer/spider/xeno, it is still uncounterable and quite frankly unfair. I don't see anything that can be learned by it from the antags perspective, other than "get fucked for harassing this specific area." Why would we want to allow that? I'm aware not everything in ss13 is fair but for antags that rely heavily on vent crawling it is particularly egregious and I don't think making it acceptable is a good idea. Should be noted, I'm not intending to come off as rude or trying to question the merits of the 'fore-mentioned debacle with the swarmers and perma. Just trying to understand the reasoning of such a precedent going forward.
    1 point
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