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Citinited

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Everything posted by Citinited

  1. Does it check the areas it moves through to see if they're habitable? It'd suck if it killed people while travelling through, say, a recently bombed area.
  2. GHETTO SPESSPOD
  3. Incoming screenshot dump! After taking over the station, and having the nuke activated, the xenos managed to steal the nuke (which wasn't bolted down, for some reason). --- Simon was bored, so he ended up clowning around in escape. --- Kekyaya set up a chicken coop. Unfortunately things got a little out of hand... --- "Hihi is human chef, is be recommendings soylent greens yaya" --- The result of a fully-upgraded biogenerator, biomass-laden fruit, and too much time on his hands... --- We set up a TEG in atmospherics. Pretty fire! --- Fawkes set up a burn chamber in atmospherics... Then smashed it open. For science! -- Fawkes set a trap for the incoming nuclear operatives. (Disk not pictured) But it went wrong... --- James Friendly, the secretly-revolutionary Blueshield, invited command to dinner, along with 10 of his friends. Things went... somewhat badly. --- Kekyaya left command a nice note. --- Modified toxins setup. May as well put the distribution loop to use! --- PUSEN and the clown set up a merry-go-round with the new conveyor belt system. Simon redirected disposals into it, and added chutes that led into it. Naturally, security were not amused.
  4. I remember you as one of the competent IAAs. Good to see you're here!
  5. Just tested C4 on safe myself, it does in fact delete the safe! (And everything inside it) So uh, guess that guarantee is void then?
  6. The vault safe can't be emagged open; you need to open it the old-fashioned way. As for safes being made more vulnerable, I don't think sufficiently large explosions should flat-out destroy them, though I wouldn't be against them being weakened by those explosions (I could imagine some kind of method like explosion - thermite - welder - crowbar - wrench - welder).
  7. 1. Introduction Hello! This thread contains a complete list of all guides currently on the forums. I amalgamated this list because: I found it irksome that decent guides which are still relevant were buried under lots of new threads; I wanted one place where you can see, at a glance, how to do a job; and that it would save people from having to write their own guide when one already exists. It will be updated as more guides appear, and kept up-to-date. Outdated guides have been noted as such, and have been kept for posterity. Huge thanks to Valkyrie, who updated this list to be in line with the new forum layout! 2. The list Antagonist guides Command guides Engineering guides Medical guides Science guides Security guides Service guides Supply guides AI / Cyborg guides Telecomms guides Non-serious guides Other guides 3. Closing thoughts Notice anything wrong? Any missing guides? Let me know in this thread! (Also, Tully's the biggest nerd, according to the guides forum. He's written nine guides so far!)
  8. Nice guide for getting the turbine up and running! One thing to note is that blast doors aren't airproof (for whatever reason), so if you're setting up then you probably want to wall off the door on the burn chamber. In any case, the turbine acts as one huge vent anyway so you should be okay with not building up too much waste gas. Also note that atmos pipes are weird and you'll probably need to unwrench and rewrench pipes leading to the gas mixer to actually have it push out your preferred gas mix.
  9. Updated, because god damn this was a long time. Also boom boom toxins, I guess he got a permanent position at science
  10. A bit of atmos knowledge and inventive application of the ideal gas law
  11. OH MY GOD JC A BOMB
  12. Honestly, antags like wizard, that spawn you in a different z-level to the station, should automatically make you a randomised human (nuke op already does this). It solves so many problems such as needing glasses / wheelchair.
  13. For comparison: energy swords cost 8TC, are sharp, cause 30 brute, and are very loud. This causes 5 less damage, and requires a grab (but is less loud). Sure why not. Maybe up the cost to 5TC? Delivering 10u of a reagent instantly (For example: perfluorodecalin) seems pretty powerful though.
  14. That actually sounds pretty hilarious. Atmospherics tech traitors would become pretty terrifying, given they can now space your air supply in a very short amount of time with air injectors or by smashing the air tanks. It would make the turbine and potentially the supermatter completely nonviable as a power source, though (even less so than they currently are). Oh also, it would give the current atmos setup of "cool incoming waste as much as possible" a downside; the atmospherics tanks would become supercold. This can be easily fixed, but adds additional tinkering to the job, which is nice to have.
  15. Honestly, I don't see the problem of the ablative being "useless", given that security already has good options against many of the antagonists we see on the station. Wearing the ablative basically screams "I'm a traitor kill me" so why would you wear it unless you were already a confirmed EoC? (Plus, in that instance, no armour will save you against a well-equipped group of security officers) Onto my other point. The ablative armour is, like a lot of the other armours in the armoury, specifically good against one type of damage. It blocks 50% of energy-based damage and 60% of laser damage. In addition, it has a 40% chance of reflecting incoming projectiles (e.g. tasers, disablers, ebow bolts, lasers). Therefore it's useful against emagged security cyborgs, whose only ranged option is laserfire, the AI's turrets, and taser-wielding officers (to a lesser extent). Sure, it's niche. But it fills that niche quite well.
  16. Indeed, but for the purposes of atmospherics plasmamen it is a pain to get them (I've had difficulty in the past getting them). With engineering, sometimes people do actually take the ones in the engine room which means you can't weld anything until science can make welding masks.
  17. +1 to this thread! I'd like to also see the plasmaman engineering / atmospherics helmet gain welding protection, as welding goggles are hard to come by (not sure if this would be added because it gives them roundstart flash protection. If so, add welding goggles to engineering and atmospherics!)
  18. Good idea Also give everyone bike horns so they can honk to pass
  19. I don't think this should be added. There are hundreds of things that are incredibly easy to do yet result in damage to other players e.g. opening plasma canisters with no tank inside, hitting people with crowbars, feeding obese people mints, applying dangerous chemicals to people. Should we also add pop-ups to everything that could result in harm to other players? As has already been stated, this is an issue that can be easily fixed and is an accepted risk when players choose to play vox / plasmamen.
  20. The janitor (or anyone with soap or a mop and bucket) can remove any graffiti with next to no effort. Graffiti is a nuisance, yes, but it has no IC effect other than to look ugly. The crew do a better job at it than the graffiti does! kappa Fourth idea actually seems like a cool idea (caveat: money is next to useless), the other three are too much effort that security will probably ignore the graffiti in lieu of other crimes. If someone's in your department and isn't authorised, you're perfectly entitled to get security to brig them for trespass.
  21. It does, last I checked. Pretty much anything in your mask slot stops you from vomiting, I think. Weird. Could have sworn I vomited the last time I autopsied a body (around a week ago), and I was smoking at the time.
  22. Smell of dead body is something that really should trigger a reaction. (Still disappointed that smoking doesn't mask the smell though D:)
  23. Sunglasses also prevent revs from converting you. Rev would be completely killed if everyone had sunglasses for free. (Yes I know rev isn't in rotation but it's something to consider)
  24. Good point - I took the screenshot two days ago. Shows that the supermatter shard as it is isn't much of a problem when it explodes.
  25. I exploded a supermatter shard recently. Here is the resulting devastation (I set it up in the incinerator, the shard itself was on the red X) As you can tell, the explosion is... not that big. Mechanic's podbay got minorly breached, and obviously maintenance was in bad shape, but otherwise the station was good.
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