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this is where I post pages I'm working on rewriting, either HMU on discord if you wanna talk about it or simply add me in a talk page
this is where I post pages I'm working on rewriting, either HMU on discord if you wanna talk about it or simply add me in a talk page


{{JobPageHeader
|colour = 222222
|hcolour = red
|stafftype = ANTAGONIST
|img = Pulse Demon.gif
|jobtitle = Pulse Demon
|access = Anywhere cables can be found
|difficulty = Medium to Hard
|superior = N/A
|duties = Feed off electricity, cause chaos, fry the captain
|guides = No external guides
}}{{JobAntag}}
'''Pulse Demons''' are dangerous beings that live in the electrically charged atmosphere of brown dwarf stars. They source energy directly from electricity around them and will almost instantly die if that power source is taken away. Pulse demons can often be found sulking around engineering syphoning every last bit of power they have access to. It's highly advised to avoid stepping a pulse demon, as some of the energy it's using will be transferred to you, burning you to a crisp, being shock immune will prevent this.


GUIDE TO COMBAT:
== Spawning in as Pulse Demon ==
A Pulse Demon can be chosen to spawn in as a random medium [[Midround]] event. You spawn in a random powered cable in the maintenance area. "Demon" needs to be enabled in Game Preferences in order to get a chance to play Pulse Demon.


== Hijacking The Party ==
Your main goal is to gain area control, hacking an APC will let you take control of an area and interface with machinery like a station assigned [[AI]] would. You can click on a camera in that area while in an APC to jump to it, letting you see more of your controlled area. You can drain hacked APCs of their power, which is nice in a pinch.


'''''<span style=color:red>"[[Traitor|Assistant (As Captain)]] robusted the [[Captain]] with a mechanical toolbox!"'''''
You don't have to drain just APCs, you will also get most of your electricity from draining SMESes, and you should make this a top priority as a Pulse Demon. Draining SMESes will allow you to upgrade yourself, making hijacking APCs for area control much easier.
Some good upgrades to start with are:</br>
'''Increase Capacity''' - Especially if you start draining SMESes, you want this to steal more power at a time, and upgrade more abilities at once.</br>
'''Absorption''' - Very useful if you are mostly draining SMESes, this allows you to be even faster in obtaining more charge. </br>  
'''Speed''' - Hijacking APCs is critical for area control, and the base time to hack an APC is 30 seconds which is both slow and risky. Be aware with how many upgrades you get however, you may ran out of power and die.


Also known as Robust/Robusting, jargon for engaging in the combat system. It's an (somewhat)ironic description. The '''SS13 Combat System''' is pretty quirky and allows for extreme experimentation, lax metas, and multiple combat styles, while also allowing you to get hit with a stunprod and instantly lose.  
The moment the crew is aware of your presence, you should consider investing in maximum HP, Efficiency and Endurance upgrades.
If the crew is aware of you, they will come at you with tools such as Ion guns and EMPs. These are very dangerous and should be avoided at all cost. If you see someone with an Ion rifle, you can also try and EMP them so the charge of their gun will be drained. If the crew takes action via cutting cables and depowering the station, consider investing in Endurance, and find some undrained power sources, such as the Solar SMES and unhijacked APCs.


== Intents ==
Two things will give you away; the light you emit and your sound. Pulse demons are loud, if someone hears a lot of shocking noises you're going to get called out. If someone sees a yellow ball of pain going under the floor, they'll call you out. Less charge means your light will be lower, but a smart player will still see you light up the room like the sun.
Your intent specifies what you want to do when you click on another player/mob. You can switch between these by click on the segments of [[File:Intents.gif|32px]] on your HUD, or by using CTRL+Q or CTRL+E.


* [[File:HelpIntent.png|32px]] '''Help''' - The help intent is the default intent. You'll shake people or give someone a hug if you aren't holding an item in your hand, or perform CPR on them if they're suffocating. You'll still hit people with most items if you're holding one though. You also pass through other people when moving through them.  
==Abilities==
* [[File:DisarmIntent.png|32px]] '''Disarm''' - A defensive intent. You'll attempt to disarm someone of their weapon or push them over for a very short while. It's only about a 60% chance to disarm, and a 20% chance to push them over. People cannot run past you with this intent.  
Below is a list of abilities that a Pulse Demon can unlock and use. The cost of each ability is equal to the upgrade cost * (the level of the spell * 1.5).  
* [[File:GrabIntent.png|32px]] '''Grab''' - You'll grab someone passively at first, as shown by [[File:InitialGrab.png]]. Moving will be slowed if you try to drag them around, so for transport, pulling is much faster. They can escape this at any time by simply walking away, so you might want to incapacitate them first. Clicking on them again will grab them aggressively, shown by [[File:Reinforced.png|32px]]. This will allow you to put them on a table to make them lie down (which will incapacitate them for a bit), it will also allow you to throw people or other gripable objects around around. After the grab bar fills, they'll be unable to escape this grab. After a short cool down, clicking again will grab them by the neck. After yet another cooldown, you can then click on the [[File:Kill.png|32px]] kill icon on your HUD once to start strangling them. The icon will start flashing, indicating you have started to strangle them. People whilst being strangled are fairly defenceless, so without outside intervention there's not much they can do. People cannot run past you with this intent. You can let go of someone at any time by using the [[File:Drop.png|32px]] drop button.  
{| class= "wikitable" style= "text-align: center; color: black; background-color: #ffd06a;"
* [[File:HarmIntent.png|32px]] '''Harm''' - This intent does '''NOT''' make you do more damage with weapons. If you have a baton (Ie, stun baton) however, you'll beat your target (causing damage) in addition to stunning them. With an empty hand you'll punch people for around 5 brute damage, and have a small chance to weaken people, which will stun them for quite a while. You'll also fire your weapons at point-blank, dealing much more damage.//this appears to be incorrect, and that you still just fucking punch them, need someone to clarify this People cannot run past you with this intent.
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 15%;"|Ability
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 10%;"|Upgrade Cost
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 10%;"|Use Cost
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 10%;"|Max level
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 15%;"|Cooldown
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 60%;"|Description
|-
! Demonic Whisper <br> [[File:PD Whisper.png]]
| Automatically Unlocked
| N/A
| N/A
| N/A
| Whisper sweet nothings into the ears of the crew, or convince them to pursue an Amish lifestyle.
|-
! Cycle Camera View <br> [[File:PD Cycle Camera.png]]
| Automatically Unlocked
| N/A
| N/A
| N/A
| Jump between cameras in your APC's area. Alt-Click to return to the area's APC.
|-
! Toggle Draining <br> [[File:PD Toggle Drain.png]]
| Automatically Unlocked
| N/A
| N/A
| N/A
| Toggle whether you drain charge from power sources.
|-
! Remote Drain <br> [[File:PD Remote Drain.png]]
| 5kW
| 100W
| 4
| 20 seconds
| Remotely drains a power source. Costs 100kW to upgrade.
|-
! Remote Hijack <br> [[File:PD Remote Hijack.png]]
| 15kW
| 10kW
| N/A
| 3 seconds
| Remotely hijacks an APC.
|-
! Cable Hop <br> [[File:PD Cable Hop.png]]
| 15kW
| 5kW
| 4
| 20 seconds
| Jump to another cable in view. Costs 75kW to upgrade.
|-
! Electromagnetic Tamper <br> [[File:PD Electromagnetic Tamper.png]]
| 50kW
| 20kW
| 4
| 20 seconds
| Unlocks hidden programming in machines. Must be inside a hijacked APC to use. Costs 200kW to upgrade.
|-
! Electromagnetic Pulse <br> [[File:PD Electromagnetic Pulse.png]]
| 50kW
| 10 kW
| 4
| 20 seconds
| Creates an EMP where you click. Be careful not to use it on yourself! Costs 200kW to upgrade.
|-
! Toggle Self-Sustaining <br> [[File:PD Self Sustaining.png]]
| 100kW
| N/A
| 3
| 20 seconds
| Toggle whether you can move out of cables or power sources. Costs 300kW to upgrade, allowing you to move faster outside of cables!
|-
! Overload Machine <br> [[File:PD Overload.png]]
| 300kW
| 50kW
| 4
| 20 seconds
| Overloads a machine, causing it to explode!
|}


== Melee vs Ranged ==
===Upgrades===
* Throwing some items to the target will deal damage, but you need to pick up the weapon once you've thrown it. Some weapons will also stick to the target. Some items, such as spears, deal more damage when thrown.
These upgrades are purchased through a radial menu, a KW is worth 1000 units of power each
* Other ranged weapons such as firearms have a slight chance to miss //What? I'm pretty sure this isn't the case, I deadass looked in the code and it seems to be total bullshit//, but you can fire at at a range in which melee users can't attack. But certain items and abilities can block or even deflect the projectile that is fired from a firearm.
{| class= "wikitable" style= "text-align: center; color: black; background-color: #ffd06a;"
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 15%;"|Upgrade
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 15%;"|Initial Cost
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 15%;"|Cost multiplier
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 15%;"|Upper limit
! style= "font-weight: bold; color: white; background-color:#ffb20c;' "width: 60%;"|Description
|-
! Speed </br> [[File:APC.png]]
| 16.66 KWs
| (100 / Your hijack time) * 20 KWs
| Less than a second
| Decreases the amount of time required to hijack an APC by 33%, cannot go lower than 1 second.
|-
! Absorption </br> [[File:Cell Charger.png]]
| 15 KWs
| Your max drain rate * 15
| 500KW drain
| Increases the amount of charge drained from a power source per cycle by 33%.
|-
! Strength <br> [[File:Bluespace matter bin.gif]]
| 250 KWs
| Your max health * 5 KWs
| 200 Health
| Increases the total amount of health you have by 33%.
|-
! Recovery <br> [[File:Femto Manipulator.png]]
| 150 KWs
| Your max health * 50 KWs
| 100 Health Regen
| Increases the amount of health regenerated when powered per cycle by 33%.
|-
! Endurance <br> [[File:Triphasic scanning module.gif]]
| 400 KWs
| 100 / your health loss rate * 20 KW
| Less than 1 unit
| Decreases the amount of health lost when unpowered per cycle by 33%.
|-
! Efficiency <br> [[File:Quad Ultra Micro Laser.png]]
| 5 KWs
| 100 / your power cost per health unit regenerated * 50 KW
| Less than 1 unit
| Decreases the amount of power required to regenerate per cycle by 33%.
|-
! Capacity <br> [[File:Quadratic Capacitor.png]]
| 1 KW
| Your maximum current charge
| Unlimited
| Increases the total amount of charge you can have at once. Doubles each upgrade.
|}


== Ranged - Energy vs Ballistic ==
== Fighting Against the Electric Menace ==
* There are two common types of firearms in this game, ''Energy weapons'' (Such as Laser Guns) that can deal Burn damage and ''Ballistic weapons'' (Such as the Riot Shotgun) that can deal brute damage. Choose the weapon needed for the current situation.
EXPLAIN HOW TO FIGHT AGAINST THE PULSE DEMON. WIP.
* Unlike Ballistic weapons, Lasers pass through glass, making it effective against targets taking cover on glass.
* But most Energy weapons require a charger to charge the weapon's internal cell, which is not flexible at some situations. A few energy weapons have an internal self-recharging cell, allowing it to recharge over time.
* Ballistic weapons on the other hand can be reloaded by inserting its respective clip/shell to the weapon, which can often be done in the middle of combat to keep up pressure.  


== Combat Tips ==
Avoid stepping on cables, they can husk you. Awful idea to try and pull up floor tiles while a demon is about, you can see the light it emits through the floor and it's just asking for trouble. <br>
 
Insulated gloves make you immune to their shocks. <br>
== Attacking ==
Dies to no power. if you shut off power, shut off ALL power, especially from the SMES units on more remote areas <br>
* Aim for the head. Knock outs when aiming for the head last longer.
Weakens and can die when travelling OUTSIDE cables. Especially when unupgraded. Without being upgraded it will die after leaving a cable, you can get a cheesy kill by cutting the cable it's on, sometimes. <br>
* If they have a helmet, aim for the chest. If they have body armor too, aim for the legs or arms.
Weak to EMPs. Ion rifle is a must. <br>
* Click repeatedly, but don't spam. Try to make your clicks precise, like firing a semi-automatic rifle.
Always gives off a dim yellow glow and emits very loud zapping noises.
* Any object is usually better than your fists. Fire extinguishers especially.
* Screwdrivers and forks have a special blinding attack when aiming for the eyes, but it doesn't work if their face is covered. //guh, fuck this so bad
* Harm intent is probably your best bet, however making an opening move with disarm to get you a few seconds of free attacks will make the difference in an even matchup, and potentially end the combat early if you brought a strong weapon.
// I'M KEEPING THIS HERE CUZ I'M ANGRY, THIS IS HORRIBLE ADVICE, I WANT YOU ALL TO READ IT, AND UNDERSTAND WHY I'M GUTTING THIS
 
* Aim for the right body part for the right situation, sometimes you might want to aim for the legs if you need to slow someone down, or the hands if you need them to drop their weapon! Remember, you can always still hit a different body part, you are just more likely to hit the one you are targeting!
* It's good practice to aim for unarmored areas, that armor could make your damage weaker
* Intent matters, if you need to get out of an area extremely quickly, you might want to go to help intent so that you can walk by people, or maybe use harm intent if you need to push someone out of the way
 
 
 
== Defending ==
* Run away.
* If they're too close, disarm, then run away.
* If you can't run, aim for the head to get a knock out and then run away.
* If they give chase, throw objects at them. Some objects, such as metal rods or floor tiles do extra damage when thrown.
* Stun them, or otherwise attempt to disable them.
* While running, click doors that you can open to try to trick them, making them think you ran a different way.
* Hiding in lockers sometimes works. If they fell for the point above, just find a locker in a corner and most people miss it.
* Wear armor that is weak to the opponent's weapon. If they're using a gun, wear a bulletproof vest.
// again fuck this, might as well take the controller away from them and just greentext for them
 
* Running away is always an option, you can lose the fight but win the war.
* There are many potent forms of armor you can wear to help you take less damage (Security armor for example), or something like shields, which give you a block chance against many forms of damage.
* Sometimes, you can trade blows while running away, try to slow them down so you can escape!
* There are plenty of good hiding spots around the station, see if you can use them to your advantage.
 
 
== The Way of The Robust ==
Many spacemen dismiss themselves as "unrobust" and "weak" And, by all means, that's true, for you're unrobust when you believe you're unrobust with no way to improve, the ambition and cunning to improve, is robustness in its own right, and this may just help you.
* You know what a fair fight is? The one in which you a 50% chance of being thrown off an external airlock. Avoid fair fights, Things that would be considered as "advantages" that would make a fight "unfair" -to your side or the opposing party- shall be discussed below.
* You know what's more robust than one space man? two space men, but hey, what's even stronger? well, another member, safety is always in numbers, if you don't defeat your enemy, revel as he isn't able to constrict all of you, drag each other when you've lost the battle, or gank your opponent to submission. By all means possible, get numbers, changelings working together, security officers patrolling together. all double their combat capabilities.
* ENLARGE your game screen, resize it to be bigger, you want your enemies sprites LARGE that you can click them easier, also, your monitor may be able to support virtual resolutions or something, which may also help.
* Click and do not get Clicked, Combat in one sentence, you get clicked? you lost. It's here it must be said, moving randomly, and moving quickly, are all very strong traits to have, AVOID Duffel bags at all costs, they carry a motion debuff that's extremely oppressing, Eat and stay full, if possible, utilize chemicals like Hydrocodone, which destroy motion penalties incurred from damage.
* Play more, Fight more. It's a truth, that as of the date this is being written, it's second-nature to call people on Medium RP-High RP servers "Unrobust" but, why? Well, pretty straight-forward: Not much fights happen. You just can't engage in fights daily... HERE. Did you try Light RP servers? Their fights are way more eventful, with little RP needed to engage a non round-ending fist/toolbox fight, I suggest playing on other servers anyways, as it enriches your SS13 Experience overall. the diversity in this game is too large to not be explored. '''REMEMBER: READ THE RULES OF SERVERS YOU PLAY IN. ''' this isn't an invitation to grief other servers, grief is not tolerated anywhere, read server rules. Always.
* Ranged Fighting- Is generally actually LESS fatal than melee fighting, the reason is: accuracy, when in range, it's easier to flee when shot at with lethal fire, it's also easier to dodge Disabler shots, but shooting other spacemen is hard, so you'd say, but in a nutshell, you "can" get good at it, to a degree, if you follow some of these tips:
  * Lead your shots- If your opponent isn't static, ie, not moving, Do not shoot where he is, shoot in his general direction, UNLESS he just arrived to the point you're clicking him at, remember that projectile travelling time plays a factor, as a rule of thumb, unless very close to each other, your opponent can move one tile before being hit when you fire.
  * The Balance of Moving and shooting - Is hard to master, when you stay and shoot, you'll have more chances of hitting your opponent, but same goes for him, remember that if you both stay in front of each other counts as a type of Fair fighting, And you know from the first point that you shouldn't take part in this, but the question is: "I can't shoot while moving, but I'll get shot if I stay at one place, what do?" Well, you just take the gambit, you won't get better from being afraid of taking the risk anyways, and shooting and moving is a form of robustness, remember? and how would you acquire this without doing it a lot? Be bold.
  * Don't panic- A shot didn't land? Well, shooting another in the exact same second without changing your mouse cursor position? won't land either, Think of this: When would you be more likely to land the hit? When you've thought through your opponent's movement, When you shoot in the same moment, you're just more likely to miss, if you miss a shot, re-think the situation, and begin plotting another shot, Spraying and praying? doesn't work when the ammo in the game is generally constricting.
  * Shoot Vertical and Horizontal- Self  Explanatory, Diagonal hits don't always... hit, they require what I've said above, your opponent is moving, and you'll have to change where you're pointing, but when shooting horizontal, it's just better, I also suggest that, when you get on the same tile column or row, you immediately shoot, giving your opponent to time to dodge such shot, Very robust when used.
* Know your weapons- straight forward, do you know the conditions in which a pepper spray downs your opponent? if not or if you're incorrect, you just don't use the pepper spray, you don't know how many shots are in a certain type of Energy gun? You try it before you use it, how quickly does an Advanced Energy Gun take to refill? you'd do well to know before using it... just saying... how much does a chainsaw deal in damage? Etc. etc. that examples are endless as weapons are, just know what you're using and this is a net edge if your opponent doesn't know his weapon.
* Stealth: 100- Crazy Idea: don't throw your grenades, activate it, put it in a spare box in your backpack (or Satchel if you're taking this section seriously) then drop the box, will most of the time get people who didn't see it before, nice, right? Well, that's how SS13 combat works, getting the jump on someone IS winning, Sleepy pens are one thing that can down anyone who's not an IPC, if your opponent is moving towards you and disarming you, move back and drop a slippery item, that's why clowns are robust, you just don't expect them to down you THIS easily, remember this: If your opponent doesn't know he's your opponent... he's going down easily, undercover cops have HUGE potential.
* Melee Combat- See this video to know how it works, it's sarcastic, yes, but this is actually how you should fight in melee... https://www.youtube.com/watch?v=LRPBEC8hWhE
* Fight or Flight, let both be available, minimize the chances of you losing, but even more important, minimize the chances of losing AND not being able to leave, fights in places where you don't have access to? no. Fighting with a vampire who can stun you from a distance AND negate a stun immediately WITHOUT any numerical advantage? Hell no.
* Cycle intents- Very robust if you get this going, in hotkey mode you have buttons for intents, the numbers (not the numpad, though) from 1-4 correspond to intents, cycle between them and remember this
  * Help intent is a must when a group, you don't want to push your mates away, do you?
  * Disarm intent is very robust, provided you have melee combat experience, seldom would anyone survive this, the greatest of officers got disarmed by assistants.
  * Grab intent... very peculiar, but there is one thing, you can get an instant aggressive grab in hotkey mode if you're fast enough to click your opponent and press the activation key (Either Z or Y) from here, you have good options, clicking a table applies a horrendous stun, Very good, tabling is generally regarded as one of the more robust unarmed moves that exist. OR you could throw them at another opponent, or literally anyone, this applies a short stun to both, enough to flee the battle, but also enough to take what they were holding in their hands, or generally having a second to think, look at the surroundings, and remember, most thing you can hold, deal more damage higher than your hand does.
  * Harm intent... Only useful when you've downed your enemy and have no weapon, Harmbatoning, but if doesn't increase damage dealt, it does block enemies paths, but then I'd suggest you take disarm intent instead, and then put your weapon (Quick Equip, E in hotkey mode) to put your weapon anywhere possible, and then engage in a "Fair" fight in disarm intent, down your opponent, they get your weapon back on and deal some damage.
* Stun first- Winners aren't the ones who dealt the most damage, nor are they the ones who took the least damage, if you're cuffed and someone is grabbing you, you're as good as dead, cuffing someone is almost always better than hitting them (Exceptions when your weapon STUNS while it hits, or has very high damage it drops people down from pain, like a chainsaw, and double-bladed energy sword, and the notorious .357 revolvers, Crippling them in the first shot, critting and dropping them on the second, and the third is just mercy at that point) But you get the point, your opponent is easier to beat down when he's ... down, you know what's better by this correct logic? Preventing your opponent from getting up or putting a fight. Cuffs? A godsend, just make sure your stun is long enough before cuffing the opponent, you know stun times of things.... right?
* Knowing the time- A very little detail, but very good, like the aforementioned point, do you know the time your opponent will be down in? the wiki lacks info on stun times (At the moment) So, the only way is by trial and error, a hard way with plenty of fallibilities. but.. it works.
- HOTKEY MODE IS A MUST, enable it by pressing the " Tab " Key, and look the guides to control, as they're crucial, knowing what to do is one thing, and doing it is entirely another thing, mainly speed is the factor here, and Hotkey mode helps with this.
* The Ethics of Robustness- There is a moral code That's unknown by us lesser beings, but it's believed robust entities have a certain code
  * AFK players are the same as SSD players, maybe server rules don't always agree on this, but attacking someone who's AFK... is an evil act, and robust beings, are cunning, but by no means dishonorable.
  * Kill only when needed, but then don't prevent cloning, allowing lesser beings to play is just in itself.
  * Not all of the moral code is known, but mortals are free to ponder what may it contain.
 
//// I WILL REWRITE ALL OF THIS, IT'S FUCKING PAINFUL TO READ, SHIT FORMATTING A N D CRINGY
----
''Expect to be the one to die.''
[[Category:Guides]]

Latest revision as of 16:53, 7 May 2024

this is where I post pages I'm working on rewriting, either HMU on discord if you wanna talk about it or simply add me in a talk page

ANTAGONIST

Pulse Demon.gif
Pulse Demon

Superiors: N/A
Difficulty: Medium to Hard
Guides: No external guides
Access: Anywhere cables can be found
Duties: Feed off electricity, cause chaos, fry the captain

Antagonist


Pulse Demons are dangerous beings that live in the electrically charged atmosphere of brown dwarf stars. They source energy directly from electricity around them and will almost instantly die if that power source is taken away. Pulse demons can often be found sulking around engineering syphoning every last bit of power they have access to. It's highly advised to avoid stepping a pulse demon, as some of the energy it's using will be transferred to you, burning you to a crisp, being shock immune will prevent this.

Spawning in as Pulse Demon

A Pulse Demon can be chosen to spawn in as a random medium Midround event. You spawn in a random powered cable in the maintenance area. "Demon" needs to be enabled in Game Preferences in order to get a chance to play Pulse Demon.

Hijacking The Party

Your main goal is to gain area control, hacking an APC will let you take control of an area and interface with machinery like a station assigned AI would. You can click on a camera in that area while in an APC to jump to it, letting you see more of your controlled area. You can drain hacked APCs of their power, which is nice in a pinch.

You don't have to drain just APCs, you will also get most of your electricity from draining SMESes, and you should make this a top priority as a Pulse Demon. Draining SMESes will allow you to upgrade yourself, making hijacking APCs for area control much easier. Some good upgrades to start with are:
Increase Capacity - Especially if you start draining SMESes, you want this to steal more power at a time, and upgrade more abilities at once.
Absorption - Very useful if you are mostly draining SMESes, this allows you to be even faster in obtaining more charge.
Speed - Hijacking APCs is critical for area control, and the base time to hack an APC is 30 seconds which is both slow and risky. Be aware with how many upgrades you get however, you may ran out of power and die.

The moment the crew is aware of your presence, you should consider investing in maximum HP, Efficiency and Endurance upgrades. If the crew is aware of you, they will come at you with tools such as Ion guns and EMPs. These are very dangerous and should be avoided at all cost. If you see someone with an Ion rifle, you can also try and EMP them so the charge of their gun will be drained. If the crew takes action via cutting cables and depowering the station, consider investing in Endurance, and find some undrained power sources, such as the Solar SMES and unhijacked APCs.

Two things will give you away; the light you emit and your sound. Pulse demons are loud, if someone hears a lot of shocking noises you're going to get called out. If someone sees a yellow ball of pain going under the floor, they'll call you out. Less charge means your light will be lower, but a smart player will still see you light up the room like the sun.

Abilities

Below is a list of abilities that a Pulse Demon can unlock and use. The cost of each ability is equal to the upgrade cost * (the level of the spell * 1.5).

Ability Upgrade Cost Use Cost Max level Cooldown Description
Demonic Whisper
PD Whisper.png
Automatically Unlocked N/A N/A N/A Whisper sweet nothings into the ears of the crew, or convince them to pursue an Amish lifestyle.
Cycle Camera View
PD Cycle Camera.png
Automatically Unlocked N/A N/A N/A Jump between cameras in your APC's area. Alt-Click to return to the area's APC.
Toggle Draining
PD Toggle Drain.png
Automatically Unlocked N/A N/A N/A Toggle whether you drain charge from power sources.
Remote Drain
PD Remote Drain.png
5kW 100W 4 20 seconds Remotely drains a power source. Costs 100kW to upgrade.
Remote Hijack
PD Remote Hijack.png
15kW 10kW N/A 3 seconds Remotely hijacks an APC.
Cable Hop
PD Cable Hop.png
15kW 5kW 4 20 seconds Jump to another cable in view. Costs 75kW to upgrade.
Electromagnetic Tamper
PD Electromagnetic Tamper.png
50kW 20kW 4 20 seconds Unlocks hidden programming in machines. Must be inside a hijacked APC to use. Costs 200kW to upgrade.
Electromagnetic Pulse
PD Electromagnetic Pulse.png
50kW 10 kW 4 20 seconds Creates an EMP where you click. Be careful not to use it on yourself! Costs 200kW to upgrade.
Toggle Self-Sustaining
PD Self Sustaining.png
100kW N/A 3 20 seconds Toggle whether you can move out of cables or power sources. Costs 300kW to upgrade, allowing you to move faster outside of cables!
Overload Machine
PD Overload.png
300kW 50kW 4 20 seconds Overloads a machine, causing it to explode!

Upgrades

These upgrades are purchased through a radial menu, a KW is worth 1000 units of power each

Upgrade Initial Cost Cost multiplier Upper limit Description
Speed
APC.png
16.66 KWs (100 / Your hijack time) * 20 KWs Less than a second Decreases the amount of time required to hijack an APC by 33%, cannot go lower than 1 second.
Absorption
Cell Charger.png
15 KWs Your max drain rate * 15 500KW drain Increases the amount of charge drained from a power source per cycle by 33%.
Strength
Bluespace matter bin.gif
250 KWs Your max health * 5 KWs 200 Health Increases the total amount of health you have by 33%.
Recovery
Femto Manipulator.png
150 KWs Your max health * 50 KWs 100 Health Regen Increases the amount of health regenerated when powered per cycle by 33%.
Endurance
Triphasic scanning module.gif
400 KWs 100 / your health loss rate * 20 KW Less than 1 unit Decreases the amount of health lost when unpowered per cycle by 33%.
Efficiency
Quad Ultra Micro Laser.png
5 KWs 100 / your power cost per health unit regenerated * 50 KW Less than 1 unit Decreases the amount of power required to regenerate per cycle by 33%.
Capacity
Quadratic Capacitor.png
1 KW Your maximum current charge Unlimited Increases the total amount of charge you can have at once. Doubles each upgrade.

Fighting Against the Electric Menace

EXPLAIN HOW TO FIGHT AGAINST THE PULSE DEMON. WIP.

Avoid stepping on cables, they can husk you. Awful idea to try and pull up floor tiles while a demon is about, you can see the light it emits through the floor and it's just asking for trouble.
Insulated gloves make you immune to their shocks.
Dies to no power. if you shut off power, shut off ALL power, especially from the SMES units on more remote areas
Weakens and can die when travelling OUTSIDE cables. Especially when unupgraded. Without being upgraded it will die after leaving a cable, you can get a cheesy kill by cutting the cable it's on, sometimes.
Weak to EMPs. Ion rifle is a must.
Always gives off a dim yellow glow and emits very loud zapping noises.