Difference between revisions of "User:Kyet"
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=== General Guidelines === | |||
* Ask in ASAY before sending ERT, unless it is super-obvious that the ERT is needed. | |||
* Never send an ERT of any kind during nukie war ops, as nukies always lose this mode even without an ERT. Crew does NOT need help during war ops. | |||
* Never send an ERT while most of command/sec are alive, unless you're absolutely convinced that sec is useless and needs the help, rather than just a kick up the ass. | |||
* Don't send two teams in quick succession, or you may not get anyone signing up for the second team. | |||
* If you send an ERT, and you get few people signing up for it, you can use Select Equipment to upgrade their gear to the next level. This is a good idea, since they're already at a disadvantage. | |||
* Understand that ERT are populated by ghosts, meaning probably people who already died, meaning probably the less robust players. Factor this in. | |||
* Understand that most ERTs do not operate as a team - they split up at the drop of a hat. At best, they may keep in touch occasionally over radio. | |||
* Technically only shuttle calls from the ERT are valid while they are on station, but in practice this requirement is often waived in the interests of fun gameplay. | |||
=== Amber ERT === | |||
* Effectively normal crew with mindshields, special radio and all access. | |||
* Good way to get extra "crew" into the round. | |||
* Bad way to deal with major emergencies, as they don't have hardsuits, and have only minimal armament. | |||
* If there are many/strong antags, these ERT can actually make the situation worse, as they're quickly looted for their ID cards. | |||
=== Red ERT === | |||
* Standard ERT. Decent equipment. Hardsuits. Capable of repairin breaches, handling spacefaring threats, etc. | |||
* Notably better than standard sec in terms of equipment. | |||
* Biggest flaw tends to be lack of leadership / teamwork. | |||
=== Gamma ERT === | |||
* High power ERT. Best equipment. Extremely low ammo. Typically reserved for terrors/blob/xenos. | |||
* Despite their power, still usually lose because they're often called in so late that they're outnumbered many to one. | |||
* Can be used to protect the shuttle, ensure safe evacuation, etc, rather than try to eliminate all antags - this may actually be a more fun use. | |||
=== Janitor ERT === | |||
* Only really useful on cult, for humor value, or against vines. Otherwise, do not use. | |||
=== Inquisitors === | |||
* Good against vampires/cult. Otherwise, do not use. Heavily reliant on how experienced the ERT are at playing chaplain (likely: not very). | |||
=== ERT Borgs === | |||
* Better than normal borgs, and arguably normal ERT. Consider sending instead of sec ERT in order to bump up the ERT's combat potential a little, but not quite to the next level of ERT. | |||
* Do not send during events where station as a whole has no power. | |||
* Do not send against huge numbers of traitors, unless you're okay with them being emagged. | |||
* Do not send against out-of-control changelings, unless you're okay with them dying quickly to EMP. |
Revision as of 04:24, 4 March 2020
General Guidelines
- Ask in ASAY before sending ERT, unless it is super-obvious that the ERT is needed.
- Never send an ERT of any kind during nukie war ops, as nukies always lose this mode even without an ERT. Crew does NOT need help during war ops.
- Never send an ERT while most of command/sec are alive, unless you're absolutely convinced that sec is useless and needs the help, rather than just a kick up the ass.
- Don't send two teams in quick succession, or you may not get anyone signing up for the second team.
- If you send an ERT, and you get few people signing up for it, you can use Select Equipment to upgrade their gear to the next level. This is a good idea, since they're already at a disadvantage.
- Understand that ERT are populated by ghosts, meaning probably people who already died, meaning probably the less robust players. Factor this in.
- Understand that most ERTs do not operate as a team - they split up at the drop of a hat. At best, they may keep in touch occasionally over radio.
- Technically only shuttle calls from the ERT are valid while they are on station, but in practice this requirement is often waived in the interests of fun gameplay.
Amber ERT
- Effectively normal crew with mindshields, special radio and all access.
- Good way to get extra "crew" into the round.
- Bad way to deal with major emergencies, as they don't have hardsuits, and have only minimal armament.
- If there are many/strong antags, these ERT can actually make the situation worse, as they're quickly looted for their ID cards.
Red ERT
- Standard ERT. Decent equipment. Hardsuits. Capable of repairin breaches, handling spacefaring threats, etc.
- Notably better than standard sec in terms of equipment.
- Biggest flaw tends to be lack of leadership / teamwork.
Gamma ERT
- High power ERT. Best equipment. Extremely low ammo. Typically reserved for terrors/blob/xenos.
- Despite their power, still usually lose because they're often called in so late that they're outnumbered many to one.
- Can be used to protect the shuttle, ensure safe evacuation, etc, rather than try to eliminate all antags - this may actually be a more fun use.
Janitor ERT
- Only really useful on cult, for humor value, or against vines. Otherwise, do not use.
Inquisitors
- Good against vampires/cult. Otherwise, do not use. Heavily reliant on how experienced the ERT are at playing chaplain (likely: not very).
ERT Borgs
- Better than normal borgs, and arguably normal ERT. Consider sending instead of sec ERT in order to bump up the ERT's combat potential a little, but not quite to the next level of ERT.
- Do not send during events where station as a whole has no power.
- Do not send against huge numbers of traitors, unless you're okay with them being emagged.
- Do not send against out-of-control changelings, unless you're okay with them dying quickly to EMP.