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==Additional Notes == Over the years, the Syndicate has had plenty of time to practice and share the best ways to deal with those pesky Nanotrasen crews. Below is a bevy of information to help you on your way. ===Space Gods, Give Me Laser Eyes=== Despite popular opinion, the admins are not just here to ban people and press buttons. They're here to help make the round interesting – just like you! If you have a compelling and fun gimmick in mind, you can use the *pray command to ask the space gods for help making them reality. If you offer up your telecrystals, many admins will happily give you boons such as changing your species, spawning specific items for you, making Centcom announcements, and sometimes even letting you respawn as a different minor antag. Just remember that the admins aren't under any obligation to give you 'TC trades'; for best results, come up with something unique, be polite, don't ask for blatantly overpowered things, and don't ask to become a [[nightmare]] every second round. Another thing – if your objectives are boring, easy, or you've already completed them, you can pray for more. It's a good alternative to simply killing everything in sight if you can't think of something to do. For maximum realism, do this by emagging a command console; doing so lets you "send a message to the Syndicate", an in-universe way to send the admins a message. ===Stealth and Access=== *Having a spare ID always helps. Assistants are a dime a dozen, so it's not a bad idea to pin an assistant ID on your shirt before you go about any dirty business so your real identity is not compromised. Wearing a mask will cause others to see your name as the one on your ID, but unless you have a voice changing mask, speaking will reveal who you are. If you can get your hands on a wallet from the dormitories or from Botany's biogenerator (leather), it can hold up to 4 IDS. *Security cameras see as far as you do (7 tiles). This means that if you can't see a regular camera, it can't see you. X-ray cameras see through walls; you can differentiate the curved protrusion on the side. You can disable cameras by opening them with a screwdriver and using wirecutters, though they can be fixed easily and the AI is likely to notice you doing it. *When you take something from your bag, or put something in it, it creates a message that everyone around you can see. If the item is small enough to be placed in a normal box, only those adjacent to you will see the message. Don't get caught stuffing things into your bag! *Fake Mustaches conceal your identity as well as a gas mask or helmet. * Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else, or make him say he's committing suicide! If you find a dead body, take their name and claim to have seen xenomorphs or changelings to throw the station for a loop. *The AI cannot examine anything except things it can see in its chamber. It can take pictures of you to see what's in your hand however. *Know your maintenance. There are plenty of places where nobody looks, and you can easily make secret chambers by [construction | constructing fake walls]. *Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID to open lockers that aren't already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele. *Latex gloves don't stop you from leaving your fingerprints everywhere; they leave partial prints. Black gloves confer fire and burn resistance, and insulated gloves are usually the most desirable of all. *Good places to hide corpses include the Toxins Test Site, the far side of the AI Satellite, the various nooks and crannies around the station exterior, inside hidden chambers in Maintenance, and inside EVA suit storage units. Remember to strip off their jumpsuits or otherwise disable the suit sensors, or they'll give the location away. * You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall. *A bar of soap is your best friend when you need to remove fingerprints, acquire soap through maints or the dormitory showers. *Use a PAI (Personal AI device) from either dorms, the bar, or the library. This device can grant you access to virtually any door you please as the PAI will be able to stealthily jack open doors, without permanent effect. ===Murder and Sabotage=== *If you inject a power cell with plasma, it'll explode when it is used for anything. Likewise, injecting plasma into lightbulbs causes them to explode when turned on. Consider sabotaging lights when they aren't turned on, for your sake. *Every time you throw a glass shard at a wall, it has a chance to become 'sharpened', increasing its damage from 4 to 15. There's no way to tell besides testing it on yourself, and throwing a sharpened shard will un-sharpen it again. * The entirety of Disposals can easily be routed into space in certain maint' areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them. *Putting a tracking beacon in space can make the hand teleporter a instantly lethal weapon instead of a convenience. *Never underestimate the power of banana peels and soap. Many haughty crewmembers have met their end at the hands of a Clown dragging around a peel behind him, only to be bludgeoned into unconsciousness while down and thrown into space. *When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, guns can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel. *You can uncuff yourself while in a disposal unit. *If you gain [[Head of Personnel]] access, you can use the HoP console to close any remaining Security positions to stop new officers from showing up. *You can dip a cigar in anything. Dip a cigar in plasma, and the person who lights it will be gibbed if you can convince someone to smoke it. *Armed mousetraps go off when somebody opens a container holding them. Attach a grenade to one, and the next person to reach into the bag gets a fun surprise. * Bombing/deconstructing the engineering SMESes will almost always result in the engine becoming loose. *Reverse pickpocketing doesn't produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it's actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants. *Bullets pass through windows, but not Grilles. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles. Clicking on a window directly with a laser lets you shoot it. *Spraying someone smoking a cigarette or holding a lit welder or energy sword, with welder fuel or alcohol, will set them on fire. Unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray. * Canisters can be physically destroyed with enough brute force to instantly release their contents. *A suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod. * EMP effects disable headsets, and can scramble or interfere with many other machines, such as APC's. *It's risky, but you can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do shit. The only issue is getting close enough. * Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy. *You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed. ===Emags And Other Traitor Items=== *Doorjacking welded/bolted doors causes them to close permanently; afterwards, they can never be opened, only destroyed. Use this to your advantage when 'reserving' an escape shuttle for yourself or when hiding a powersink. * All Cyborgs gain additional tools when emagged, in addition to having their laws rewritten to serve you. Engineering and Mining borgs get a powerful stun arm, Medical borgs can fill people with toxins, Janitor borgs can spray lube everywhere, Security (not currently available to select but exist in code) gets lethal laser gun, Peacekeeper borg gets an hyperspray with deadly toxins, Service borgs get cyborg shaker making drinks that make people pass out and take toxins damage and Clown borgs get a flower that sets target on fire and a super laughter ejector that deals stamina damage. *Simple bots can also be emagged. Medibots will inject poison, Floorbots will rip up floors, Cleanbots will squirt acid on people from time to time, Security bots will arrest everybody, ED-209 will start firing lethal lasers instead of disabling, Hygienebots will give you VERY hot shower (fire) instead of water, Firebots will occasionally surround themselves with fireball and Honkbots will become more slippery. *The chameleon projector can be used to dodge projectiles by disguising as something small. You can also disguise as 'temporary' items like those in the Holodeck. While disguised, you can move freely in space for some reason, but still take exposure damage. *You can change the timer on C4 to be extremely high; it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the crap out of someone by planting irremovable C4 that will probably never detonate, or hang a live explosive on your wall for a stylish conversation piece. *Every PDA holds a pen by default. Remove it and store your sleepy pen/energy dagger there. ===Misc.=== *If you want the round to end and the shuttle to arrive. you have a few options. Delaminating and sabotaging the [[supermatter]] is almost always shuttle-worthy, as is bombing enough of the station. Using an EMP effect near the AI has a 15% chance to force a shuttle call, although this is difficult and risky. If you can access Atmospherics, pumping deadly gas into the air supply can amp up the pressure. *If your objective is to steal the station blueprints, you can simply take a photo of them with a camera and escape with the photo. *If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident. *Dropping reinforced tables in the airlocks leading to the escape shuttle can be a viable way to keep people from getting on board. *If you emag an arcade machine, you can play Outbomb Cuban Pete. Winning grants you a powerful bomb, but losing kills you. If you want to risk it, here's a strategy: **If your magic is less than 5, charge. **If your health is less than Pete's, and your turtle value is less than 3, heal. **Otherwise, attack. **Healing increases your turtle value by 1. **Attacking or charging your magic reduces your turtle value by 1. **Pete will attack you for more damage if your turtle value is greater than 3. **This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart). **Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you. {{Jobs}} {{Game modes}} [[Category:Jobs]] [[Category:Game Modes]] [[Category:Guides]]
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