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TGMC:General Tips
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{{TGMC}} Here are all of the tips from Hughgent, XSlayer300 and other members of the community. These are pulled directly out of the game with minor alterations. =Meta / General Tips= ==Character Tips== *While holding nothing on your active hand, click a person on fire with help intent to put the fire out. This applies to both xenos and humans. *You can select locations on the targeting doll by using the number pad. *While you have your throw mode active, you can automatically catch things that are thrown at you, if you are able to hold the item as a species. *In maps where there is water, you can simply run to rivers or areas where there is water to extinguish yourself while being set on fire. *In the character setup screen, you can set your keybinds to control actions much easier. *While alive, use 'resist' (Default: B) to stop drop and roll when on fire. Humans can also use the resist command to struggle out of nests while captured or to simply unbuckle from a chair. *Help Intent (Default: 1) allows you to exchange positions with another mob with their help intent active. Other intents (Disarm, Grab or Harm) will push mobs aside. *To sing, add "%" before any text. Singing on radios will not work, but singing on intercomms will. *Sundering is a concept that reduces the effectiveness of xeno armor by percentage. Xenomorph support castes often have abilities that can heal and decrease sunder. <br> ==Meta Tips== *Dying is part of the game. Expect to die in the round, even if you hope to survive. *Sometimes you won't be able to avoid dying no matter how good you are at the game. Try not to stress too much about it. *When a round ends nearly everything about it is lost forever, leave your salt behind with it. *Some people are unable to read text on a game where half of it is based on text. *This is a game that is constantly being developed for. Expect things to be added, removed, fixed, outdated and broken on a daily basis. *When in doubt: Adminhelp for problems in common for people violating the rules, Mentorhelp for problems that you want to know. *Check the SS13 Webmap to learn the layout of the ship or the map currently in play. *After you ghosted out of the game (either from dying, cryo or manual ghost), you can respawn back into the game after waiting for 30 minutes (as a human) or 5 minutes (as a xenomorph) if there is a larva, or after 1 minute if you use the Join as SSD button as ghost. *You can respawn during End-Of-Round Deathmatch in the OOC tab. *You can customize your ghost using the Ghost Customization command under the Preferences tab. *In-depth information on marines can be found on the [[TGMC:Marine Mechanics|Marine Mechanics]] page. *In-depth information on xeno can be found on the [[TGMC:Xenomorph Mechanics|Xenomorph Mechanics]] page. <br> =Human Tips= ==General Tips== *As a human, you can do almost anything if you put your mind to it; it just takes time. *During Self Destruct, green control rods are armed control rods; you must have all 6 be green before activating the self destruct! *As a human, you can climb over waist-high obstacles like sandbags, window frames or tables by "SpecialClicking" (Default: CTRL) on them or drag-clicking yourself on them. *As a human, you can jump over ledges and window frames, but you cannot jump over unwired cades or sandbags. *If an M40 FLDP grenade collides to any mob when thrown, the mob will be lit in a light fire. Be careful in throwing flares. *Quickly store items to the container (bags, satchels, belts, pouches) by pressing the Quick Equip (Default: E) key while holding an item and you are looking at a container. *Press Quick Equip (Default: E) while you are not holding an item to the active hand to draw the weapon from whatever preferred slot (Default: Suit Storage, can be customized at the Preferences tab) you selected, otherwise you will pull out any item from a container. *As an ERT member, stay with your teammates! Don't cower or separate apart from them. *Hold and press Alt key (by default) to sprint, you will drain stamina while doing so. *When you are already infected, facehuggers will ignore you. But you still need medical attention regardless. <br> ===Medical Tips=== *While medics and doctors are best at it, anyone can use a defibrillator and operate the body scanner and autodoc medical system. *Robots do not require healing before revival, meaning that any marine can take a robot's armor off and defib them to get them back up, as such, robots are more likely to carry defibs for eachother even when a Marine. *You can check your wounds to see if they have been bandaged or salved by clicking on yourself while in help intent. *You can check what part of your body is bleeding by shift-clicking on your person. *Stasis bags do not pause xenomorph infection entirely, they only slow progress by a lot. *Say '*medic' to call out for medical attention. *Even if a patient dies a second after being successfully revived by a defibrillator, this resets the time it takes for them to become permanently brain dead. <br> ===Engineering Tips=== *Anyone can make razorwire obstacle with four metal sheets and barbed wire from 2 metal sheets. *In a pinch, you can use lasgun batteries to power APCs but they wont last long, they are best used to unlock building shutters or vending something from a vendor. <br> ===Weapon / Combat Tips=== *'''Codex shows concurrent statistics of weapon, armor, and attachments.''' To check codex, examine the weapon, armor, or attachments, and the link to codex will show in chat. *Using a multitool on a lasgun battery will turn it into an improvised explosive with a random timer. Even empty cells will blink before exploding, so it can be used to fake out xenos. Modded cells can still be used in a laser weapon. *Lasgun batteries can be recharged in APCs if the generators are on and hand-crank cell chargers that engineers have available to them. *Sidearms aren't complete garbage. They are often faster than reloading if in a very tight situation, it may save your life. *There is no "best" loadout. Experiment and find what works for you. *You have a variety of weaponry inside the Automated Weapon Closets, do not be afraid to experiment with which one is best suited for your playstyle. *There is weaponry that can be ordered by Requisitions. However, they take quite a fairly high amount to order them, what's more, if the user dies irresponsibly while using these weapons themselves, it will be a massive waste of points. *Anything can be a weapon if you put your mind to it. *Removing weeds as a marine means that xenomorphs cannot take advantage of weeds; melee the weed sacs to remove all the weeds from a small area quickly. *A marine can carry many weapons: in their armor, belt, even hanging from their back. *The Terra Experimental Laser weapons have a mode selector that can be switched using the Unique Action command (Default: Spacebar). Some modes are better than other modes in specific circumstances. *To throw a grenade, Activate (Default: Z) the grenade while in the active hand. You will then automatically enter throw mode, in which then you can simply click anywhere to throw it. Do not take too long! *When captured by the xenomorphs, infected and you think you are not going to make it out alive, use a pocket pistol on yourself to prevent the chestburster from popping out. A dead marine is better than a popped marine. *Wear a helmet or some type of headgear, any found in the clothing vendor will prevent decapitations. *You can dual-wield two weapons to fire both of them at the same time. This will increase spread and decrease accuracy, however. *If you are trained enough to do so, you can tactical reload by drag-clicking the magazine to the weapon in your active hand. *The V1 tarp (available from Requisitions) can be stealted once you covered yourself with it. *The TL-84 flamethrower has an inbuilt fire extinguisher <br> ===Requisition Tips=== *Requisitions have many supplies to enhance the combat power of marine units, such as attachments, ammunition, and other toys; ask their crew what's on the store and you may be pleasantly surprised. DISCLAIMER: Extra gear's availability is dependent on supply. *Supply points are valuable: Some crates, standard weaponry or attachments, may be a waste of points which could be better spent on other stuff. *SWAT masks ordered from Requisitions can block three facehugger attacks. *If you activate a miner, it will produce either 150 or 300 points every two minutes depending on if its a phoron or plat miner. In order to sell these points, you must click on the miner once it has created a shipment ready to sell. *Bringing xeno bodies to the tadpole or anywhere an ASRS bluespace export point has been set up will allow it to be sold in order to generate a large amount of points for the RO. *Having a researcher cut the xenomorphs will allow them to generate even more points off of a single body with the use of the research tube. <br> ==Marine Tips== *If you are using the old Jaeger Mk. I armor on the XM-02 combat exoskeleton, you can remove armor pieces (leg pieces, arm pieces and chest pieces) and armor modules (Valkyrie, Baldur, etc.) by alt clicking on it while its in your hand. *You can customize the color of armor pieces and helmets by clicking on it with any kind of facepaint. To customize a visor, right click on the helmet with facepaint. *Don't forget that xenomorphs spawn infinitely during the Crash gamemode. Don't waste too much time hunting xenomorphs down! *You can memorialize fallen marines by using their dogtags on the ship's memorial! Memorialized solders will be displayed at the end of the round. *Self splints have 15 less health than getting splinted by someone else scaling with medical skill, meaning a marine self splinting has 1 health, a corpsman self splitning has 30 health, and a researcher self splinting has 45 health. <br> ===Squad Tips=== *You can vend separate Jaeger Pattern armor pieces and modules for your XM-02 Combat Exoskeleton inside a Surplus Equipment Vendor. It is a modular piece of equipment after all. *You can practice using your weapons on the Firing Range. *You can handle every type of weapon featured in the game, except the T-90A Smartgun. *When you are in a tight situation, do not be a hero! Whenever possible, recover and re-arm and leave the enemies for another try. *Do not be afraid to take risks. Seeing a xeno that is almost dead and slowly retreating? Take the chance to charge and kill it! You have better chances to survive with a squadmate with you. *As a corpsman or engineer, your number one priority is NOT hunting down xenomorphs! Leave it to the PFCs and the smartgunners. You have more essential, and important tasks at hand. <br> ===Squad Marine Tips=== *You can help out your squad by bringing extra ammunition and food to share. *You can take three two-handed guns, one in the suit slot, one on your back, and one on your hands. *You can get two attachments of your choice from GHMME Automated Closet. Though you can self-serve to an attachments vender usually near cargo, which has no limit on how many attachments you can vend. <br> ===Squad Engineer Tips=== *You can take sandbag barricades apart with your entrenching tool. *You can repair barricades with a welder. *C4 is cheaper but det packs are more versatile. *Det packs can be set on demolition mode for an explosive trap. *You build barricades the fastest. *Repair the mining wells. These mining machines will mine phoron or platinum that can be used for requisitions, earning them more points! <br> ===Squad Corpsman Tips=== *The medevac stretcher needs to be linked to an active, powered beacon for it to teleport the patient. *The marines are counting on you to fix them up. *Scan before you treat and you can't be beaten. *Remember that your HUD will tell you how much time is left to defibrillate a patient. From highest to lowest: Green, orange and red. *Remember to bring extra kelotane or dermaline to heal burn damage. Xenos love acid and burning marines. *Hypervene is useful. Use it to purge deadly neurotoxins or other xeno poisons. <br> ===Medical DoctorTips=== *The cryotubes are excellent at dealing with basic damage. *The cryotubes heal internal bleeding and organ damage, although slowly. *Surgery time from fastest to slowest is: by hand, Autodoc manual, Autodoc automatic. *The white vest fits on your scrubs and can hold surgical tools. *Wear a surgical apron to help prevent infection while on the ground. *You've got access to the chemistry machine, experiment to find the best medications. *Hygiene is important! keep yourself clean to prevent infections. <br> ===Command Role Tips=== *As the PO, pay attention to the radio! Who knows if someone needs immediate surgery or evacuation until their fate becomes worse? *As the Captain, you have a unique Mateba revolver that takes a chunk of a target's healthpool down. However, you are important for completing the mission, so do not participate in active combat using the Mateba! *As the Captain or the Field Commander, you have unique weapons inside the emergency gun cabinet. You can use this as your primary weapon should you decide to fight. <br> ===Crash Tips=== *In the Crash gamemode, cooperate as a marine! Work as a squad to capture the disks and to detonate the nuclear bomb. *In the Crash gamemode, remember that your objective is to secure all three disks, put the disk into the nuclear device and head home while the bomb is active. Xenos will keep on respawning until all of the marines are dead. *Fixing the APC is important to turn on the disk computer! Always have an engineer with you to fix APC. *While securing a FOB or securing the disk site, do not wander around outside! You will risk death by xenos who are comfy in sieging down the place. <br> =Xenomorph Tips= ==General Tips== *Check hive status often. *Count active marines in front of you before attacking. *You can pounce past window frames and barricades without barbed wires. *Getting set on fire disables your pheromones, which when fighting many marines can spell your death. *If you aren't a builder caste, go around breaking APC's, tables, and any important gear marines may scavenge before landing. *Pouncing into a barricade with barbed wire stuns you. *Don't take too long attacking after hijacking Alamo. The ship can be rigged to explode in twenty minutes, ending the round in a tie. *You can use the crawl through vent verb found in the xeno tab to quickly find and use vents in the floor without having to alt-click them. *You can crawl through holes in walls made by acid by SpecialClicking (Default: CTRL) on them or click-dragging yourself on them. If you're too big to pass through, you'll damage and remove the wall instead. *You can jump over window frames by pressing your jump button. *Window frames can be destroyed. *Do not camp the landing zones prior to the marines building their defenses, it provides nothing. *Do not block other xenos' paths when they are retreating. Avoid this with Help Intent or by moving away. *Take advantage of acid wells, they put out fire and explode into an acid cloud when destroyed. *Acid wells can be refilled. Click on them with Help intent. *As a Ravager, King, or Queen, you are fire-resistant, NOT fireproof. You can still get lit on fire, but you take very little damage from it. They still disable your pheromones, meaning it can be extremely dangerous. *As a Spitter, Boiler, Praetorian, or the Queen take advantage of unguarded barricades and defenses, melt or constantly spit acid on them if you can. *As a Primo Hivelord, Boiler, King, or Queen, you have the most powerful corrosive acid for melting things. You can even melt Reinforced walls! *You can use Praetorian's Acid Spray to quickly remove razorwire. It also extinguishes fires, including ones on xeno! *Resin jelly allows you to avoid catching flames, and increases your fire resistance. It does not stop existing flames though! *Number of higher tier slots for xeno is limited. Take them only if you're sure you can help your team! *Xeno structures can be removed while on Harm intent. *You cannot build near marines Landing Zones before the shutters are open. <br> ==Specific-Role Tips== ===Tier 0 - 1 Tips=== *As a Larva, ask your queen what you should evolve into. *As a Larva, you can slide under unbolted and unwelded doors by clicking on the door *As a Drone or sentinel, your corrosive acid is very weak, but it's better than nothing. *As a Drone, spread weeds as much as you can, especially to the front line fighters. *As a Drone, you've got pheromones that can help the hive. *As a Runner or Larva, you can pass through window frames without jumping over them. *Before you evolve as the Hivemind as a drone, hide into a secure area! Once you evolve as a hivemind, you cannot move anymore on the spot. <br> ===Tier 2 Tips === *As a Hunter, you have almost perfect stealth if you stand still. *As a Carrier, you can hide traps beneath certain objects and items. <br> ===Tier 3 Tips === *As a Ravager, targeting hands or feet is better to inflict a lot of damage while lunging. *As a Boiler, your shots are more accurate when fired diagonally. *As a Boiler, shots have a small chance to bypass barricades, aim where you want them to land in case this happens. *As a praetorian, your acid spit does significantly more damage than sentinels and spitter's. <br> ===Hive Leader Tips=== *As the Queen, you contain the hivemind of all the xenos, meaning if you die without a king active the communications net for xeno's goes down. *As the Queen, use hive status to quickly swap between alien 'cameras'. *As the Queen, your screech does not only affect the mobs on view but affects through walls or gases. However, the effect of the screech will be reduced. *As the Shrike, take advantage of your psychic abilities. Use Psychic Fling and Unrelenting Force to knock out any weapons that a person is wielding or even push certain and hazardous objects to your enemies and vice versa. <br> {{TGMC-Jobs}}
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