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Messages - Farce

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631
Sounds pretty awesome.  Can I let you do that, Dave?

633
Oh hey, that's my Burtater!

Cool, I was wondering who I'd joined under.

634
Other Games / Re: Spacestation 13 *New Topic*
« on: September 20, 2011, 01:29:23 am »
I wonder if you would get yelled at if you tried to be a Geneticist and you didn't know any of the spoilered genetic formula.
Yep. OOC starts asking why you haven't found all the powers an hour into the game.
I would like to note that I have personally never experienced this.

635
T-T-T-T-TRIPLE KILL.  Again!  But with one shot this time, instead of machinegunsnipe.
Snatching victory from the jaws of defeat.  Also again!
ACCURACY
Meluter gets blinded, another guy and him trade eyes and bullets.

>lose mission accidentally double-click because possible lag >doublelose mission
Damn you Taz Brigade.

My Level 7 soldier just took 15 damage, with still some left over in his health bar before a 12-damage AR burst put him down.  Then there was the time he took a rocket and a sniper shot - like 13 and 4, IIRC.  I'm assuming you have 10 base, and he had +3 from huge calves.  Also here, Meluter.  No other HP boosts besides soldathat, lived through 14 damage.

I want to say that the "+1 HP/level" is retroactive... but I don't really have any proof.  :\

My Farce army doesn't seem to be doing so hot anymore.  :<

Bunny:
http://vesselassaulters.minitroopers.com/hq

han:
http://primeape.minitroopers.com/hq

636
Other Games / Re: Spacestation 13 *New Topic*
« on: September 19, 2011, 05:25:25 am »
Genetic superpower stuff isn't that wiki-intensive.  For me, at least.

I don't know if it's the same on other servers, but on /tg/station (where I play), all you gotta remember for powers is;

Howe2hexadecimal (0~F)
The odd-number blocks under 10 are bad
The even-numbers and 10 through 13 are either potential powers or horrible defects
14 is monkey
About ~800 triggers a block's disabilities, which are 100% of the time (so you just pulse it until it's above that, then check; if something bad, then it's a bad block)
Powers activate at DAF (two of them activate at ADB or something, but I never bother with that one, and just shoot for DAF)
Once you get a potential power, save to buffer, then clean it - eliminating all bad blocks and untested/unfound powers
Check guy's eyes for blindness (lightsource to eyes), if they react then it's safe to inject-check.

Besides that, just check the door for dead guys every now and then.  It probably pays to secure the deadies in the experiment room, since people like to loot their shit.  Oh, and it probably pays to keep a couple clean injectors printed in the cloning room, too.

I think 3 and 11 start with a B in sub-block 2.  That makes them easier to find, so I always start with those.  I think other blocks changing have a higher chance at above 30% radiation?  Let the guy inside take a break from time to time.


Still, though, I'm kinda mediocre at it.  A -lot- of it is luck, especially the syringe-manifest chance... but still, it usually takes me a good amount of time to find my powers.

637
Other Games / Re: Spacestation 13 *New Topic*
« on: September 18, 2011, 10:39:28 pm »
Favorite job?

Assistant.  No responsibilities, maint access.  Gear up with a set of tools, maybe filch some stuff outta somewhere and get ready for when the shit hits the fan.  Alternatively, fill other holes in the job roster.  No miners? 

Besides that, I also like to play Geneticist - though I haven't so much since the map for medbay changed - and Mime, which I basically do as speechless Assistant.  Emoting is fun, and paper-on-camera works pretty well with the AI.  I don't think I've ever actually had occasion to use the invisible wall, though... too bad.  And no one ever pays attention to my "invisibly mop floor and then slip on it" act.  :<

638
Jacen:
http://31st-reserve.minitroopers.com/hq

Squeaky:
http://andmen.minitroopers.com/hq
Honk

So I want at least eight troopers for the next mission type?  Cool, thanks.
Blatant Referral Link


>Snipersquad >take aim >both get blinded >both hit anyway
Like a boss.

Meluter (now with hat) continues to be a rat-slaying machine.  Faceboot and pump action rock.
Oddly, the replay fluctuates between making him face left or face right for the last kick.  His first replay's kick was facing left, and the rat flew to the right... so I like to think he kicked him in the jaw so hard that the rat flew up and over.

One assault rifle guy versus four rats.  No mission bonus for him today.  :/
One AR/Shotty guy versus three rats  Surprisingly victorious!  Favorite weapon: "None" made him take a shotgun, instead of taking potshots with his FAMAS first.  Fave weapon: "FAMAS" got him to gun down some rats with said gun before switching over, though he did basically blow all his ammo first.

T-T-T-TRIPLE KILL
Crushing defeat at the hands of Dogstile's SAS.  :(
Two defeats and one luck-win.  At least I can still kill rats.

639
Taz and me fight again.

What's the requirements for the Epic mission or whatever it's called?  Do I need a certain number of recruits?  I've got 5, that's plenty, right.

641
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 16, 2011, 08:52:30 pm »
Degrading items like rottable produce still don't stack, right?

I don't know coding or anything, but is it possible to store multiple "rot" countdowns in a stack?  Like, if picked up 5 oranges with [ticks-till-rot:34] [ticks-till-rot:12] [ticks-till-rot:3] [ticks-till-rot:100] [ticks-till-rot:11], and then pile them all in the one stack?  Then they'd all count down, and when one rots it'd transfer to a "rotten" stack, or maybe when you try to eat one it might have a chance to pick a rotten one, at which point you'd get a "You sure you wanna eat this rotten orange" prompt that lets you drop it or something.

642
Lost four of five recruits in a raid - sent the one survivor back in, and he's staring down this guy.  He had backup in the form of a pistoleer/punchguy with a bunch of aim upgrades and a sniper.  Not that he needed them.

Third times the charm.  The first was a real snafu - got rushed, and then headshotted my own sniper.  :\  the second was close, but still a failure.  I think I need another CQC guy.  Also I love how Bur rolls out of his takedowns so much.
Wasn't expecting a victory.  :o
The Boot-and-Blast Boss

Urist, your new man.  Matz!  Your mew nan.

Squid and Honk could use some dosh.  ;_;  Main Acc too I guess, but I only get 10 per on that one.  :\

643
Other Games / Re: Space Station 13: Who Do You Play?
« on: September 16, 2011, 01:16:55 am »
I randomname, but I am frequently a dark-skinned black guy with really long gray hair and glowing red eyes.  Usually Assistant usually, though I occasionally play Geneticist and Mime.

644
Why Taz why

I LOVE my sniper.  He's a Comms. man now, so he can pass the art of killing everything to his less adept friends now, too, as seen here.

...It's a little hard to remember the names for all my armies.  :\

Ye blatante moneye begginge linke

645
Oh man, that guy blitzed me hard.  ...And then Urist posted and tops me before I even say anything.  >:\


(EDIT:  Wherein Max beasts everythingWherein I fight a squad roundabout my strength level.)

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