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Messages - scrdest

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9271
Other Games / Re: Space Station 13: Urist McStation
« on: March 20, 2013, 04:19:57 pm »
Oh yeah, I just checked their forums to refresh my memory, now you'll have to run things like Chromatography, run it through Spectrometers (well, generally, Chemical Analysis), set up shielding... Basically, fuck college, you can learn your science in BS12 Xenoarcheology*

*Opinions expressed by the poster are hyperbolic in nature. If you decide to act out on them, you are obviously not fit for studying Science anyway.

9272
Other Games / Re: Space Station 13: Urist McStation
« on: March 20, 2013, 04:13:39 pm »
Thanks everyone and also what are your favorite jobs to do?

I like Virology, although it may get boring if you play it too much, Science has a lot of things to do pretty much always, Chemist is relatively easy yet powerful.


Oh, and the latest BS12 update has something we could really use: they (re-? I think)added the mechanics of taking people hostage: there is a button on the right side of the screen, above the Drop/Throw buttons and under Internals, with a revolver with Auto written over it.

Upon clicking it, you switch to a mode where you lock on your target. There are settings for that, so that you might allow your hostage to walk, run or use objects. If you don't, and they do any of that, you automatically shoot them. Of course, normal shooting rules then apply, but you don't have to worry about aiming, and if you get stunned, you may reflex-fire the hostage anyway.

This feature pretty much lets traitors/operatives actually take people hostage, which is nice and suspenseful, and Security can no longer solve every problem with a barrage of stun electrodes.


Introducing? They had that shit for ages! And it's actually piss easy. Wait for the miners to bring an artifact, fossil or crystal, then put them into the analyser, on a rack or somewhere where it doesn't annoy people, respectively.

Yyyyeah, but this was BEFORE. I know, I played Xenoarch before. Well first of all, there is now an entire Research Station similar to Mining, except way bigger and Science-er and in some ways self-sustainable (e.g. they have a chem dispenser). And it's no longer 'stuff into analyser, hope the readouts are right', now it's MASSIVE, with at least 5 machines for the analysing itself, requiring a new chemical REQUIRING, in turn, A NEW ELEMENT (Tungsten) just to make a sample proper.

9273
Other Games / Re: Space Station 13: Urist McStation
« on: March 20, 2013, 04:00:31 pm »
I'd rather not have the extra races that BS12 has like lizardmen and those cat creatures I think they have. I don't really think they add anything all that special to the server.

Oh, but they do! They allow the server to attract the invaluable demographic of furries! After all, hiring barely-known alien spaces for jobs ranging from Janitoring to Command Staff on a highly-sensitive semi-secret illegal-ish human research station is the reasonable course of action... right?

9274
Other Games / Re: Space Station 13: Urist McStation
« on: March 20, 2013, 03:47:28 pm »
Technically they have been scrdest, unless their wiki is out of date and there was another merge with the main tgstation code.

Well, not sure now, but the wiki is SURE AS HELL out of date (it got locked due to adbots, which have done a considerable amount of harm to the wiki, but they are updating some things, like the new chemistry recipes.

Oh, also, they are introducing xenoarcheology. Which happens to be MASSIVE and COMPLICATED AS FUCK, from what I've seen. Think of it as being Gordon Freeman in HL1 except not being reduced to pushing carts and doing the actual physicsizing with the samples instead.

Oh, and as for the bottles, those are actually one of the robust Chemist tactics: grab an empty bottle, fill it with something fun on contact (usually poly), clobber your target over the head with the bottle. Enjoy them being horribly, horribly burned by acid and wounded by glass shards now embedded in their face.

You could also use that as Virologist, albeit a stealthier virologist is better off slipping some infected blood into drinks and bottles and waiting for someone to drink it or have it used in a cocktail.

Another note, while syringes are usually used for traitoring as Chemist, few people notice Droppers which can also be used for such purposes. Furthermore, Droppers allow you to apply your Mindbreaker/Poly Acid mix straight to your victim's eyes, which sucks when your target has glasses or a helmet, but if they don't, they may wave goodbye to their retinas.

9275
Other Games / Re: Space Station 13: Urist McStation
« on: March 20, 2013, 02:02:25 pm »
We do have lizardmen, but they're awkward to get and involve spawning the Staff of Change and smacking you about with it until you turn into one. I know BS12 have them as a start option, but with a different name and you have to be whitelisted for the non-human race.

Also, we'd have to adjust the AI laws, they aren't humans. They're lizardmen.

Amusingly enough, BS12's AI laws have NOT been adjusted for that, so you could likely use that to your own benefit.

9276
Other Games / Re: Space Station 13: Urist McStation
« on: March 19, 2013, 04:40:08 pm »
Order a whole bunch of animals, operate, suicide bomb petting zoo.

Can't help but wonder how Proximity Sensor grenades would work implanted into someone's chest. Surgeon trap?

 'Now, let's fix you appen- OH GOD ACID IT BUUURNS!'

9277
Other Games / Re: Sim City 5
« on: March 19, 2013, 04:38:34 pm »
Cleverbot equals the average cleverbot user, which kinda equals the average internet user.

So the question is:

What happened to the internet.

Oh. My. God.

SOUND THE ALARM! THE INTERNET IS BECOMING NORMAL! DO NOT LET IT SPREEEEEAD!

9278
Other Games / Re: Sim City 5
« on: March 19, 2013, 03:31:43 pm »
And yet cleverbot gives a more convincing imitation of intelligence than actual EA support.

Spoiler: for example (click to show/hide)

IT MAKES SO MUCH SENSE!

That is classic. Way better than mine.

"I do not need to impress you. I must only impress my inner-self."

That should be EA's slogan.

Yeah, that part sounded kinda like their whole talk about 'sticking to their idea' (that was there from the beginning. Whatever.)


WHAT IF Bradshaw is actually a super-advanced version of Cleverbot developed by EA to deal with customers? I mean, it would kinda explain a lot. </conspiracykeanu>

9279
Other Games / Re: Space Station 13: Urist McStation
« on: March 19, 2013, 01:33:09 pm »
..Is it possible to operate on monkeys? If only for the lulz

Almost certainly so, if not, you can always geneticsize them to braindead humans and operate on those.

9280
Other Games / Re: Space Station 13: Urist McStation
« on: March 19, 2013, 01:29:11 pm »
I was doing some testing on the BS12 merge test server, and for entirely unrelated reasons (except dicking around), discovered something epic.

Remember you can make remotely-detonated grenades instead of timed ones (with RSDs). Remember you can put things inside people with some surgerizing?

Well, do the math. Turns out grenades, at least those utilizing smoke, do use when detonated inside someone's chest. So yes, Rev Medbay, you can make remotely-controlled suicide bombers.

9281
Other Games / Re: Space Station 13: Urist McStation
« on: March 18, 2013, 05:24:46 pm »
Damn borgs. Damn AI!!

Spoiler (click to show/hide)

I was incredibly lucky: first, a borg saved me from death from a carp, and later a Virologist saved me from THE SAME borg when AI's gone rogue and it injected me with nastyshitness. Also managed to explore Derelict and bring God Emperor disk to station.

9282
Other Games / Re: Space Station 13: Urist McStation
« on: March 18, 2013, 01:14:25 pm »
By the way, what's the proper response from the crew if security orders a mess of weapons, or start setting up turrets... I feel like they can't be allowed to just do that, at least not without a very good reason first.  And what can be done about turrets, once they're set up?

Team up with Chemist and Miners, create EMP grenades. Team up with Roboticist/RD, make military mechs. Get a traitor to 'accidentally' drop his Emag and crack open a couple of QM crates. If you have anyone in command on your side, send a message to CentComm that a mutiny's a brewing, hopefully the admins will send in the ERT. Subvert AI if it doesn't want to be on your side. Oh, the possibilites!

9283
Other Games / Re: Space Station 13: Urist McStation
« on: March 18, 2013, 11:49:31 am »
The mint now has a use!?

Mint as in 'money-making' or mint as in 'herb in Kitchen'?

If it's the latter, it always had, and is a Monty Python reference.
If the former, I had no idea there WAS a mint.

9284
Other Games / Re: Ace of Spades - the new *better* version
« on: March 18, 2013, 10:00:22 am »
well, it's better in the way that they fixed the lag.
So the game is at least playable now.

THE PAIN!

OF COURSE they fixed the lag, because now you're forced to play on official, Jagex servers, which are better than what J. Random Hoster can get. If you rented a couple of actual servers, not some dude's spare computer, back in the old AoS, you'd have no lag either. Also, the private hosters could have their server anywhere, be it the US, Europe, Russia or Vietnam, so if the new official Jagex servers are in the US, your lag will be much better.

9285
Other Games / Re: Space Station 13: Urist McStation
« on: March 17, 2013, 08:15:58 pm »
Gaaaah. So damn close. If changelings didn't have that goddamn chem resistance...

I was the RD, but shortly after two crewmembers apparently had hallucinations, I got CMO access to investigate the blood for hallucinogens. This will be important later.

There was talk of Comms being sabotaged several times, but I was peacefully working on my mech and supplying my underlings with Sulfric Acid. I finally built my Ulysses. Since I had Chemistry access, I went there and started sampling various chemicals to have a wide range of possible mixes for my mech. Since it was going slow for me, I wanted to liven it up a bit, and made Mindbreaker/Space Drugs/Alcohol mix.

All of a sudden, Captain was brought into Medbay, apparently having gone crazy. Long story short, she died in cryo, presumably toxin stings. I decided, as a man of SCIENCE! to assume a modicum of control over the situation, so I grabbed the captain's ID and upgraded mine's access. The HoP started talking about becoming Acting Captain, but I questioned her legitimacy. I tried to gather support, but since the HoP had been backed by Security, people had been quite lukewarm to my claims.

I waltzed into the brig in my mech and transmitted a message to CentComm that the HoP and Security are staging a coup and asked for 'extraordinary measures' to be taken. I managed to get a couple of syringes filled with a Poly/Mindbreaker/Impedrezene/Cryptobiolin cocktail, but somehow, she kept running away and returning without a single wound.

Eventually, AI turned against me and locked me in Captain's Room, but being a RD, I hacked the door open and cut AI control to it. If not for a bad moment to step out of the mech, I would have survived longer, but I got a taser and then got harmbatoned and absorbed by the HoP, who turned out to have been a changeling.

Of course, AI turned out to have been subverted, HoP and Security were changelings. But, my message got through, so Goodminery spawned Deathsquad to deal with the situation. In the end, they didn't achieve much, but the surprise was quite amusing.

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