Pckables

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  • Birthday 10/11/1996

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  1. Yeah, you simply hack the suit storage wire to remove its safety features. It will nicely incinerate the body, and unlike what that thread said, theres no lasting evidence as far as I've seen.
  2. I agree with Rurik in that Antags do need more of a roadway to do what the server intends them to, which is less murder and more long-term chaos/confusion/subversion. I feel like theres a lot of conflict in intention vs. substance. We don't want antags to murderbone, but most of their tools (sans conversion antags) are made for killing. Traitors are given simple objectives like kill one person or steal one item, but rounds last 90 to 120 minutes. It's common for antags to spend all that time planning, do their objective, and then spend the complete rest of the round hiding. It's unengaging for both parties, but typically the only other option is more murder. We can say we want to encourage gimmicks all we want, but the truth of the matter is that the opportunity has to be provided if it is to become a regularity. But that would require a huge overhaul on a ton of fronts and would require its own thread. While in actuality I don't think admins have been very harsh in terms of handling antags/valids, I do feel the clash between what this server wants, what the antags on this server has, and how the antags compare to servers with different expectations creates a bit of a friction.
  3. I agree with Icy Veins needing a bit of a change, not in the sense of it being "OP", but in that it's honestly uncontrollably deadly for a conversion antag and often hurts more than it helps, except in very specific scenarios. Shadowlings are supposed to be converting people into thralls, but a single Icy Veins in Line of Sight puts that potential thrall into crit, or even kills them in some scenarios. Its acted as a huge newbie trap with inexperienced slings using the ability in a panic when they see a lone threat, before thralling them as the victim dies from their wounds. I also agree with it becoming a single-target ability, but preferably similar basilisk/watcher freeze beam (but stronger) thats fired like a wizard fireball. Drop-down menus are hot garbage and should be avoided.
  4. I have noticed that Goliath tentacles are a bit faster than they used to be, but they're still very consistently dodge-able (unless you're a diona). On the other hand goliaths have lost the eye-flashy tell they'd do when they were about to attack. If you want to talk about a basic lavaland mob punishing players for a single mistake, take a look at yellow swarmers. They rush you down at max speed and instantly tase you in melee for a long 5+ second stun, after which you'll be dead because the other swarmers shot you with lasers on the ground. Also it seems swarmers detect and try to attack you through walls right now, which I think might be a bug.
  5. I make art. Captain tried to have me arrested for it. Engineering tried to cover it up. But I make art.
  6. While true, the fact that Abductors are heavily incentivized not to kill, and generally never kill at all, makes robust Abductors being tough to kill much less of an issue compared to skilled wizards or a slaughter demon. Not to mention the influx of newer players has brought in a lot of inexperienced, very killable abductor volunteers.
  7. Abductor rounds are a very fun, low-violence game mode that I've recently found out is actually NOT in rotation. This round type is admin-forced, much like Revolution or Nations. Unlike Revolution or Nations, Abductor rounds are not at all murder-y and can function without the aid of admins. I've tried asking around to see if there was a specific reason for this, but didn't get a concrete answer. If anything, my best guess as to why stems from this original thread from back in 2015, as it sounds like Abductor rounds used to be very buggy and couldn't be in rotation due to instability. Since then, most, if not all, bugs relating to abductors seem to have been iron'd out, and the round type seems to be able to function without admin intervention, unless there is something behind the scenes only the admins see. So to the general public: Would you like to see Abductor rounds become a regular round type? To admins: What do you believe the reason is for Abductor rounds not being in rotation?
  8. So you want to be an amorphous, station devouring scourge of space? Unfortunately for you, there are a hundred other smaller, less blobby people who want your yolk-y core on a dinner plate. The official wiki will tell you the basic functions, but what about strategies? Alright, settle down and lets get into the specifics. -WHERE TO BURST The core (pun intended) of a good blob is location location location. The more time spent away from fighting early on, the better; that means NO BURSTING IN HALLWAYS, and definitely don't burst near engineering without a plan, lest you want to get surrounded by welders in seconds. Now assuming you're a human blob, obvious ideal burst locations are deep in maintenance. - Science maintenance, a bit above solars, creates several chokepoints and breaches that creates an incredibly difficult-to-assault position, impossible without a space-proof suit. - Bar/Chapel maintenance can be maze-like, but lacks the size of sci-maint, and is much weaker late-game once all the walls are gone, not to mention its proximity to RnD. - Arrivals maintenance has a shocking amount of breachable space, and all of its hallways are 1 tile wide, but consequently being in arrivals means a very low chance of being hidden for long. However, there are multiple strong, non-maintenance areas to take advantage of: - Toxins Test range, should you be able to get into space to reach it, can have all its cameras cut for a perfectly isolated, large blob starting point. Expanding may be difficult. - Secure Storage is a large chokepoint, and has a plasma canister in it that can be used to make the area inhospitable for attackers for a long period of time. Just make sure not to hit the fuel tank first. - Toxins Storage similarly has a lot of dangerous gases that can be immediately unleashed, though you risk canisters and shrapnel being launched at your core at high speeds from the pressure. If you're a blob infested mouse, you can even get into areas you wouldn't normally be able to as a human. Namely: - AI satellite. The turrets do not target blob walls (they do target spores), meaning the AI is helpless against you. You can kill the AI instantly if you're feeling rude, but most people can't reach your core. Of course better locations may appear depending on the situation of the shift. An example: Permabrig is a strong spot if all of security's weapons have been destroyed. Be smart and have a location planned in advance. -I BURST, HOW DO I START Assuming you picked a good spot, you should have a good few minutes before someone finds you, and before someone threatening appears. The focus of your early-game is RESOURCE MANAGEMENT. You have very few resources, so make each one count. -Ignore people with random blunt objects, a person whacking your tiles with a cane or a broken bottle isnt worth wasting resources attacking. -Build Resources/Factory NEXT TO YOUR CORE. You can destroy a tile with Alt+click if it got reinforced. Resources have MASSIVELY reduced output speed the farther away it is from a core/node. A resource 3 tiles away from a node/core might as well not exist with how few resources it creates. -Rally spores instead of attacking directly when you can. Spores are your main attack force, and the smoke they create when they die is DEADLY. Also they're FREE. Spending zero resources flinging an army of spores instead of 100 resources directly attacking someone with walls is the difference between a living blob and a dead one. -Nodes+Resource Everywhere. Nodes are how you should be expanding, and nodes are needed to get more resource blocks. You're entire goal should be to make as many nodes and adjacent resource blocks as close to you as possible. Create factories where you can, but never forget the resources. -SPLIT! Use your 100 resource split consciousness button on a node! It creates a SECOND BLOB controlled by ANOTHER PLAYER. You also GET THEIR RESOURCES. It's effectively doubling everything about you. It's your strongest ability, so make sure you use it. -DO NOT create blob tiles randomly. I know it looks pretty to fill a room with blob, but those blob tiles you spent 60 resources making can be destroyed with one laser shot each, and don't come back. Always make a node instead, which infinitely creates more surrounding blob tiles as long as its alive, and lets you make more resources. -DO NOT make blobbernauts... yet. While they are strong and tempting, they are wildly inefficient, especially to a newly burst blob. They cost a total of 100 resources to make, will die, and can not be controllable by you. A factory is only 60 resources and makes deadly spores infinitely. There is a time and a place for blobbers, but not now. Early Advanced Tactics: At this stage, people will be coming at you with welders, small laser guns, and occasionally flash-bangs. -Eat any weapons that fall on the ground. If you haven't noticed already, you destroy/eat all the garbage on the tile you grow over. Use this to destroy welders and guns people drop, and destroy flashbangs people stupidly toss right next to you before the go off. -Hit welding tanks when people are nearby. Aside from destroying their source of fuel, anyone caught in the explosion will be set on fire and likely forced to retreat. Rally your spores on them if you really want to drive the nail into their coffin. -Put reflectives at the end of chokes/hallways. The thing that will destroy most of your tiles is laser fire. Reflectives are expensive, so try to get the most use out of only one or two. If theres a long hallway you know people will be firing lasers down, put one or two shiny new walls at the back end and watch as their forced to get into smacking range to deal with it. -Cut off their escape. Its a huge waste of resources to try to nip at someones back while they're running away. If you see someone diving too deep into your territory, close off, and maybe even reinforce their exit before smacking them into oblivion. -Make another hazard. As stated above, making breaches to space and/or busting open toxic gas canisters is an effective way on making sure the rabble leaves you alone for a long long time. -If someone refuses to die on the ground, destroy your blob (alt+click) and rebuild it on top of them repeatedly. This is necessary for races like diona, who constantly heal despite being on top of your blob tile. Just keep destroying the blob on top of them and smacking them again until they die. -Save up resources if you hear a mech coming. A well-built mech can be an unstoppable force even a large blob can't deal with. If you're dealing with a durand, you'll need a very large resource stockpile in order to deal with it. Try to cut off its escape and hit it as many times as possible. If its using lasers, block it with reflectives. Get your split to double-team the mech if possible. -Know the differences between the chemicals. Boiling Oil may be good for crowd control, but flames die in space, and you can't break bones with burn damage. Cryogenic Liquid may do tons of damage to people in hardsuits, but it's spread out slowly over time, which you may not have if they're assaulting your core. Memorize the colors and... -Change your Chemicals to best fight your enemies. The ideal chem may change through future updates, so know which ones best work to your advantage. If dionae or IPCs are giving you trouble, avoid being Lexorin Jelly, as both your attacks and your spores won't do much to races that don't breathe. Switching to something like Ripping Tendrils or Kinetic Gelatin will hurt them a lot more. -I'M BIG NOW, WHAT NEXT Once you've gotten big enough that a person with a welder is an ant squashed with a single spore rally, it's time to choose to make a play, because the station will be making theirs too. You'll experience a short lull where people are forced to retreat, but soon they'll bring in bigger guns, and the real fight starts. -Invest in reflectives around vulnerable points. This includes openings to space and windows, ESPECIALLY NEAR YOUR CORE. It's extremely common for a single person with a laser to shoot your core from behind, so nip that in the bud early. -Build a couple of storage blocks. Place these close to your core, but proximity to nodes doesn't matter, they just need to stay intact. Should you get even bigger, your resource input might be too high for a limit of 100 to handle. There are advantages to having large resources pooled up as well, as we will get into later. -Build some Blobbernauts around vital points. Should you have a high amount of resources flowing in, blobbernauts become a nice back-up investment. Destroy and rebuild a factory in places you want to keep guarded. You can even build multiple blobbernauts at your core to pummel any cheeky intruders. Just make sure to rebuild the factory. -Always check up on your core. Again, you never know when someone jetpacks in from space with a big ol' gun to drill right into your core. They WILL do that, so dont get too distracted and use your "Jump to core" button frequently. -Expand towards vital station areas. Cloning, cargo, science, whatever is closest you should take out. If you're feeling cheeky, you can forget nodes and just tile rush straight to it. -Know your enemy. If they're shooting you with lasers, build a reflective wall. If they're not using lasers, build reinforced. Keep rallying spores if they're humanoid, and save up resources to rapid-smack mechs and cyborgs. Remember that if a mech only has lasers, then reflectives shut them out 100%. -Keep expanding. There is NO LIMIT TO YOUR POWER! Keep expanding until... - THEY CALLED IN GAMMA If you've made it this far, congratulations, you're a real, bonified threat. But unfortunately that means the stations called in its big guns, and its big cyborgs. The time for expansion has stopped. Now its time to hunker and survive. -Immediately surround your core with reflectives. They WILL attempt to laser into your core from space now more than ever. A core not surrounded by reflectives during GAMMA is a dead core. -If you're not under pressure and you're close to a vital machine, like cloning or robotics, try to rush it. They took their kids gloves off, now its time to take off yours. Hit the station where it hurts, and break open toxins plasma canisters while you're at it. Just make sure you aren't going half-way across the station to do it. -Check all your sides. You will be fighting a multi-front war, and it's a battle of attrition now. -Know who to rally your spores against. If to the east is a small team of ERT, and to the west is a durand, rally your spores against the ERT, who are vulnerable to the smoke, whereas the durand is immune. -Understand that you WILL lose a large portion of your mass now. Its a fight to see who gets whittled down first. Reinforce and build more nodes/resources close to your core and don't try to expand while under attack. -Kill those GAMMA borgs! These borgs now get really deadly lasers, which you will need to build a ton of reflectives to fight against. Take any opportunity to smack a borg around. Enough hits and you can destroy them for good. -A single reflective tile can be deadly. And I do mean a single tile. The weakness of GAMMA is that it can be over-reliant on lasers, meaning a single reflective tile in the middle of the room may be impossible to take out without getting into melee range. Take advantage of this. GAMMA essentially ends up becoming an inbetween of Early blobs resource management, and late blobs mass resource expenditure. It will be a constant back and forth between the blob and the station until either the station runs out of ammo and manpower, or the blob dies. Don't give up hope, because when you least expect it, everything might suddenly get quiet... - THEY CALLED IN A DEATH SQUAD What now? -Build Huge reflective walls in the hallways and watch them friendly fire themselves to death. Many of them forget they have a ballistic pistol and an energy shield. -Die. CONGRATULATIONS! You're a successful blob now! If you make it far enough to be nuked, that's still a victory! If you make it far enough to need a Death Squad called in, that's the biggest victory you can get! Now go out there and be a menace!
  9. Alexei got gibbed by a bomb next to me as the shuttle was called. Unable to make it to medbay in time, their only option for survival was to be turned into a cake cat. A syndicake-cat.
  10. What's this I hear? Some poor soul wishes to make an abomination between Cake, Cat, and Human? A lofty goal, I must say! Fear not, for this achievement is possible for even the lowliest of civilians, provided you have the speed and charisma to back it up! What you'll need: In order of Most Difficult to Least Difficult to obtain: 1 Sentient Brain 1 Beaker filled with: 5 units of Sprinkles 1 unit of Teslium 30 units of blood 1 Whole Birthday Cake 1 Heart 3 Pieces of Meat Quite the shopping list, yes? It's nothing like making your typical makeshift weapon. You'll likely need to get help from the chef, chemistry/sci-chem, and Surgery if you can't get the access yourself. Lets get hunting. Getting the Goods: Assuming this is the start of the shift: First thing to do is run over to the kitchen counter and grab 3 Pink Frosted donuts from the donut box before anyone else can take them. Brown donuts are useless. You only need the pink ones, as each one grinds down into 2 units of sprinkles; you'll need 3 to get the 5 units needed for a single cat. If there aren't enough pink donuts by the kitchen, there are more donut boxes in the conference room, captain's office, and in the Security vendor. The chef can also make more donuts in the microwave. Next, grab the cake hat from the bar before someone tries to use it for "Fashion" or the bartender tosses it down the trash. This is needed to make the birthday cake, and as far as i know, there is only one on the station. Don't lose it! Go to the arrivals maintenance abandoned kitchen and pick up the 3 meat on the floor, and optionally, 3 dough. It's an easy, free 3 meat to grab. You can also butcher and animal or mix cryox and blood to get meat if someone else took it. The dough is if you want to make your own cake instead of trusting the chef to do it. Make the cake! The cake takes 1 cake hat, 3 dough, 5 units of sugar, and 5 units of milk (Exact units. Don't put too much or too little in or you get a burnt mess!) If you took 3 dough from maintenance, you can ask the chef/bartender for the sugar/milk and make it yourself in the arrivals oven. Otherwise, give your cake hat to the chef and have them make it for you. You can also wait for science to upgrade the kitchens oven so you get multiple birthday cakes! Make sure they dont slice the cake, you need it whole! Get the Sprinkles! Beakers can be gotten from Cargo or Medbay, and grinders can be found in the kitchen, botany, chemistry, xenobio, and scichem. Break in (CRIMES) or just ask to use the grinder and grind up your pink donuts. You'll end up with a beaker of Sprinkles, but also Nutriment and Sugar. Use a chem master, preferably the hidden one in sci-maint, to remove the Sugar, Nutriment, and Excess sprinkles. If you've never used a chem master before: Transfer all the chems you DONT want into the lower menu, and keep what you DO want up top. When the only thing up top is 5u of sprinkles, eject the beaker. Get the Teslium! If you can't make Teslium yourself, ask Chemistry or Scichem to do it for you. Like asking Mom or Dad for something, if one chemist says no, the other might say yes, so ask both. Use a dropper to put only 1u of teslium into your beaker, or use a ChemMaster again to seperate the excess. Kalimah! (If your Cake Cat Participant has their own blood and heart, skip to next step) Grab a syringe from medbay and a monkey, Pun Pun will likely be available, but Genetics always has spares. Inject two full syringes (30 units) of blood into your beaker and seal it. You should now have a perfect 36 unit mix of sprinkles, teslium, and blood. Have a surgeon take out the monkey's heart, or do it yourself. No one really cares except for the Janitor. A Willing Participant! Lastly, you need someones brain who is willing to become a Cake Cat. You can choose yourself, but then you have to trust someone else to put the Cake Cat together, else you might just end up a corpse. Robotic Brains do not work. Have a surgeon take their brain out, or do it yourself and get arrested. Additionally you can take their heart/blood if they have some and you haven't gotten that already. Make a Pretty Cake Cat! Now that you have everything: Put the Birthday Cake, 3 Meat, Brain, Heart and Beaker (SEAL THE BEAKER SO YOU DONT SPILL IT) onto a table next to you, open your crafting menu (The T looking button on the bottom right of your UI, above throw and resist buttons) and scroll over to the food section. Should you have all the ingredients correct, you can make a "Cake/Cat Hybrid" at the very top of the list. Should you be missing an ingredient, it'll be greyed out at the very bottom. Hit the craft button, and 3 second later VIOLA! You've created a sentient Cake Cat! Don't forget to take the volunteer's ID and pin it to a pet collar so the Cake Cat can keep their old access. They can't speak Galactic Common anymore, but who cares, they're a Cake Cat! Congratulations!
  11. Was golem made by a traitor xenobiologist who needed captains gun. Golem was good boy. Master gave golem guest pass to science. Golem make sonic hammer. Golem drill into teleporto and captain office, from hallway, no one care. Break noise glass, steal gun. Golem escape into scichem from teleporper. Golem hand gun to master, hide in one of many locker, master hide gun in dispoble shoot. Three minute pass, security come with mech, ask questions, look for golem. They no find gun, master too smart. Security check every locker except one golem hide in. Golem smart. Security leave, master happy, Golem happy. Golem become free.
  12. Additionally Vox raiders Traders came during all this to sell wares, but once the coup was announced, the Vox were told to protect their valued trading partner, NT, and were given some powerful arms. They cleared out all the mechs in escape, but unfortunately it was too late, and they were caught in the nuclear explosion a few minutes later while trying to retreat.
  13. I still like my idea of the Pnuematic Stack Splitter for 6 tc. Holds one full stack of items (like a 50 stack of rods or 60 stack of floor tiles) and shoots them out one at a time until empty. Show them the true potential of floor tiles.
  14. Is there a reason cut and uncapped pipes don't constantly release gas stored in the pipes? Wasn't that a feature that was removed at some point way long ago? Having it so cutting air pipes creates a massive, high pressure vent that super-pressurizes the area would be a good deterrent to cutting the pipes.
  15. While a sort of cap on max welded vents would be nice in theory, I feel it'd end up pushing more people towards unwrenching pipes instead, which is a meta I really dislike. It would be nicer to see some greater long term harm from welded vents, but we'd never really see it due to most vent-welding events happening in the last 30 minutes of a round. Might make round-start vent threats a more interesting round type.