|
The Lone Badger posted:You'd have to emag it first, right? Depends what you wanna remotely inject~ The other way is to jack the MD's tranq gun, I've seen someone using customized loads that caused spontaneous combustion. I dunno how it was done though. Edit: Also the tranq gun should probably not cause bleeding / as much impact damage as badly as it does. The original intention was to non lethally subdue folks who are doing drugs and going nuts but as it stands it is a pretty robust weapon... Which while technically fine means that its robustness actually will be used to limit its effectiveness later when someone figures out how to do custom loads and goes on rampages three rounds in a row just like with the old syringe gun. Motherfucker fucked around with this message at 12:45 on Feb 8, 2014 |
# ? Feb 8, 2014 11:55 |
|
|
# ? May 26, 2024 01:37 |
|
Spaceking posted:Surgery is fun. You can be pulling bullets out of someone's gut one minute, and then cutting off a man's buttocks the next. False. Always Be Cutting buttocks off.
|
# ? Feb 8, 2014 15:46 |
|
Oh man If you drag a General Manufacturer or any other kind of manufacturer for that matter it can output to adjacent tiles, empty crates, racks or tables... Now to steal all the stations metal and use pressure plates, a graviton and a GM to build infinite heavy objects and hurl them down the corridors at people
|
# ? Feb 8, 2014 15:50 |
|
Motherfucker posted:Oh man If you want to attempt my dream, try and build a pinball table. You'll probably need a lot of room.
|
# ? Feb 8, 2014 15:57 |
|
Injecting styptic isn't toxic, medibots do it all the time. Eating it is.
|
# ? Feb 8, 2014 15:58 |
|
Does using a debfibrillator on a changeling cause your arms to get bitten off? Because it really should.
|
# ? Feb 8, 2014 16:10 |
|
0lives posted:If you want to attempt my dream, try and build a pinball table. You'll probably need a lot of room. Use the chapel. It's massive and completely pointless otherwise.
|
# ? Feb 8, 2014 16:19 |
|
The chapel is very important as a place to create massive bonfires or enormous blood-based floor art as a monument to Satan's glory. So build a blood-soaked Satanic pinball machine, ideally involving fire, and you're set.
|
# ? Feb 8, 2014 16:24 |
|
Dabir posted:Injecting styptic isn't toxic, medibots do it all the time. Eating it is. Medibots inject saline-glucose.
|
# ? Feb 8, 2014 16:25 |
|
Small and Blue posted:Does using a debfibrillator on a changeling cause your arms to get bitten off? Because it really should. Mother of god yes. 100% this!
|
# ? Feb 8, 2014 16:54 |
|
"Guys, we got a changeling; go to Medical and grab some defibrillators, then push people down and use it on them. Don't worry, if you survive the encounter, just go to the roboticist."
|
# ? Feb 8, 2014 17:20 |
|
Angry Diplomat posted:The chapel is very important as a place to create massive bonfires or enormous blood-based floor art as a monument to Satan's glory. So build a blood-soaked Satanic pinball machine, ideally involving fire, and you're set. Just be prepared for lag when one of the space gods builds a bonfire with paper and sparks and realises he can't turn the sparks off.
|
# ? Feb 8, 2014 17:35 |
|
Bachelor Numpad posted:False. Oh yes. When I'm a roboticist, which has been a lot lately, and I'm forced to do some surgery to save a life I always take a butt in payment.
|
# ? Feb 8, 2014 17:36 |
|
Angry Diplomat posted:The chapel is very important as a place to create massive bonfires or enormous blood-based floor art as a monument to Satan's glory. So build a blood-soaked Satanic pinball machine, ideally involving fire, and you're set. Yesssss. I will attempt this.
|
# ? Feb 8, 2014 17:55 |
|
tlarn posted:"Guys, we got a changeling; go to Medical and grab some defibrillators, then push people down and use it on them. Don't worry, if you survive the encounter, just go to the roboticist." Can't defib healthy people unless it's emagged so this wouldn't be a problem.
|
# ? Feb 8, 2014 18:29 |
|
Small and Blue posted:Does using a debfibrillator on a changeling cause your arms to get bitten off? Because it really should. Dammit, I suggested this a while back and it still hasn't been put in!
|
# ? Feb 9, 2014 07:42 |
|
http://forum.ss13.co/viewtopic.php?f=6&t=2532 posted:Space bees are the most sacred creature on the station, so what could be better than letting spacemen be more like them? I know I'm posting my own thread here, but this kind of thing really has to happen.
|
# ? Feb 10, 2014 06:47 |
|
A vote for beepeople is a vote for prosperity.
|
# ? Feb 10, 2014 06:53 |
|
Sub-humans would just be interesting in general, provided it doesn't get too wierd. Would certainly make the geneticist's lives interesting if, in addition to x-ray eyes, they started sporting bone blades and wings.
|
# ? Feb 10, 2014 11:42 |
|
I kinda like that idea. Some geneticist accidentally finds a gene that can turn humans into horror-form changelings, but with all the crippling painful deformations and none of the strength or capabilities. And then quickly figures out a way to make it drinkable and sends a shipment to the bar.
|
# ? Feb 10, 2014 11:52 |
|
I would like that, or just make drinking unstable mutagen have a load more horrible mutations. Last time I took it I ended up a fat dwarf that couldn't fit into his detective clothes anymore (making the gun useless in the process). If I could randomly generate say, gecko feet that made me not slip on wet floors or duck feet that would just cripple my ability to run fast then I would poison so many people while being a traitor.
|
# ? Feb 10, 2014 12:30 |
|
WEEDLORD CHEETO posted:By the time the shuttle came, they had killed each other out of panic and fear, and one of the few survivors was begging someone to operate the telescience computer and bring her back. Probably a little late, but that was me! I got there late in the round, saw someone dragging a corpse around and a fight ensued... I assumed I'd somehow taken down the 'ling, so I asked for transport back. Barely had time to thank you before I think I laughed for a minute straight afterwards, it was incredible. Just like that John Carpenter movie, Ghosts of Mars.
|
# ? Feb 10, 2014 18:42 |
|
Dabir posted:Injecting styptic isn't toxic, medibots do it all the time. Eating it is. Medbots do not inject styptic. If you have brute damage over their damage threshold they inject saline. Ditto with burns. For toxin damage they inject charcoal, for suffocation damage they drop in salbutamol. Injection and ingestion are the same thing, per the recipe manager: recipe manager posted:-INGEST: Does 0.5 tox damage per unit ingested. Don't eat it, don't inject it.
|
# ? Feb 11, 2014 02:01 |
|
Coolguye posted:Medbots do not inject styptic. If you have brute damage over their damage threshold they inject saline. Ditto with burns. For toxin damage they inject charcoal, for suffocation damage they drop in salbutamol. Injection and ingestion are the same thing, per the recipe manager: You're right about what medbots inject, but ingestion and injection will not produce the same effects. You don't inject styptic because it's hilariously ineffective that way, not because it's toxic.
|
# ? Feb 11, 2014 02:51 |
|
Dr Cheeto posted:You're right about what medbots inject, but ingestion and injection will not produce the same effects. You don't inject styptic because it's hilariously ineffective that way, not because it's toxic. Styptic injected with a needle is actually toxic I think - are you thinking of hyposprays? Hyposprays are weird and bypass the inject/ingest/touch effects, I believe.
|
# ? Feb 11, 2014 03:52 |
|
Clockwork Cupcake posted:Styptic injected with a needle is actually toxic I think - are you thinking of hyposprays? Hyposprays are weird and bypass the inject/ingest/touch effects, I believe. This is correct. From the wiki for the lazy: quote:Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches, chemical smokes and chemical foams apply touch reactions. INGEST reactions are things that happen immediately, usually from eating, drinking or injection. Hyposprays bypass these and go straight into the bloodstream.
|
# ? Feb 11, 2014 14:16 |
Phlogistine has a neat effect when ingested; the person will catch fire over and over again even if the fire is put out by means such as a fire extinguisher. This is really useful as a traitor barman, especially if you begin asking if people want their drinks "extra spicey".
|
|
# ? Feb 11, 2014 15:07 |
|
So how are you supposed to play medical doctors? Beg chemistry for healing chems while they make meth and black powder?
|
# ? Feb 11, 2014 20:44 |
|
There should be enough medkits to go around for the average round, healing patches on brute damage and burn patches on burn damage, but if you find yourself running low after a couple of disasters, use the handy cargo dock that sits between medbay and chemistry, and the computer inside to order some more medical chems or medkits from QM. If you want the really fancy chems, you could bribe the chemists with a hypostim maybe, if asking doesn't work.
|
# ? Feb 11, 2014 20:48 |
|
I'm the only chemist that makes a ton of medicine. I just like doing it. Like when I'm the medical director and I get a belt loaded with various hypos (anti-tox, salicylic acid, etc) and patches and a backpack full of kits. I never get to use them though because I inevitably get murdered by a cloaker with a spacker-12.
|
# ? Feb 11, 2014 20:56 |
|
There's two basic ways to play a Doctor: 1) Load up a few medkits and respond to calls for help as an 'ambulance' style medic. You may want to 'obtain' a flash and take a welding mask from the warehouse in this case, as doctors outside of medbay can become targets for their medkits from traitors. 2) Stay in Medbay, keep it looking nice, and heal anyone who comes in. This is what I usually do when playing as the Med Director or Doctor. Regardless of what you do, there's a few things I like to do as setup:
Doing all this will probably take you the first 10 minutes of the round or so, which is fine - it takes antags that long to get their schemes going, so if you don't have some busy work to do, you'll just be bored while you wait for something to blow up. I also recommend knowing how to hack into an APC to change the battery. If Engineering are idiots, Medbay is always one of the first places to lose power, and without your vending machines you are quite dead in the water. If you know how to hack an APC to change the battery, you can break into Robotics, steal a 15k battery, and change the Medbay APC's battery, which is in maintenance just north of the Med Director's office. Its default battery is 2.5k, so if you pop in a fresh 15k battery you'll frequently have enough juice to run Medbay the rest of the round, regardless of the engine's status. Coolguye fucked around with this message at 21:04 on Feb 11, 2014 |
# ? Feb 11, 2014 21:00 |
|
By the way, the sleepers inject saline, so if someone is dying and you are completely out of everything, you can stick them in and and jab them full of saline real quick. Can't remember if you can overdose on saline at the moment though..
|
# ? Feb 11, 2014 21:10 |
|
You can overdose on anything in the sense that if you get like 200u of stuff in your body it's not going to accept anymore, but there is no specific overdose for saline the way there is for, say, painkiller. Really, if saline was easier to come by, jacking yourself up to 150u of the stuff early on in the round would put you under saline effects for almost 20 minutes. Could be quite useful for, say, the bartender. I was unaware that sleepers inject saline, though. Is that a recent change? How does it work? Do you need someone at the console saying 'inject rejuvenators' or whatever the thing is? Coolguye fucked around with this message at 21:18 on Feb 11, 2014 |
# ? Feb 11, 2014 21:15 |
|
A nice thing to know as a medic is how to apply a small dose from a beaker for touch reactions. Pressing C while a beaker is active will tighten your grip and make it so that applying it will only administer 10 unit doses instead of splashing all of it. The great thing is that using a beaker on a person is instantaneous, so you don't have to worry about the patient fidgeting, which can be a problem with syringes and droppers. Loading up two beakers with styptic and silver sulfadiazine pretty much amounts to having 5 patches of each medicine that only take two inventory slots and can be replenished easily by stopping by a reserve tank.
|
# ? Feb 11, 2014 21:22 |
|
Yeah, you put someone in and then you go to the console and inject as much saline as you want. It's basically free saline! It's been like that since you could overdose on epi, I think.
|
# ? Feb 11, 2014 21:22 |
|
Just tried it. To be clear, it injects 5 units per click, and will refuse to inject if the addition would take you over 30 units. Since the sleepers are out in the lobby this seems mostly useful for people triaging their own wounded buddies, though. You can't inject it in yourself unless you get clever with the interface, so it seems minimally useful. Still, interesting niche there. Saline is definitely a life saver with NeuCrit being what it is.
|
# ? Feb 11, 2014 21:31 |
|
Ah, though it was ten units per click with a max of around 100, so yeah that's not very much. I honestly forget about the sleepers too often for them to be too much of help, but if the power's out and someone is in crit, it makes a difference. Another thing you can do as a doctor is empty out the spray bottle in the break room and fill it full of styptic powder/silver sulfadiazine/synthetic flesh and spray people with it, any chems that work on touch will do, quick and easy to use and if you have a bunch of patients to work on, sometimes time can be valuable.
|
# ? Feb 11, 2014 21:39 |
|
Coolguye posted:Lots of really good instruction Deadmeat5150 posted:I'm the only chemist that makes a ton of medicine. I just like doing it. Like when I'm the medical director and I get a belt loaded with various hypos (anti-tox, salicylic acid, etc) and patches and a backpack full of kits. I never get to use them though because I inevitably get murdered by a cloaker with a spacker-12. 0lives posted:Another thing you can do as a doctor is empty out the spray bottle in the break room and fill it full of styptic powder/silver sulfadiazine/synthetic flesh and spray people with it, any chems that work on touch will do, quick and easy to use and if you have a bunch of patients to work on, sometimes time can be valuable. This is something I do in any round I can get to a dispenser to make the stuff, or if I can get hold of a spray bottle as a Scientist. I normally make up like 250 units (or more, if Chemistry hasn't blown up by then), which is enough to keep you going for some time. And if you don't die, it comes in handy when everyone's trying to get themselves killed in the Escape shuttle. Oh, on that note, making synthflesh requires blood which makes it really annoying to put together in large batches. Is there a quicker way of getting blood than draining 15 units at a time in a syringe? Also, is there a limit to the amount of blood you can draw?
|
# ? Feb 11, 2014 23:30 |
|
Playing as a medical doctor on a busy round is basically hard mode on this game, it's the ultimate ss13 challenge. In my opinion the best things to have are synthflesh spray bottles and 24 unit atropine pills, but testing different loadouts is most of the fun. edit: you can use syringes for blood much quicker using the page up and page down buttons, apart from that there is no shortcut I know of. Doesn't take long to make enough synthflesh for the whole crew if you use reserve tanks/watering cans (try the soviet derelict), there is no limit to your own blood oblongus fucked around with this message at 23:35 on Feb 11, 2014 |
# ? Feb 11, 2014 23:32 |
|
|
# ? May 26, 2024 01:37 |
|
TheDarkFlame posted:I only know how to make synthflesh, and Styptic so I can make synthflesh. I really need to play as a Chemist more often, and sit down with the Wiki to learn all the decent chems.
|
# ? Feb 11, 2014 23:35 |