Collective small tips thread.
- Gnorse
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Collective small tips thread.
Just thought It'd be a good idea to make a thread where everyone can reveal some small, unknown tips that may help other ungas.
Starting off :
-You can refill powerpacks by click-dragging them into a smartgun vendor/a Requisitions vendor.
-You can refill Magazines (EG : Extended magazines ... ) by clicking on a full magazine with an empty hand to take out some bullets and then clicking on an empty magazine to put the bullets in.
-The 88-Mod pistol uses AP 9mm bullets Aka AP Service pistol bullets. Hold onto your empty magazines and ask Requisitions to fill them.
-You can strap EAT Bars, Protein bars, Maps, Throwing knives, Flasks and cigarette boxes into your helmet.
Starting off :
-You can refill powerpacks by click-dragging them into a smartgun vendor/a Requisitions vendor.
-You can refill Magazines (EG : Extended magazines ... ) by clicking on a full magazine with an empty hand to take out some bullets and then clicking on an empty magazine to put the bullets in.
-The 88-Mod pistol uses AP 9mm bullets Aka AP Service pistol bullets. Hold onto your empty magazines and ask Requisitions to fill them.
-You can strap EAT Bars, Protein bars, Maps, Throwing knives, Flasks and cigarette boxes into your helmet.
-local suicidal delta PFC. No, not murry, the other one- : Oussama 'DOA' Neghiz
Please don't follow me if you don't want to die
Occasional commander, Part-time smartgunner and Full-time PFC.
(Huge thanks to Okand37 for making this cute boi !)
Please don't follow me if you don't want to die
Occasional commander, Part-time smartgunner and Full-time PFC.
(Huge thanks to Okand37 for making this cute boi !)
- MattAtlas
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Re: Collective small tips thread.
You can avoid a brig sentence by not being stupid.
Refill 88M4 mags in hacked ColMar weapon vendors in preps.
Mag pouch can hold shotgun shells.
Boot knives can also be throwing knives.
Screwdriver on flashlight makes a rail flashlight.
Walking increases accuracy.
Bipod and stocks are, in fact, useless.
Refill 88M4 mags in hacked ColMar weapon vendors in preps.
Mag pouch can hold shotgun shells.
Boot knives can also be throwing knives.
Screwdriver on flashlight makes a rail flashlight.
Walking increases accuracy.
Bipod and stocks are, in fact, useless.
I'm part of the Synthetic Council with ThesoldierLLJK and Jakkkk. Feel free to DM me on the forums or Discord (Matt#5881) if you have any questions about synths.
- Bronimin
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Re: Collective small tips thread.
You can burn water in the microwave.
It doesn't take any skill to administer drugs through the sleepers.
You can put a cigarette in your mouth by targeting mouth and clicking on yourself with a cigarette packet in hand.
look at how much power is in a network by slapping a wire with a multitool.
You can label bodybags and morgue trays with pens.
You can put paper in pill bottles.
You can (probably) put sniper magazines inside pill bottles.
Forbid Charlie/ Delta from being served in line 1 and vice versa to cut down on double dipping.
Get your first attachments wearing a beret and then take it off and put a helmet on and go again for attachments and no one will notice.
It doesn't take any skill to administer drugs through the sleepers.
You can put a cigarette in your mouth by targeting mouth and clicking on yourself with a cigarette packet in hand.
look at how much power is in a network by slapping a wire with a multitool.
You can label bodybags and morgue trays with pens.
You can put paper in pill bottles.
You can (probably) put sniper magazines inside pill bottles.
Forbid Charlie/ Delta from being served in line 1 and vice versa to cut down on double dipping.
Get your first attachments wearing a beret and then take it off and put a helmet on and go again for attachments and no one will notice.
- TheDonkified
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Re: Collective small tips thread.
- Pistol magazine pouches hold shotgun shells, so each pistol mag pouch from marine vendors = 3 extra slots for buckshot/slugs
- Chairs can be used as pseudo roller beds, but if someone has unsplinted chest, head, or groin, they will gain internal damage
- If you are escorting someone slower than you, walk behind them and push them forward, they will move slightly faster and you won't have to move at a snail's pace
- Machete is effective tool in clearing resin structures
- Removing armor gives you minor speed boost, but it will turn off your suit light. Unless you have flashlight in pockets/rail light on gun in your back, then you will be in the dark unless there is other light nearby. You will also drop the item in your suit slot.
- Examining someone will tell you where someone is bleeding. Try to patch that with a bandage ASAP to stop the bleeding if there is no medic around or if medics are extremely occupied
- You will get a message when a bones breaks, saying something along the lines of "You feel X shatter!". If it's your groin, head, or skull, you should rest and have someone drag you to a medic if possible. Otherwise, try to move to safety, but you will gain organ damage and possible IB in the process.
lother jomes
- Kineem
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Re: Collective small tips thread.
Riot armor, which can be found on certain maps like Prison Station and Big Red, is much better protective gear against physical Xeno attacks. Be careful, though, because your ass is going to get brigged for improper uniform if the MPs see you.
Moving with a broken bone has a chance to start internal bleeding or give you organ damage. Splint yourself as fast as you can if you don't want to go blind, don't want a punctured lung (don't get a punctured lung, you die within seconds unless immediately treated and can't be revived if most of your damage is oxygen) or you don't want to break your liver and kidneys for constant damage that medics usually are not prepared to heal. There are Nanomed boxes on the walls of the Almayer that you can open to get five splints for yourself and they can be kept in your breastplate, or you can stuff it in a webbing if you ask Requsitions for it/you get one from prep.
Coffee, when drunk, reduces stun/tackle duration and increases speed like a weaker combination of hyperzine/synaptizine. It metabolizes fairly quickly though.
Moving with a broken bone has a chance to start internal bleeding or give you organ damage. Splint yourself as fast as you can if you don't want to go blind, don't want a punctured lung (don't get a punctured lung, you die within seconds unless immediately treated and can't be revived if most of your damage is oxygen) or you don't want to break your liver and kidneys for constant damage that medics usually are not prepared to heal. There are Nanomed boxes on the walls of the Almayer that you can open to get five splints for yourself and they can be kept in your breastplate, or you can stuff it in a webbing if you ask Requsitions for it/you get one from prep.
Coffee, when drunk, reduces stun/tackle duration and increases speed like a weaker combination of hyperzine/synaptizine. It metabolizes fairly quickly though.
False. I got brigged for insubordination for not wearing a helmet. SO told me I needed to pilfer one off of a guy who needed evac then gave me two minutes, and nobody got so wounded that I had to evac them.
Chance Warden
William Strangelove
William Strangelove
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Re: Collective small tips thread.
Not wearing a helmet = stoopid
You can fill your metal flasks with water at the bathroom sinks near prep.
You can light another person's cigarette in their mouth with a lighter by targeting mouth, help intent, clicking them.
You can store a pen in your second ear slot, RIP ear slot.
Steve Humason : Squad Leader, Military Police, Squad Marine
Chroma Tuflos : Pilot Officer, Corporate Liaison
Chroma Tuflos : Pilot Officer, Corporate Liaison
- Bronimin
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Re: Collective small tips thread.
You can hack the meal vendors in the canteens for special edition USCM flasks that contain Hooch (alcoholic, mildly toxic). Sure has a neat insignia on the front though!
- zoboomafoo
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Re: Collective small tips thread.
Your helmet can hold any tiny item, including sniper mags and anything else you can possibly imagine not listed above.
Having a macro for activate-held-object is very useful, probably my most used macro as a marine (wielding/unwielding guns, activating grenades, etc. or any other object activated by clicking while in hand)
Want to get dressed like a pro at roundstart? Use hotkeys and the equip macro E.
aSL's have squad leader prep access.
Squad leaders have medical training, enough to know what pills are iirc.
Buckshot has a chance to miss with enough accuracy hampering attachments, even very close to you (small, though its there).
If you have a broken bone that's not a hand/arm, evacing is a good idea, as broken feet and legs slow you down an annoying amount even when splinted, and if your head/chest/groin splint comes undone you are toast unless you can get it fixed without moving asap.
Splints pop off and are unrecoverable if hit by something on the body part they are on, but can be recovered if removed in a similar manner to stripping people.
For damage to body parts, in increasing severity:
Burn: Numb<Blistered<Peeling away
Brute: Bruised<Battered<Mangled
Can't recall the exact damage values associated with these, but generally, the last tier is really really bad and will put you in paincrit pronto.
Normal webbings can hold 3 small items in addition to some select normal items (mags, splints, etc.). They can be acquired from req or the colonies' engineering lockers.
Black/brown webbing vests can hold 5 small items, no exceptions. They can be acquired from the colony (security and engineering, respectively) or from engineering on the Almayer.
Throwing knives will stick in wounds 100% of the time, they are really good against anything that is not a xeno, especially in multiples.
Knife rigs fit in backpacks/satchels, and are more space efficient than loading it up with knives.
Knives, bayonets, and machetes damage is unaffected by xeno armor, if you are man enough to deal with the acid blood.
Machetes without the scabbard fit on your belt slot, useful if you are using the equip macro (E). They cannot be macro'd into the scabbard. Same goes for the shotgun, except it fits on your armor, not your belt.
Hunters go transparent enough to hide on some tiles/piles of stuff on stalk mode (walking). You go back into hunt mode (running) when you pounce.
Turning your night vision of when around marines as a xeno is a good idea, the marines are always lit up, so you can see them, but they can't see you hiding in the darkness. Just make sure you know the area you are fighting in. Same goes for hostile humans in HvH, the marines will (almost, some people are smart about this) be lit up, shoot them from the dark where they will have more difficulty shooting back.
If you click on a tile you can't see to pounce or throw something, you will throw it or pounce towards the lower left corner of the screen. Only throw or pounce at stuff you can see!
Queen screech needs direct line of sight, it is blocked by boiler gas and smoke nades.
Xenos running around in boiler gas trying to get you? Take a few steps back with your squad and shoot the fuck out of the gas, area denial. Flames also can't be seen under smoke/gas, so if you have a robust person with a flamer you can hide the flames under it.
You can deconstruct cades with acid on them to get materials back (though I'd consider this powergaming).
Putting acid on stuff starts a timer to when it will disappear, whether it is in the original acid puddle or not. Stronger acid = shorter timer until it poofs.
You can fit a lighter into a cigarette box to free up a helmet slot. Lighters don't fit in the cigar box, however. Cigar box also won't fit in your helmet.
Cigars last for an hour lit, can't recall how long cigs last.
You can look and throw stuff through the holes xenos melt in walls, works the same way looking and throwing through ladders does.
Don't activate grenades prior to throwing it down the ladder. It will go poorly for you. Just throw the damn thing, it's activated once it goes down.
You can perform a tactical reload by dragging the sprite of a magazine onto your gun, so you don't have to use your other hand. Takes a brief time, so you have to be standing still. Useful when dual wielding.
You can take apart sandbag barricades with an entrenching tool. Also, any dumbass can do this, as well as set them up, including PFC's.
I'll edit this if I can think of more.
Having a macro for activate-held-object is very useful, probably my most used macro as a marine (wielding/unwielding guns, activating grenades, etc. or any other object activated by clicking while in hand)
Want to get dressed like a pro at roundstart? Use hotkeys and the equip macro E.
aSL's have squad leader prep access.
Squad leaders have medical training, enough to know what pills are iirc.
Buckshot has a chance to miss with enough accuracy hampering attachments, even very close to you (small, though its there).
If you have a broken bone that's not a hand/arm, evacing is a good idea, as broken feet and legs slow you down an annoying amount even when splinted, and if your head/chest/groin splint comes undone you are toast unless you can get it fixed without moving asap.
Splints pop off and are unrecoverable if hit by something on the body part they are on, but can be recovered if removed in a similar manner to stripping people.
For damage to body parts, in increasing severity:
Burn: Numb<Blistered<Peeling away
Brute: Bruised<Battered<Mangled
Can't recall the exact damage values associated with these, but generally, the last tier is really really bad and will put you in paincrit pronto.
Normal webbings can hold 3 small items in addition to some select normal items (mags, splints, etc.). They can be acquired from req or the colonies' engineering lockers.
Black/brown webbing vests can hold 5 small items, no exceptions. They can be acquired from the colony (security and engineering, respectively) or from engineering on the Almayer.
Throwing knives will stick in wounds 100% of the time, they are really good against anything that is not a xeno, especially in multiples.
Knife rigs fit in backpacks/satchels, and are more space efficient than loading it up with knives.
Knives, bayonets, and machetes damage is unaffected by xeno armor, if you are man enough to deal with the acid blood.
Machetes without the scabbard fit on your belt slot, useful if you are using the equip macro (E). They cannot be macro'd into the scabbard. Same goes for the shotgun, except it fits on your armor, not your belt.
Hunters go transparent enough to hide on some tiles/piles of stuff on stalk mode (walking). You go back into hunt mode (running) when you pounce.
Turning your night vision of when around marines as a xeno is a good idea, the marines are always lit up, so you can see them, but they can't see you hiding in the darkness. Just make sure you know the area you are fighting in. Same goes for hostile humans in HvH, the marines will (almost, some people are smart about this) be lit up, shoot them from the dark where they will have more difficulty shooting back.
If you click on a tile you can't see to pounce or throw something, you will throw it or pounce towards the lower left corner of the screen. Only throw or pounce at stuff you can see!
Queen screech needs direct line of sight, it is blocked by boiler gas and smoke nades.
Xenos running around in boiler gas trying to get you? Take a few steps back with your squad and shoot the fuck out of the gas, area denial. Flames also can't be seen under smoke/gas, so if you have a robust person with a flamer you can hide the flames under it.
You can deconstruct cades with acid on them to get materials back (though I'd consider this powergaming).
Putting acid on stuff starts a timer to when it will disappear, whether it is in the original acid puddle or not. Stronger acid = shorter timer until it poofs.
You can fit a lighter into a cigarette box to free up a helmet slot. Lighters don't fit in the cigar box, however. Cigar box also won't fit in your helmet.
Cigars last for an hour lit, can't recall how long cigs last.
You can look and throw stuff through the holes xenos melt in walls, works the same way looking and throwing through ladders does.
Don't activate grenades prior to throwing it down the ladder. It will go poorly for you. Just throw the damn thing, it's activated once it goes down.
You can perform a tactical reload by dragging the sprite of a magazine onto your gun, so you don't have to use your other hand. Takes a brief time, so you have to be standing still. Useful when dual wielding.
You can take apart sandbag barricades with an entrenching tool. Also, any dumbass can do this, as well as set them up, including PFC's.
I'll edit this if I can think of more.
Lyla Pycroft
I play aliens a lot too
x 20
I play aliens a lot too
x 20
- Hughgent
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Re: Collective small tips thread.
Pill bottles can hold any type of pill. use this to load up half and half pill bottles with Tramadol/Bicardine Tramadol/Kelotane.
- Chaznoodles
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Re: Collective small tips thread.
Metal flasks from food vendors start off with a mix of water and some sort of alcohol, providing a mild painkiller.
Throwing knives fit in helmets.
Friends are far more useful than anything else.
Throwing knives fit in helmets.
Friends are far more useful than anything else.
- Vampmare
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Re: Collective small tips thread.
Throwing away your helmet makes you cool and special.
Set Delta to your pref. squad if you don't like FOB duty.
As a squad engie you can hack your way into Engineering to get industrial welders but they don't fit in the toolbelt. (Unethical)
Never stand in front of shotgun wielding marines. The bullets curve right into you like that scene from "Wanted".
Set Delta to your pref. squad if you don't like FOB duty.
As a squad engie you can hack your way into Engineering to get industrial welders but they don't fit in the toolbelt. (Unethical)
Never stand in front of shotgun wielding marines. The bullets curve right into you like that scene from "Wanted".
I have a few whitelists and a few characters...
- Bronimin
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Re: Collective small tips thread.
To quickly fix a door or vendor, cut all of the wires and then mend them. This will disable electrification, restore power to doors, engage door safeties and stop vending machines from throwing things at people. It will cause bolts to drop, but remember which wire the bolts are linked to and pulse it after all wires are ended to lift them.
Pulse the electrification wire in a door or vendor to electrify it for 30 seconds. Cut it to electrify it forever. Xenos and other marines are shocked by electrified doors if they open them without insulated gloves -- the stun on xenos can last up to 5 or 6 seconds.
Pulse the electrification wire in a door or vendor to electrify it for 30 seconds. Cut it to electrify it forever. Xenos and other marines are shocked by electrified doors if they open them without insulated gloves -- the stun on xenos can last up to 5 or 6 seconds.
Last edited by Bronimin on 06 Apr 2018, 17:16, edited 1 time in total.
- Sulaboy
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Re: Collective small tips thread.
Need to move a marine who can't stand over a barricade or window sill? Get an aggressive grab by upgrading it and either throw them over or click drag their sprite onto the barricade.
M4A3 holsters and M44 holsters fit in suit storage slots and M4A3 holsters can fit mod 88s in them.
If devoured attempt to move your character, this will damage the Xeno.
You can reload a M4A3 with one hand. Drop the magazine on the ground, drag the magazine sprite to the gun in your hand and you will perform a tactical reload.
M4A3 holsters and M44 holsters fit in suit storage slots and M4A3 holsters can fit mod 88s in them.
If devoured attempt to move your character, this will damage the Xeno.
You can reload a M4A3 with one hand. Drop the magazine on the ground, drag the magazine sprite to the gun in your hand and you will perform a tactical reload.
Clancy 'Danger' Long
Ethan
A̸̧̭̰̮̰̜̥͈̱̲̫̲̭͋̄̈̍̉̓̿̊̃H̸͈̬̗̓̄̒̇̿̀̏̎͑͊̇̃̇͝Ĥ̴̨̧̨̩̞̗̤͝ͅH̴͔͕͊̄̓̐̀͝
Ethan
A̸̧̭̰̮̰̜̥͈̱̲̫̲̭͋̄̈̍̉̓̿̊̃H̸͈̬̗̓̄̒̇̿̀̏̎͑͊̇̃̇͝Ĥ̴̨̧̨̩̞̗̤͝ͅH̴͔͕͊̄̓̐̀͝
- Gnorse
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Re: Collective small tips thread.
You can preform tactical reloads using magazines that are inside your belt/backpack/pouch/whatever. You don't have to drop them.
-local suicidal delta PFC. No, not murry, the other one- : Oussama 'DOA' Neghiz
Please don't follow me if you don't want to die
Occasional commander, Part-time smartgunner and Full-time PFC.
(Huge thanks to Okand37 for making this cute boi !)
Please don't follow me if you don't want to die
Occasional commander, Part-time smartgunner and Full-time PFC.
(Huge thanks to Okand37 for making this cute boi !)
- Vispain
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Re: Collective small tips thread.
Good god. Must try.
If you like to take nades, try using the Under barrel Grenade launcher (UGL). They're on every M41A by default.
Remember that you actually have a loaded UGL and be careful as you would with a normal nade.
Any sidearm is better than no sidearm in my opinion
St Joseph of Cupertino - Patron saint of air travelers, aviators, astronauts, people with a mental handicaps, test takers and poor students.
Commander Jacque Devereaux AKA SSGT Cassius 'Santa' Klaus Predator: Pau'Tar
Commander Jacque Devereaux AKA SSGT Cassius 'Santa' Klaus Predator: Pau'Tar
- Avalanchee
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Re: Collective small tips thread.
use those damn explosive pouches
Phillip 'Avalanche' Murray
Deltard from inside n' outside
Expert at friendly fire, girls and weapons.They are actually very balanced. The difference is ya get marines who think they can rambo a xeno and when they die, they get all salty about it.Mizari 10/12/2018, Xeno mutators
Deltard from inside n' outside
- xMotta
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Re: Collective small tips thread.
Instead of using an explosive pouch as engie, you can ask at req for a medium general pouch in case you need to fill it with other shit in the middle of the op.
Main character
Name: Park Sun-Hee.
Role: Engie, Spec, SL in lowpop.
Squad: Delta.
"Cover my ass while I build these cades up!"
Name: Park Sun-Hee.
Role: Engie, Spec, SL in lowpop.
Squad: Delta.
"Cover my ass while I build these cades up!"
- ZaeCathe
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Re: Collective small tips thread.
Some pheromones are better than no pheromones at all.
As an MP, communicating with your fellow MPs is the key to success, as you can track a target while your buddy handles the records.
As a beno, you can get to zero health and stay alive. You get knocked into a critical state and if you're being affected by recovery pheromones or you're in resin (or both), you can recover quickly.
You can't wear a bulletproof vest from armories as an MP, use your MP armor instead.
Cooperating with MPs if they arrest you leads to happiness and joy.
Watch the reactors every minute or so, because one of them is bound to break every chance it's not being observed.
As an MP, communicating with your fellow MPs is the key to success, as you can track a target while your buddy handles the records.
As a beno, you can get to zero health and stay alive. You get knocked into a critical state and if you're being affected by recovery pheromones or you're in resin (or both), you can recover quickly.
You can't wear a bulletproof vest from armories as an MP, use your MP armor instead.
Cooperating with MPs if they arrest you leads to happiness and joy.
Watch the reactors every minute or so, because one of them is bound to break every chance it's not being observed.
Kyran 'Cupcake' Steele
SPICY QUOTES BELOW
SPICY QUOTES BELOW
► Show Spoiler
- HKO20006
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Re: Collective small tips thread.
About xeno critical state, get the crit xeno to a warding pheromone, it reduces bleed out and allows the xeno to recover faster from crit, then it can actually rest and heal.
Oskar Weber as PFC, SG, Engie, PO, SO
I upload CM videos: youtube.com/user/HKO2006Gaming/videos
Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros
I upload CM videos: youtube.com/user/HKO2006Gaming/videos
Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros
- Whiteflicker
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Re: Collective small tips thread.
A lot of this is incorrect.Kineem wrote: ↑05 Apr 2018, 20:58Riot armor, which can be found on certain maps like Prison Station and Big Red, is much better protective gear against physical Xeno attacks. Be careful, though, because your ass is going to get brigged for improper uniform if the MPs see you.
Moving with a broken bone has a chance to start internal bleeding or give you organ damage. Splint yourself as fast as you can if you don't want to go blind, don't want a punctured lung (don't get a punctured lung, you die within seconds unless immediately treated and can't be revived if most of your damage is oxygen) or you don't want to break your liver and kidneys for constant damage that medics usually are not prepared to heal. There are Nanomed boxes on the walls of the Almayer that you can open to get five splints for yourself and they can be kept in your breastplate, or you can stuff it in a webbing if you ask Requsitions for it/you get one from prep.
Coffee, when drunk, reduces stun/tackle duration and increases speed like a weaker combination of hyperzine/synaptizine. It metabolizes fairly quickly though.
False. I got brigged for insubordination for not wearing a helmet. SO told me I needed to pilfer one off of a guy who needed evac then gave me two minutes, and nobody got so wounded that I had to evac them.
- You cannot get internal bleeding by moving around with broken bones; it just doesn't work that way. You do get TONS of organ damage depending on the severity of the broken bones.
- Oxygen damage does NOT count when reviving people. A person with 200 oxygen damage WILL be revived if you defib them, and all the oxy damage will be removed upon revival. They'll probably die again until they are stable, however.
- Daily reminder that Inaprovaline mixes with Dylovenine to make tricordrazine. If you give one pill of each to a person, they will die of Tricord overdose and become unrevivable unless they're in the immediate vicinity of a doctor who knows what he's doing; or a sleeper that can perform a dialysis within the next 10 seconds.
They must have NO organ damage and their brute/burn damage must be treated enough for the defib to start working (the defib will heal 10 brute/burn damage per attempt).
Even when it tells you that they cannot be revived on your hud, don't trust it -- it is lying to you. He can still be saved, trust me, but you need a doctor and you need to be in medbay or he is fucked. Ontop of that, the doctor needs to be good because you need to go FAST.
- Coffee has been nerfed and no longer reduces stun duration or increase speed. Being drunk with it makes no difference except to make you a target for MPs (See: Don't be stupid).
- You don't get a armor flashlight while wearing riot armor. Riot armor also SLOWS YOU DOWN harder than your standard armor, does not protect against bullets at all, and you cannot store a pulse rifle on your armor slot while wearing it. If you're not extra careful, you're still going to die even with the added protection.
The girl with the face. Anna "Peppered" Costello.
- Rohesie
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Re: Collective small tips thread.
Inaprovaline+Dexalin+Peridaxon will usually solve the oxygen issue, albeit slowly. Add a stasis bag for the really critical cases and you can keep most cases stable.Whiteflicker wrote: ↑11 Apr 2018, 12:05Oxygen damage does NOT count when reviving people. A person with 200 oxygen damage WILL be revived if you defib them, and all the oxy damage will be removed upon revival. They'll probably die again until they are stable, however.
I've brought a fair share of people with over 300 or 400 brute/burn damage. It simply takes several defib charges to heal. It's quicker if you have several medics defib'ing.Whiteflicker wrote: ↑11 Apr 2018, 12:05The only time when a person will not be able to be revived is when they have accumulated SO MUCH DAMAGE (such as burn damage) that they go over 250+ damage, and thus cannot be revived due to the fact that your kits will not be able to chip away the damage nearly enough for a revive. Thus making them husked.
To my knowledge the only people you cannot back are those without heads, with over 200 toxin damage, past the death timer period, or with so much damage that the amount of trained people with defibs cannot or is unwilling to deal with it.
A medic won't be able to bring someone with enough heart damage, but a doctor can after doing an organ damage surgery in the chest.
Tricord OD deals brain damage, which is not lethal, albeit annoying. The body will be far from unrecoverable. And a doctor can easily fix it with Alkysine. This panic is unwarranted.Whiteflicker wrote: ↑11 Apr 2018, 12:05Daily reminder that Inaprovaline mixes with Dylovenine to make tricordrazine. If you give one pill of each to a person, they will die of Tricord overdose and become unrevivable unless they're in the immediate vicinity of a doctor who knows what he's doing; or a sleeper that can perform a dialysis within the next 10 seconds.
This is just wrong. A patient dead with 150 toxins and a busted liver, which I assume is the case you fear so much, can be easily fixed if you first administer dylovene+peridaxon+dexalin. Peridaxon will stop the toxin buildup, dylovene will diminish the damage and dexalin will aid in the crit oxy damage.Whiteflicker wrote: ↑11 Apr 2018, 12:05Even so, a person with over 100 toxin damage can still be revived.
They must have NO organ damage and their brute/burn damage must be treated enough for the defib to start working (the defib will heal 10 brute/burn damage per attempt).
Even when it tells you that they cannot be revived on your hud, don't trust it -- it is lying to you. He can still be saved, trust me, but you need a doctor and you need to be in medbay or he is fucked. Ontop of that, the doctor needs to be good because you need to go FAST.
Another possibility is 150 toxins plus an OD. I fixed one such case not long ago, the patient was ODing in space drugs. Even then dylovene fixes damage faster than the OD produces it. You need multiple ODs for dylo not to do its job.
The only danger here is if you don't administer peridaxon/dylo, because the liver or substance will continue producing toxins then, and after 200 the patient is gone. Defib'ing early in this case is a disservice.
Defibs also heal less than 10/10 brute/burn. I believe it's 8/8 or so.
Chibi Lyds by Okand37
- Omicega
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Re: Collective small tips thread.
A severe enough tric OD will start dealing lethal amounts of toxin damage, much like any other OD (unless that's changed since I last saw it, it's not like I make a habit of ODing people to keep up to date on the mechanics). I don't think an inap + dylo mix of 55u total is enough to kill someone outright, but in a defib situation you could easily fuck them up pretty hard by stuffing them with an OD of that size when they're already on the edge. You can observe the same effect at work of toxins kicking on on a severe OD if you try to treat IB with a Bicaridine OD - a 45u OD will just give the patient some ticking burn damage, but four pills or more will kill them off pretty quickly.
There's a reason I say medbot swarms can and will (or could and would, I can't remember if they got fixed) outright murder people, not just leave them crying about their brain damage.
I play Alicia Parker, Naomi Bowman, and Chloe.
- Rohesie
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Re: Collective small tips thread.
Indeed. I have experienced the bicard severe OD and not the tricord one, but I don't doubt it. While annoying it's still not something that will perma your patient, which was my point. But the information you shared is both accurate and relevant.
Chibi Lyds by Okand37
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Re: Collective small tips thread.
Got a overdose on your hands, and the person just keeled over? Well, if you thought ahead, you'd have a magical SUPER CURE FOR ODs should a patient die of one! Listen up, and listen well, because I'm about to teach you the best god damn MEDICAL MAGIC TRICK OF HISTORY.
Get two hyposprays. Dump the shit out that is already inside them via needle into a jar. Take that shit to CHEMISTRY. TIME TO COOK. Load one Hypo with five units each of Potassium and Sugar. Load the other with five units Phosphorus. If you load them all into one, it will create smoke. You know what smoke does? It's smokey, yeah. But it ALSO, if the ingredients are injected SEPARATELY into a body, purges ALL CHEMICALS.
When you see someone dead, and that scanner says ' Yeah, he got loaded down with so many chems. He ded. ', say ' I got this. ', pull out your hypos, and hit him with BOTH. Smoke hits, purges ALL CHEMICALS. Fix up the damage done, Defib, done. Patient saved.
Get two hyposprays. Dump the shit out that is already inside them via needle into a jar. Take that shit to CHEMISTRY. TIME TO COOK. Load one Hypo with five units each of Potassium and Sugar. Load the other with five units Phosphorus. If you load them all into one, it will create smoke. You know what smoke does? It's smokey, yeah. But it ALSO, if the ingredients are injected SEPARATELY into a body, purges ALL CHEMICALS.
When you see someone dead, and that scanner says ' Yeah, he got loaded down with so many chems. He ded. ', say ' I got this. ', pull out your hypos, and hit him with BOTH. Smoke hits, purges ALL CHEMICALS. Fix up the damage done, Defib, done. Patient saved.
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Re: Collective small tips thread.
Bald Medics hate him, CMOs love him. Stop stupid ODs with this one simple trick.
Always remember, you don't need to hug up on a barricade to repair it. Standing on the tile behind works just as well.
Also, remember you never have to do things one at a time. So long as it's right next to you, you can "queue up" actions so long as it uses the same tool in your hand.
Always remember, you don't need to hug up on a barricade to repair it. Standing on the tile behind works just as well.
Also, remember you never have to do things one at a time. So long as it's right next to you, you can "queue up" actions so long as it uses the same tool in your hand.
Percy "Ocelot" Hunter - The Good, The Ugly, The One with Guns.