"you can create a cult for WEH if you want" Cults are not allowed because the admins are power drunk on wizden and don't let the chaplain do any thing without being a antag
15:00 I disagree because of a Rat King I saw kill a traitor, possibly saving the station. (I forgot most of the encounter because it ended so fast) Instead, I think there needs to be a better way to counter a crew aligned one. Maybe they should bring the reclaimer back to send the Rat King on expeditions so they can be helpful.
The thing i hate most about Revs is "Oops, you're an antag now. Sucks if you had other plans and had antag roles disabled. Guess that thing/gimmick you were planning isn't happening." The instant team deathmatch and "you're either with us or against us," bit is also kinda shitty too, i agree.
Whats funny is I used to be the learner like round after round, but no one would help me so I just went 'fuck it' and went to engi what I felt like learning on my own and have yet to learn anything else (like power)
Waaaaait a second, I can just show up at engineering in my grey jumpsuit and just ... Ask how to set up singulos and solars? WHAT IS THIS SORCERY!!!???
Learner is not that rare at all. It is actually more common than one might think, especially on grass hopper. What's more rare is the teacher enginner or CE ( the actual villains who create future engitiders, droolers and or the try hards who pick engi to just silently walk around and never speak a single word to a learner ) If it wasn't for my local private server, I would never have learned engineering myself
Oh Peash. I taught a ton of Learner TAs on Hopper. Actually they aren't that uncommon. You just need to go out of your way and try to communicate with them (as admiralobvious said). A lot of times some of them don't even know the radio channels.
Weh I think my other post got content blocked. Anyways, you need to use words to get the first class of TA into the Learner or the Brave. Also, Learners are real, they're just on Grasshopper, and usually too shy to ask for help.
Fun to see some common stereotypes. I am patiently waiting for chemistry cliches as that's the role I've played most by far and I've collected some of the most notable offenders. 1) The greenhorn Only recently unlocked chemist after getting the hang of medical doctor and is completely overrun by the initial steep learning curve. A bunch of dead bodies will already be piling up in medbay while they frantically search the guidebook for the recipe of bicaridine. Would get a heart attack if someone told them about advanced chems. On stations with only one chemist the CMO will basically work a double shift as both doctor and chemist, but they might get lucky and meet a patient coworker eventually who will help them onto their way to become a proper chemist. 2) The speedster Has made 3 jugs of advanced burns before others even grab their gear. Categorically refuses to make bicaridine and dylovene, frowns in disgust when they see doctors use it. Knows the recipes for Sigynate, Epinephrine and Diphenhydramine by heart. Has at one point calculated the exact amount of elements needed to mix at least one jug of every medicine and formulated the most efficient workflow for maximum speed. Is not a filthy casual, mixes in the chemmaster. Is annoyed when doctors tell them to write the medicine name and overdose on the jug because how can you not recognize every solution simply by color? 3) The bore Is neither engaged in the mechanical aspect of mixing chemicals nor in the potential for fun. Will make medicine and medicine only. Calls security when the clown asks for space lube, demands a request form stamped by HOP or captain to hand out 5u of sugar. Mediocre at their job. No roleplay. Coworkers ignore them. 4) The chemtider Maximum chaos is their number one priority. Will not wait for the clowns to ask for lube, will bring it to them. Has a bottle of potassium ready to hand out to greyshirts. Walks around the halls and accidentally loses all kinds of funny pills, doesn't give a single shit when the HOS is yelling at them. Constantly poisoned because of swallowing meth, will not ask questions when a service worker requests razorium. Has 3 jugs of lube and 4 beakers of metal foam ready to bring to the evac shuttle. CMO will either laugh their ass of or throw them personally into jail. 5) The antag Almost as painfully blatant as a syndicate salvager, the chemist is instantly valid as soon as they leave the chem lab for more than 2 minutes. Will make up shitty excuses to disappear like "fetching plasma" even though there is a plasteel table or "we need a restock" when the chemvend is 90% full. Will eventually learn to sneakily operate from medbay after having been validhunted a million times. Bonus: If they are an initial, they will quickly blow up all the dispensers before turning into a zombie and later argue in OOC that it's not metagaming.
For #2, change Dylovene to Tricordazine. Most speedsters I know still make Dylovene but will never ever do Tricordazine. It's inefficient to use your finite chems to make Tricordazine when you can just request from Science a medibot that offers infinite Trico, Inaprov, and sometimes Chloral Hydrate.
I guess im a mixed breed I got basic chem out in 3-5 minute (Dex+/dylo/derma/bic/arith) And advanced brute in 10-30 minute (depend on my mood) And advanced burn 20-35 minute (Again depend on my mood)
After my first two rounds of chemist I realized that I needed something quicker than the guidebook. I've written down all important medical recipies on a textfile which made me have an efficency increase of like 5 times
Primary engines are a difficult thing to teach hands-on, not because of the subject matter, but because of time constraints. If the engis don't get cracking on them ASAP, crew gets unruly and clowns start breaking in to act like CEs. (Like at 7:10) I'd like SMESes to be given more capacity so that engis would at least have a little time to coordinate with the TAs on board and explain what they're doing.
Engineering is in a rough spot where most of the people coming into the game don't want to learn engineering, because they are never thanked for doing their job and flamed for failing to do their job, how you win lose lose scenarios is to not play... Heck I learned how to do salvage, because I figured out real fast that as an engineer you will never have enough resources to play with to make all the cool stuff you want, that's why I played salvage so I could make shuttles and other cool stuff. With the rework if salvage dares to do debris you should end up with plenty of steel to have fun with.
I mean, everything that isn't science, virology, sec and genetics always was braindead easy. I used to play engineering full-time and I quit cause after years of doing it all, engineering stuff became so engrained in my head that I played the whole round without thinking what I was doing. Sec and science is where advanced players should be.
Hot take: AI should be able to do everything that a remote signaler can do, for example: toggle light, change A.P.E.'s particle type, opening and closing shutters. Why? Because it makes sense, and it's more things that you can hand over to AI (which is currently mostly used for opening doors and making anouncements)
16:38 - Thank you for putting into words how I feel about the II gamemode. As someone who has been on both sides (unwillingly) of the infection, I've found it to just... not be fun, it basically cancels any and all roleplay by turning encounters into an NRP slugfest as you wait for evac to arrive and nine times out of ten, if you get zombified, you're not going to be doing anything interesting for the rest of the round because every living person has fucked off, as they should. It's only just about better on LRP since, well, LRP is LRP but for someone like me who expects a modicum of roleplay with their funny spess game, zombies just ain't it once they start coming in. At least Revolutionaries offer RP potential... even if that gamemode is a hot mess in and of itself, and that's a different topic for another day. TL;DR - zombies bad, hate zombies because roleplay options are limited, which kills the roleplay level for the round. can see why people may like it, it not for me.
Captain Nomu Skree here, I like the video. Strongly agree. TLDR: I've seen it myself. Captains should save crew at every moment they can, they notice and they will fight like crazy. I played tonight on Grasshopper (67182), an organized team of nukies attacked us. I fought with the crew and dragged critically wounded to safety constantly. The entire crew fought tooth and nail to defeat the nukies. I went down at one point and the HoP, QM and a chemist went far out of their way to save me. We fought constantly up until evac, killing every nukie but one. In the post game OOC people mentioned how often the cap saved them; I loved to hear that the crew felt taken care of.