3:41 Liltenhead: "Harmbatoning is a bad idea. People will ABSOLUTELY be upset with you, even if it was just an accident." The sec vendor: "Don't forget - harm is good!"
I joined a shift late (probably 15-25 minutes into a shift) as HoS last night, arrivals had no power, asked for a status update, then was immediately slept by a syndie janitor named Marquiz Morocco who stole my identity and spaced me. 11/10 I think I needed this guide
One basic thing I forgot to include, never run with your equipment in your hand. Keep it stowed til you need to use it. Never know when someone is gonna slip you and take it. Also always pay attention your radio, both the security and common channel are your best friend. Almost impossible to catch people without it. Also as pointed out by a user on Discord, being a good security officer requires you to play. It is the most social job in the game, and that can't be taught.
Definitely pin this one. This is the most important tip you can give sec and it's usually something all cadets learn the hard way, including myself at one point.
The stun batons are always dropped and forgot about like a goldfish thought. When you give it back they are like, "WHERE DID YOU GET THIS?" Acting as if they still had their fangs. And the answer is "You dropped it, Deputy Derp!"
1:55 There's no armour in the game that gives you stun resistance but stun resistance exists in the game in form of chemicals. People don't usually use them but I just wanted to point it out. Maybe a syndie would read this comment and consider to use some desoxy in their mission.
@@Liltenhead What you are thinking of is Synaptizine. It is toxic, but treats hallucinations, drowsiness & halves the duration of paralysis, stuns and knockdowns. One unit is enough to treat hallucinations; two units is deadly. I usually make it with Dylo as 2u pills for my beloved SecOffs. Can be nice, but also used as a weapon. A bit of a pain to make to be honest.
Also thought I'd add: when you're stripping someone that you suspect of being a syndicate agent, TAKE THEIR PDA. It's easy to forget because it's in its own inventory slot. A syndi agent with a PDA is basically a full armory.
In my experience as both Sec Officer and Warden, passengers and clowns are not to be trusted, they are the most annoying people on the station who will hinder you at every other step
i often try to negotiate with the troublesome people before i resort to using handcuffs. That way you can settle things diplomatically and with less of the yelling. I also often go in groups with other sec offs to be safer.
It is a social role, as much as a combat oriented one, but not as reliant on roleplaying all things considered, it's always good, but what you most importantly need is ability to cooperate with other players. No matter how good at roleplaying you are, if you go all lone-wolf and barely ever talk to other seccies, you will at best be able to deal with newbie antagonists, to anyone more experienced a lone secoff is a loot piniata. Hell, more experienced players will abuse secoffs that prefer talking for easier time getting security access and gear.
I appreciate it. I can't even say I'm a super experienced security officer, it is typically a role I avoid. I've just learned a thing or two after a ton of playtime.
The most fearsome Sec Officer ever was Edward Sloan. that man was robust as fuck and KNEW how and where antags were about. Nukies, assassins, slimes? didn't matter. best course of action was to always turn out your pockets when he snap inspected you, because if you ran, you were an antag. Sloan was basically SS13's DREDD
As a fresh player, I think knowing how the mechanics work for a Security guy is a must, but the unspoken rules of the game are even more important to having fun and being a fun addition to the game for other players. Yesterday, I got the option to join as a Security Cadet but didn't know any of the controls, so I just walked about, talked to people and tried to get a hang of a few of the gameplay elements. It'll take time to find out what the usual approach to the role is, gamewise. Like, how do you act, what do you do under certain circumstances. But it's very rewarding, cause it can be a role that adds a lot of fun to the round, if done right.
It used to not. The old mechanics required harm to be off so you couldn't possibly harm baton. I sorta preferred that. Plus I'm pretty sure if you don't wide swing it does play the correct sound.
I rebound a lot of my keys and I did do a medical video already. Most players who are really fast at cuffing probably are just experienced or have efficient keybinds. I use side mouse buttons to quickly take from my backpack and belt, but in the video I just click in my belt since hotkeys aren't required
@@Liltenhead the speed at which you did was pretty impressive, or maybe I am just new and too slow. Is there a single button to get them on hands instead of dragging? I use ctrl + E and B for baton then cuffs but i screw up the sequence of turning off harm. Is there a faster method?
@@moonar5820 So in this video, I on purposely clicked the cuffs to grab them and avoided using any different hotkeys. It's also a lot easier to perform in an controlled enviornment. I have quick take from backpack set up as my mouse 4, and belt as mouse 5. Grab is Mouse 6. So Im basically not even using my other hand in normal gameplay for arresting someone.
Oh neat so if some random crewmember is wearing syndicate contraband I can assume they are a valid salad and a threat to the station and leathal them? Good to know!
That "random crew member" will have to tell you a solid story of "how and when did they manage to get a freaking syndicate gear" In my experience: 90% of people wearing any uniform are actually crew members, designated to the according job 99% of people who are wearing antag gear are actually antags themselves. If they tell you otherwise, well... you're lucky you're not dead yet After all, better be safe than sorry
Do doctors typically stay in medical? Wouldn't it be advantageous to call a doctor over into the prison? Do doctors not ever go out to respond to things like spacings etc.
They tend to stay in medical because it keeps them close to the chemist, who fabricates the drugs they administer, and the stockpile of meds. Going out to accident sites exponentially increases the risk of the doctor getting killed too. If anything, medical interns should be the paramedic-style role giving epi shots onsite and bringing people back to medical, but most players have internalized that if you see someone in crit you should drag them to med
I'm sure the meta has changed since this comment was posted, but ever since I started playing a month ago, it's fairly common for the HoS to hit up the CMO to send over a designated brig-medic with some meds and sec access. Paramedics usually just follow whoever seems to be in the most danger on their crew monitor. However, as a Para main I do find myself often being the only medic to be actively dispatched outside of med itself
@@vladroll2607 lol not at all, so back when I was playing SS13, one hit was enough to stun and stun duration was longer giving enough time to cuff. On top there was no stun immunity after stunning. Now it seems like you need to time everything perfectly.
@@adamm450 agree… security already gets a tough gig… at least make it fun for them… landing 4 out of your only 10 taser shots just to down them for 2 seconds is just ludicrous. Reaaal fun when synd is already a force to be reckoned with.
@@Liltenhead I was giving you the link to the space law of unitystation and tg because that is what defines in PR (IC) what is allowed or not, what is an infraction from what is a crime.
Thanks for the guide! I used to main sec like ten years back because I hate myself, and I intend to give it a go on SS14 so a refresher is always good. I will miss the easy one hit tazer stuns though.