>> QUICK QUESTIONS THREAD <<

Generic, on-topic discussion about Colonial Marines.
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Tidomann
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Re: >> QUICK QUESTIONS THREAD <<

Post by Tidomann » 24 Sep 2017, 04:54

LightBeast wrote:
23 Sep 2017, 17:22
Okay daily question dudes - Is there a guide to the very complex injury/pain mechanics in this game? I've been scouring over the SS13 guides and reading about the medical jobs, which sort of helps, but I haven't found anything about how the basic mechanics work.

It took me awhile to figure out what was happening to my guy with the pain crits and stuff like that. I would check myself out, do first-aid, but still be gimping around, losing vision, and eventually passing out.

A guide on this would be extremely helpful to new players, as you'll spend most of your time being injured or laying in a roller bed. If there's not one already, I'll work on one if I can find the information I need.

Here are some good pages of information

wiki/Guide_to_Medicine

wiki/Chem_Guide

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Symbiosis
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Re: >> QUICK QUESTIONS THREAD <<

Post by Symbiosis » 25 Sep 2017, 08:14

LightBeast wrote:
23 Sep 2017, 17:22
Okay daily question dudes - Is there a guide to the very complex injury/pain mechanics in this game? I've been scouring over the SS13 guides and reading about the medical jobs, which sort of helps, but I haven't found anything about how the basic mechanics work.

It took me awhile to figure out what was happening to my guy with the pain crits and stuff like that. I would check myself out, do first-aid, but still be gimping around, losing vision, and eventually passing out.

A guide on this would be extremely helpful to new players, as you'll spend most of your time being injured or laying in a roller bed. If there's not one already, I'll work on one if I can find the information I need.
Pain crit isn't an exact science.

There is a space of time from initial injury to pain crit. Envision that as your adrenaline rush. You have a short period of time to bandage up wounds, salve them, and pump some Tricord in your body. Otherwise pain crit will ensue. If you're a standard marine; bring two first aid pouches. Fill one with Tricord, other with a Tricord and bandage/salve. It'll keep you going for a long time. If you get your hands on an advanced burn kit and trauma kit you're in an even better spot!
Cliff "Chubs" Campbell

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Re: >> QUICK QUESTIONS THREAD <<

Post by Gnorse » 27 Nov 2017, 14:13

Getting an injector or two of tramadol won't hurt your chances either
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Jonesome
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Re: >> QUICK QUESTIONS THREAD <<

Post by Jonesome » 28 Nov 2017, 17:38

LightBeast wrote:
23 Sep 2017, 17:22
It took me awhile to figure out what was happening to my guy with the pain crits and stuff like that. I would check myself out, do first-aid, but still be gimping around, losing vision, and eventually passing out.
Sounds like you either had internal bleeding, or maybe brain damage. In which case Quick clot or peridaxon would do the trick.
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Re: >> QUICK QUESTIONS THREAD <<

Post by fanit937 » 29 Nov 2017, 10:33

How do you fix the bug that pill bottle appears to be empty while actually contains pills?

If it's not full, I could fill a pill and done. But if it's full, I can't seem to find any methods that could help.

Tried search on topic and forums with no related results. Thanks in advance.



Edit: It seems that if you open bottles before putting them into a chem master, pills filled through the machine will not appear until changes.

So I guess you can prevent this bug by
1. not opening bottles at all beforehand,
2. filling the bottle with a random pill in advance, take it out later in order to update bottle's content,
3. collecting the last pill(s) manually,
4. Not putting the bottle into the damn machine at all.

It's some band-aid workarounds, maybe there are better solutions, but still, hope this edit helps.

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Re: >> QUICK QUESTIONS THREAD <<

Post by Hastati » 05 Dec 2017, 23:08

Is there a way to hide combat logs, aka the red text? never really was a problem untill I started surviving to the last stands, when the textbox becomes utterly unreadable from all the guns firing.
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Re: >> QUICK QUESTIONS THREAD <<

Post by TheDonkified » 05 Dec 2017, 23:17

Hastati wrote:
05 Dec 2017, 23:08
Is there a way to hide combat logs, aka the red text? never really was a problem untill I started surviving to the last stands, when the textbox becomes utterly unreadable from all the guns firing.
Nope.
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Re: >> QUICK QUESTIONS THREAD <<

Post by Terminutter » 06 Dec 2017, 02:57

Hastati wrote:
05 Dec 2017, 23:08
Is there a way to hide combat logs, aka the red text? never really was a problem untill I started surviving to the last stands, when the textbox becomes utterly unreadable from all the guns firing.
That's the tinnitus, man.
If you aren't screaming 'Nam songs along, you are likely playing the last stand incorrectly.

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Hastati
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Re: >> QUICK QUESTIONS THREAD <<

Post by Hastati » 06 Dec 2017, 13:25

Terminutter wrote:
06 Dec 2017, 02:57
That's the tinnitus, man.
If you aren't screaming 'Nam songs along, you are likely playing the last stand incorrectly.
Does Camoflauge count as a nam song even if it was made after the fact. If so, already had it covered.

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Re: >> QUICK QUESTIONS THREAD <<

Post by fanit937 » 01 Jan 2018, 02:51

The unresponsive WeylandMed plus vendors found on planetside, how do you repair them, if at all?

The one that refuses to pop vendor window. :(

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Sargeantmuffinman
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Re: >> QUICK QUESTIONS THREAD <<

Post by Sargeantmuffinman » 01 Jan 2018, 07:09

fanit937 wrote:
01 Jan 2018, 02:51
The unresponsive WeylandMed plus vendors found on planetside, how do you repair them, if at all?

The one that refuses to pop vendor window. :(
Power it up. Make sure the APC is powered.
To repair if it's knocked down, simply click on it.
George S.Patton once said:No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.

I don't like cute things.

Good hunting.

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Re: >> QUICK QUESTIONS THREAD <<

Post by fanit937 » 01 Jan 2018, 07:21

Sargeantmuffinman wrote:
01 Jan 2018, 07:09
Power it up. Make sure the APC is powered.
To repair if it's knocked down, simply click on it.
I did both. But honestly, I am not familiar with wiring, so I think I did something wrong there.

I fixed APC, made sure cable has current flow with multitool, then pull them onto cable knot and wrench them. But they remain unresponsive. :(

Edit: I think I got what's wrong with me. I have to fix the exact APC of the home area of the vendors.
Thanks so much for helping though. :)

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Re: >> QUICK QUESTIONS THREAD <<

Post by False_Enigma » 01 Jan 2018, 13:32

so, I have some questions.

can beepskies be made? are they still in the code? I've tried, but I think the helmet specifics kinda messes things up. I'd love to see what exactly a beeskie would do against a xeno, and I think the MPs would love beepskies, and buying the MPs favor as a researcher is always a big perk.

Medical smokes, possible or no?

Bags of holding. From what I know, Apop said they're still in the code. If a researcher magically got uranium, or bought it off the CL via WY and cold hard cash, could it still be constructed?

phoron bombs. why can we buy them if there is almost no time we can use them? Its counter productive and kind of like giving people a Tree of Knowledge and trying not to eat it's fruit.

It sucks that there is no SM anymore. Just throwing that out.

Are the mods okay with accepting code? like, if I recreated the code for the roach spawns from trash in the other servers, would they be up for implementing it, or would not because of the closed source?

why do pistols suck so bad? you can't hit the broad side of a barn with them. They don't do much damage, so you'd think they'd atleast be accurate.

is there a way to manually make incendiary ammo?

what are the best tips and tricks, and best projects, for a researcher right now?

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Re: >> QUICK QUESTIONS THREAD <<

Post by spookydonut » 07 Jan 2018, 05:43

False_Enigma wrote:
01 Jan 2018, 13:32
so, I have some questions.

1)can beepskies be made? are they still in the code? I've tried, but I think the helmet specifics kinda messes things up. I'd love to see what exactly a beeskie would do against a xeno, and I think the MPs would love beepskies, and buying the MPs favor as a researcher is always a big perk.

2)Medical smokes, possible or no?

3)Bags of holding. From what I know, Apop said they're still in the code. If a researcher magically got uranium, or bought it off the CL via WY and cold hard cash, could it still be constructed?

phoron bombs. why can we buy them if there is almost no time we can use them? Its counter productive and kind of like giving people a Tree of Knowledge and trying not to eat it's fruit.

It sucks that there is no SM anymore. Just throwing that out.

Are the mods okay with accepting code? like, if I recreated the code for the roach spawns from trash in the other servers, would they be up for implementing it, or would not because of the closed source?

why do pistols suck so bad? you can't hit the broad side of a barn with them. They don't do much damage, so you'd think they'd atleast be accurate.

4)is there a way to manually make incendiary ammo?

what are the best tips and tricks, and best projects, for a researcher right now?
1) No you can't make beepskies

2) Got abused/griefed with, got nerfed/removed

3) Admin spawn only

4) Nope.

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Re: >> QUICK QUESTIONS THREAD <<

Post by Dumblike » 15 Jan 2018, 18:19

There's any plans for the researcher role? Actually, I feel like it can't do half it did before, and feels really slow/useless as round progress. Also, producing and handing out experimental grenades is not really worth.

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Re: >> QUICK QUESTIONS THREAD <<

Post by x31stOverlord » 16 Jan 2018, 03:00

Dumblike wrote:
15 Jan 2018, 18:19
There's any plans for the researcher role? Actually, I feel like it can't do half it did before, and feels really slow/useless as round progress. Also, producing and handing out experimental grenades is not really worth.
If you check out the wiki on the researcher page it says that the role is currently an RP focused role as the previous stuff got removed and it is currentry undergoing a rework. So yes there are plans. But they might be a while in the making or quite close to completion, I haven't noticed anything mentioned about it anywhere else so it might not be for a while and low priority or it might be a surprise like the queen update was.

Either way, I wasn't here when researcher had stuff to do but enjoy the RP available and if you are bored you can help out in the swanky new med bay. That being said I am looking forward to seeing what mechanics they end up with!
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