- 296
- 20 094
Bob
Приєднався 23 січ 2012
i don't love default youtube banners anymore
SS13 TG Terry (Round 296: Rimworld)
10/10/2024
Science & rimworld
no audio due to me forgetting to double check audio sources in obs, fixed it eventually but a couple videos will be without.
Science & rimworld
no audio due to me forgetting to double check audio sources in obs, fixed it eventually but a couple videos will be without.
Переглядів: 36
Відео
SS13 TG Terry (Round 288: Contained)
Переглядів 3128 днів тому
29/08/2024 Science & traitors & changelings
SS13 TG Terry (Round 282: Random)
Переглядів 15Місяць тому
27/09/2024 Science & changelings & heretics & traitors
SS13 TG Terry (Round 279: Experimental)
Переглядів 52Місяць тому
SS13 TG Terry (Round 279: Experimental)
SS13 TG Terry (Round 270: Destination)
Переглядів 38Місяць тому
SS13 TG Terry (Round 270: Destination)
You could overrun it and stop it from the front, dumdum. Also there is a module that lets you store the crate inside the mod suit. Also going in space with a basic cell, ion jetpack and no spare cells is a recipe for disaster. Sure, blame smartkar for refactoring spacewalk hehe
There's a bunch of better ways to actually breach, not just destroy, the ship but I find TTV'ing it is the most fun. RD suit starts with a green cell which was the advanced one iirc, not basic. I'm not sure that the crate clamp thing is a general module that actually could be put into the RD suit. Replacing a battery is also still a pain point with modsuits since you need to shut the thing down and do so while taking damage from cold & pressure. None of these things were an issue in the times I've successfully done this exact thing before. The space movement changes were just that incredibly janky in this old state. To the extent that most of the playerbase including coders didn't like it, even with the built in stabilization that makes modsuit jetpacks always draw so much extra power. A month or so after this was recorded there was PR that gave a ton more research points on war rounds so an advanced modsuit jetpack might actually be possible to make & use in time so that's nice. Voiced some of the issues with clips from this back then (1 second delay when pushing off, dragged objects lagging behind when your momentum/direction changes) and I think it eventually got significantly improved to a playable state which is great.
Hope ya had a good christmas Bob.
surviving death through the power of slime duplication... nice...
You have to press the "E" enter key once you put in the code on the nuke before pressing arm otherwise it doesn't work.
slime-link is very useful, each one is hosted in the one who links with others. so its fairly private to that end, no other means to listen in unless you have been added. those linked even hardcrit can still message across it. downside is, you as the host slime. if you deep crit, or die outright. you cause similar backlash to your linked minds. and the best slime blood growth option, is a decent botany toxins smoke. you have more blood then what you know to do with for a 3h shift. and most botany toxins can be used to raise your bloodslime levels, just be aware side effects of said toxins still affect you. also avoid the amanitin toxins, that one can actually metabolically kill you. not even slime safe. you can eat plant-b-gone, pesticide's and weed killers as a slime, just flex on the poor botanist. but yea doing xenobio in general, its never bad to make fireproof pot just for yourself. that or ask botany for durathread and make space proof clothing instead, ad get cold resistance. even works for slimes races, just make sure you breathe internals no matter what. since your lung vacuole can always freeze even with cold immunity
Just get qm remote, the vault falls under cargo access. Also wild danger outcome, one to multi level hellhole.
I have an honest to God question, since seeing this happen time and time and time again is weird. How do you feel when you play the same role, doing the same menial tasks about toxins over and over and over again? This endless task of doing toxins bombs for research, or to get syndicate items for illegal tech research. Does it get old? Does it get increasingly fun? I want to know the philosophy behind research in science compared to other departments. Edit: I have to ask about /TG/ coders. What is their philosophy towards the game? What's the point of doing anything potential related like advanced helpful diseases, genetics, mineral sources, atmos gases and crystals, logistics or automation, if destroying it takes a matter of seconds? Even if nothing bad happens, round end resets everything to zero.
At this point the consistency of it is relaxing but yeah it can be a bit repetitive so I try to switch it up once in a while, be it by playing cyborg or more recently space exploration. The core of ordnance is still atmospherics so you can do more than just ttv's, have done some healium production in the most recent stuff I've recorded. Think some of the first videos I uploaded are me making noblium which was required for research at the time iirc. Science from my experience has the most tangible gadgets & wacky items you can work towards of any department, but yes your pretty much working against the clock every round. I think in the past the core philosophy was about inter-departmental cooperation but currently I've got no clue. Pretty much anything goes as long as the code is good quality and the person can present decent reasons for why it's good for the game.
headshot ending, now either that is a suicide statement. or a little aimbot mistake. i dare you to do it at a hops office, or staff meeting if you have the social skills to pull that one of. if you ever get die a glorious death objective. i would say use a vendor or two placed in such a way, all the staff have to huddle in that corner. possibly load them up with actual good shit for the other heads to look at, but priced decently to the point they need to save funds to buy them. and make sure to put some shutters around them, in said corner to hide them until later. rnd's gift to the staff type of vibe. Like 1 corner table with a item every head would try to get at, 2 vendors blocking it in, and 3 shutters to hide your project in progress. possible make it a bci/signaler only shutters, by hiding the button under the table in the corner. you could even load some fake nanite disks/dna set disks/bci implants with slime cores to make it feel high end. make them question you what those are as they all huddle and cuddle that corner. but can you get them all in a single shot? highly advised to add some guard rails to keep em in range of the rift, and put some effort on the table to get that celebration feel going for them. and r-wall the walls around it, actually would sell the required security of said vendor setup.
33:48 perfectly destroying with one step every single chip in a 14 bag package
Roujnd :P
nice game
insane round to live through
damn the sequence of events from noticing plasma in the air through AI dying to sec moth was kind of cinematic
6:48 stoppable force (Brady Edwards's skull) meeting immovable object (boozeborg's exoskeleton) this was a bizarre round wtf
WHERES THE WALLENING
39:14 what the fuck
Great job on ripping the cell out of that borg, good reactions!
a singular view
oh god we got Gnomed, why did you click that... why did the admins, ever think YOU as the rd would pay attention. to the announcements, chat and several screaming crew warning. above the main chat top right, the cog has some filter options. this includes highlighting sections in chat in custom marker colors, whenever certain words get used. like Reed, RD, MaIf, and Rod might be a few you want to add in general. atleast that way you might get a hint to quickly catch up, when 90% of your chat is suddenly marked down. it is even possible to make each keyword have it own color, and can be changed during a shift to play with. sadly its not character bound, but client based.
try releasing the singulo on lavaland so it gets all materials
i have done that a few time as non crew traveling across space, that sadly doesn't work. just make a maxcap ttv, toss it in the top right corner and let it rip. then go back in with a speedy mech to vacuum up all the free stuff. a optimally placed ttv lets you hoover up like 60~70% of the lavaland ores. do note to not fight a colossus after though. as at that point outpost protection is like paper thin to non existing. and you need indestructible objects between it and the outpost pretty much. or be lazy and collect the initial mining points, to fund a few mining bots you turn sentient. have them collect the rest in exchange for freedom after. they tend to be highly motivated to suck it al up in record times, some might even bring some goodies from tendrils. and if there able even mega's. mining bots are no joke if the player is skilled, lethal GL(ass) cannons with no friendly fire build in.
when the ninja showed up, should have given them your rd remote and a bomb to place and get out. a ninja with additional ai overriding door access, to get past unglassed door is ai menance.
yeah they likely could have teleported in with the sword and dropped the bomb closer, if the remote wasn't enough. probably could have also just used em all once we got to all the airlocks since I had three
@@zomolify yea the fact you had three, would still have left you with two leftovers. Enough ttv power to bust in from the side, and toss in the second on to finish it. Ai cores tend to small to actaully need 3 ttv's.
no views after 10 minutes? Bob really fell down..
Funny to see how people still struggle with plasma research, which leads to the use of PKAs. Unintentional diversity introduced to mining gameplay.
here are a few recommendations, - deactivate occ and deadchat on Main chat. - create a tab, radio, local, info, admin, and finally, occ (occ+death) This will allow you to focus on a specific conversation or piece of information quickly. - the ‘fullscreen’ button - move the game/chat separator to the right by 2cm, the game will be a bit bigger (indicated by the black stripes)
what I noticed is that there is no background music that would keep the viewer engaged
make it fullscreen, and make the chat text a little bigger. And yes you got Kazakh subscriber
commit violence against Shapiffany Groble every day
Oh! My first time in a SS13 video, admittedly only momentarily. I was A.L.E.P.H. and a borg that accidentally touched the Terry teleporter at 40:50, I thought the transferring prisoners to Manuel was familiar!
the rod that killed so many, turned out to be a literal sniping rod.
he is finely begging to brew drinks to safe lives. took a total shitshow, but he is starting to figure out what he needs. but yea for the future if you know the shittle with engines is comin., and you got the table upgrade, make your lifesaving supply. also nothing stops other crew from preloading that table with other items like medical kits. and you loading it aboard after. or to keep a naughty carded ai close to your battery.
hey you found the one ruin with best modsuit in the game, and yea this is why borg if able should get ion boosters if able. not just to safe your own ass in this situation, but it lets you in general take shortcuts via space around the station. its a mobility upgrade to your build in aa straight up. the tech required, and mats costs aren't expensive either. just make sure you get a upgraded batter with it. and that third ruin, the ship with atmos sheilding, yea that one actually has a teleporter inside, if you can fix the wiring to get the power flowing. you be surprised how many space ruins, have full teleporters inside of them, giving a shift expect 2 to 5 teleporters to be out there. and the 4th ruin is the russian station, it holds unlisted ghost drones, and the means to make a unlicensed omni rnd setup. and has a inactive ai core you can patch up also. if you ever go play as a medibot or mining one, go have the excuse to take a crewman to space with you. Nothing quite as deadly as a mining borg also carrying human, for that kinetic dual turret fun without cooldown penalties. but medi bot is perfect safety option for a team-up, aslong both of you are cautious and bring a few small shelters to repower and heal up at. i would ask cargo or sec for that excuse as a borg. to either be making profits, or expanding secs armory options. sec would love some of the unique guns and armors. especially the pirate/syndicate battlegrounds, that larger multi ship ruin can hold a tiny travel ship. comes with one person inside you can kill via spacing. but you can sell most crew on the idea, if i can do this you get a 40mn grenade launcher out of it. with like 5 pieces of limited ammo. just the concept of getting the "40mn boomstick" will sell most folks, i tend to make them work however for the pieces of rare ammo that come with it. those they have to earn one at the time. some of the unique guns also can be used that way, as there ammo clips are unique but bullets aren't. i do like using rare loot as a bait hostage to make some crew squirm for it, often if done right its way more fun then using it yourself. that or make your ai happy and turn there ai core in a collectible museum. a shared goal can be useful to prevent harm. but you likely need the rd/ce aid to really make it fancy setup. i have done it as both crew and noncrew, decking out crew's ai core with ungodly armory of bling. jacob's ladders my beloved. and some gps math lets you snipe safe spot of the ai core. like its smes tile, that tends to make for a ... very cooperative ai. but man both blob, virus and kudzu outbreak, had nothing on the real threat of the station. the goddamm tram triple kill. not to mention the kudzu outlasted the sad blob by a mile.
what a cursed captain, at-least he dint get bargain binned to having a feline aura. anyone nearby slowly gets body parts anomalously changed to feline variant. also the terms 50% more health is.. vague... they could just made them 150% brain damage cap resistant instead. and still it would have been a 50% health increase. also damm that became way more cursed gimmick down the line. also that exploration ruin, is one that requires you to setup power and do some ghetto mining to get going. that fence lock needs to detect power to open. but it has some unique rewards to do it. if you play your cards right, that could include mindswapping into a xeno queen. its the simplemob variant. not the crew variant. you can surgery check which kind it is. you could always ask a admin for a exile implanted human spawn, with minimal gear to give it a swing. if you actually happen to survive, and even trive a little. a admin might revisit you, to let you have some fun under guidelines with the crew.
barely 7 minutes in, and your already disorganized. a medical drink left all alone in the bar. you want healthy robust assistants doing assistant things? as a miner, i tend to embrace being a shadowling. just to ignore threats like these. the only race that is actually able of being 100% chem immune. assuming the legions bless you with the option. and the b33r on the wiki is listed as "fake beer"
b33r makes you instantly fall asleep
huh, so with a 50% of emag, one traitor could get two of the justicar going. i am surprised it also doesn't have a click based melee attack. and considering its a boardless mech, i wonder if you boris a second one if you hack the ai.
Entire Justice segment was fabulous, specially those long slashes on HoS and Warden with the bomba to seal the deal👌
So long, Gay Johnson
yea next time, give your radio to the most able member, and keep talking your potential gear needs. while you rnd the bombs and setup other useful tanks. if you go war ops, you have to be able to go out at 20 minutes, and be ready to fly out on arrival. your lucky you had a good team otherwise. well until one tiny fluke mistake was made, the exploding bodies on landing should have been your tell. if your going the ordnance route again, one of the pre packages is a literal flamer set. it might go nicely with a orbital drop pod. that has your spare heated plasma tanks on to really light the place. and if you happen to be able to break into cargo with ttv's next time. remember you can wrap and tag them, and disposal them around. try to keep a 5~8 second delay between packages so they don't accidentally land in the same place. like mail one to medical, engineering and atmos. and set them off all at once. this should work best if you do a non warops infiltration. reason you dont ttv target sec is to disable the station vitals for recovery. armory is easily secured for syndicate use, or you acid bomb it away.
ah yes the folly of.. pet projects. also the fact a mother spiders can insta kill, you if you dont escape the webbing attempt. that just feels wrong, at least make them take much longer to attempt to wrap a health target. and make it hostile action against any critter. so they fight back(monkey horde eats spooders instead)and warn players with dread if they dont resist. but otherwise your service game is getting better and better. i would try a find a shift with a solid botanist and cook/bartender to co play. you do fill out a fill niche's like being able to print a few items. and help sort and deliver things with innate borg aa like some kinds of smooth doordash service. and if botany is also aware of the medical benefits they can add to food and drinks. even better but do remind them of racial issue's with certain meds. and are you at all familiar with the concept of healmix smokes? most chems do full tick effects, even if they only consume 0.05 of the normal 1u per tick consumption. so 20u~60u range of smokes are very potent. as the chems are injected based on there natural burn duration. when a single super healmix bluespace beaker can keep 15/5* crew going for like 6/18* minutes straight at full effects. *based on the smoke storage cap, it tends to be directly tied to smoke duration. so get them fancy fancy cigars.
@@NalyKalZul haven't really dived into the more in-depth parts of chem. Tried out some smoke or foam with healing drinks but it feels too clunky without better built-in chem handling for service borgs.
But yea the advanced meds + rng based ones like goddamm syndicate nanites. tend to put healmix smokes above and beyond ling heals even. But start with the small ones, and some drink effects also work on the >0.99u rule i would suggest addition of salbutamol + epinephrine as oxygen heal. mannitol+ earthsblood if you get some gaia going. leporazine to resist space walking and being on fire. and rezadone to if you get some carp meat. up to 4u each at 60u cigar. but atleast 2u on basic smokes. and grind/juice a banana peel for a fairly solid ghetto blood coagulant + some vitamins, not nutriments though. it adds a tiny bit of healing and vitamins if kept up as a fairly large boost to everything actually. mood to i believe, being super happy on its own makes you straight up faster. those options are considered support chems, but even at that class combined they make you fairly survivalist in most situations. and if you do die, you are very easy to defib back you can ask most chemists to get started with basic mixes for this purpose. just dont use it station side only.i t can be considered powergaming if you do it nonstop extreme mix. but perfect for explorers off-stationpurposes.
if your going to assist plasma floods. try to also target the apc's to turn of equipment & lighting. so you keep doors open to spread fires. and to try to focus a few vents on the internal side of the station, to flood o2 out instead of plasma to keep fires going. and bolt open some pesky firelocks open for it to spread. adjoining rooms should spew plasma, with a central room doing o2 flood, that is how you best cook your station. a example is the chapels area, make the chapel main hall be the o2 station, and escape and surrounding area's plasma flooding. chapel can lower windows windoors to stop spacing to fuel fires while spacing does try to eat atmos, but only fans plasma fires if the o2 is sucked through the plasma burning rooms. same could be said in medical, and oddly enough o2 flood chemistry, cryo and the cmo office. those are the rooms crew feel safest if they boxed in. so let heat radiation cook them instead, as the other rooms plasma burn until o2 is exhausted. and re-ignition is easily done be letting cool o2 out and remix to burning temps. and you should play with the water vapor tank at some point, you want the outer vapor to still slip the floor at 303.15k. but you can heat it up silly levels otherwise to create a thermal force explosion, it tends to knock folks over. the right mix will do so for a fair distance while also slipping folks around. the result can lead to allot of crew being stamcrit, it would be like those crew just got table slammed like 15x in a few seconds. they then cook before they get out. and you cant activate a modsuit/internals if your paralyzed. if your ever a antag rd again, just try to make a few vapor tanks of various temps. and pda the clown for some product testing. just give them some actual paperwork to test a variety of things, but we all know water vapor tank is irresistible cherry for clowns. if they get creative with other items you hand them, thats just a bonus.
we definitely don't have the same life on board the station, Why is there such a gap between the video and the replay?
I upload them in order of date recorded, currently there's about a month of backlog.
should have gone engi shell to try and fix.. this hellhole architecture. it definitely needs some tweaking, new window look has potential, just not sure what they were thinking with the rod supports. glass walls should have a bordered version for sure, and dear lord worst offender of all. the goddamn fire-locks,what where they thinking. the one thing i think the game might want to use if there going with style like this. is allow for building walls and windows with expanded added materials like airlock tweaking. giving walls additional effects or resistances. this new style already has some wall paneling that could indicate walls specials properties. image walls slightly augmented with some bananium. you now have honk cascading walls, that react to nearby slips and honking sounds. by projecting it across all walls with said bananium laced fun in range. or glass walls that have electronic tinting potential when turn it on. possibly being able to resist laser fire going through, or atleast refract it randomly.
wtf is this game what do you mean round 192
Spess!
deadchat controlled sm shard, i wonder what would happen to it if a normal singulo ate it would it also gain the spoopy powers of ghost steering?
do give that assistant some props, thinking clearly to escape that hellhole. and why were those mobs non-hostile until the assistant punched them by accident?
Think there might have been a PR that made mobs in close proximity to the station on icebox passive until provoked, or just space lag from all the destruction slowing down mob ai.
@@zomolify ai fair enough, and i guess that might also prevent random window bashing. with some mobs wandering closer windowed departments. like botany
you should make the stealth vest sometime, space proof it with xeno. and go full carp organs. become a better space ninja then actual ninja's. you do not have jetpack trail to be used against you, you should match ops and captain/hos jetpacks in speed. and if someone does hit you, you just wander while invisible. while the enemy is most likely trying to unload on the mirror image. a jetpack trail would reveal you during the invisible moments still. like try make a super monkey in genetics, while ordering some sentience helmets from cargo. i do believe the robo can do human surgery augments on a monkey too, not sure if a monkey can take the organ infusions thought. if they could it would be fun to see a few with full goliath implants. slam bamm monkeys. do try to have a nerd who knows how to, to make them some translation implants. for your department, if communication is good. you basically are able to create a interesting not 100% crew aligned crew. that can push escalation rules allot harder then normal crew could. and monkey players generally protect their interests. having fun, and being alive in general. being able to influence the round again is a very solid motivator to keep em in line. just make sure they also have a means, to weed out shitters that join the club on there own. otherwise just make a monkey class themed gimmick, and teach them about rnd in general for those looking to brush up. make sure to have plenty of bananas, and have the monkeys rate each class with 1~5 peels rating system. more peels in the rooms means it was a good class. and woe be upon the person that tries to clean up the rating system, they are valid for the making of the banana salad. try involving a admin if able on that one, to make sure your department is atleast stocked with ores. i heard that some voluntary gorilla's make great miners too. mining oddly is very monkey friendly actually with almost 100% mining items usage for them. so be it a man or monkey, mega's die the same if there skilled. you might even end up with the thought to be extinct, sky monkey flapping about breathing fire.
1:51:00 based moment
illegal tech is 100% viable to get even on full greenshifts, just have someone with right mindset and survival skill explore space for you. considering the sources that might spawn, there really should never be a shift that doesn't have one valid item out there. it is a shame tg base hasn't made jump boots compatible with modsuit yet. for sheer speed and 100% each sector dont use a modsuit, just go jump boots al the way. on a good mining run, it takes you less then 4~7 minutes to acquire a jump boots with the old mining hardsuit extra. also add on the mining slapon jetpack module, but that one isnt meant to be used to travel during exploration. and disable it during jumps lets it instantly eats up your entire tank. it's merely there as means to stop jump boots lunges, and give you solid control without needing to hold your bag. so you can travel with 2 hands free and super speed, and even have a decent jetpack control to boot.
I love the TTVing the nukie shuttle strat. They got a stolen NT bomb, may aswell give them some fresh cooked ones, with love :D Also blowing up the Nukie was awesome. As someone who's played Nukie a bunch before, I can only imagine how much of a jumpscare that was for them Edit: The borg going flying by is my favorite part
this simple title scares me, its the unknown on the other side of scary airlock door. it could be a evil clown, a funny talkative mine, a friendly alyum or befriending beno. that or its a maintenance gazebo, unresponsive to all actions you attempt. until you walk away, then it strikes.