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Thread: CM-SS13 tips and lesser-known features

  1. #11
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    Paper thats been written on can be stored in the head slot

  2. #12
    Senior Member Lumdor's Avatar
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    Multiple items in-game that are named after well-known players.

  3. #13
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    Someone rename this into powergame thread or hide-from-devs, quick.

    Also; drill used to deal 50 brute and ignore totally armor while having no melee sound.

  4. #14
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    By experience, Bayonetted Rifles do about the same damage as machetes, but bayonnetted rifle with a stock had my bones broken in one hit by them. The same applies to machete, but one is more convenient with your gun.

    You can label your attachies and gun, if you examine a gun you also see the labels on the attachies.

    Lighting a cigar with a flamethrower gives you a unique message.

    If you're in a cargo train you can't get pounced.
    Last edited by Challade; 01-30-2019 at 05:10 AM. Reason: removed a bug

  5. #15
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    I run quite a few "test" with cargo trains.
    You can't be hit with neuro, or acid.
    You are moving slower than average marine in armor, but faster if he is welding weapon and your speed is not affected by that.
    SG is the best marine to use them.
    If crusher is at the end of his charge, he will destroy tug, but he won't damage you.
    I'm not sure, but it looks like you can't be tackled "down" on a cargo tug.
    Destruction of tug, while you are driving it, gives you a long stun.
    Sometimes after unblucking from tug, you can be stuck in "soft stun" where you can't move, but you are still standing and you can shoot either.

    Flaming titles with flames that are about to dissapear is not "resetting" their timer, so there is no point in spamming flames.

    Robolimbs don't spread dmg, so if you get hit by a crusher on full speed and he RNG hits you in that limb, you won't be damaged much besides pain and stun. No IB, no broken bones and no organ damage. Great.

  6. #16
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    Lurkers can pounce over unwired cades and windowframes instead of climbing over them.

  7. #17
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    Some common substances have healing effects.

    For healing brute damage

    Use Milk, Tomato Juice, Caffee Latte or Soy Latte
    Of those, milk also counters pepperspray.
    Caffee and Soy Latte are made by mixing coffee with milk or soy milk.

    Easy gruntish brute damage healing recipe?
    Fill a flask by LV-624 or other place with half of tomato juice and half of milk.
    Or with 1/4 milk, 1/4 tomato juice, 1/4 soy latte and 1/4 caffee latte.

    For healing oxygen damage

    Use Orange juice.

    Not nearly as good as proper treatment, but with this and a tricordrazine shot from first aid injector your chances of surviving a ruptured lung are higher.

    For healing toxin damage

    Lime Juice and Tea.
    Where Tea (and also Coffee) also act as anti-drowsy medicines too. Good for countering soporific or chloral.
    (But Coffee don't heal toxin damage.)

    For healing eye (organ) damage

    Carrot Juice. (Not sure if it's easy to get.)

    For healing brute, burn, toxin and oxygen damage

    There's a cocktail called "doctor's delight".

    Its a recipe made with equal parts of lemon juice, orange juice, tomato juice, cream and tricordrazine.

    Work faster than tricordrazine and have no overdose.

    Good stuff for you to create as a combat medic.

    Bonus track: creative use of other substances

    For being the king of moonshine aboard Almayer

    There's a strong beverage called "Hooch", that is made with one part sugar, one part welder fuel (use beaker on welder fuel tanks) and two parts ethanol.

    Good way for researchers and maintenance technicians to open an illegal bar somewhere in Almayer.

    For doing a kamikaze charge on xenomorphs

    Create many 60 units water pills, and one or two 60 units potassium pill.

    Swallow lots of water preemptively. Run close to xenomorphs and swallow potassium.

    Your character will explode like a bomb and take some of them down.

    Emergency combat healing pill

    This is for a resourceful researcher when facing an imminent xenomorph invasion.

    Create pills of 60 units with the following composition.
    10 units tricordrazine
    10 units bicaridine
    10 units kelotane
    10 units dermaline
    5 units iron
    5 units peridaxon
    1 units hyperzine (made with sulphur + phosphorous + sugar in equal parts)
    9 units oxycodone

    Those pills "heal almost anything".
    You can feed to marines who got downed in combat (never give more than two - it's good to apply splints on them), or use yourself and go after xenomorphs wielding your favorite melee weapons (drill, bone saw, ....).

    Also good for defibbing, but always check if they didn't have more of those chemicals in blood.

  8. #18
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    Many (if not all) surgery tools deal 0 damage. You're better off punching the larva that just burst.

  9. #19
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    Pay attention to the underslung when you picked up Pulse rifle or Tactical shotgun that isn't yours and make sure if it either empty of grenades or not activated before shooting. You don't want to point blank a group of your friendlies with it!

  10. #20
    Senior Member Build_R_'s Avatar
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    In welding equipment lockers like the ones found in the engineering department, you can find industrial welding tools with a much higher fuel capacity.

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