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| = Типы Мехов = | | {{JobPageHeader |
| Мехи разделены на три основные категории: Инженерный, Медицинский, и Боевой
| | |headerbgcolor = black |
| * Инженерные мехи как правило медленны, но могут легче проводить строительные или разрушительные задачи.
| | |headerfontcolor = white |
| * Медицинские мехи специализированны на быстром лечении и транспортировки членов экипажа.
| | |stafftype = EXTRATERRESTRIAL |
| * Боевые мехи хорошо вооружены, чтобы противостоять угрозам станции и другим игрокам. Из-за их мощи, большая часть не может быть легально собрана.
| | |imagebgcolor = #DDAADD |
| | |img_generic = |
| | |img = Shadowbeing.png |
| | |jobtitle = Shadowling |
| | |access = Whatever you or your victims had or have |
| | |additional = Anywhere you can phase to |
| | |difficulty = Extremely Hard |
| | |superior = None |
| | |duties = Enslave the filthy humans, ascend and murderbone |
| | |guides = This is the guide |
| | }} |
| | Shadowlings are light-sensitive alien creatures from space. They are mainly defensive, but can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as a normal crewman (they can still enthrall like this!) but they have to take time to 'hatch' to unlock their full potential. |
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| ''Значения "Защита": Brute/Fire/Bullet/Laser/Energy/Bomb''
| | While hatched, shadowlings will resemble humans with black skin, small horns, red eyes, and claws. |
| {| class="wikitable sortable" Border="1"; || style="text-align: center;" | | |
| | Until they ascend, of course. |
| | |
| | ==Shadowling Abilities== |
| | Shadowlings have quite a few tricks up their sleeve, from vanishing to freezing the air around them. Below is a list of abilities that shadowlings can use. |
| | |
| | {| class="wikitable" border="1" cellspacing="0" cellpadding="2" |
| | ! style='background-color:#DDAADD;' width='150px'|Name |
| | ! style='background-color:#DDAADD;' width='150px'|Requirements |
| | ! style='background-color:#DDAADD;' width='150px'|Cooldown |
| | ! style='background-color:#DDAADD;' width='150px'|Description |
| | |- |
| | !Hatch |
| | |N/A |
| | |N/A |
| | |In order to utilize their full potential, shadowlings need to go through a little-understood evolution process coined as "hatching". They will form a chrysalis around themselves, which is impenetrable, and begin the evolution. After a few minutes, they will burst from the chrysalis, evolved and with a plethora of new abilities. The chrysalis will quickly decay before vanishing entirely. |
| | |- |
| | !Enthrall |
| | |N/A |
| | |45 seconds |
| | |Of course, shadowlings are weak. They can easily be killed by a lightbulb. So, how does it fend off attackers? By enslaving them, like any good alien should! By getting close and rearranging the memories, motives, and physical form of the target, the target will become a "thrall", bound to the shadowling completely and utterly. Thralls can empower the shadowling with their own life force in addition to sharing a telepathic link with them and all other thralls. |
| | |
| | They have been known to drop dead in unusual circumstances. |
| | |- |
| | !Hivemind Commune |
| | |N/A |
| | |2.5 seconds |
| | |Shadowlings and thralls share a telepathic link through which they can communicate silently, undetectably, and at zero cost or cooldown. There may be ways to discern this behavior, but it is unlikely and for now all you can do is simply let their words flow past you. |
| | |- |
| | !Glare |
| | |Hatch required |
| | |30 seconds |
| | |Glare is a basic single-target stun. By forcing the target's gaze into its own, the shadowling can mesmerize a target for quite some time in addition to muting them. |
| | |- |
| | !Veil |
| | |Hatch required |
| | |25 seconds |
| | |Veil instantly puts out all light sources, mobile or otherwise, near the shadowling. They can easily be repaired, turned back on, or simply replaced. Rumor has it that some slime extracts have shown resistance to this, as well as fire-based light and glowshrooms. |
| | |- |
| | !Shadow Walk |
| | |Hatch required |
| | |1 minute |
| | |Shadow Walk lets the shadowling briefly enter the space between worlds to escape attackers. For four seconds, the shadowling will be invisible, move quickly, and be able to phase through all obstacles. Unlike the wizard's jaunting, holy water does not have an effect on this. |
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| ! Иконка !! Название !! Класс !! Здоровье !! Шанс отражения !! Защита !! Максимальная температура !! Информация | | !Flash Freeze |
| | |Hatch required |
| | |2 minutes |
| | |Flash Freeze is a formidable crowd control ability. Everyone within a short range will instantly have their body temperature reduced to freezing in addition to having it continuously lowered, similar to a cryogenic sting. Targets will also be briefly stunned. |
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| |[[File:Ripley.png|center]]||APLU "Ripley"||Инженерный||200||0||Нет||20,000||Медленно-передвигающийся экзокостюм, обычно используемый для работы в шахте. В крайнем случае может быть использован для сверления дверей и стен. | | !Collective Mind |
| | |Hatch required |
| | |30 seconds |
| | |Shadowlings can draw upon the power of their thralls to enter a state of almost unstoppable power. Collective Mind lets them gain that ability - they send out mental "hooks" that latch onto the minds of their thralls, mainly a head-count, if you will. If there's enough (currently it is believed to be 15 thralls) then they will gain various abilities in addition to the ability to ascend with enough. |
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| |[[File:Deathripley.png|center]]||Death Ripley||Инженерный||200||0||Нет||20,000||Админская версия "Рипли". Движется намного быстрее и экипирован УБИЙСТВЕННОЙ КЛЕШНЁЙ(KILL CLAMP), которая по большей части безвреден. | | !Blindness Smoke |
| | |Hatch required + 3 Thralls |
| | |1 minute |
| | |By regurgitating a cloud of black smoke, shadowlings can disorient pursuers. This smoke will induce blindness in non-shadowlings, but heal shadowlings and thralls. |
| |- | | |- |
| |[[File:Firefighter.png|center]]||FireFighter Ripley||Инженерный||250||0||1.0/0.5/0.8/1.0/1.0/0.5||65,000||Тяжелобронированный "Рипли", имеющий практически непобедимое сопротивление к температурам и обладающий дополнительной защитой. | | !Drain Thralls |
| | |Hatch required + 5 Thralls |
| | |10 seconds |
| | |The shadowling will drain the life of all nearby thralls to heal for 25 brute and 25 burn. Damage dealt to thralls is split between all affected by the ability. |
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| |[[File:Honk.png|center]]||Honker||HONK HONK!||140||60||1.2/1.5/1.0/1.0/1.0/1.0||25,000||Тяжелый клоунский мех, которому требуется листы Бананиума для завершения. Может быть оснащен некоторым наиболее раздражающим вооружением, что встречается в игре. Если клоун получит один из таких мехов, то это БУДЕТ проблемой.
| | !Sonic Screech |
| | |Hatch required + 7 Thralls |
| | |30 seconds |
| | |The shadowling can let out a piercing screech. This will confuse and deafen nearby humans, damage windows, and stun silicons. |
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| |[[File:Odysseus.png|center]]||Odysseus||Медицинский||120||15||Нет||15,000||Очень быстро передвигающийся медицинский экзокостюм. Он страдает высоким энергопотреблением, когда создает реагенты используя Syringe Gun. | | !Spatial Relocation |
| | |Hatch required + 10 Thralls |
| | |5 minutes |
| | |The shadowling instantly swaps places with any thrall in the world. Both parties are stunned for a brief duration. |
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| |[[File:Gygax.png|center]]||Gygax||Боевой||300||15||0.75/1.0/0.8/0.7/0.85/1.0||25,000||Быстро передвигающийся легкий охранный экзокостюм. Обладает специальной способностью, которая очень сильно ускоряет его передвижения за счет его целостности. Эта способность не может быть использована при целостности менее 66%. Требуется алмаз для завершения бронированных листов. | | !Ascendance |
| | |Hatch required + 15 Thralls |
| | |N/A |
| | |Shadowlings gain the ability to 'ascend'. ''Very'' little is known about this process, only that they become nigh-invincible, they gain terrifying new powers, and it is a process similar to hatching but without the protection of a chrysalis. |
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| |[[File:DarkGygax.png|center]]||Dark Gygax||Боевой||400||25||0.6/0.8/0.6/0.5/0.65/0.8||45,000||Значительно улучшенный Гигакс используемый [[Emergency_Response_Team|ЕРТ]] или [[Syndicate Guide|Ядерными оперативниками Синдиката]] | | !colspan=4|Below is a list of abilities ascendant shadowlings are known to have used. |
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| |[[File:Durand.png|center]]||Durand||Боевой||400||20 (35)||0.5/1.1/0.65/0.85/0.9/0.8||30,000||Этот экзокостюм более защищен, чем Гигакс, но движется медленнее. Может активировать режим защиты, который блокирует возможность передвижения меха, но увеличивает его защиту и шанс отражения. Требуется уран для завершения бронированных листов и серебро для сборки частей. | | !Annihilate |
| | |Ascendant only |
| | |30 seconds |
| | |Ascendants, with extremely high telekinetic abilities, can easily cause someone's entire body to explode simply by directing a lance of mental energy at them. |
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| |[[File:Phazon.png|center]]||Phazon||Экспериментально-боевой||200||30||0.7/0.7/0.7/0.7/0.7/0.7||25,000||Экспериментальный мех с хорошими защитными показателями, но малым количеством здоровья. Обладает специальной способностью, которая позволяет проходить через стены, двери, и другие плотные объекты, за счет своей энергии. Фазон так же может менять наносимый им урон рукопашной атакой между физическим, огненным, или токсичным уроном. | | !Hypnosis |
| | |Ascendant only |
| | |45 seconds |
| | |Ascendants can enthrall from a range and with extremely increased speed. Basically, it's a ranged and instant version of enthrall. |
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| |[[File:Marauder.png|center]]||Marauder||Тяжело-боевой||500||25||0.5/0.7/0.45/0.6/0.7/0.7||60,000||Высоко-бронированный боевой экзокостюм, улучшенная модель Дюранда. При "спавне" вооружен CS-L 'Solaris' Лазерной Пушкой (Laser Cannon), Баллистическими Ракетами (Ballistic Missile Rack), и Энергетическим Реле (Energy Relay). Высокие показатели защиты и здоровья представляют серьезную трудность в уничтожении меха. Может использовать функцию зума, двигатели для контроля космических полетом, и выпускать дымовые бомбы для скрытия своей позиции. | | !Plane Shift |
| | |Ascendant only |
| | |N/A, toggleable |
| | |An upgraded version of Shadow Walk, ascendants can simply enter the space between worlds at will at no cost. They use them as passageways, able to move from place to place extremely quickly. |
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| |[[File:Seraph.png|center]]||Seraph||Тяжело-боевой||550||25||0.5/0.7/0.45/0.6/0.7/0.7||60,000||Заказная модель Мародёра, используемая высокопоставленным военным персоналом. | | !Glacial Blast |
| | |Ascendant only |
| | |1 minute |
| | |An upgraded version of Flash Freeze. It will stun for far longer, bring body temperatures to the point of no recovery, and almost instantly put people into near-critical condition from frost burns. Similar to its weak version, it does not affect thralls. |
| | |- |
| | !Vortex |
| | |Ascendant only |
| | |2 minutes |
| | |Earlier it was mentioned that ascendants can use the space between worlds very easily. They can also do this offensively by simply tearing open a hole to this space. Anyone who steps into this hole will simply vanish into this space, never to be seen again. '''It is thought that this includes the ascendant, as they have been seen avoiding the portals they create.''' |
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| |[[File:Mauler.png|center]]||Mauler||Тяжело-боевой||500||25||0.5/0.7/0.45/0.6/0.7/0.7||60,000||Версия Мародёра от Синдиката.
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| |} | | |} |
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| = Строительство = | | ==AAAAAAAAAA I'M A SHADOWLING WHAT DO== |
| Для сборки меха требуются отдельные части, которые можно получить из [[Machine|Exosuit Fabricator]], однако этой машиной может воспользоваться только тот, кто обладает ID картой с доступом робототехника. Более важным, чем физические части меха являются печатные платы, которые тоже необходимо создать и которые достаточно трудно достать. Только печатные платы Одиссея и Рипли могут быть заказаны в [[Cargo|Карго]], остальные нужно создавать в [[Research_Division#Research_and_Development|РнД]]. Следующее необходимо для создания большинства мехов:
| | So you're a shadowling. Congratulations! Here's some pointers on how not to die from a lightbulb within thirty seconds. |
| #Металл и стекло для Фабрикатора (Fabricator)
| | ===Starting Off=== |
| #Рама, руки, ноги, торс и голова (chassis, arms, legs, torso, and head) (Некоторые мехи имеют меньше частей, чем остальные)
| | You're disguised. You don't take any damage from lights and you are undetectable to any means short of godly intervention. You possess three abilities: Hatch, Enthrall, and Hivemind Commune. First off, send a message or two over the hivemind to see if you have any buddies - chances are high that you do. Assess your job's capabilities. Are you the captain? Feel free to grab some stun stuff to arrest people and then enthrall them - same goes if you're an officer or something. Are you an engineer? Build a stunprod and use that as well. Are you the clown? You're not clumsy, so use your banana peel to cablecuff people and do it too. Are you an assistant? Make use of the environment, using things like tables to stun or hinder people. |
| #Печатная плата Центрального блока управления (Central Control circuit board)
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| #Печатная плата Периферийного управления (Peripherals Control circuit board)
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| #Если мех является боевой моделью, то требуется печатная плата Контроля за оружием и наведением (Weapons & Targeting Control circuit board)
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| #Для легких мехов, металл для внутренней брони и укрепленный металл (Platsteel) для внешней брони.
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| #Для тяжелых мехов, укрепленный металл для внутренней брони.
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| #Тяжелые мехи требуют специфичный слой брони, который можно создать через Exosuit Fabricator, в качестве дополнения к внутренней броне из укрепленного металла.
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| #Инструменты: Отвертка (Screwdriver), гаечный ключ (Wrench),кусачки (Wirecutters) , сварочный аппарат (Welding tool) и моток проводов (Cable coil)
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| ''Заметка: Этот список не включает в себя оружие или оборудование устанавливаемое на мехи.'' | | There are multiple things to do from the start. Hatching immediately can work since you can easily enthrall people who rush into maintenance early for various goodies, or you can play it safe and try to get some thralls before that. It's up to you - you're the alien monster, after all. |
| == Сборка == | | ===Post-Hatch=== |
| Когда каждая часть будет готовка к сборке, следуйте следующим шагам:
| | So you've hatched. You have the rest of your abilities now - use them! Alert your fellow shadowlings (and thralls) that you're hatched over the hivemind, and make more thralls your first priority. You can't wear normal clothes, but you can still put on backpacks and headsets, which is an extremely good idea. If you're discovered by a group of people, use your defensive abilities to escape in addition to your thralls. If a single guy sees you, just glare at him, slap some cablecuffs on if you have them, take away his headset, and enthrall him. People who you enthrall '''cannot be turned back under any means''' and their new loyalty to you overrides all else. If you enthrall a nuclear operative somehow, they will serve you over their Syndicate friends. If you enthrall the captain, he will do much the same. |
| #Присоедините все отдельные части меха к раме (Chassis).
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| ##Для Рипли Огнеборца (Fire Fighter Ripley) присоедините противопожарный костюм (Fire Suit) к раме.
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| #Используйте гаечный ключ для подключение гидравлической системы.
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| #Используйте отвертку для активации гидравлической системы.
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| #Используйте моток проводов чтобы добавить проводку в раму.
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| #Используйте 2 раза кусачки чтобы привести в порядок проводку.
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| #Установите плату Центрального блока управления.
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| #Закрепите материнскую плату с помощью отвертки.
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| #Установите плату Периферийного управления.
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| #Закрепите периферийную плату с помощью отвертки.
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| #Если мех является боевой моделью:
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| ##Установите плату Контроля за оружием и наведением.
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| ##Закрепите плату Контроля за оружием и наведением с помощью отвертки.
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| #Если мех является Гигаксом или Дюрандом (Gygax или Durand):
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| ##Установите расширенный сенсорный модуль (Advanced Sensor Module).
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| ##Закрепите модуль с помощью отвертки.
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| ##Установите расширенный конденсатор (Advanced Capacitor).
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| ##Закрепите конденсатор с помощью отвертки.
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| #Установите слой внутренней брони. (Металл для большинства мехов, укрепленный металл для остальных)
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| #Закрепите слой внутренней брони с помощью гаечного ключа.
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| #Приварите слой внутренней брони к раме с помощью сварочного аппарата.
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| #Установите слой внешней брони. (Укрепленный металл для не-боевых мехов, специальную броню для Гигакса или Дюранда)
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| #Закрепите слой внешней брони с помощью гаечного ключа.
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| #Приварите слой внешней брони к раме с помощью сварочного аппарата.
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| #Добавьте оружие и оборудования для завершения меха.
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| = Эксплуатация =
| | Your priority is to gain fifteen thralls. You have the Collective Mind ability which will, after a short time, give you a count of how many thralls you have as well as the needed amount for ascendance. If you get fifteen thralls, use the ability and it will give you the Ascendance ability in a new tab. Simply use that ability and you've won - no need to escape on the shuttle! |
| Эксплуатация меха может быть трудна и запутана по-началу, но безопасность меха имеет первостепенную важность при работе с оным.
| | ===The Light and You=== |
| == Первоначальная проверка == | | While hatched, the light is your worst enemy. You take extreme damage from even being in it, and burn-based stuff like flashbangs, welders, and lasers all hit harder. However, on the other side of the coin, the ''darkness'' is extremely beneficial. All wounds will heal. You will have a stun reduction. You have night vision and thermal vision as well, so not being in the darkness at all is a huge downside to everything about you. Use the darkness as your buddy in times hard and easy. The darkness will always give you a shoulder to cry on. He's a bro like that. |
| Сперва, войдите в экзокостюм при помощи правого клика по нему и последующим выбором опции "Enter Exosuit" или же с помощью этой же опции во вкладке "Objects". Когда окажетесь внутри, у вас появится новая вкладка, называемая "Интерфейс экзокостюма\Exosuit Interface". Кликните по этой вкладке и выберите опцию "Просмотр статистики\View Stats". Появившееся окно лучше всего подогнать по нужному размеру и переместить в сторону, для последующей справки и быстрого доступа к ней. Выполните следующие шаги:
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| *Перейдите во вкладку доступа и авторизации (Permissions and Logging), и заблокируйте ваш мех ДНК-блокировкой (DNA-Lock). Это предотвратит кражу и просто не позволит кому-либо кроме вас влезть в ваш мех.
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| *Под вкладкой доступа и авторизации выберите опцию '''Forbid''' Maintience Protocols. Это предотвратит нежелательную блокировку меха другими игроками.
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| *Под вкладкой внутреннего воздушного баллона (Internal Airtank), активируйте использование внутреннего воздушного баллона (Toggle the internal airtank usage). Этот воздушный баллон с кислородом массивен и истратить весь запас кислорода в нём практически невозможно в нормальных раундах.
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| *Под вкладкой доступа и авторизации выберите опцию '''Lock''' the ID upload panel. Это избавит игроков от отказа доступа меха ID картой (This prevents players from denying access to the mech by ID.) - ''требуется фикс перевода, т.к. я не совсем понимаю эту опцию''
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| *Дополнительно, под вкладкой доступа и авторизации, можно изменить имя экзокостюма. Это сменит видимое, другими игроками, имя. Учтите, что игроки не могут узнать кто находится и говорит в мехе.
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| Теперь мех полностью готов и практически невозможно кому-либо войти в мех, если это не исходный игрок (который и подготовил этими шагами мех).
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| == Передвижение и оборудование ==
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| Передвижение меха так же просто, как и обычное передвижение, за исключением того, что мех должен быть повернут в нужную ему сторону, перед тем, как продвинуться в эту сторону. Переключение оборудования так же легко, как и использование вкладки интерфейса экзокостюма, доступа к окну статуса и выбору нужной опции. Так же примечательно то, что '''все''' мехи устойчивы к низкой температуре космоса, так что прогулки за бортом станции вполне возможны, пока ваш внутренний воздушный баллон активирован. Просто не соскользните и не улетите в открытый космос.
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| ''Замечание: Щелчок по оборудования, которое под вкладкой оборудования, открепит это самое оборудование от меха; так что не стоит делать этого.'' | | ==AAAAAAAAAA I'M A THRALL WHAT DO [[File:Shadowling_huds.png]]== |
| | So a shadowling mesmerized you by staring into your eyes (lewd) and now you're a thrall! What this means is that your primary goal and objective is to obey the shadowlings and help them at all costs. If you look in your tabs, you have a new one, Shadowling Abilities. In this tab is the Hivemind Commune ability, which lets you communicate on a silent channel with all other thralls and shadowlings. You're basically an [[Adamantine Golem]] in terms of where your loyalties lie -- utterly with the shadowlings. Loyalty implanted? Not anymore, the nanobots are dead. Wizard? Use your spells to help the shadowling. Traitor? Tough titty, if the shadowling wants your uplink you give it to him with zero questions asked. You have no free will. |
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| И главное, использование оборудования стоит некоторой энергии из батареи меха. Количество затрачиваемой энергии зависит от того, какое оборудование было использовано. Кроме того, включенное освещение, повороты и передвижение тоже требует энергии. Так что убедитесь, что у вас есть запасная батарея или то, что неподалеку от вас есть перезаряжающее оборудование (recharging bay). Знайте, что электроды выпущенные тазером отнимают у батареи вашего меха 200 единиц энергии за попадание. (Для справки, стандартная емкость батареи меха - 15,000 единиц)
| | Keep in mind that many of the shadowling's abilities rely on damaging or manipulating you. Even by helping the shadowlings accomplish their one objective, you are sentencing yourself completely and utterly to death - there is no way around it. You may find yourself drained of half your life, used as bait, used as a bodyguard, or suddenly surrounded in the middle of a maintenance tunnel by Security officers who are trying to cave your chest in. Assume you're going to die because you are and there's no way around it. |
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| == Повреждения ==
| | As of right now, thralls cannot currently see in the dark as shadowlings can. That means you have to use your lights in the dark areas, so make sure you don't accidentally make a Kentucky Fried Shadowling with your PDA light. You do have one advantage, however: stealth. Short of attempting to loyalty implant you, there is zero way of finding out that you're a thrall. Use this to your advantage to do things for your masters. Keep in touch often. |
| При нанесении меху повреждений, количество нанесённого урона умножается на значение брони(см.таблицу выше), и после этого наносится меху. Однако, при попадании каких-либо снарядов в меха или при попытке атаковать его в ближнем бою, есть шанс что снаряд отразится назад, не причинив вреда меху, а атака в ближнем бою просто не нанесёт урон. У каждого меха разный шанс на отражение.(см.таблицу выше). Внешние повреждения можно починить горелкой, в режиме взаимодействия "Help".
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| Мех также может получить внутренние повреждения, если его здоровье упадёт ниже определённой точки(см.таблицу).
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| {|class="wikitable"
| | Finally, you also have a HUD indicator above your head. A more intimidating version can be seen above any shadowlings, hatched or not. Your indicator signals that you are a thrall - only other shadowlings and thralls can see this. If you're killing someone with that HUD indicator, expect a ban. |
| ! Name !! Порог здоровья
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| | [[File:shadowling_hud_big.png]] |
| |Все модели "Рипли"||60
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| | '''This is the HUD indicator for shadowlings. These are your masters.''' |
| |Оддисей||35
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| | [[File:thrall_hud_big.png]] |
| |Х.О.Н.К||60
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| |Все модели Гигакса||35
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| |Дюранд||50
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| |Фазон||25
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| |Маулер и Мародёр||25
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| |Сераф||20
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| |}
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| | '''This is the HUD indicator for you and fellow thralls. You obey the shadowlings.''' |
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| | ==AAAAAAAAAA THERE ARE SHADOWLINGS WHAT DO== |
| | So the shouts over the radio weren't wizard, ops, or blob, but shadowlings? Your work is gonna be cut out for you, soldier. Shadowlings are terrifying foes and can do much in their power to avoid you. They can even extinguish lights, save for fire-based sources and yellow slime extracts, and even then they can extinguish those fires. Don't get caught alone or you'll live out the rest of your considerably shortened lifespan in mindless servitude. |
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| = Тех.обслуживание = | | ===Things you SHOULD do=== |
| Когда мех получает урон, разряжается или становится доступной новая экипировка, нужно обязательно провести тех.обслуживание меха, особенно при получении внутренних повреждений.
| | * Travel in groups |
| | * Get burn-based weapons and lots of light sources (flares are good, so are slime extracts if xenobio is doing their job, and if all else fails botany can make torches) |
| | * Carry flashbangs or flash powder grenades from security or the medbay |
| | * Be extremely wary |
| | * Avoid areas that seem unnaturally dark |
| | * Don't fight anything alone |
| | * Watch for suspicious activity |
| | * Don't fight anything alone |
| | * Be prepared for anything |
| | * DON'T FUCKING FIGHT ANYTHING ALONE |
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| == Смена батарей == | | ===Things you SHOULDN'T do=== |
| Гораздо быстрее будет просто сменить батарею меху, чем ждать пока он сам будет долго заряжаться, или просто можно заменить аккумулятор на более лучший.
| | * Hoard the entire armory and secede from the station as your own force |
| | * Run up to the shadowling and ask to be enthralled. Seriously, it's a dick move to everyone and the admins will ban your ass for it. |
| | * Prowl the maintenance tunnels alone armed with your trusty screwdriver and PDA flashlight |
| | * Refuse to talk or communicate - a silent vigilante, as proven by the mime, is the best vigilante |
| | * Attack an ascendant |
| | * Ask to be enthralled by an ascendant. They'll seriously just make you explode. |
| | * Be near an ascendant |
| | * Consider approaching an ascendant |
| | * Look at an ascendant in a suggestive way |
| | * Think about ascendants |
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| #Внутри меха, '''Permit''' maintenance protocols.
| | ===Is that a horrible wail in your pocket or are you just happy to see me?=== |
| #Выйдите из меха.
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| #Проведите по меху карточкой.
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| #Нажмите на кнопку Initiate maintenance protocols.
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| #Отвинтите болты ключом.
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| #Монтировкой откройте люк к блоку питания.
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| #Отвёрткой открутите и вытащите аккумулятор
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| #Вставьте новую батарею в меха
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| #Отвёрткой закрутите аккумулятор
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| #Монтировкой закройте люк к блоку питания
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| #Ключом затяните болты
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| #Снова проведите по меху карточкой
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| #Нажмите на снова на кнопку Initiate a maintenance protocol.
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| #Войдите в мех.
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| #'''Forbid''' maintenance protocols.
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| == Внутренние повреждения ==
| | So you're in the maintenance tunnel with your group of vigilantes and ready to fight a shadowling. Suddenly you hear a horrible wail in your head and all the lights blow up. '''Not good.''' This means a shadowling has ascended. You're basically fucked over since all the shadowlings can ascend when one can. |
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| | ===In Case of an Ascendant=== |
| | If you see an ascendant, it'll probably look something like this: |
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| *'''Пожар в кабине''': Мех загорается и начинает гореть, равно как и водитель внутри. Мех сам попытается потушить огонь, используя внутренний огнетушитель, если системы климат-контроля всё-ещё работают.
| | [[File:Shadowling_ascendant.gif]] |
| *'''Повреждение кислородного баллона''': Брешь в кислородном баллоне, используемого для жизнеобеспечения пилота внутри, приведёт к утечке кислорода. Для починки: активируйте протоколы тех.обслуживания, скрутите болты, откройте люк к блоку питания и горелкой устраните брешь.
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| *'''Отказ терморегулятора''': При таком внутреннем повреждении, мех больше не может поддерживать стабильную температуру внутри меха. Это значит что если он шагнёт в огонь, то водитель зажарится внутри, или если он шагнёт в космос, то пилот замёрзнет насмерть. Для починки: активируйте протоколы техобслуживания, скрутите болты, откройте люк к блоку питания и отвёрткой почините повреждённый регулятор температур.
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| *'''Нарушение калибровки систем передвижения и наведения''': При попытке выстрелить или передвинуться, мех выстрелит или передвинется в случайном направлении, а не куда пожелает водитель. Для починки откройте контрольную панель меха(Exosuit Status Panel) и перекалибруйте системы, нажав на кнопку Recalibrate, которая появится в самом верху. Во время калибровки мех не должен двигаться.
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| *'''Короткое замыкание''': У меха начинает сжигаться заряд батареи, а сам он начинает искриться. Для починки, активируйте протоколы тех.обслуживания, откройте люк к блоку питания и замените расплавившиеся провода используя моток кабеля.
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| *'''Повреждение экипировки''': Удаляет случайную экипировку с меха. Нельзя починить, но можно заменить.
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| == Вспомогательное оборудование ==
| | That guy just exploded. |
| Все экзокостюмы экипированы базовым оборудованием с малым пределом действия, включая радио, внутренний воздушный баллон и прожектора.
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| *Радио может быть настроено на любую нужную частоту и действовать как рация (station-bounced radio). Если водителю не хватает радио-гарнитуры (headset), то он может включить динамики в режим прослушивания и микрофон для автоматической передачи всего, что он говорит.
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| *Внешний воздушный баллон массивен, поэтому целесообразно постоянно держать его открытым на подачу воздуха. Единственный раз, когда его требуется пополнять, это тогда, когда он поврежден в следствии внутреннего повреждения меха.
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| *Прожектора могут быть включены из вкладки "Exosuit Interface". Они потребляют небольшое количество энергии для работы, так что отключайте их, когда они не требуются, для сохранения заряда батареи меха.
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| == Человеко-машинный интерфейс и оборудование == | | ===RUN.=== |
| Вполне возможно вставить мозг игрока, закрепленный в MMI, в меха. Такой игрок сможет нормально управлять мехом. Знайте, что MMI вставленный в меха '''не''' связан с какими-либо законами ИИ, Азимова, иначе говоря, они не могут находиться под контролем.
| | Run far and fast. There is no way to fight a shadowling ascendant. They are completely invulnerable to normal attacks, can phase through walls at zero cost, and possess a slew of abilities designed to make you and all you hold dear explode. They can make the air explode, they can make reality explode, they can make objects explode, they can make your corpse explode, they can make ''you'' explode, too, so run. They can instantly enthrall you, so run. Not that it'll do you any good since they move faster than you. They'll probably just make you explode like they did the seven guys before you it found. The now-exploded seven guys. Oh, and they also hit harder than an esword with their melee attacks. |
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| Оборудование может быть снято с меха. Нажатие кнопки разъединения (detach) в окне статуса, под вкладкой "Equipment", сбросит оборудования под ноги меха. Чтобы подсоединить новое оборудование, просто щелкните по меху нужным оборудованием в руке.
| | You're probably gonna explode, too, so just accept it and hope they're either merciful, somehow friendly, or want to enthrall you. |
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| = Список оборудования =
| | Again, though, you'll probably just explode. |
| Это большинство из того, что делает меха угрозой, если он экипирован чем-либо из этого списка. Большинство инструментов находятся в специфичных категориях, однако многие другие могут быть подсоединены к любому меху.
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| {|class="wikitable sortable"
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| ! Иконка !! Название !! Совместимость !! Потребление энергии !! Функция
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| |[[File:MountedSleeper.png|center]]||Вмонтированный слипер (Mounted Sleeper)||Только медицинские экзокостюмы||20||Когда используется на игроке, то загружает его внутрь слипера. Оттуда, водитель меха может вводить игроку любые загруженные реагенты из шприцемета. При загрузке игрока в слипер, ему автоматически вводить 10 единиц инапровалина. Игроки не могут самостоятельно извлечь себя из слипера и находятся в нём в бессознательном состоянии.
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| |[[File:SyringeGun.png|center]]||Шприцемет (Syringe Gun)||Только медицинские экзокостюмы||10 (100)||Содержит в себе 10 шприцев, может анализировать почти все объекты для получение химических реагентов, чтобы загрузить их в него (шприцемет), может синтезировать реагенты и не допускать их смешивание, может выстрелить шприцем в игрока, и может вводить реагенты в игрока, который находится внутри вмонтированного слипера. Используется 10 единиц энергии на выстрел шприцем, и 100 единиц энергии для синтезирования реагентов. Может собирать шприцы из внешних контейнеров, и так же хранить любые реагенты внутри этих шприцев.
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| |[[File:Mech clamp.png|center]]||Гидравлический зажим (Hydraulic Clamp)||Только Рипли||10||Мощнейший зажим используется для подъема большинства объектов для помещения их в грузовой отсек Рипли, который может хранить до 15 объектов. Может подбирать практически всё, что не прикручено к полу, включая шкафчики, ящики, аптечки, и другие объекты. При использовании без намерение вреда (Harm intent), он толкает игроков с пути. При использовании с намерением вреда, он наносит 20 единиц брут-урона игрокам. Наличие ящика для руды (ore crate) в грузовом отсеке, позволит при бурении в шахте буром собирать любые минералы в этот ящик для руды.
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| |[[File:Mech drill.png|center]]||Бур (Drill)||Рипли и Боевые модели||10||Бур рассчитан для шахтерской работы, однако чаще всего используется для бурения аирлоков и стен на части, для получения незаконного доступа. Когда используется на камне на шахтерском астероиде, он бурит три тайла за раз. Может так же быть использован для разрывания на части мобов, если он стоят на месте или недееспособны. Не может пробурить укрепленные стены или неразрушимые предметы, такие как диск Ядерной Аутентификации (Nuclear Authentication Disk).
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| |[[File:Mech diamonddrill.png|center]]||Алмазный бур (Diamond Drill)|| Рипли и боевые модели||10||Улучшенный бур. Может уничтожать укрепленные стены и бурит быстрее.
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| |[[File:Mecha extinguisher.png|center]]||Огнетушитель (Extinguisher)||Только Рипли||0||Имеет запас в 200 единиц воды и за "выстрел" потребляет 5 единиц воды. Щелчок по баку с водой (Water Tank) заправит огнетушитель водой. Целесообразно будет загрузить бак с водой в грузовой отсек Рипли, чтобы иметь доступ к запасу воды в любом месте. Сильно полезен в случаях, когда Ксенобиологи выпускают на свободу слаймов.
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| |[[File:Mech RCD.png|center]]||Устройство быстрой постройки (Rapid-Construction-Device\RCD)||Только инженерная модель||250 (500)||Это вмонтированное устройство позволяет быстро возводить или разбирать полы, стены, и аирлоки. Потребляет 250 единиц энергии за разборку, и 500 единиц энергии при строительстве.
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| |[[File:Mech tele.png|center]]||Телепортер (Teleporter)||Любой экзокостюм||1000||Универсальный модуль экзокостюма, который позволит пользователю телепортировать меха в любую точку в зоне видимости. Очень сильное потребление энергии.
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| |[[File:Mech tele.png|center]]||Гравитационная катапульта (Gravitational Catapult)||Любой экзокостюм||100||Имеет 2 режима: S и P. S позволяет меху захватить предмет в зоне видимости и переместить его куда-нибудь в другое место на экране. P создает анти-гравитационный импульс в выбранном тайле, выталкивая все объекты и мобов из этого места. Может использоваться для создания путаницы, передвижения игроков, и космирования людей без прикасания к ним.
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| |[[File:Mech whole.png|center]]||Генератор червоточины(Wormhole Generator)||Любой экзокостюм||300||Генерирует червоточину, которая швыряет что угодно, что пройдет через неё, на короткую дистанцию от себя. Если червоточина стала оранжевой, то точка выхода застряла.
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| |[[File:Mech armbooster.png|center]]||Усилитель брони (Ближний бой) (Armor Booster (Close Combat))||Любой экзокостюм кроме Хонкера||50||Когда активирован, увеличивает шанс уклонения меха на 15% и уменьшает входящий урон от ближнего боя на 20%. Эффективен против [[Assistant|последователей культа Серого]] и мутантов с телекинезом.
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| |[[File:RangeArmorBooster.png|center]]||Усилитель брони (Снаряды) Armor Booster (Projectiles)||Любой экзокостюм кроме Хонкера||50||Когда активирован, увеличивает шанс уклонения меха на 15% и уменьшает входящий урон от снарядов на 20%. Эффективен против вещей, вооруженных пушками, например [[Security|СБ]], оперативников Синдиката, и предателей.
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| |[[File:Mech droid.png|center]]||Ремонтный дроид (Repair Droid)||Любой экзокостюм||100||Когда активирован, начинает ремонт меха, из-за чего потребляет большое количество энергии. Так же может ремонтировать терморегулятор и заделывать бреши в воздушном баллоне меха.
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| |[[File:MechaPlasmaGen.png|center]]||Энергетическое реле (Energy Relay)||Любой экзокостюм||0||Не потребляет энергии, поэтому рекомендуется держать постоянно включенным, за исключением моментов, когда в помещении должен сохраниться заряд энергии. Безпроводно перекачивает энергию из близлежащей энергосети или АПЦ. Заряжает 12 единиц энергии за использование.
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| |[[File:MechaPlasmaGen.png|center]]||Плазменный конвертер (Plasma Converter)||Любой экзокостюм||0||Использует листы твердой плазмы в качестве топлива для генератора. Может пополнять заряд батареи или дать меху некоторую дополнительную мощность в крайнем случае. Хранит до 40 листов плазмы и генерирует 20 единиц энергии за цикл. Потребляет листы в дробных единицах за цикл. Имейте в виду, что если генератор критически поврежден, то может начать плазменный пожар. Это заполнить соседнее пространство горячим CO2 и небольшим количеством токсинов.
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| |-
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| |[[File:MechaPlasmaGen.png|center]]||Uranium Converter||Любой экзокостюм||0||Uses solid uranium sheets for generator fuel. Generates significantly more power per cycle then the plasma generator (50 as opposed to 20). Can hold approximately 15 sheets of uranium. Consumes in fractional units of a sheet per cycle (numbers?). It '''floods''' the nearby area with radiation and will spam the message "your clothes feel warm!" to the driver, but does not affect them.
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| |-
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| |[[File:CableLayer.png|center]]||Cable Layer||Ripley Only||0||Can load up to 1000 pieces of cable into its bay. When activated, places cables as the mecha moves.
| |
| |-
| |
| |[[File:MechaLaser.png|center]]||CH-PS "Immolator" Laser||Combat Only||30||Fires a laser projectile matching those fired from hand-held weapons. Cools down in 8 ticks.
| |
| |-
| |
| |[[File:MechaLaser.png|center]]||CH-LC "Solaris" Laser||Combat Only||60||Fires a heavy laser projectile that does far more damage than its lighter counterpart. Cools down in 15 ticks.
| |
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| |
| |[[File:MechaIonCannon.png|center]]||mkIV Ion Heavy Cannon||Combat Only||120||Fires an extremely large ion blast that is extremely effective against silicon units and other mechas. Completely ineffective against carbon-based mobs. Cools down in 40 ticks.
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| |
| |[[File:MechaPulseRifle.png|center]]||eZ-13 mk2 Heavy Pulse Rifle||Combat Only||120||Fires a very powerful laser blast that can destroy walls and kill most humans in two to three hits. Cools down in 30 ticks.
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| |
| |[[File:Mech taser.png|center]]||PBT "Pacifier" Mounted Taser||Combat Only||20||Fires an electrode, much like those from hand-held tasers and energy guns. Can be used to rapidly drain the power of non-combat mechas or to non-lethally incapacitate players. Cools down in 8 ticks.
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| |[[File:HonkerBlast.png|center]]||HoNkER BlAsT 5000||Honker Only||200||Anyone who hears it without proper ear protection is promptly given deafness for a while and a seizure. This is why people shouldn't have built a Honker. Cools down in 150 ticks.
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| |-
| |
| |[[File:Scattershot.png|center]]||LBX AC-10 "Scattershot"||Combat Only||25 Per Round||Fires a spread of 4 bullets. Highly lethal. Cools down in 20 ticks with a magazine capacity of 40 rounds.
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| |[[File:Mech uac2.png|center]]||Ultra AC2||Combat Only||20 Per Round||Fires a line of 3 projectiles with slight spread. Knocks the target down when they are hit. Cools down in 10 ticks and has a magazine capacity of 300 rounds.
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| |-
| |
| |[[File:MissleRack.png|center]]||SRM-8 Missile Rack||Combat Only||1000 Per Round||Fires explosive missiles that can be used to destroy objects and players alike. Hitting something directly with a missile does 15 damage. Cools down in 60 ticks and has a magazine capacity of 8 rounds.
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| |
| |[[File:GrenadeLauncher.png|center]]||SGL-6 Grenade Launcher||Combat Only||800 Per Round||A devious device that fires flashbangs for incapacitating crewmembers and potentially destroying the [[Blob]]. Cools down in 60 ticks and has a magazine capacity of 6 rounds. The variant, the SOP-6 Grenade Launcher, fires clusterbangs, consisting of approximately 12 flashbangs.
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| |
| |[[File:Bananamortar.png|center]]||Banana Mortar||Honker Only||100 Per Round||If people killed the clown for growing bananas and leaving them all over the hallway, imagine how they're going to feel when the clown can launch countless numbers of them from the safety of a mecha. Cools down in 20 ticks and has a magazine capacity of 15 rounds.
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| |-
| |
| |[[File:MousetrapMortar.png|center]]||Mousetrap Mortar||Honker Only||100 Per Round||Slightly less annoying than the Banana mortar in the fact that what it launches is also slightly useful. (Mousetraps can be used to make contact mines) Cools down in 10 ticks and has a magazine capacity of 15 rounds.
| |
| |}
| |
|
| |
|
| = Protips =
| | [[Beyond the impossible|Or maybe, somehow, you can kill it?]] |
| There are neat things about mechs that people should know incase they need to keep one alive or blow one up.
| |
| == General ==
| |
| *All exosuits are spaceworthy. Likewise, all exosuits cannot alter their trajectories once they are free-falling in space.
| |
| *If an exosuit has to replace air in its tank, a potentially lethal mix can be made inside atmos and wired to the port the mecha attempts to connect to, thereby rendering the air tank useless until it is drained and replaced with normal air.
| |
| *A mech's armor is a multiplier to the damage that is done to it. The Phazon, for instance, takes all damage times .7, meaning it takes only 70% damage. The Honker, however, takes extra damage.
| |
| *Mechs can be made immobile by initiating a maintenance protocol. Use an ID on the mech and start one. If the occupant has not disabled them, the mech is now assistant target practice.
| |
| *MMI's can be placed inside mechs to make them the driver. MMI's placed into a mech are not bound to any laws, however they are also not considered human to the AI. But what's the AI going to do? Bolt the doors that he can drill down?
| |
| *Activating internals using the internals button above your health still works, and can be used if the air tank of the mech suffers a breach. Be sure to have an oxygen tank either in a belt, suit storage, or pockets.
| |
| *If you have a total bro with you, ask him to follow you around and repair your mecha as you fight. This way, it's almost impossible for you to die as long as he keeps repairs up or doesn't get hit himself.
| |
| *If a melee attack is deflected from a mecha, the attacker takes a small amount of damage.
| |
| *Mechs can't see emotes or deathgasps. You can play dead with the rest command. They might also not be able to see messages such as [John Doe] throws the flashbang (needs confirmation).
| |
| *Slimes and mobs "tend to" ignore mechs and have difficulty hurting them for a variety of reasons.
| |
| *Bombs at bombcap from point blank will turn any mech into a wreck.
| |
| *Destroying a mech will NOT kill the person inside. They only receive damage from the mech "exploding," not whatever you killed the mech with. If they have a bomb-resistant suit or a RIG on they will probably not even be downed. While the wreck can be pushed around standing "inside" of it gives an indestructible barrier they can fire out of with impunity. You will need to melee them immediately after.
| |
| *Setting a welder to the harm intent will damage a mech. Setting it to help will repair. Don't mix this up.
| |
| *Mechs use not-insignificant amounts of power simply walking around.
| |
| *You can salvage materials from wrecked mechs with crowbars, wire cutters, welders, and possibly wrenches (air tanks, power cells, wires, modules, metal,etc.)
| |
|
| |
|
| == Ripley == | | ==AAAAAAAAAA RELEVANT CODE CHANGES== |
| *The cargo hold of the Ripley can hold up to 15 items. 15 Items is a lot. In fact, if you were to load bodies into a locker and put it into the cargo hold, people will probably never find them again. Or you can capture live people inside welded lockers and hold them captive in your impenetrable cargo bay. | | * [https://github.com/tgstation/-tg-station/pull/8157 #8157 Shadowling (MERGE-READY!!)] |
| *The Ripley is slow as shit, so make sure the mech's massive size is put to use by trapping people inside small corridors. Otherwise, it's like taunting a fat kid with a candy bar.
| | * [https://github.com/tgstation/-tg-station/pull/8927 #8927 Shadowling Update I: Bugfixes and Minor Features] |
| == Odysseus ==
| |
| *The Syringe Gun can analyze almost any reagent and produce it at a cost of energy. However, it cannot analyze a select few reagents, namely Chloral Hydrate. Find another way to sedate people.
| |
| *The Syringe Gun can still manufacture highly lethal substances. When five of these substances are combined into 3 units each, you can kill people with toxins in 6 seconds or less. Lexorin, Synaptazine, Plasma, Mercury, and Radium are all good chemicals.
| |
| *The Syringe Gun can be made into a makeshift chem dispenser by analyzing reagents and dispensing syringes full of them. If chemistry is being a cock and asking for more plasma, analyze some and dispense syringes of it for them. Works well with Sulfuric Acid for the Research Director when medbay inevitably gets bombed.
| |
| *If you miss with the Syringe Gun, you can always pick the syringe back up and be refunded the chemicals that were put into it.
| |
| *The Syringe Gun can snatch syringes from containers.
| |
| *The Syringe Gun will automatically load equal proportions of all reagents present inside it. If there are 5 reagents, 3 of each will be loaded. If there are 10, 1.5 of each, and so on.
| |
| *Mounted sleepers take only two seconds to load a player into. Once they are loaded, they are completely at your mercy. Snatch up that SUPER HALK and see how he likes space, toxins, or both.
| |
| == Gygax ==
| |
| *A Gygax's Leg Articulators Overload makes it move faster than a black man with a purse, but damages the mech down to 66%. Use it when you need to get to a cry for help or get away from a jihadist.
| |
| *Research and Development and Robotics starts with 2 diamonds each. Luckily, this is just enough to make the armor sheets of a Gygax without divine intervention from Cargo or Mining.
| |
| *A repair droid and the Gygax's special ability make a good combo, but the Power to Repair ratio is pretty low. Make sure you have a very high capacity cell.
| |
| *The Gygax's punches do 30 damage.
| |
| == Durand ==
| |
| *The Durand's punches do a shitload of damage (40 points). They do so much damage that you can crit someone in three hits, and kill them in about five. Take advantage of this.
| |
| *The Durand is godly against melee and bullets, but still takes decent damage from lasers and energy weapons. Ensure to prioritize threats.
| |
| *The Durand's defence mode increases its deflection chance up to 35. The mecha is also tanky, so don't be afraid to take some damage. Find a good point where the enemy cannot get around the mech and keep them down with your weapons, while they shoot themselves with their own weapons.
| |
| == Honker ==
| |
| *The honker takes extra brute and fire damage. Avoid the detective, cargo, and assistants with flame throwers.
| |
| *The honker has extremely low health, so be sure to incapacitate anyone who is a threat immediately.
| |
| == Phazon ==
| |
| *Be a cock by changing your melee damage to poison and hitting random people.
| |
| *Phasing requires 200 energy per tick. Make sure you don't take too much time getting in, or you won't be able to get out.
| |
| *The Phazon has decent armor protection against all damage.
| |
| *The Phazon has low health for a combat mecha. Do not directly engage enemies with it. Instead, phase through a wall behind them and punch them with toxic damage.
| |
| == Marauder, Seraph, and Mauler ==
| |
| *The Seraph has the highest punch force of all mechas, at 55 damage. You can destroy a Ripley in three hits, and cripple most mechs with four. | |
| *You can equip up to 5 items on the Seraph.
| |
| *Only those with a special Central Command access can enter a Seraph, so don't even try to disable and steal it.
| |
| *The Seraph has the lowest internal damage threshold of any mech, at 20%.
| |
| *The Mauler requires Syndicate access to operate.
| |
| *Using the zoom function allows you to see 12x12 tiles instead of 7x7 tiles.
| |
| == Equipment ==
| |
| *As previously mentioned, the drill can remove pretty much anything that's not specifically un-drillable from existence. Anything drilled with it will get it's contents deleted as well, so don't use it to open crates -- you'll just destroy them and everything inside it.
| |
| *The drill can remove floor tiles and replace them with space.
| |
| *The drill can get through just about any airlock.
| |
|
| |
|
| [[Category:Space Station 13]] | | {{Jobs}} |
| | [[Category: Jobs]] [[Category:Game Modes]] |
EXTRATERRESTRIAL
|
Shadowling
|
Доступ: Whatever you or your victims had or have Сложность: Extremely Hard Начальство: None Задачи: Enslave the filthy humans, ascend and murderbone Гайды: This is the guide
|
Shadowlings are light-sensitive alien creatures from space. They are mainly defensive, but can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as a normal crewman (they can still enthrall like this!) but they have to take time to 'hatch' to unlock their full potential.
While hatched, shadowlings will resemble humans with black skin, small horns, red eyes, and claws.
Until they ascend, of course.
Shadowling Abilities
Shadowlings have quite a few tricks up their sleeve, from vanishing to freezing the air around them. Below is a list of abilities that shadowlings can use.
Name
|
Requirements
|
Cooldown
|
Description
|
Hatch
|
N/A
|
N/A
|
In order to utilize their full potential, shadowlings need to go through a little-understood evolution process coined as "hatching". They will form a chrysalis around themselves, which is impenetrable, and begin the evolution. After a few minutes, they will burst from the chrysalis, evolved and with a plethora of new abilities. The chrysalis will quickly decay before vanishing entirely.
|
Enthrall
|
N/A
|
45 seconds
|
Of course, shadowlings are weak. They can easily be killed by a lightbulb. So, how does it fend off attackers? By enslaving them, like any good alien should! By getting close and rearranging the memories, motives, and physical form of the target, the target will become a "thrall", bound to the shadowling completely and utterly. Thralls can empower the shadowling with their own life force in addition to sharing a telepathic link with them and all other thralls.
They have been known to drop dead in unusual circumstances.
|
Hivemind Commune
|
N/A
|
2.5 seconds
|
Shadowlings and thralls share a telepathic link through which they can communicate silently, undetectably, and at zero cost or cooldown. There may be ways to discern this behavior, but it is unlikely and for now all you can do is simply let their words flow past you.
|
Glare
|
Hatch required
|
30 seconds
|
Glare is a basic single-target stun. By forcing the target's gaze into its own, the shadowling can mesmerize a target for quite some time in addition to muting them.
|
Veil
|
Hatch required
|
25 seconds
|
Veil instantly puts out all light sources, mobile or otherwise, near the shadowling. They can easily be repaired, turned back on, or simply replaced. Rumor has it that some slime extracts have shown resistance to this, as well as fire-based light and glowshrooms.
|
Shadow Walk
|
Hatch required
|
1 minute
|
Shadow Walk lets the shadowling briefly enter the space between worlds to escape attackers. For four seconds, the shadowling will be invisible, move quickly, and be able to phase through all obstacles. Unlike the wizard's jaunting, holy water does not have an effect on this.
|
Flash Freeze
|
Hatch required
|
2 minutes
|
Flash Freeze is a formidable crowd control ability. Everyone within a short range will instantly have their body temperature reduced to freezing in addition to having it continuously lowered, similar to a cryogenic sting. Targets will also be briefly stunned.
|
Collective Mind
|
Hatch required
|
30 seconds
|
Shadowlings can draw upon the power of their thralls to enter a state of almost unstoppable power. Collective Mind lets them gain that ability - they send out mental "hooks" that latch onto the minds of their thralls, mainly a head-count, if you will. If there's enough (currently it is believed to be 15 thralls) then they will gain various abilities in addition to the ability to ascend with enough.
|
Blindness Smoke
|
Hatch required + 3 Thralls
|
1 minute
|
By regurgitating a cloud of black smoke, shadowlings can disorient pursuers. This smoke will induce blindness in non-shadowlings, but heal shadowlings and thralls.
|
Drain Thralls
|
Hatch required + 5 Thralls
|
10 seconds
|
The shadowling will drain the life of all nearby thralls to heal for 25 brute and 25 burn. Damage dealt to thralls is split between all affected by the ability.
|
Sonic Screech
|
Hatch required + 7 Thralls
|
30 seconds
|
The shadowling can let out a piercing screech. This will confuse and deafen nearby humans, damage windows, and stun silicons.
|
Spatial Relocation
|
Hatch required + 10 Thralls
|
5 minutes
|
The shadowling instantly swaps places with any thrall in the world. Both parties are stunned for a brief duration.
|
Ascendance
|
Hatch required + 15 Thralls
|
N/A
|
Shadowlings gain the ability to 'ascend'. Very little is known about this process, only that they become nigh-invincible, they gain terrifying new powers, and it is a process similar to hatching but without the protection of a chrysalis.
|
Below is a list of abilities ascendant shadowlings are known to have used.
|
Annihilate
|
Ascendant only
|
30 seconds
|
Ascendants, with extremely high telekinetic abilities, can easily cause someone's entire body to explode simply by directing a lance of mental energy at them.
|
Hypnosis
|
Ascendant only
|
45 seconds
|
Ascendants can enthrall from a range and with extremely increased speed. Basically, it's a ranged and instant version of enthrall.
|
Plane Shift
|
Ascendant only
|
N/A, toggleable
|
An upgraded version of Shadow Walk, ascendants can simply enter the space between worlds at will at no cost. They use them as passageways, able to move from place to place extremely quickly.
|
Glacial Blast
|
Ascendant only
|
1 minute
|
An upgraded version of Flash Freeze. It will stun for far longer, bring body temperatures to the point of no recovery, and almost instantly put people into near-critical condition from frost burns. Similar to its weak version, it does not affect thralls.
|
Vortex
|
Ascendant only
|
2 minutes
|
Earlier it was mentioned that ascendants can use the space between worlds very easily. They can also do this offensively by simply tearing open a hole to this space. Anyone who steps into this hole will simply vanish into this space, never to be seen again. It is thought that this includes the ascendant, as they have been seen avoiding the portals they create.
|
AAAAAAAAAA I'M A SHADOWLING WHAT DO
So you're a shadowling. Congratulations! Here's some pointers on how not to die from a lightbulb within thirty seconds.
Starting Off
You're disguised. You don't take any damage from lights and you are undetectable to any means short of godly intervention. You possess three abilities: Hatch, Enthrall, and Hivemind Commune. First off, send a message or two over the hivemind to see if you have any buddies - chances are high that you do. Assess your job's capabilities. Are you the captain? Feel free to grab some stun stuff to arrest people and then enthrall them - same goes if you're an officer or something. Are you an engineer? Build a stunprod and use that as well. Are you the clown? You're not clumsy, so use your banana peel to cablecuff people and do it too. Are you an assistant? Make use of the environment, using things like tables to stun or hinder people.
There are multiple things to do from the start. Hatching immediately can work since you can easily enthrall people who rush into maintenance early for various goodies, or you can play it safe and try to get some thralls before that. It's up to you - you're the alien monster, after all.
Post-Hatch
So you've hatched. You have the rest of your abilities now - use them! Alert your fellow shadowlings (and thralls) that you're hatched over the hivemind, and make more thralls your first priority. You can't wear normal clothes, but you can still put on backpacks and headsets, which is an extremely good idea. If you're discovered by a group of people, use your defensive abilities to escape in addition to your thralls. If a single guy sees you, just glare at him, slap some cablecuffs on if you have them, take away his headset, and enthrall him. People who you enthrall cannot be turned back under any means and their new loyalty to you overrides all else. If you enthrall a nuclear operative somehow, they will serve you over their Syndicate friends. If you enthrall the captain, he will do much the same.
Your priority is to gain fifteen thralls. You have the Collective Mind ability which will, after a short time, give you a count of how many thralls you have as well as the needed amount for ascendance. If you get fifteen thralls, use the ability and it will give you the Ascendance ability in a new tab. Simply use that ability and you've won - no need to escape on the shuttle!
The Light and You
While hatched, the light is your worst enemy. You take extreme damage from even being in it, and burn-based stuff like flashbangs, welders, and lasers all hit harder. However, on the other side of the coin, the darkness is extremely beneficial. All wounds will heal. You will have a stun reduction. You have night vision and thermal vision as well, so not being in the darkness at all is a huge downside to everything about you. Use the darkness as your buddy in times hard and easy. The darkness will always give you a shoulder to cry on. He's a bro like that.
AAAAAAAAAA I'M A THRALL WHAT DO
So a shadowling mesmerized you by staring into your eyes (lewd) and now you're a thrall! What this means is that your primary goal and objective is to obey the shadowlings and help them at all costs. If you look in your tabs, you have a new one, Shadowling Abilities. In this tab is the Hivemind Commune ability, which lets you communicate on a silent channel with all other thralls and shadowlings. You're basically an Adamantine Golem in terms of where your loyalties lie -- utterly with the shadowlings. Loyalty implanted? Not anymore, the nanobots are dead. Wizard? Use your spells to help the shadowling. Traitor? Tough titty, if the shadowling wants your uplink you give it to him with zero questions asked. You have no free will.
Keep in mind that many of the shadowling's abilities rely on damaging or manipulating you. Even by helping the shadowlings accomplish their one objective, you are sentencing yourself completely and utterly to death - there is no way around it. You may find yourself drained of half your life, used as bait, used as a bodyguard, or suddenly surrounded in the middle of a maintenance tunnel by Security officers who are trying to cave your chest in. Assume you're going to die because you are and there's no way around it.
As of right now, thralls cannot currently see in the dark as shadowlings can. That means you have to use your lights in the dark areas, so make sure you don't accidentally make a Kentucky Fried Shadowling with your PDA light. You do have one advantage, however: stealth. Short of attempting to loyalty implant you, there is zero way of finding out that you're a thrall. Use this to your advantage to do things for your masters. Keep in touch often.
Finally, you also have a HUD indicator above your head. A more intimidating version can be seen above any shadowlings, hatched or not. Your indicator signals that you are a thrall - only other shadowlings and thralls can see this. If you're killing someone with that HUD indicator, expect a ban.
This is the HUD indicator for shadowlings. These are your masters.
This is the HUD indicator for you and fellow thralls. You obey the shadowlings.
AAAAAAAAAA THERE ARE SHADOWLINGS WHAT DO
So the shouts over the radio weren't wizard, ops, or blob, but shadowlings? Your work is gonna be cut out for you, soldier. Shadowlings are terrifying foes and can do much in their power to avoid you. They can even extinguish lights, save for fire-based sources and yellow slime extracts, and even then they can extinguish those fires. Don't get caught alone or you'll live out the rest of your considerably shortened lifespan in mindless servitude.
Things you SHOULD do
- Travel in groups
- Get burn-based weapons and lots of light sources (flares are good, so are slime extracts if xenobio is doing their job, and if all else fails botany can make torches)
- Carry flashbangs or flash powder grenades from security or the medbay
- Be extremely wary
- Avoid areas that seem unnaturally dark
- Don't fight anything alone
- Watch for suspicious activity
- Don't fight anything alone
- Be prepared for anything
- DON'T FUCKING FIGHT ANYTHING ALONE
Things you SHOULDN'T do
- Hoard the entire armory and secede from the station as your own force
- Run up to the shadowling and ask to be enthralled. Seriously, it's a dick move to everyone and the admins will ban your ass for it.
- Prowl the maintenance tunnels alone armed with your trusty screwdriver and PDA flashlight
- Refuse to talk or communicate - a silent vigilante, as proven by the mime, is the best vigilante
- Attack an ascendant
- Ask to be enthralled by an ascendant. They'll seriously just make you explode.
- Be near an ascendant
- Consider approaching an ascendant
- Look at an ascendant in a suggestive way
- Think about ascendants
Is that a horrible wail in your pocket or are you just happy to see me?
So you're in the maintenance tunnel with your group of vigilantes and ready to fight a shadowling. Suddenly you hear a horrible wail in your head and all the lights blow up. Not good. This means a shadowling has ascended. You're basically fucked over since all the shadowlings can ascend when one can.
In Case of an Ascendant
If you see an ascendant, it'll probably look something like this:
That guy just exploded.
RUN.
Run far and fast. There is no way to fight a shadowling ascendant. They are completely invulnerable to normal attacks, can phase through walls at zero cost, and possess a slew of abilities designed to make you and all you hold dear explode. They can make the air explode, they can make reality explode, they can make objects explode, they can make your corpse explode, they can make you explode, too, so run. They can instantly enthrall you, so run. Not that it'll do you any good since they move faster than you. They'll probably just make you explode like they did the seven guys before you it found. The now-exploded seven guys. Oh, and they also hit harder than an esword with their melee attacks.
You're probably gonna explode, too, so just accept it and hope they're either merciful, somehow friendly, or want to enthrall you.
Again, though, you'll probably just explode.
Or maybe, somehow, you can kill it?
AAAAAAAAAA RELEVANT CODE CHANGES