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Author Topic: Space Station 13: Urist McStation  (Read 2115474 times)

Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #9780 on: September 02, 2013, 06:16:39 pm »

Why not? You were an engie traitor.  :P

On that note, thank goodness stungloves are gone.
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Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #9781 on: September 02, 2013, 06:34:14 pm »

That was fun.

Get Crispin and the borg on my side, tell them I have to leave alone instead of being a dick and killing crispin on the shuttle like I originally planned.

Get disease.

Do some shit with Kaylee, still have disease.

Shuttle leaves.

Monologue.

Smile at the greentext.

Facekillz058

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Re: Space Station 13: Urist McStation
« Reply #9782 on: September 02, 2013, 06:55:29 pm »

WHo plays as Kaylee? I enjoy playing with her.

I'm Hal Philips In-game, btw.
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(づ◕◕)づ・。*。✧・゜゜・。✧。*・゜゜・✧。・­¬¬¬¬¬¬¬゜゜・。*。・゜*✧・。*。✧

Kydrasz

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Re: Space Station 13: Urist McStation
« Reply #9783 on: September 02, 2013, 06:56:27 pm »

That was fun.

Get Crispin and the borg on my side, tell them I have to leave alone instead of being a dick and killing crispin on the shuttle like I originally planned.

Get disease.

Do some shit with Kaylee, still have disease.

Shuttle leaves.

Monologue.

Smile at the greentext.
The funny thing is, I actually knew you were going to betray me. The moment you mentioned you had to escape alone I waited for the best excuse to leave and never come back. Betrayal is sort of the reason why I generally refuse to work with fellow antags.
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Fall seven times, stand up eight.
Spoiler: Inspirational words (click to show/hide)

Hanslanda

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Re: Space Station 13: Urist McStation
« Reply #9784 on: September 02, 2013, 09:21:06 pm »

Well. I learned a few lessons from that one.

1. That idea was apparently awful in every way.
2. Don't expect the EVIL CULT to use... ANY modicum of sense. Rushing with cult blades is obviously the best tactic.
3. Don't do that again.
4. Should have just gave up when my internet was DC-ing rapidly at the round start.
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #9785 on: September 02, 2013, 09:30:17 pm »

It didn't really help that
1. A good deal of the cult had never played cultist before.
2. It's hard to surprise-attack solo when there are two enemies traveling together with bolt pistols.
3. It's even harder to do anything against alerted enemies with bolt pistols. One shot is blind, deaf, slow, half-health. Two is crit. You can't hope to do much of anything unless you have a massive numerical advantage attacking from multiple directions, which is unlikely in the best case, much less when a bunch of people are trying to get used to cult and don't have much idea of what's going on.

Nothing against you. It would have helped if half the cult wasn't fucking around in some odd corner instead of using the e-guns we stole and ordered, but oh well. FYI, folks, stun then lethal. Unless you're using the Cap's gun like I was for those hit-and-runs.

Besides, nothing wrong with trying something new. :|
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Hanslanda

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Re: Space Station 13: Urist McStation
« Reply #9786 on: September 02, 2013, 09:32:03 pm »

It didn't really help that
1. A good deal of the cult had never played cultist before.
2. It's hard to surprise-attack solo when there are two enemies traveling together with bolt pistols.
3. It's even harder to do anything against alerted enemies with bolt pistols. One shot is blind, deaf, slow, half-health. Two is crit. You can't hope to do much of anything unless you have a massive numerical advantage attacking from multiple directions, which is unlikely in the best case, much less when a bunch of people are trying to get used to cult and don't have much idea of what's going on.

Nothing against you. It would have helped if half the cult wasn't fucking around in some odd corner instead of using the e-guns we stole and ordered, but oh well. FYI, folks, stun then lethal. Unless you're using the Cap's gun like I was for those hit-and-runs.

Besides, nothing wrong with trying something new. :|


I sort of expected the whole, "Go ahead and prepare bit." To get everyone loaded up on E-guns and stun talismans, but I also sort of expected people to try to get close via subterfuge when we boarded, which they didn't, really. Anyways, I learned stuff, and hopefully everyone else did too.
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

Cheedows

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Re: Space Station 13: Urist McStation
« Reply #9787 on: September 02, 2013, 09:36:00 pm »

I'm sorry, but that was literally a first time actual cult round. RL stuff came up during the round also so I missed a good chunk of it making me not able to contribute. Hans, I personally liked that you tried to start something new. There is always a first for everything, be it wonderful or an idea.
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Ozarck

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Re: Space Station 13: Urist McStation
« Reply #9788 on: September 02, 2013, 09:42:22 pm »

I never figured out how to make talismans. I was kinda surprised someone didn't do so.
FD made a good point about many of us being newbies. Tomorrow, maybe I will try asking for a cult round in order to get more experience.
And Hans, at least when you fuck up, it's because you are trying to give everyone a good time. That means a lot, I think.

Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #9789 on: September 02, 2013, 10:00:12 pm »

Yeah, an adminfuckery round that goes balls-up is still better than another boring traitor round.


e: Thinking back on it, another issue was the difficulty of communication within the cult. With both unconverted crew and the Imperials listening on the radios (and us being from different departments), our only method of covert communication was through runes, which is time-consuming and rather limited. The time it would take simply to plan an ambush with that sort of time-lagged anonymous back and forth would far outstrip the time it took for you to reach your destination, forget allowing us to get into position. If we had been virtually any other antag group, we would have had our own comms channel and would have been better able to coordinate.
« Last Edit: September 02, 2013, 11:25:04 pm by Flying Dice »
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TripJack

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Re: Space Station 13: Urist McStation
« Reply #9790 on: September 03, 2013, 01:22:44 am »

worst thing about being the captain: completing antag objectives is stupidly easy
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M3hillus

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Re: Space Station 13: Urist McStation
« Reply #9791 on: September 03, 2013, 02:59:35 am »

Gallant is an amazing Traitor. Kidnapped Most of the crew and placed us in the Xeno-pen. I just finished getting my most treasured clothing item in the game and I managed to sweet talk him into letting me keep it on. The bear-skin pelt.
Spoiler (click to show/hide)
I think EVERYONE was dead, so Kept up the RP for interest.
« Last Edit: September 03, 2013, 03:02:55 am by M3hillus »
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Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #9792 on: September 03, 2013, 03:49:50 am »

How did I miss this!

I could have stunned myself like I always do and bring humor.

Eh.

NEXT TIME I SHALL CATCH A ROUND LIKE THIS(if my sleep schedule allows it)
« Last Edit: September 03, 2013, 04:15:15 am by Iceblaster »
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #9793 on: September 03, 2013, 04:11:05 am »

Vladmir could have stunned himself like I always do and bring humor.
Third person then first?
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Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #9794 on: September 03, 2013, 04:14:57 am »

...

Goddamnit I lapsed into that.

Will fix in a moment.

I thought I'd be the one to do that :P
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