diff --git a/code/controllers/subsystem/ticker.dm b/code/controllers/subsystem/ticker.dm index cfa415f15c..7fe2b56eba 100644 --- a/code/controllers/subsystem/ticker.dm +++ b/code/controllers/subsystem/ticker.dm @@ -439,7 +439,7 @@ SUBSYSTEM_DEF(ticker) /datum/controller/subsystem/ticker/proc/send_tip_of_the_round() var/message - var/tip_file = pick("strings/xenotips.txt", "strings/marinetips.txt", "strings/metatips.txt", 15;"strings/memetips.txt") + var/tip_file = pick("strings/marinetips.txt", "strings/metatips.txt", 15;"strings/memetips.txt") var/list/tip_list = file2list(tip_file) if(length(tip_file)) message = pick(tip_list) diff --git a/code/modules/client/preferences_toggles.dm b/code/modules/client/preferences_toggles.dm index 6f9026a437..67b90928cd 100644 --- a/code/modules/client/preferences_toggles.dm +++ b/code/modules/client/preferences_toggles.dm @@ -439,11 +439,10 @@ to_chat(src, SPAN_NOTICE("You will [atmospheric_toggle ? "now" : "no longer"] hear atmospheric admin sounds.")) /client/proc/receive_random_tip() - var/picked_type = tgui_alert(src, "What kind of tip?", "Tip Type", list("Marine", "Xenomorph", "Meta")) //no memetips for them joker imp + var/picked_type = tgui_alert(src, "What kind of tip?", "Tip Type", list("Marine", "Meta")) //no memetips for them joker imp var/message var/static/list/types_to_pick = list( "Marine" = "strings/marinetips.txt", - "Xenomorph" = "strings/xenotips.txt", "Meta" = "strings/metatips.txt" ) var/list/tip_list = file2list(types_to_pick[picked_type]) diff --git a/strings/marinetips.txt b/strings/marinetips.txt index 416c9ef0a4..6a64c1bc35 100644 --- a/strings/marinetips.txt +++ b/strings/marinetips.txt @@ -7,21 +7,20 @@ Vary your loadout! Doing the same thing every round gets old fast. Try out the p Be careful when firing an Orbital Bombardment, Close Air Support, or the Mortar. Make sure you're not about to blow up the entire marine push. The Orbital Bombardment is always closer than it looks. Never inject a marine you haven't scanned! You might overdose them; ESPECIALLY so with an emergency autoinjector. -Check perma-dead marines (skull icon on medhud) for useful gear, such as webbings, AP ammo, or binoculars. +Check dead marines (skull icon on medhud) for useful gear, such as webbings, AP ammo, or binoculars. Always check for traps beneath loose objects - it could save your life! Bring a fire extinguisher, it might just save someone's life. They can remove flames that block a push, remove acid from other marines, as well as put out people on fire. -Trading your life for a Xenomorph's is almost always worth it. +Trading your life for a Xenomorph's is almost always never it. If another marine is stunned, you can click on them with help intent with an open hand to shake them up faster. No round has ever been won behind a barricade. Apart from the ones that have. Always clear weeds and alien structures as you advance. Try not to block off pushes when using a flamethrower. -Recover bodies whenever possible. Even if the marine is unrevivable, useful gear and ammunition can still be salvaged. +Recover bodies whenever possible. Useful gear and ammunition can be salvaged from their corpse. A lack of supplies at the FOB can cost you the round. Make sure to unpack supply crates, weapons, and ammo for your fellow marines. More dakka is not good when it is directed towards your teammates. Never place barricades facing each other - Not only does this block bullets, both barricades are damaged at once if one is slashed! An FOB is as strong as its weakest part. Secure all flanks, remember that walls can be pried open. Flamethrowers: Green fire is weak but has a lot of utility, such as melting through armor and being instantly extinguishable. Queens and Ravagers are flameproof. Most flamethrower damage comes from the initial burst, not the flame on the ground. Don't forget you have an underbarrel extinguisher. -CPR extends the defib timer on dead marines. It can be done by clicking the dead marine on help intent with an open hand. Make sure to get the rhythm correct! If the main push is stagnating and the area is congested, try to coordinate with a few others and go to a different area. When pushing into an area, check the flanks. Especially so in caves. Examine your gun and click [See combat statistics] to view information such as damage for your weapon. @@ -35,29 +34,19 @@ Dragging a Nanomed onto yourself instantly gives a Health Analyzer report. Alway Splints slow you down. Remove them after your bones are healed by using the Remove Your Splints verb. Blood loss can lead to hunger, which can slow you down. Make sure you're always full after taking a beating. Resin structures are weaker to melee than they are to bullets. Take out your knives! -Researchers can make pressurized canister pouches, which can contain up to 480 reagents, and contain custom injectors that can be easily used by privates. When fighting xenomorphs, don't aim for the head - It won't increase damage against anyone but your fellow marines. -Don't forget to set the Anti-Aircraft Gun! Scavenging attachments (or other things) from dead marines isn't bad practice, as long as you make sure they're actually dead first. -When receiving a supply crate drop from requisitions, make sure to move the crate before opening it - Otherwise subsequent supply crates will be hidden beneath it! +When receiving a supply crate drop, make sure to move the crate before opening it - Otherwise subsequent supply crates will be hidden beneath it! If a grenade comes your way, hit the deck! Lying down will reduce damage and let you dodge any shrapnel flying overhead. You can grab items from second-level storage, such as a splint in a first aid kit stored inside a satchel. -By right clicking your medical belt and selecting "toggle belt mode", you can take pills out of bottles by simply clicking them once. You can put screwdrivers, cigarettes, and some other things in your second ear slot! -Pilots : there is one of each engine upgrade in the hangar at the start of the round, saving you the point cost of having to print out a pair of each. You can use a hand labeler (as found in squad prep rooms) to name your equipment and make it less likely to be stolen. You can use a health analyzer in hand (Z key) to check the last scan readout from it. Holocards are a useful triage tool for doctors and medics. Ensure you assign them (examine the marine with shift-click and select an appropriate holocard) to marines who have taken damage that cannot be healed without surgery. (Hint : major organ damage or larval infection = red card!) -Escape pods are designed for only three occupants - more than that, or if a larger xenomorph is in the pod, and it will malfunction and blow up on launch. -A misloaded OB can deviate severely from the intended target area - ensure you load them correctly! -The XO and CO are trained in Power Loader use and engineering, and can load the OB. -You can change what your SL tracker beacon is tracking by right clicking on your headset and clicking "Switch Tracker Target". -Boilers emit light - not every glow from around the corner is friendly! +You can change what your TL tracker beacon is tracking by right clicking on your headset and clicking "Switch Tracker Target". The amount of items in Requisitions and Squad Preparations depend on how many players readied up at the start of the round. You can carry a variety of items inside your helmet - from gauze and cigarettes to flares and screwdrivers. -CIC staff can track every USCM-aligned person via the suit sensors console and overwatch console - useful for finding escaped prisoners or dead marines. -When the M7 RPG is fired, it creates a substantial shockwave behind it that can stun and harm marines standing too close. Watch your backblast! -Remember that you need to put a defibrillator's paddles away in order to store it. +the PLTCO can track every USCM-aligned person via the suit sensors console and overwatch console - useful for finding escaped prisoners or dead marines. W-Y PMCs do not have marine IFF. Don't fire Smartguns at them! To talk on multiple radio channels at once, put a COMMA [,] before your message and add up to four prefixes. E.g, ,abcd talks on the main four squad channels at once. Put .w or :w before your message to whisper. Another way to whisper is to use the verb "whisper" in the IC tab or command bar. @@ -68,36 +57,26 @@ Minirockets pack the most punch per cost as far as CAS weaponry is concerned. The U7 underbarrel shotgun can instantly break down both resin doors and mechanical airlocks, and it's not bad at breaking walls down either. You can find breaching charges in Requisitions or the Squad Engineer vendor. They function like C4, but can be deployed and explode much quicker, and release powerful shrapnel on the opposite side. They require minor engineering knowledge, which can be obtained from pamphlets. Armor piercing ammunition does less damage to unarmored targets. -Requisitions may not grant you service if you are a 'pajamarine' : a marine in cryosleep attire. Be sure to dress up! You can insert empty pill bottles into ChemMasters before creating pills to have them automatically inserted. -Nurses can practice a full range of surgeries on Professor DUMMY. Ask the gods to give you one if you see (or are) a nurse practicing. Drinks from the hot drinks machine warm you up. Be careful! Barricades block grenades, and indeed all thrown items, from the front if they're barbed up. CAS Fire Missions doubles the accuracy of fired weapons, which can be substantial. Painkillers do not stack. Only the strongest has any effect. -Don't underestimate the mortar: with ammo and proper communication it can hit surprisingly hard. You can shoot through tents, but they won't protect you much in return. -Reqs doesn't have an infinite budget. -Good Reqs can land supplies anywhere outside - given coords - and sometimes in a minimal amount of time. A ‘point blank’ or ‘PB’ is a type of attack with a firearm where you click directly on a mob next to you. These attacks are not effected by accuracy allowing you to quickly fire with weapons like a shotgun to great effect. -Intel Officers can be put in a squad by going to CIC and requesting it. -Any marine can perform CPR. On dead marines, this will increase the time they have until they become unrevivable. If you've been pounced on and your squad is unloading into the target, you can hit the 'rest' button to stay down so you don't get filled with lead after getting up. You can check the landing zone as a marine in the status panel. -The Colonial Marshals may come to crack down on too heavy of a Black Market usage. -Functioning night vision goggles can be recharged with batteries. Broken night vision goggles can be repaired by an Engineer with a screwdriver. Not the loadout ones though, those cannot be fixed. You can put a pistol belt on your suit slot. (Just grab a rifle instead.) -Alt-clicking the Squad Leader tracker lets you track your fireteam leader instead. +Alt-clicking the Squad Leader tracker lets you track your Platoon Sergeant instead. Armor has a randomized reduction in effectiveness, and does not protect the digits. Take the wiki damage values as a best-case scenario. You can click on your Security Access Tuner (multitool) in your hand to locate the area's APC if there is one. -Need help learning the game and these tips aren't enough? Use MentorHelp or try to get ahold of your ship's Senior Enlisted Advisor. +Need help learning the game and these tips aren't enough? Use MentorHelp. Clicking on your sprite with help intent will let you check your body, seeing where your fractures and other wounds are. Armor has insulative properties - taking it off will help you cool off and take less damage faster if you've been set on fire. Both foldable cades & plasteel cades if loosened and folded down can be transported in crates! In this way, you can use the crate as a portable breach-repair kit, or dragged (or carried via Power Loader) to an unsecure area for quick defensive set up. The fuel tank pouch doesn't just carry fuel for an incinerator- they can also carry full-size extinguishers. Toolbelts & tool pouches also may hold miniature extinguishers. The M2C heavy machine gunner belt rig can also carry C4, breaching charges, and most tools. -You can always multitask as Medic, such as by using pills or healing kits at the same time as defibrillator. +You can always multitask as Medic, such as by using pills or healing kits at the same time. The nuclear ordnance requires BOTH communication towers to be actively held to decrypt the nuclear codes. -ARES will periodically report the amount of available tech points on Command Channel. The quick wield keys generally prioritize wieldable gear going from left to right on your inventory bar. Orbital Bombardment warheads respect roofing and hive core protection. They won't hit inside of protected areas. diff --git a/strings/memetips.txt b/strings/memetips.txt index abfe087218..56a677bfc4 100644 --- a/strings/memetips.txt +++ b/strings/memetips.txt @@ -1,15 +1,11 @@ -Queens: Remember to set at least one larva as leader at all times. Click marine until horizontal. -One shotgun isn't enough. Take six. -Don't do the conga, the queen mother knows all. +One shotgun isn't enough. Take both. Jones is very important. Protect him at all costs. Install VSC. -Devouring is useful to quickly transport incapacitated hosts from one place to another. In order to devour a host as a Xeno, grab the mob (CTRL + Click) and then click on yourself to begin devouring. The host can break out of your belly, which will result in your death - so make sure your target is incapacitated! After approximately 1 minute the host will be automatically regurgitated. To release your target voluntarily, click 'Regurgitate' on the HUD to throw them back up. As an MP, remember that staff may give you antagonist objectives to help weaken the marines! -There's actually a hidden box of HEFA grenades in Requisitions. It can be reached by having one of your buddies throw you down the ASRS elevator. +There's actually a hidden box of HEFA grenades in Space. It can be reached by breaking a window and climbing into space. Don't waste crayons by jamming them up your nose - they make excellent emergency rations in a pinch! Contrary to popular belief, turning off IFF as a Smartgunner does not actually increase damage. -When playing as a Xenomorph, remember to aim for the groin to inflict additional psychological damage to marines. Never tell an officer that you're smarter than them - especially if it's true. There is no USS Sulaco. There is no such thing as a Radio-Telephone Operator. @@ -18,15 +14,14 @@ There is no such thing as a tip. There is no such thing as a Fatty. Dropship update is dropping tomorrow. Don't forget your ceramic plates. +Bravo Squad does not exist. +Charlie Squad does not exist. Echo Squad does not exist. -Reqs should always spend all its resources on the Black Market. Foxtrot Squad DEFINITELY does not exist. Intel Squad is a unicorn. -Spec rolls are not actually random. Watch out for Queen's charge ability. Never, ever attempt to correct a Provost about anything. If you die, make sure to ahelp so staff can restart the round! -You can obtain spec tokens by climbing outside the map and into space. There is no alcohol on Whiskey Outpost, other than in the Ground Commander's locker. Hitting enemies with weapons damages them. Don't swap East and West. AGAIN. @@ -44,7 +39,5 @@ Someone stole this tip, ask staff for a new one. If it's stupid but it works, it isn't stupid. If it's stupid but it works, it's still stupid and you got lucky. Corroders aren't real. They can't hurt you. -ARES is not sentient. It has no feelings and its only thoughts are pre-programmed subroutines. -Remember that as Yautja HPCs are your primary weapons. You can always bully staff into giving you more awesome tips. Embrace the suck. diff --git a/strings/metatips.txt b/strings/metatips.txt index 24be6896bc..ce1fe563ce 100644 --- a/strings/metatips.txt +++ b/strings/metatips.txt @@ -4,19 +4,18 @@ Try not to get too mad about dying. We’re all here to have fun. You can get information on current TestMerges by pressing 'Show Server Revision' in 'OOC' tab. After dying, ask yourself what you did wrong and make a mental note to not make the same mistake again. Communication, be it from a marine to a marine, a drone to the queen, or command to everyone, is vital and information on flanks can change how the entire round plays out. -As an alien or marine, be careful of the flank, regardless of if the push is going well or stalling out. +As a marine, be careful of the flank, regardless of if the push is going well or stalling out. Half of getting good is knowing to be aggressive. The other half is knowing when not to be aggressive. Alt-click a storage item to draw the last item in it (last non-weapon if it's a weapon belt). Middle-click a storage item to immediately open it, and middle-click structures to attempt to vault them. Use "North, South, West, East" when referring to locations in-game rather than "up, down, left, right". As a mentor, you can become the imaginary friend of a new player to teach them! -You shouldn't ignore what your allies are up to. Sometimes they can be organizing a flank in hivemind/radio, sometimes they can be walking up behind you with a slug-loaded shotgun. Either way, it pays to be alert to what they're doing, as much to as what the enemies are. +You shouldn't ignore what your allies are up to. Sometimes they can be organizing a flank on the radio, sometimes they can be walking up behind you with a buck-loaded shotgun. Either way, it pays to be alert to what they're doing, as much to as what the enemies are. The Wiki (https://cm-ss13.com/wiki) is a very useful repository of information about the game, such as weapons, equipment, xenomorph castes and their strains. It may not be fully up to date much of the time, but the basics are usually accurate. As an observer, you may see how much remaining hijack time is left in the status panel. You can always AdminHelp with the F1 key to question a mmeber of staff regarding rules or game bugs. As ghost you are given extra tools for spectating the round: you can jump and follow specific players, get notifications about CAS and OB strikes, can see all health bars, and such. You can press ESC key to bring up the game pause menu. It allows you change settings, AdminHelp and MentorHelp, and even access the Web Maps of game by clicking at top right. Dead? You can take that moment to 'Edit Characters' from Preferences or Escape menus, to flesh out your characters or change your settings. -Control of intelligence is important: be it for retrieving it as marine, or denying it as Xeno. If the lobby music is too loud or bothering you, you can disable it in Preferences tab at top right. Maps can and will be unpredictably modified by the Nightmare system - stay frosty while roaming around! You can go to GitHub to view code of the game and propose modifications of your own. diff --git a/strings/xenotips.txt b/strings/xenotips.txt deleted file mode 100644 index 8674146de6..0000000000 --- a/strings/xenotips.txt +++ /dev/null @@ -1,38 +0,0 @@ -Acid pillars can be sneakily placed next to a door in order to surprise marines. -Alien structures like clusters, walls, or pillars are vital to your victory, be it as cover or to delay and funnel marines. -Always thank your drones and Hivelords for supporting the hive! -Don't underestimate survivors. They have no armor but that makes them very fast, they're inherently hardier than marines and have various tricks up their sleeves. -While the Queen is de-ovied, the hive does not gain evolution points. -Try out new castes or strains that you might have passed up initially. You might find them to be surprisingly fun. -As an Alien, it is EXTREMELY IMPORTANT that you have your abilities set up on hotkeys or macros. Ask for help if you don't know how. -Pouncing or lunging into a marine that's almost offscreen is not very wise. A marine with a shotgun may be right next to them. -Most alien deaths are caused by over-aggression, especially off weeds. Rein yourself in, or you may find yourself dying round after round. -You can spit at or shoot a welding fuel tank to blow it up next to hostiles. -Quickly rest if you're right next to an explosive about to blow, you'll absorb half the explosion damage. The same method can be used to avoid shrapnel from certain explosion types. -On grab intent, click vendors to knock them over. After a few seconds, they'll fall on their side and you can walk through them. -Unpowered shutters can be manually opened by clicking on them. The Queen can also open containment shutters, but this takes some time. -Moving through pipes is noisy and entering/leaving the vents has a noticeable visual and auditory cue. -If a fellow alien is stunned, be sure to drag them to safety. -On help intent, click a xenomorph who is on fire to pat them out. This works on marines too! -Frenzy increases your speed and damage, Recovery increases your health regeneration, and Warding increases the time you have until you bleed out in critical health. -Remember that, as a Xenomorph, you can fully disable your night-vision. This helps put into perspective how hidden your position is to marines onscreen. -You can devour burst corpses in order to transport them to the Spawn Pool or Egg Morpher easier. -The bigger you are, the more time it'll take to enter a tunnel. -Drag yourself onto a hole in a wall as a medium-sized or smaller Xeno to pass through it. -Claymores have directional explosions. Set them off early by slashing them from behind. -If you have difficulty clicking marines, try using Directional Slashing, though there's no directional slashing for abilities. -You can diagonally pounce through the corners of fire as a Lurker or Runner without getting ignited. -When playing as Xeno, consider aiming at the limbs instead of the chest. Marine armor doesn't protect the arms and legs as well as it does the body. -As Xeno, you can break Night-Vision goggles that some marines wear on their helmets. Just aim for the head and slash until the goggles shatter. -Pounces are ineffective on marines who are laying down. -You may rest immediately during a pounce to pounce straight through mobs. It's not very practical or useful though. -Pouncing someone who is buckled to a chair will still stun them, but you won't jump into their tile and they will not be knocked to the ground. -Star shell dust from said grenades is just as meltable as normal flares. -You can join the hive as a living Facehugger by clicking on the hive's Eggmorpher. This works on other hives too.. -Playable Facehuggers can leap onto targets with a one-second windup, but this will only infect them if they are adjacent to it. Otherwise, it will simply knock them down for a small duration. -As a Facehugger, you cannot talk in hivemind, but you can still open Hive Status and overwatch your sisters. This can be useful if you're locating other Facehuggers, flanker castes, or trying to learn from experienced Facehugger players. -Shift-clicking the Queen indicator will tell you what area you are in, on the map. -As a Ravager your abilities become greatly enhanced when you empower with three or more people around you. -Resisting on a water tile will immediately put out fires. Make sure you're alone though - It's usually better to let a friendly Xenomorph pat you out than it is to expose yourself to open water. -You can filter out the Xenomorphs displayed in hive status by health, allowing you to look only for wounded sisters. -Each xeno has their own ‘tackle counter’ on a marine. The range to successfully tackle can be anywhere from two to six tackles based on caste. If a marine gets stunned or knocked over by other means it will reset everyone's tackle counters and they may get up!