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7/24/2025, 5:44:01 AM
>>1868609
Really once you get into the esoteric cargo knowledge, accessing an emitter is kind of the easy part, one of those things that gets hammered out within 20 minutes. Off the top of my head I got like a dozen different methods to break a crate: IEDs, mining PKA, Dan's chocolate EMP, mutated cockroach from the egg boxes, siege cannon, a while ago I used to be a real nigger and steal the emitter from the research asteroid. But I will admit that the first crate you break is the emitter crate since they're just objectively the best method due to their throughput - just line up the crates and they pop one by one.
By that point (15-20 minutes) you'll have like engineering supplies n shit and probably know what the station's gonna want from you; the religious shit with holy water for cults, emitters and lasers for blobs, loyalty implants for revs/cult, guns for ops. But otherwise like 70% of the rounds where it's just traitors then it's up to you, which is the real hard part since you gotta pretend to be an adult watching the miner GPSs or teaching the fuel huffer cargo technicians and shit... Or you gotta do a GIMMICK so people don't think you're a boring player by like building a bunch of vending machines in the halls and watching as the redshirts chimp out and haul off the one sectech or mailing people crates they didn't ask for or giving the clown $800 worth of wormhole jaunters so they can jaunt into the captain's office or maybe turn the warehouse into a power plant or get a million fuse bombs cause you can buy welding fuel or give the greyshirts bags full of guns when they start complaining about security... yeah fuckin guns too mate always have some guns on hand to uh anticipate security needs. But when the redshirts arrive I keep the guns in the cargo tech locker, they've searched the QM locker and the warehouse but never the cargo tech lockers for some reason, you really do need guns cause cargo's very open and directly borders maintenance so grues get in
Really once you get into the esoteric cargo knowledge, accessing an emitter is kind of the easy part, one of those things that gets hammered out within 20 minutes. Off the top of my head I got like a dozen different methods to break a crate: IEDs, mining PKA, Dan's chocolate EMP, mutated cockroach from the egg boxes, siege cannon, a while ago I used to be a real nigger and steal the emitter from the research asteroid. But I will admit that the first crate you break is the emitter crate since they're just objectively the best method due to their throughput - just line up the crates and they pop one by one.
By that point (15-20 minutes) you'll have like engineering supplies n shit and probably know what the station's gonna want from you; the religious shit with holy water for cults, emitters and lasers for blobs, loyalty implants for revs/cult, guns for ops. But otherwise like 70% of the rounds where it's just traitors then it's up to you, which is the real hard part since you gotta pretend to be an adult watching the miner GPSs or teaching the fuel huffer cargo technicians and shit... Or you gotta do a GIMMICK so people don't think you're a boring player by like building a bunch of vending machines in the halls and watching as the redshirts chimp out and haul off the one sectech or mailing people crates they didn't ask for or giving the clown $800 worth of wormhole jaunters so they can jaunt into the captain's office or maybe turn the warehouse into a power plant or get a million fuse bombs cause you can buy welding fuel or give the greyshirts bags full of guns when they start complaining about security... yeah fuckin guns too mate always have some guns on hand to uh anticipate security needs. But when the redshirts arrive I keep the guns in the cargo tech locker, they've searched the QM locker and the warehouse but never the cargo tech lockers for some reason, you really do need guns cause cargo's very open and directly borders maintenance so grues get in
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