Blob

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EXTRATERRESTRIAL STAFF
{{#if:blob_shield.gif| Файл:Blob shield.gif | }} {{#if:blob_core.gif| Файл:Blob core.gif | }} {{#if:blob_core.gif |
| {{#if:blob_shield.gif |
| }} }} Blob
Additional Access: Not defined
|}}Difficulty: Hard
Supervisors: N/A
Duties: Spread onto the whole station
Guides: No external guides {{#if: Confirmed outbreak of level 5 biohazard aboard the station. All personnel must contain the outbreak. |
Quote: Confirmed outbreak of level 5 biohazard aboard the station. All personnel must contain the outbreak.}}


Blob is a random event where a large blob infests the station and starts destroying everything its path, including walls, fixtures and creatures. The crew must destroy the blob to prevent it from destroying a pre-determined amount of the station, currently 400 tiles. Once the blob reaches critical mass, the blob has a minute or so to absolutely devour the station with its now insane spread rate and infinite resources. Only thing to do as crew at that point is to launch yourself to lavaland in an escape pod.

OH SHIT I'M A BLOB WHAT DO I DO[править]

So you're a blob. Open the status tab. You have a minimum time of one minute before you can spawn, and a maximum time of 6 minutes until you will forcefully be spawned on your current location. You can move around freely and invisibly until you spawn. Once you've gotten your bearings consider the following:

Positioning[править]

In short you want to position yourself somewhere that minimizes the chances of you being discovered before reaching a 75 tile size threshold or before 10 minutes have passed since you spawned (at which point a Level 5 Biohazard Centcom announcement will occur) and that also maximizes your defensive advantages defensible for when you are inevitably discovered.

What this is going to be in practice most of the time is a spacious abandoned room in maintenance because: No cameras, the tight narrow confines of Maintenance tends to force the crew into chokepoints limiting their mobility and numbers advantage, the dark secluded environment minimizes your chances of being prematurely discovered. Ideally this spot is also somewhere that you can't get easily shot at from space as it's much harder to harass enemies positioned there than on the station. But if you have to choose it's generally better to get time to setup your defenses that have some weaknesses to exploit than to be discovered, before you can set them up in the first place.

Before bursting position yourself in the center away from the walls as your Blob Core/Nodes will automatically destroy nearby walls before growing blob tiles onto there.

If you can't get to a secluded spot for whatever reason or because you believe hiding is for pussies. Then the next best spots tend to be places that will either cripple the crew once destroyed, such as: Telecomms, Science or the AI Sat. Or have hazardous environmental elements that you can take advantage of, such as: Ordnance or Atmospherics with their gas cans. For the same reasons even if you do go for the hiding approach, it's still worthwhile considering attacking/expanding into these areas.

How to place down Blob tiles:[править]

Файл:Example Tile Distance.png
Minimum required distance between Resource Blob Tiles

You can build blob mass manually by clicking on tiles that are cardinally adjacent to a pre-existing blob tile, and you can build blob buildings on that blob mass by hovering over the blob tile in question and clicking the HUD icon for whatever structure you desire. Blob buildings of the same type are also required to be a set amount of cardinally adjacent tiles away from each other also to be built. Think of it like this for instance: You need to step 5 tiles away from a Resource Blob to build another Resource blob.

Immediate strategy:[править]

  • Setup some Resource Blobs quickly then once you can no longer support anymore Resource blobs with your core, add a Blob Node then use it to add more Resource Blobs. Try to only manually expand onto tiles or destroy walls when you need to as your Core/Nodes will automatically do that on their own within a set range. You will need to manually destroy machines/structures though. Don't try to expand into space unless you have to, you need tiles on the station to use buildings and to actually win.
  • When you are discovered or are soon to be discovered, start quickly working on getting some Factory Blobs and then Blobbernauts from them. You generally always want to have at least a few Blobbernauts on hand at all times as a Blob for reasons I'll explain in detail later.

General strategy:[править]

  • To win you're going to need to have 400 blob tiles on the station, and you're going to get these tiles by creating Blob Nodes and outpacing the damage the crew is able to inflict to you with the amount of tiles you're automatically generating. For this reason on top of killing crew when you can, it's important to disrupt them by destroying their important machines (such as Rechargers/Emitters or Exofabs), creating unfavorable atmospheric conditions by breaking cans, exploding Welding Tanks, slipping with broken water tanks, etc. All of this on top of expanding when you can
  • It is very important to always have at least a few Blobbernauts on hand at all times as a Blob since they give you the ability to consistently exert pressure on enemies that aren't right next to one of your tiles, exerting pressure in turn will prevent the crew from setting up strong firing positions or from inflicting too much damage on you with melee with ease giving you breathing room to expand and amass resources. Essentially "The best defense is a good offense." Also Blobbernauts are additional eyes and brains that can inform you of the enemies' positions and or advise you on strategy. The actual quality of which is going to vary by player, but even only "decent" Blobbernauts will be greatly helpful.
  • Factory Nodes also spawn Blob Spores that can be commanded with middle click to move to specific areas, explode on targeted living enemies in a cloud of vision obstructing Blob Chemical smoke or transform the corpses of fallen humanoid enemies to create Blob Zombies. These Blob Zombies can also be commanded in a similar manner, but they can also be possessed by ghosts and essentially become a additional weaker Blobbernaut.
  • Manually building blob tiles can be used to good effect offensively by building towards machines and structures you want to destroy or to secure kills on crew members by cutting off their line of escape. Doing this however is expensive resource wise so you should only do it when you see a good opportunity. For this same reason I don't recommend using it to restore damage unless you have to, because the crew can often beat you in a resource war of attrition. And you need those resources to make Blob Buildings, Blobbernauts, Chemical Strain switch, etc.
  • You can transform normal Blob tiles into Strong tiles that are highly durable, are immune to fire and block atmos with Ctrl + Click. And then into Reflective tiles that can reflect projectiles based on their ricochet chance with (especially useful against Emitters and Lasers) with Crtl + Click again. For the price of 15 resources each
  • You can change your Blob Chemicals to shake up what's effective against you. Generally they're all fairly safe and viable choices with the exception of Blazing Oil since it makes you weak against Fire Extinguishers, and Electromagnetic Web since you will be universally taking more damage and because it's misleadingly not great against Exosuits as they can fire at you from a distance avoiding the EMP effect. They can still be useful, but you need to be on top of your game if you're going to utilize them. Additionally Networked Fibers has some very interested unique play to it if you want to shake up your general Blob gameplay.
  • Remember that you can swap your Core with a Node if the pressure is especially hard on that part of you. Defeat isn't certain if a Node gets destroyed, but it is if your Core gets destroyed

Blob Chemicals[править]

Blobs are made of chemicals. These affect the color of the blob tiles, blobbernauts and blob spores, as well as the effects of their their attacks (which count as vapor). You start with a free chemical reroll, and get another after a few minutes of cooldown. Every time you reroll you get to choose between 5 randomly selected chemicals. These are the available chemicals you can get:

Name Color Attack Effects (Blobbernauts deal 80%) Positive Effects Negative Effects
Blazing Oil 5 Brute Damage, 20 Burn Damage, Lights targets on Fire and makes them scream When hit with Burn Damage emits a Burst of Flame, Immune to Fire Weak to Water
Cryogenic Poison 10 Brute Damage, Injects 7.5u frost oil, 7.5u ice, and also 7.5u of its own poison that deals 0.5 toxin, burn, and brute damage about every 2 seconds. N/A N/A
Debris Devourer 5 Brute Damage?
  • Absorbs items on tiles it moves onto.
  • When attacking, has a chance to throw items at the target.
  • Blobbernauts also have this ability.
  • Spores explode with 3 random objects from the blob on death.
  • Depending on a ratio of items collected to the size of the blob, grants a damage resistance which grows larger with more items, capped at 10.
N/A
Electromagnetic Web 5 Brute Damage, 25 Burn Damage, 20% chance to EMP Targets Causes EMP if killed by melee, bullets or lasers Takes 25% More Burn Damage and Full Brute Damage
Energized Jelly 5 Brute Damage, 15 Oxygen Damage, 30 Stamina Damage. Prevents Breathing for a few seconds. Immune to Tesla Takes Burn Damage from EMPs
Explosive Lattice 20 Brute Damage to Target, 10 Brute Damage to Nearby Mobs Spores and zombies explode on death. Immune to Explosions. Takes 50% More Damage from Fires and Tesla
Networked Fibers 20 Brute Damage, 15 Burn Damage Can only expand manually (by clicking). Can only expand next to core or nodes. Manual expansion near your Core/node moves the core/code to that tile. Core regenerates health 2.5 times faster than other chemical types. Nodes and core produce extra resources instead of producing Blob Tiles. Remember you can alt+click on a blob tile to remove it, in case you get stuck.
Pressurized Slime 15 Brute Damage, 10 Oxygen Damage, 25 Stamina Damage Releases water when hit or killed. Has 50% brute resistance. N/A
Reactive Spines 5 Brute Damage, 25 Armor and Bio Resist-Ignoring Brute Damage Attacks nearby area when hit with melee attacks N/A
Regenerative Materia 5 Brute Damage, 17.5 Toxin Damage, Targets Appear Full Health, Injects Toxin Core regenerates health 10 times faster than normal and also generates 1 extra resource. N/A
Replicating Foam 22.5 Brute Damage Expands when burned but is not immune to fire, Chance of Bonus Expansion Takes Double Brute Damage
Shifting Fragments 22.5 Brute Damage When damaged always swaps positions with a nearby blob N/A
Synchronous Mesh 17.5 to 70 Brute Damage Based on Nearby Blobs Spreads Damage Between Nearby Blobs Takes 25% More Damage from Fire, Explosions, and Tesla; Damage spreading means that each killed blob tile will also end up with the tiles around it killed
Distributed Neurons 5 Brute Damage, 15 Toxin Damage, Gains Zombie From unconscious humans at a 5 resource cost, Ghost controllable spores Sometimes produces Fragile Spores when killed. Ghosts can control factory-spawned spores. The spores will harvest sleeping/crit targets for 5-10 additional resources and a blob zombie. All strains can make blob zombies, but this one doesn't require them to be dead. (Used to be named Zombifying Pods) N/A

Blob Powers[править]

Blobs attack and destroy the station by trying to place Normal Blobs on tiles, which destroys items and structures on the target tile, and applies chemical effects to humans and heavily damages other mobs, such as cyborgs. You can expand/attack manually by left-clicking the target or target tile, but this costs chemicals. Hemming in targets by placing Normal Blobs behind them before attacking is extremely effective.

You, the Overmind, can also place special blob pieces or activate special functions and abilities. You must have enough Power to place those structures or activate those abilities, however.

Blob Buildings and Creatures[править]

Appearance Name Production Cost Other Requirements Description
Файл:Blob core.gif Blob Core N/A N/A The core of a blob. Protect these at all costs. Pulses nearby Resource Blobs and Factory Blobs, activating their effects. As an Overmind, you can see the health of your core from the HUD; if it lowers, go there to defend it immediately.
Файл:Blob normal.gif Normal Blob 4 Resources Must be cardinally adjacent to another Blob of any type to place a blob A normal blob. Attempting to place one on a tile containing a dense object, or diagonally from another blob, will cause you to attack that tile, damaging mobs and structures. Attempting to expand into space is much less effective, having a high chance of failure. HOTKEY for placement is Left-Click.
Файл:Blob shield.gif Strong Blob 15 Resources Can only be placed on Normal Blob. Consumes a Normal Blob to place a strong and hard to kill blob that prevents atmospheric threats from passing and is immune to fire. HOTKEY for placement is Ctrl-Click.
Файл:Blob reflector.gif Reflective Blob 15 Resources Can only be placed on Strong Blob. Upgrades a Strong Blob into a Reflective Blob. Will reflect projectiles based on their ricochet chances. Shots from emitters or lasers will be typically bounced off. HOTKEY for placement is Ctrl-Click.
Файл:Blob resource.gif Resource Blob 40 Resources Must be at least 4 tiles away from another Resource Blob Consumes a Normal Blob to place a special blob that, when pulsed by a Node Blob or the Blob Core, gives additional Resources to the Overmind that placed it. Additional Resource Blobs slow resource generation down slightly.
Файл:Blob node.gif Node Blob 50 Resources Must be at least 5 tiles away from another Node Blob Consumes a Normal Blob to place a blob, much like the core, that will slowly expand, heal other blobs, and activate the effects of blob factories and resource nodes.
Файл:Blob factory.gif Factory Blob 60 Resources Must be at least 7 tiles away from another Factory Blob Consumes a Normal Blob to place a special blob that, when pulsed by a Node Blob or the Blob Core, will spawn a Blob Spore, up to a maximum of three.
Файл:Blob spore.png Blob Spore N/A Produced from Factory Blobs A fragile spore that does low damage and explodes into a cloud of gas when killed. The gas contains the chemical of the Overmind that placed the factory that spawned the spore. AI controlled and can be commanded with middle-click. Can be controlled by ghosts if the blob strain is 'Distributed Neurons'.
Файл:Blob zombie.png Blob Zombie N/A A Blob Spore and a corpse A Blob Spore that has taken over a corpse, a Blob Zombie is harder to kill, gains health from the corpse's armor, does more damage, and will still explode into a cloud of gas when killed. AI controlled and can be commanded with middle-click, but ghosts can choose to play them as well.
Файл:Blobbernaut.png Blobbernaut 40 Resources An undamaged Factory Blob Heavily damages a Factory Blob to create a player-controlled Blobbernaut which does high damage while being extremely hard to kill. However, unlike a blob spore, it does not explode into a cloud of gas when killed, instead applying the blob's chemical when attacking targets. The blobbernaut will slowly die if its factory is destroyed.

Blob Abilities[править]

Name Use Cost Other Requirements Description
Jump to Core N/A N/A Teleports you to your Blob Core. If you haven't yet placed your core, will place it at your location.
Jump to Node N/A At least one Blob Node Teleports you to a Blob Node of your choice, provided there is a Blob Node.
Remove Blob N/A A non-Core Blob Destroys the blob underneath your selector, refunding some points, usually around 40% of the blob's initial cost. Not all blobs can be removed. HOTKEY for activation is Alt-Click.
Rally Spores N/A At least one Blob Spore Rallies nearby Blob Spores to the area chosen. Use to swarm humans and other targets with fragile spores. HOTKEY for activation is Middle-Click.
Readapt Strain 40 Resources N/A Lets you choose a new blob strain/chemical out of four randomly selected. The first use is free, and you get another free readaptation every few minutes.
Relocate Core 80 Resources A Blob Node underneath your selector Swaps the location of your core and the selected node, useful for preventing your death if humans are getting too close for comfort. Cannot be used on nodes in certain areas.

How to play as a Blobbernaut{{#if:Blobbernaut|}}[править]

If you spawn as a Blobbernaut it's your job to obey the Blob Overmind, and help it survive and expand. You start with 50% health, so heal up first thing you do. You can communicate with the blob hivemind channel by using :b by talking normally. You do not understand common speech.

As a Blobbernaut, you have a lot of health (around 400). Managing your health is a key to success. Pay attention to your health at all times. You can regenerate fast by staying near a yellow node or the blob core. You will run faster on blob tiles. You slowly take damage when not on a blob tile. If your factory is destroyed, you will take damage until you die. You can not claim a new factory.

A good tactic is to do hit-and-run attacks, and then constantly run back to safety to heal up. Against soft, living targets you can often get many strikes in before you need to retreat, or even kill them completely. Mechs though, such as Durands, can kill you quickly with a couple of punches, so play it extra safe versus mechs.

Another important use for your health is to tank shots for your Overmind's core and structures. If the core is destroyed, you lose. You can body block a surprising amount of damage, even from beam rifles, before you need to retreat to heal up. If the enemy uses laser weapons, you can use this to your advantage to see when and where you need to block a shot.

Remember, sometimes you don't need to kill your enemies. As long as you prevent the crew from destroying nodes and other structures, your Overmind may eventually reach critical mass and win.

KILL DAT FUKKEN BLOB[править]

The Emergency Shuttle will not depart while a blob core is still alive, nor will the blob spare you or your precious station from a horrible death. Destroy it before it destroys you.

Tools of the Trade[править]

Most of your weapons are useless against blobs. The blob doesn't give a fuck about brute damage, nor is it able to be stunned. Generally speaking, what you will want is to do burn damage. (NOTE: This does NOT mean setting fire to everything!) Here are some tools at your disposal:

  • Armor: The blob, in addition to expanding, can attack. Blobs do a variety of damage, but are blocked by armor and bio protection, so riot armor or bio-suits, are helpful. Don't let yourself get surrounded!
  • Welding tools: Cheap, readily available from YouTool machines (hack them for two more Upgraded Welding Tools) or the autolathe. Grab one and start burning away. Make a path towards a resource node and take it out. One guy with a welder isn't going to be able to breach the core, so don't try. It's a good idea to grab some Fuel Tanks to keep nearby so you can refuel quickly, but make sure your welder is OFF before refueling, and be sure the blob doesn't get close enough to absorb them. If science division is any good, they'll be passing out plasma cutters before long. They do the same damage as lit welders without any need to refuel, and have the added bonus of not setting plasma on fire in the case that the blob or some chucklefuck pops open a plasma canister. Replace your welder with a cutter ASAP if science starts making them.
  • Laser weaponry: HOLD UP THERE HOT SHOT THESE ARE IN LIMITED SUPPLY. Don't take more than two and don't take them if you don't have good armor or a space suit. Carrying the whole armory into maint just lets the blob kill you and bury them. Available in the Armory, in certain heads of staff's quarters and through R&D or Cargo. For the love of god consolidate gear. It's common courtesy to bring along an unwrenched recharger when you use laser weapons.
  • Emitters: Set them up as far away from the blob as you can while still striking the core. If the blob reaches them, they're gone. Three emitters side by side matched against the core is a one sided match.
  • IEDs: The modest explosion is enough to rip a bit of the blob apart without destroying the floor and ruining atmos for people. Throw them in when you see weakness in the blob's defenses to tear open an attack point.

Once again: DO NOT USE FLAMETHROWERS OR PLASMA FIRES (see below). They are useless and will only make the rest of the crew die and hate you.

Stupid Measures[править]

(Do not use these else you might be banned. THESE WILL USUALLY HELP THE BLOB WIN. When in doubt, adminhelp to see whether the Cuban Pete inferno you are about to unleash is kosher.)

  • Large Plasma Fires: Large fires will eat away at a blob but will also make the area uninhabitable for people without fire suits. It will also not destroy blobs protected by unweakened shield blobs, so you'll need men with fire suits and laser guns to finish the job. If atmos isn't ruined yet this will make the crew hate you.
  • Bombs: Bombs can destroy any piece of the blob except for the core proper, assuming you can actually hit the thing. Much more likely is that you do superficial damage to an area of the blob, kill half of the people fighting the blob, and then it wins through mass. Just don't do this unless you're THAT confident or you have a truly comical amount of bombs in position and no other options. Or, if you are about to coordinate an incredible gambit to blow open an inaccessible portion open so that mechanised unit can attack

Defcon 1[править]

You've failed to contain the outbreak within the allotted timespan. It's over. In about a minute, the nuke is going to go off. If you're lucky, you might be able to get onto an evac pod or shuttle and get to lavaland before the nuke goes off. If that's not a choice, you can always fling yourself into space and pray. So long as you aren't on the station's level when the nuke goes off, you'll live!

Oh Shit, Zombies![править]

Zombies are hardy bastards that will take people down faster than a school of space carp. Prevention is the best measure, if anyone goes down, pull him out and away from the blob before he either dies or the blob blocks him off. If a zombie's smacking at you, the natural reaction might be to try running away but don't do that, running around in a panic is the last thing you should do. Zombies, like many NPC mobs, have laser-guided autoattacks and will relentlessly pursue and hit you until you're down, plus anyone trying to help you won't be able to get a single hit off the zombie if it's running around chasing you.

If you've got a welder in hand (Which you should if there's a blob.) and the zombie isn't armored, simply stand your ground and attack like mad with your lit welder. Even if you're unarmored, it will go down first unless you let it get a few free hits off before fighting back. If it's armored, though, you're fucked unless you have armor, a fire axe, or a buddy or two fighting alongside you.

Non-Action Crewmates[править]

If you do not have access to the above weaponry, you should stay off the front lines unless you want to get killed and get in everyone's way. However! There are still things you can (and should) do!

Medbay[править]

Blob mode is one of the few threats where Medbay is actually worth a damn. Here is what to do:

Medical Doctor: You are field medics. Put your HUD glasses on, grab a first-aid kit and heal people so they don't die. The worst thing is someone with half the armory in their backpack dying and getting engulfed and/or zombified by the blob. Don't let this happen. You will want to bring brute patches/sutures and probably burn patches/meshes if people are inevitably getting caught in lasers or getting hurt by inevitable plasma fire. Don't waste them on someone with 10 damage to one limb; use triage like a real doctor. You can also drag people to cryo and dead people to medbay, but generally you'll be more useful on the field. If you do because no one else is, check their bag so you don't end up removing half the guns and space suits from the field like so much kebab. Build forward surgery table with 2 rods and 1 silver bar.

Chemist: Mass produce medicine. During Blob, if the crew is competent, you will run out of medikits very quickly, and Cargo is better off ordering other things. What you'll need depends largely on what kind of blob you're dealing with (brute damage? tox?) and how competent the crew is (FRIENDLY FIRE OH GOD). You can either leave your pills/patches on the counter for people to grab or take them to the battlezone yourself depending on what people are doing.

CMO: You are NOT a field medic, let your slaves do that. Basically, your job is what the CMO's job should be but never is: coordinate doctors, be a head of staff, make sure Medbay proper is doing its job. Contribute your first-aid kit to the cause, and consider contributing your hypospray to someone you trust who can actually use it. Make healing viruses.

Cargo[править]

Order emitters. Order fucking emitters. Don't assume the ones in Engineering Secure Storage will last, or even that anyone will remember to use them at all. Point seven emitters at a blob and it'll regret everything.

Order guns. There is no sense in ordering energy guns, since disabler bolts are useless against blobs. Order the laser gun crates.

Order some goddamn metal and glass. Don't rely on mining to get back at all or on time. If they actually have, though, you can sell excessive amounts of rare resources to buy comical amounts of weapons.

SHIT TYRONE HACK THE FUCKING AUTOLATHES. You can make dozens of INDUSTRIAL WELDERS from a single sheet each of metal and glass. They're 70 metal, 60 glass, or something like that, with a single sheet of material providing 3750 of each. An Industrial Welder is the exact same size as a normal welder but holds 40 fuel They're so cheap to make that they're virtually disposable. In fact, R&D should bump up their materials research with the gold from the vault to make super matter bins, pico-manipulators, etc., so that you can lathe thing stupidly fast at the forward autolathe you fuckers better have made.

No seriously make a fucking extra autolathe near, but not up in the face of, the blob. You can't have too many welders. Seriously. Go forth and print

This isn't wrong but will most likely get you killed.

Put express beacon near the frontline! Place down an express beacon near where combat is happening, order guns directly where fighting is happening!

Use that goddamn lavaland loot to kill dat fukken blob miners.

Thanks to arc mining you have the ability to virtually print near infinite amount of luxurious pen and PKA to use against blob. Attack from space, just don't get too cocky and surrounded and you'll almost always make a dent. Even a mining borg can single handedly tank down a blob advance if they're in optimal pressure

Science[править]

RnD: Trying to "BoH-bomb" the blob by putting a bag of holding into another bag of holding near it is usually not recommended. Instead of falling into the tear of reality, the blob core will teleport to a random location on the station, which might be usefull if you can find the blob quickly, as it will have to remake its defenses. If you are intent on boh bombing the blob though, try to NOT CATCH THE CORE IN THE TEAR. if you do so, you make area that blob cant spread over, but people can shoot over. Also rush the fucking advanced beam weapons. Beam snipers are a reliable way to beat the blob if its medium to large size, if albeit. very pricey to make now.

Ordnance: Don't make bombs, because the blob is highly resistant to bombs, being rather solid, and the crew is very much not resistant to bombs. Your experiments, however, can save Science valuable research points.

Roboticist: Once the medics empty their medkits onto belts, you can make at least 6 medibots. Cargo can order emergency crates with floorbots and 2 medibots which will be useful to heal injured crew. Cleanbots are useless here, don't waste the metal on that. Mechs are a resource sink and more of a trumpcard. They're effective at drawing aggression from the blob players, but if resource allow for it, a durand or gygax can make the difference when you're outputting 1 every 4 minutes. Otherwise, a clarke or ripley with PKA is still able to output serious damage in space.

Xenobiologist: Though slimes take considerable time and luck to be useful, there are some things you can do to help out, from as simple as producing regen jelly (purple extracts) for medical, making sentient creatures or golems to do the fighting for you, equipment charging cross-breed extracts, mass-production of IED devices to blow that blob away, or even something crazy like swapping your mind with a blob zombie to see if you can claw the core to death! It all depends on both your creativity, and matching luck with the slimes.

Geneticist: Most of your powers are of limited utility -- Hulk is only good if the blob is in a hard-to-reach place, pressure adaptation can be useful if the blob infested area is exposed to space, and TK is very useful for hurting the blob without risk. The ease of mass production, though, makes you a valuable tool. Rush some genes and maybe the blob won't win through spacing itself for the 600th time.

Engineering[править]

Engineer: Drag some emitters out of Engineering Secure Storage (if there aren't any, you can afford to take some from the SM Chamber) and set them out pointing towards the blob. They can do some serious damage to the blob in the long run. If the blob is exposed to space, you can work on the blob from the outside and pose as a real annoyance. Remember you can set up PACMAN net with Emitter to fire it without connecting it to the main power net, and use reflector to redirect or aim your shot from a distance so that the blob can't just rush you

In addition to this, you also can make healing emitter, they are not strong but can still render aid to your crew!

Atmospheric Technician: Grab a welder and fight the blob. Don't you fucking dare try to plasma flood that blob.

You have a better chance just helping engineer build emitters. There are 14 blob strains and only 2 of them are significantly vulnerable to fire, 3 of them benefit from fire. You will absolutely get your teammate hurt trying to use incendiary on blob. Even in scenario where you are in isolated spot where no one else is. Repeating the PACMAN + Emitter still work.

Security[править]

Grab lasers from the armory, unwrench some rechargers, set them out near the blob, pew pew pew pew. Pretty damn self-explanatory what you should be doing.

Jobs on /tg/station

Файл:Jobstemp.png

Файл:Hudcentcom1.png
Command
Файл:HudcaptainV2.png CaptainФайл:Hudhop.png Head of PersonnelФайл:HudhosV2.png Head of SecurityФайл:HudceV2.png Chief EngineerФайл:HudrdV2.png Research DirectorФайл:HudcmoV2.png Chief Medical OfficerФайл:HudqmV2.png QuartermasterФайл:Hudbridgeassistant.png Bridge Assistant
Файл:Hudsec.png
Security
Файл:HudhosV2.png Head of SecurityФайл:Hudsec.png Security OfficerФайл:HudwardenV2.png WardenФайл:Huddetective.png DetectiveФайл:Hudveteranadvisor.png Veteran Security AdvisorФайл:Hudprisoner.png Prisoner
Файл:Hudengi.png
Engineering
Файл:HudceV2.png Chief EngineerФайл:Hudengi.png Station EngineerФайл:HudatmosV2.png Atmospheric Technician
Файл:Hudsci.png
Science
Файл:HudrdV2.png Research DirectorФайл:HudgenV2.png GeneticistФайл:Hudsci.png ScientistФайл:Hudrobo.png Roboticist
Файл:Huddoc.png
Medical
Файл:HudcmoV2.png Chief Medical OfficerФайл:Huddoc.png Medical DoctorФайл:Hudparamedic.png ParamedicФайл:Hudchem.png ChemistФайл:Coroner Job Hud.png Coroner
Файл:Hudtech.png
Supply
Файл:HudqmV2.png QuartermasterФайл:Hudtech.png Cargo TechnicianФайл:Hudminer.png Shaft MinerФайл:Hudbitrunner.png BitrunnerФайл:Hudtech.png Cargorilla
Файл:HudService.png
Service
Файл:Hudhop.png Head of PersonnelФайл:HudjanitorV2.png JanitorФайл:HudbarV2.png BartenderФайл:HudchefV2.png CookФайл:HudbotanistV2.png BotanistФайл:Hudhonk.png ClownФайл:Hudmime.png MimeФайл:HudchapV2.png ChaplainФайл:HudbookV2.png CuratorФайл:HudlawyerV2.png LawyerФайл:Hudpsychologist.png PsychologistФайл:Hudhelp.png Assistant
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Non-human
AIHuman AICyborgPositronic BrainDronePersonal AIConstructImaginary FriendSplit PersonalityGhost
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Antagonists
TraitorMalfunctioning AIChangelingNuclear OperativeBlood CultistRevolutionaryWizardHereticSpyBlood WormBlobAbductorHoloparasiteXenomorphSpiderRevenantMorphNightmareSpace NinjaSlaughter DemonPirateObsessedFugitivesHuntersSpace DragonElite MobsSentient SlimeRegal RatParadox CloneVoidwalker
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Special
CentCom OfficialDeath Squad OfficerEmergency Response OfficerChrono LegionnaireHighlanderIanLavaland or Space RoleCentCom Intern
Файл:Antagtemp.png Game Modes on /tg/station
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Traitor

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Changeling

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Nuclear Emergency

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Revolution

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Blood Cult

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Wizard

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Heretic

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Spy

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Blood Worm

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Other Modes