SS13 TG Terry (Round 161: Hammer)

  Рет қаралды 615

Bob

Bob

Күн бұрын

Пікірлер: 2
@NalyKalZul
@NalyKalZul Ай бұрын
55:13 neuron moment, rd almost goes auto pilot. the hammers real power is indeed for a wizard, but even for them its a subpar meme option. on its own it just suck folks in with hand dropping effect. but its not a stun. you kinda need other powers that benefit from frontal aoe effects. thought if a miner gets the instant summons book for you, just tossing it becomes.. very fun game. its one of the few items you cannot catch at all. and the only other interaction i can think of you as rd can abuse, if the pulled in crew and objects, also trigger your reactive suit. and if the last option does work, perhaps make a crew based tesla engine with several tesla vests. self powered rage cage with no weapons but bare fists and the one hammer. or god forbid you give it to the clown, who also had super duper lube botany tank backpack. and if you ever get it again, i wonder if properly toss it, into the path of a incoming rod. who would win. and what would be the aftermath? probably would need a looping rod to try. that or try to supplex a rod, then come back with the hammer to attempt to bang the nailed rod. But yea i am not the best making ttv's mixes, but the base your using you should be able to pump out them bombs easily under 20~30 minutes tops. at which point you need to ramp up station sci point income, and potentially cargo income via mining > selling mechs. try more basics ones for profit on volume, use t1 parts. the only big tip i have for a mech factory, make a second teleporter in robotics, and have them stop the last welding step. so you can transport the mechs by belting onto the shuttle via teleporter. just dont skip the welding step on the shuttle, or you cry on wasted materials. and for the teleporter beacon receiver in cargo. put it on the belt, but inside a display frame so its grounded when the belts run.
@jh56909
@jh56909 Ай бұрын
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