Tricks that can make you a good cop.



  • Well… Security is such a thing. I’m getting tired of 3 cops getting stunned and killed so I decide to put here a place for robust tips for security. Feel free to exchange stuff and no this wont be a how much time in brig for what crime.
    These will be hints on what to do with prisoners, how to take down criminals and how to investigate.

    Important tools everyone seems to forget about:
    HUD Sunglasses - These are very useful as they allow you to set criminal status without a computer and even if stunned. People set to arrest wont get notified unless they are wearing HUDs themselves. You are also immune to flashes and the stun time from flashbang decreases.
    Your armor - Normal armor gives you small protection from everything and protects chest and head (if you are wearing a helmet). You are also harder to get knocked out and wearing a helmet decreases the time a flashbang stuns you.
    Flashbangs - These are the most robust things ever! Always have one. They stun your target for around 20 seconds and work on groups while you wearing a helmet + HUD/sunglasses get only downed for 5 seconds! You have like 15 seconds to get up and handcuff the criminal.
    Your PDA - Your PDA comes with a program that allows you to call for securitrons and EDs. These robots have high accuracy, arrest any non security/command who is holding a gun if weapon restriction is on and have access to ALL doors.
    Get stuck in maintenance? Call Beepsky! Unrobust? Call Beepsky, set his patrol to off and drag him around and set everyone to arrest with your HUDs who downs you. They wont have a chance to kill you.
    Pepperspray - Its the OTHER stun tool. It is rarely used because most crewmembers are immune to it because a gas mask, sunglasses and a space helmet can protect you from the effects. Its advantage comes in the fact that its basically a chemical sprayer filled a stunning reagent that stuns people on contact and can when empty be filled with other things I highly advise you not to do like polyacid and chloral hydrate which may or may not be an effective tool to fight wizards who if they don’t spend one of their spells on a space suit are still vulnerable to it. Hint hint: The lethal injection in prison are filled with 50 units chloral hydrate. (Nernums might have changed this tool)

    Information on other gear:
    Bulletproof armor - This is the most underestimated object in the game. Its an armor that trades all protection for a fairly good bullet protection and protects your chest. The bullet armor is probably the most situational armor in the game as it focuses to counter only a rare number of threats: Syndicate SMGs, rogue scientists with a submachine gun, shotgun quartermasters, traitors who ACTUALLY bought the revolver and wizards insane enough to summon guns. Use it when one of these things happens and you might live long enough to get up while the operative has to put down his mess of a backpack to reload his gun.
    Ablative Armor - The big brother of the bulletproof one. It trades protection for a huge armor in everything energy related and the ability to even reflect taser and laser shots. Don’t aim for the chest with your taser if your opponent is wearing one. The armor’s biggest weakness however is that it offers no protection to anything else and covers the important chest area where hits can land even if aimed for a different part of the body. So its not recommended to wear one when the armory is still secured but once the captain turns out to be a traitor and is using his recharging laser gun to kill people rush towards one and stop him.
    Riot Shield - A favorite of the HoS. Its actually one of the most useful things ever it blocks taser shots to the chest and you can’t be punched while holding one (hulk and stungloves anyone?). It also offers some good armor against melee damage. Hint: Riot shields even block hugs.
    Riot Armor - The heavy gear of security. It works like the other armor types but for melee damage and comes with a helmet and effectively covers all body areas but is also the only armor (except captain’s armor) that slows you down.
    This armor shines when its about taking down a hulk as they need A LOT of hits to actually crit you the same can be said against almost any melee weapon the game throws at you combined with riot shield, flashbangs and stun baton you become a melee god of robustness. Its however not suggested to wear this if the criminal in question is holding ranged weapons because you are now slower than them but still faster than a cyborg.
    Taser - Your true friend. Its the stun weapon you chose if you don’t want to get too close. Its seen inferior to the energy gun due to its lower capacity and the lack of a kill option but the good news is that if you drop it the criminal wont be able to use it to stun and kill people on the spot. You can also upgrade it by taking out its powercell by holding it in your offhand and clicking on the taser and inserting a new cell like the one from the energy gun.
    Stun Baton - This little thing is a beast of robustness because it delivers stun without the chance of it getting deflected or blocked by armor so use it on the riot guy or the evil sith lord with the energy sword. It can also stun people if you throw it at them. Make sure its set to ON before you throw it or it will just deal a little brute damage.
    Energy Gun - The bigger, meaner cousin of the taser. Comes with extended charge and a setting to kill people. Despite being far superior to the taser having your team run around with these things always has the danger of one losing his gun and some random assistant “finding” it and running revenge on the crew or your team. To lower the risk I advise to NEVER give one crew member more than one of these and don’t carry them all in your backpack because if the traitor gets like 3 of them he WILL take on the station.
    Laser Gun - Ignore this one or put it in a safe place till xenomorphs, space carps or wizards arrive. Its just an energy gun without a stun setting. It doesn’t really serve a purpose other than to take down what WILL kill you but you can’t stun it like reprogrammed cyborgs, rampaging gygax and space carps.

    The Armory:
    Since you have all the guns a traitor, assistant, quartermaster, miner, engineer(basically everyone) can wish for its important to watch over the armory, secure it and make good use of its content.
    The main reason someone breaks into the armory is for the guns. So you can either remove the powercells from every single one of them and store them in a secure locker or just pick up the gun and relocate them in a locker. This however comes to the disadvantage that if they are needed and you are dead nobody can ever get them.
    The armory also contains some tools that everyone ignores. Mostly the implants. Implants are useful for managing prisoners. Got a suspected changeling? Give him a tracking implant. Next time he transforms you will notice. People with tracking implants have a blue dot over their head if you are wearing a security HUD. You can also track them with the prisoner management computer.
    The next fun implant is the chem implant. Its originally intended to force prisoners you release to cause no trouble because if they do you can inject them with whatever chemicals are loaded in the implant which may or may not be 50 units of chloral hydrate. So you basically tamed a traitor because next time he tries to attack security he wont be able to live long enough to see the brig from the inside twice. The second use is that you can fill these with various medicine and beneficial chemicals to remotely doctor your own officers. There is no limit of fun you can have with these other than the amount of people you can implant due to limited implant number. Same goes for the tracking implants. Inject the captain with one so you can find his stripped corpse if he dies because nobody kills the captain without stripping his body.
    Another useful thing is a handlabeler. Get one if you plan to hand out gear and imprint the name of the person on the gear so you can know who fucked up if the gun disappears. Its also a way to know if the quartermaster is illegally shipping energy guns on the station.
    Loyality implants on the other hand are only useful during cult rounds and revolutions. They prevent the cult or revolution to convert the person and deconvert revolutionists if they were already converted but don’t work if the person is a cultist or head revolutionist. They also serve to identify your officers from someone who is only disguised as one. So arrest anyone who is wearing security gear but has no loyality implant chances are they are changelings, someone who murdered one of you and disguises as them or armed and dangerous or maybe the HoP just shifted someone over without telling you. And no. The lawyer can not be trusted with a taser.
    The armory also sports some tools, spare flashbangs, handcuffs, deployable barriers and deployable flashers which can be used to make an area easier to defend. Remember: Syndicate Operatives don’t wear sunglasses so if they tried to be stealthy and have taken off the space suit these flashers might safe your ass. They also delay people from breaking into the armory.

    Dealing with criminals:
    Shitlords - These guys are most of the people you will be dealing with. They are not antagonistic but they believe you are shit and just try to take your gear and mess up security. If your team is working well they are usually worse equipped than you and shouldn’t be that much trouble to deal with be however careful of their possible robustness and use of ghetto equipment like wet floor, (stolen) research gear, hatchets, flashes, stun gloves. By the way if arrested. Taking their gear serves relatively little purpose besides making them angry and designating their whole life to try to fuck you up so just ask the captain to execute them after you had to arrest them like 3 times or use a chemical implant (such a waste).

    Traitors - They are antagonists so they basically could be executed without any second thought. However catching them alive is the mark of a true hunter. Traitors have access to special gear which mostly only serves to screw over the station and if you ever get your hands on these don’t hand them out again. The place where they are most useful is when deconstructed in research as most of them have high combat research and some illegal tech allowing research to build you a gygax that tosses cluster flashbangs (you can shout I’M THE LAW if you ever manage to get one). Anyway you can basically force traitors to play nice again if you ever plan to release them for whatever reason by implanting them with a chemical implant if you filled it with 50 units chloral hydrate. Protip: Energy Swords can deflect laser and taser shots so be careful.

    Cultists - If you ever catch one it might be a great idea to now call the chaplain and make him part of your security team as he can heal you, not be a cultist and is most likely an objective for the cult. He is also able to deconvert cultists using his jebus stick. PROTECT THE CHAPLAIN if cloned he loses his powers like a mime. You should also cremate any arcane tomes you find after scanning them for fingerprints of course since cultists love to share their words by copying notes who knows what might be on that thing. Deconvert him, loyality implant and give him a taser on release because the cult will now kill him if they find him. Also having a cult on the station might be a reason to hand out energy guns since they can spawn constructs and you can’t kill a juggernaut otherwise.

    Revolutionists - If you manage to catch one of those call the command staff to brig and arm them up. Revolutionists are in equipment somewhere between traitor and shitlord. They frightful feature is that they are many. Each rev head has 6 telecrystals they can use to buy traitor gear which includes emags to open weapon crates in cargo bay. So keep a close eye on them. Very effective strategy is also to modify the AI. Ask the captain to do so this allows security borgs to join your cause who are pretty good at taking care of people with tasers. Revs will try to get their hands on weapons that can reach your power so watch cargo, research and chemistry and don’t let the CMO get killed. He is the only one who has the access to heal your team and you can fully trust. Also the revolutionists in medbay will most likely replace him with one of their own if they manage to kill him since they have genetics lab. Revs are basically unpredictable because of the multitude of departments they can occupy and the probability that one scientist will make bombs and blow up your department with them. They are also in advantage because they are difficult to spot while you are wearing the red shirt.

    Changeling - The only one you don’t want to touch even if you are wielding a laser sword. These enemies have your only weakness: Chemical weapons. They can stun you even when they are down and stunned themselves and given the time the round progresses they can even kill you with their infamous death sting. The rule applies to only handle them if you have a partner or let Beepsky handcuff him. The probability of you dying while handcuffing a changeling are much lower when someone else is watching. If nobody is around this is where the kill option on the energy gun comes in handy because the only abilities a changeling can use if in critical condition are rapid regeneration and statis regeneration.
    During the rapid regeneration the changeling will rapidly heal any damage done to him and the other will “kill” him only to revive him fully healed after 2 minutes. So be sure not to kill him. If he dies however you either shot him too much or he triggered rapid regeneration. When dealing with changelings there are 2 important things to consider: Keep ANY stun weapon out of civilian hands and recollect the handcuffs from prisoners. Changelings love the use these to catch their victims and eat them. The second thing is to secure the detective or at least his thermal glasses. He is the worst enemy of the changelings. He has maintenance access and can see them in the dark and through walls and and scan husks for fingerprints. Arrest anyone who dares to steal these glasses you need them to safe lives if you see anyone strangling someone in the maintenance shoot them instantly. Chances are their para sting still has a cooldown as their need to regenerate chemicals in their body. If you suspect someone to be a changeling but can’t proof it you can always implant them with a tracking implant but make sure to tell them that it is a chem implant. If they transform the implant will notice it and the person’s name on the prisoner management console will change names. The only way to finally kill a changeling is to borg/burg him. But for some reason people prefer the crematorium which is far less public and easier to get assaulted by a changeling team plotting in hivemind. And don’t put them with others in permabrig. This will only cause them to become stronger and maybe find a way to escape as they are able to travel through space.

    Syndicate Operatives - These are your worst nightmare. They are FAR better equipped than you, are in a team of 5 man and have space suits. This might be the perfect chance to test that bulletproof vest in the armory.
    They usually introduce themselves to you by turning off all power, shooting your engineers and bombing the armory and are the only ones who are so heavily armed that they will space all the gear they find in there. Their weapon of choice is a SMG that has 18 shots, stuns on hit and deal 20 brute damage and they have an armor that rivals the captain’s armor in robustness but doesn’t slow them down. They also have 40 telecrystals worth of gear combined and sometimes even think of taking that energy shield that is like a riot shield but better with them. They come with agent IDs that already have maintenance access and usually don’t bother with tools and just grab an emag. If they appear everyone on the crew manifest can be trusted and should be armed and protect the captain because he is their objective or to be exactly the disk he SHOULD be carrying and protecting (if they get the disk but the captain survives you can relief some stress by executing the captain before you all explode). Since operatives heavily rely on space travel you should secure those hardsuits from EVA. Once they are inside the station they either start a shooting spree or try to blend in with the rest of the crew. To easily recognize who is from the crew and who not you have to order everyone to put their ID in their PDA and wear it on the ID slot since operatives are the only ones who have no PDA you can also arrest anyone who is wearing a gas mask in an area with air in it. What also makes their disguise paperthin is that they usually don’t take off their issued night vision goggles which can be seen under their gas mask if examined. Try to secure their highly dangerous and useful gear and label it with something and hand it out to the crew or officers. The handlabeller prevents you from shooting your coworker who is wearing their red spacesuit which will happen anyway.
    The biggest weakness of the operative team is the usual lack of teamplay and the fact that the whole team only has 1 first aid kit that is usually left behind in favor of more weapons and tools. So any damage you do to them can be considered permanent.

    Wizards - Shoot to kill. Sounds short but if you see a wizard shoot to kill it. Wizards are powerful humans who can easily take on the whole station with the power of their robe alone and are easily recognized by these robes. They have enough spells to avoid arrest when stunned or kill you before you can cuff them. Their only weakness are chemical weapons like chloral hydrate which will knock them out and are surprisingly the only antagonist that is very likely to be affected by pepper spray and pepper spray filled with lethal injections. Polyacid clouds can also melt their robes making them unable to cast magic missles and EI NATH making an arrest actually possible. The basic rule is that a wizard can kill you any time unless he is knocked out or dead. So try to achieve one of these. The lawyer’s briefcase to the head is surprisingly effective in that regard. But you are still very likely to die fighting a wizard.

    Investigation:
    Investigation is a key element of getting the person who actually committed the crime. Its important to remind the detective that he is not a cop he is on the boat to help you catch the criminal. If you find anything that heavily points to an antagonist’s activity like blood runes, emagged doors, changeling husks ALWAYS scan for fingerprints. This helps you to get the first hint on who might be involved. This happens so rarely that most antagonists don’t even bother to use gloves anymore.
    Another thing not many people know about is that if you examine bullet casings you can find out what type of gun the gun man is using. .38 is the detective’s revolver .357 is the revolver type used by traitors and the mateba NT revolver used by Death Squad and 12mm is used by submachine guns from the Syndicate Operatives and I think also research too.
    Another interesting feature is if you need to keep an eye on the AI you can use the camera computer to track cyborgs by selecting their built in camera. now you can PDA the RD.
    Talking about cameras you can even take a photo with a camera in your hand while using the cameras. This also works on changelings you see strangling other people with your thermals. Now thats some evidence!
    In case of a revolution your safest source of information are revs you deconverted since they are now fully on your side they will even tell you the name of the person who converted them if they remember it that is.
    Its generally useful to ask the rest of the crew and think logically if the captain’s stuff is missing and the only fingerprints on the hacked door are the bartender, an assistant and the captain you now have to check for who wears a toolbelt and you found the person who hacked the door. Also look for things that identify the culprit like insulated gloves, the type of jumpsuit they are wearing or even the exosuit they are wearing. And don’t arrest them on sight ask them to come with you for some questions. You will be really surprised how many people might cooperate if you just ask them in person.
    You can recognize emagged doors by screwdriving them and check for their wires and bolts. If the bolts are up and all wires working and the door doesn’t react to anything its emagged. Time to scan it.
    You can check if a corpse was eaten by a changeling by its medical stats. The process of absorbing someone causes around 200 brute damage and ruins the body as if its burned. Corpses only reach that appearance if they get like 200 burn damage. You also cannot draw blood from husks so carrying a syringe might be useful. The final trait of a husk is that the DNA machine and cloner can’t work with these. If any of these conditions are met you have a changeling on the station.
    Sadly the only way to identify a husk is by the clothing the changeling has left on them and if the husk was implanted while alive.

    Misc.
    It takes 4 seconds to cuff a person
    Slipping on soap downs you for 4 seconds
    Slipping on a banana peel for 8 seconds
    And on wet floor for a whole 12 seconds
    The taser/egun/baton all stun for around 20 seconds
    Flashbangs down for 20 seconds unless the target is protected against the effects by sunglasses + helmet/earmuffs/space helmet which by full protection is reduced to 5 seconds
    Flashers flash anyone in a range of 2 spaces away from the portable flasher itself and trigger when someone is running on a tile right next to it. Consider this when setting them up.
    You can also hide them behind chairs if you spin them to face north. SURPRISE!
    Deployable barriers can only be moved if you swipe an ID with security access on it or emag them.
    Cloned security officers lose their loyality implant and can be converted by revolution and cultists. Command Staff cannot be revs no matter how many times you clone them. Revs can only steal their appearance so make up a secret code phrase.
    Thanks to your helmet/warden hat/HoS hat the chaplains bible will NEVER cause you brain damage consider this the next time someone arrests him.
    Stay on the move and keep distance to the crew who is not clearly on your side. Because its so easy to disable and kill people using your gear Security Officers and their lockers and facilities are a popular target of thieves
    You can store taser, stun baton, energy gun, etc… in your waist and armor suit slot. Keep them either there or your backpack. In your hands they can easily be disarmed and dropped and used against you.
    If someone stole an energy based weapon from security it might be a smart move to head to arrivals and wrench the recharger there and drag it to the brig as its the recharger mostly used by thieves to recharge their gun. The other popular rechargers are in engineering and research. Cargo and medbay has at least someone who watches over them but should also be removed to brig if the thief is from that department.
    Its okay to arrest the HoP for taking weapons from the armory. He already starts with armor and 1 energy gun and is usually not security. No admin will ever ban you for this.

    Feel free to add or change something. Lately I didn’t have much time to goof around on NoX so my data might not fully apply here.
    I can edit that post any time.



  • Well… Security is such a thing. I’m getting tired of 3 cops getting stunned and killed so I decide to put here a place for robust tips for security. Feel free to exchange stuff and no this wont be a how much time in brig for what crime.
    These will be hints on what to do with prisoners, how to take down criminals and how to investigate.

    Important tools everyone seems to forget about:
    HUD Sunglasses - These are very useful as they allow you to set criminal status without a computer and even if stunned. People set to arrest wont get notified unless they are wearing HUDs themselves. You are also immune to flashes and the stun time from flashbang decreases.
    Your armor - Normal armor gives you small protection from everything and protects chest and head (if you are wearing a helmet). You are also harder to get knocked out and wearing a helmet decreases the time a flashbang stuns you.
    Flashbangs - These are the most robust things ever! Always have one. They stun your target for around 20 seconds and work on groups while you wearing a helmet + HUD/sunglasses get only downed for 5 seconds! You have like 15 seconds to get up and handcuff the criminal.
    Your PDA - Your PDA comes with a program that allows you to call for securitrons and EDs. These robots have high accuracy, arrest any non security/command who is holding a gun if weapon restriction is on and have access to ALL doors.
    Get stuck in maintenance? Call Beepsky! Unrobust? Call Beepsky, set his patrol to off and drag him around and set everyone to arrest with your HUDs who downs you. They wont have a chance to kill you.
    Pepperspray - Its the OTHER stun tool. It is rarely used because most crewmembers are immune to it because a gas mask, sunglasses and a space helmet can protect you from the effects. Its advantage comes in the fact that its basically a chemical sprayer filled a stunning reagent that stuns people on contact and can when empty be filled with other things I highly advise you not to do like polyacid and chloral hydrate which may or may not be an effective tool to fight wizards who if they don’t spend one of their spells on a space suit are still vulnerable to it. Hint hint: The lethal injection in prison are filled with 50 units chloral hydrate. (Nernums might have changed this tool)

    Information on other gear:
    Bulletproof armor - This is the most underestimated object in the game. Its an armor that trades all protection for a fairly good bullet protection and protects your chest. The bullet armor is probably the most situational armor in the game as it focuses to counter only a rare number of threats: Syndicate SMGs, rogue scientists with a submachine gun, shotgun quartermasters, traitors who ACTUALLY bought the revolver and wizards insane enough to summon guns. Use it when one of these things happens and you might live long enough to get up while the operative has to put down his mess of a backpack to reload his gun.
    Ablative Armor - The big brother of the bulletproof one. It trades protection for a huge armor in everything energy related and the ability to even reflect taser and laser shots. Don’t aim for the chest with your taser if your opponent is wearing one. The armor’s biggest weakness however is that it offers no protection to anything else and covers the important chest area where hits can land even if aimed for a different part of the body. So its not recommended to wear one when the armory is still secured but once the captain turns out to be a traitor and is using his recharging laser gun to kill people rush towards one and stop him.
    Riot Shield - A favorite of the HoS. Its actually one of the most useful things ever it blocks taser shots to the chest and you can’t be punched while holding one (hulk and stungloves anyone?). It also offers some good armor against melee damage. Hint: Riot shields even block hugs.
    Riot Armor - The heavy gear of security. It works like the other armor types but for melee damage and comes with a helmet and effectively covers all body areas but is also the only armor (except captain’s armor) that slows you down.
    This armor shines when its about taking down a hulk as they need A LOT of hits to actually crit you the same can be said against almost any melee weapon the game throws at you combined with riot shield, flashbangs and stun baton you become a melee god of robustness. Its however not suggested to wear this if the criminal in question is holding ranged weapons because you are now slower than them but still faster than a cyborg.
    Taser - Your true friend. Its the stun weapon you chose if you don’t want to get too close. Its seen inferior to the energy gun due to its lower capacity and the lack of a kill option but the good news is that if you drop it the criminal wont be able to use it to stun and kill people on the spot. You can also upgrade it by taking out its powercell by holding it in your offhand and clicking on the taser and inserting a new cell like the one from the energy gun.
    Stun Baton - This little thing is a beast of robustness because it delivers stun without the chance of it getting deflected or blocked by armor so use it on the riot guy or the evil sith lord with the energy sword. It can also stun people if you throw it at them. Make sure its set to ON before you throw it or it will just deal a little brute damage.
    Energy Gun - The bigger, meaner cousin of the taser. Comes with extended charge and a setting to kill people. Despite being far superior to the taser having your team run around with these things always has the danger of one losing his gun and some random assistant “finding” it and running revenge on the crew or your team. To lower the risk I advise to NEVER give one crew member more than one of these and don’t carry them all in your backpack because if the traitor gets like 3 of them he WILL take on the station.
    Laser Gun - Ignore this one or put it in a safe place till xenomorphs, space carps or wizards arrive. Its just an energy gun without a stun setting. It doesn’t really serve a purpose other than to take down what WILL kill you but you can’t stun it like reprogrammed cyborgs, rampaging gygax and space carps.

    The Armory:
    Since you have all the guns a traitor, assistant, quartermaster, miner, engineer(basically everyone) can wish for its important to watch over the armory, secure it and make good use of its content.
    The main reason someone breaks into the armory is for the guns. So you can either remove the powercells from every single one of them and store them in a secure locker or just pick up the gun and relocate them in a locker. This however comes to the disadvantage that if they are needed and you are dead nobody can ever get them.
    The armory also contains some tools that everyone ignores. Mostly the implants. Implants are useful for managing prisoners. Got a suspected changeling? Give him a tracking implant. Next time he transforms you will notice. People with tracking implants have a blue dot over their head if you are wearing a security HUD. You can also track them with the prisoner management computer.
    The next fun implant is the chem implant. Its originally intended to force prisoners you release to cause no trouble because if they do you can inject them with whatever chemicals are loaded in the implant which may or may not be 50 units of chloral hydrate. So you basically tamed a traitor because next time he tries to attack security he wont be able to live long enough to see the brig from the inside twice. The second use is that you can fill these with various medicine and beneficial chemicals to remotely doctor your own officers. There is no limit of fun you can have with these other than the amount of people you can implant due to limited implant number. Same goes for the tracking implants. Inject the captain with one so you can find his stripped corpse if he dies because nobody kills the captain without stripping his body.
    Another useful thing is a handlabeler. Get one if you plan to hand out gear and imprint the name of the person on the gear so you can know who fucked up if the gun disappears. Its also a way to know if the quartermaster is illegally shipping energy guns on the station.
    Loyality implants on the other hand are only useful during cult rounds and revolutions. They prevent the cult or revolution to convert the person and deconvert revolutionists if they were already converted but don’t work if the person is a cultist or head revolutionist. They also serve to identify your officers from someone who is only disguised as one. So arrest anyone who is wearing security gear but has no loyality implant chances are they are changelings, someone who murdered one of you and disguises as them or armed and dangerous or maybe the HoP just shifted someone over without telling you. And no. The lawyer can not be trusted with a taser.
    The armory also sports some tools, spare flashbangs, handcuffs, deployable barriers and deployable flashers which can be used to make an area easier to defend. Remember: Syndicate Operatives don’t wear sunglasses so if they tried to be stealthy and have taken off the space suit these flashers might safe your ass. They also delay people from breaking into the armory.

    Dealing with criminals:
    Shitlords - These guys are most of the people you will be dealing with. They are not antagonistic but they believe you are shit and just try to take your gear and mess up security. If your team is working well they are usually worse equipped than you and shouldn’t be that much trouble to deal with be however careful of their possible robustness and use of ghetto equipment like wet floor, (stolen) research gear, hatchets, flashes, stun gloves. By the way if arrested. Taking their gear serves relatively little purpose besides making them angry and designating their whole life to try to fuck you up so just ask the captain to execute them after you had to arrest them like 3 times or use a chemical implant (such a waste).

    Traitors - They are antagonists so they basically could be executed without any second thought. However catching them alive is the mark of a true hunter. Traitors have access to special gear which mostly only serves to screw over the station and if you ever get your hands on these don’t hand them out again. The place where they are most useful is when deconstructed in research as most of them have high combat research and some illegal tech allowing research to build you a gygax that tosses cluster flashbangs (you can shout I’M THE LAW if you ever manage to get one). Anyway you can basically force traitors to play nice again if you ever plan to release them for whatever reason by implanting them with a chemical implant if you filled it with 50 units chloral hydrate. Protip: Energy Swords can deflect laser and taser shots so be careful.

    Cultists - If you ever catch one it might be a great idea to now call the chaplain and make him part of your security team as he can heal you, not be a cultist and is most likely an objective for the cult. He is also able to deconvert cultists using his jebus stick. PROTECT THE CHAPLAIN if cloned he loses his powers like a mime. You should also cremate any arcane tomes you find after scanning them for fingerprints of course since cultists love to share their words by copying notes who knows what might be on that thing. Deconvert him, loyality implant and give him a taser on release because the cult will now kill him if they find him. Also having a cult on the station might be a reason to hand out energy guns since they can spawn constructs and you can’t kill a juggernaut otherwise.

    Revolutionists - If you manage to catch one of those call the command staff to brig and arm them up. Revolutionists are in equipment somewhere between traitor and shitlord. They frightful feature is that they are many. Each rev head has 6 telecrystals they can use to buy traitor gear which includes emags to open weapon crates in cargo bay. So keep a close eye on them. Very effective strategy is also to modify the AI. Ask the captain to do so this allows security borgs to join your cause who are pretty good at taking care of people with tasers. Revs will try to get their hands on weapons that can reach your power so watch cargo, research and chemistry and don’t let the CMO get killed. He is the only one who has the access to heal your team and you can fully trust. Also the revolutionists in medbay will most likely replace him with one of their own if they manage to kill him since they have genetics lab. Revs are basically unpredictable because of the multitude of departments they can occupy and the probability that one scientist will make bombs and blow up your department with them. They are also in advantage because they are difficult to spot while you are wearing the red shirt.

    Changeling - The only one you don’t want to touch even if you are wielding a laser sword. These enemies have your only weakness: Chemical weapons. They can stun you even when they are down and stunned themselves and given the time the round progresses they can even kill you with their infamous death sting. The rule applies to only handle them if you have a partner or let Beepsky handcuff him. The probability of you dying while handcuffing a changeling are much lower when someone else is watching. If nobody is around this is where the kill option on the energy gun comes in handy because the only abilities a changeling can use if in critical condition are rapid regeneration and statis regeneration.
    During the rapid regeneration the changeling will rapidly heal any damage done to him and the other will “kill” him only to revive him fully healed after 2 minutes. So be sure not to kill him. If he dies however you either shot him too much or he triggered rapid regeneration. When dealing with changelings there are 2 important things to consider: Keep ANY stun weapon out of civilian hands and recollect the handcuffs from prisoners. Changelings love the use these to catch their victims and eat them. The second thing is to secure the detective or at least his thermal glasses. He is the worst enemy of the changelings. He has maintenance access and can see them in the dark and through walls and and scan husks for fingerprints. Arrest anyone who dares to steal these glasses you need them to safe lives if you see anyone strangling someone in the maintenance shoot them instantly. Chances are their para sting still has a cooldown as their need to regenerate chemicals in their body. If you suspect someone to be a changeling but can’t proof it you can always implant them with a tracking implant but make sure to tell them that it is a chem implant. If they transform the implant will notice it and the person’s name on the prisoner management console will change names. The only way to finally kill a changeling is to borg/burg him. But for some reason people prefer the crematorium which is far less public and easier to get assaulted by a changeling team plotting in hivemind. And don’t put them with others in permabrig. This will only cause them to become stronger and maybe find a way to escape as they are able to travel through space.

    Syndicate Operatives - These are your worst nightmare. They are FAR better equipped than you, are in a team of 5 man and have space suits. This might be the perfect chance to test that bulletproof vest in the armory.
    They usually introduce themselves to you by turning off all power, shooting your engineers and bombing the armory and are the only ones who are so heavily armed that they will space all the gear they find in there. Their weapon of choice is a SMG that has 18 shots, stuns on hit and deal 20 brute damage and they have an armor that rivals the captain’s armor in robustness but doesn’t slow them down. They also have 40 telecrystals worth of gear combined and sometimes even think of taking that energy shield that is like a riot shield but better with them. They come with agent IDs that already have maintenance access and usually don’t bother with tools and just grab an emag. If they appear everyone on the crew manifest can be trusted and should be armed and protect the captain because he is their objective or to be exactly the disk he SHOULD be carrying and protecting (if they get the disk but the captain survives you can relief some stress by executing the captain before you all explode). Since operatives heavily rely on space travel you should secure those hardsuits from EVA. Once they are inside the station they either start a shooting spree or try to blend in with the rest of the crew. To easily recognize who is from the crew and who not you have to order everyone to put their ID in their PDA and wear it on the ID slot since operatives are the only ones who have no PDA you can also arrest anyone who is wearing a gas mask in an area with air in it. What also makes their disguise paperthin is that they usually don’t take off their issued night vision goggles which can be seen under their gas mask if examined. Try to secure their highly dangerous and useful gear and label it with something and hand it out to the crew or officers. The handlabeller prevents you from shooting your coworker who is wearing their red spacesuit which will happen anyway.
    The biggest weakness of the operative team is the usual lack of teamplay and the fact that the whole team only has 1 first aid kit that is usually left behind in favor of more weapons and tools. So any damage you do to them can be considered permanent.

    Wizards - Shoot to kill. Sounds short but if you see a wizard shoot to kill it. Wizards are powerful humans who can easily take on the whole station with the power of their robe alone and are easily recognized by these robes. They have enough spells to avoid arrest when stunned or kill you before you can cuff them. Their only weakness are chemical weapons like chloral hydrate which will knock them out and are surprisingly the only antagonist that is very likely to be affected by pepper spray and pepper spray filled with lethal injections. Polyacid clouds can also melt their robes making them unable to cast magic missles and EI NATH making an arrest actually possible. The basic rule is that a wizard can kill you any time unless he is knocked out or dead. So try to achieve one of these. The lawyer’s briefcase to the head is surprisingly effective in that regard. But you are still very likely to die fighting a wizard.

    Investigation:
    Investigation is a key element of getting the person who actually committed the crime. Its important to remind the detective that he is not a cop he is on the boat to help you catch the criminal. If you find anything that heavily points to an antagonist’s activity like blood runes, emagged doors, changeling husks ALWAYS scan for fingerprints. This helps you to get the first hint on who might be involved. This happens so rarely that most antagonists don’t even bother to use gloves anymore.
    Another thing not many people know about is that if you examine bullet casings you can find out what type of gun the gun man is using. .38 is the detective’s revolver .357 is the revolver type used by traitors and the mateba NT revolver used by Death Squad and 12mm is used by submachine guns from the Syndicate Operatives and I think also research too.
    Another interesting feature is if you need to keep an eye on the AI you can use the camera computer to track cyborgs by selecting their built in camera. now you can PDA the RD.
    Talking about cameras you can even take a photo with a camera in your hand while using the cameras. This also works on changelings you see strangling other people with your thermals. Now thats some evidence!
    In case of a revolution your safest source of information are revs you deconverted since they are now fully on your side they will even tell you the name of the person who converted them if they remember it that is.
    Its generally useful to ask the rest of the crew and think logically if the captain’s stuff is missing and the only fingerprints on the hacked door are the bartender, an assistant and the captain you now have to check for who wears a toolbelt and you found the person who hacked the door. Also look for things that identify the culprit like insulated gloves, the type of jumpsuit they are wearing or even the exosuit they are wearing. And don’t arrest them on sight ask them to come with you for some questions. You will be really surprised how many people might cooperate if you just ask them in person.
    You can recognize emagged doors by screwdriving them and check for their wires and bolts. If the bolts are up and all wires working and the door doesn’t react to anything its emagged. Time to scan it.
    You can check if a corpse was eaten by a changeling by its medical stats. The process of absorbing someone causes around 200 brute damage and ruins the body as if its burned. Corpses only reach that appearance if they get like 200 burn damage. You also cannot draw blood from husks so carrying a syringe might be useful. The final trait of a husk is that the DNA machine and cloner can’t work with these. If any of these conditions are met you have a changeling on the station.
    Sadly the only way to identify a husk is by the clothing the changeling has left on them and if the husk was implanted while alive.

    Misc.
    It takes 4 seconds to cuff a person
    Slipping on soap downs you for 4 seconds
    Slipping on a banana peel for 8 seconds
    And on wet floor for a whole 12 seconds
    The taser/egun/baton all stun for around 20 seconds
    Flashbangs down for 20 seconds unless the target is protected against the effects by sunglasses + helmet/earmuffs/space helmet which by full protection is reduced to 5 seconds
    Flashers flash anyone in a range of 2 spaces away from the portable flasher itself and trigger when someone is running on a tile right next to it. Consider this when setting them up.
    You can also hide them behind chairs if you spin them to face north. SURPRISE!
    Deployable barriers can only be moved if you swipe an ID with security access on it or emag them.
    Cloned security officers lose their loyality implant and can be converted by revolution and cultists. Command Staff cannot be revs no matter how many times you clone them. Revs can only steal their appearance so make up a secret code phrase.
    Thanks to your helmet/warden hat/HoS hat the chaplains bible will NEVER cause you brain damage consider this the next time someone arrests him.
    Stay on the move and keep distance to the crew who is not clearly on your side. Because its so easy to disable and kill people using your gear Security Officers and their lockers and facilities are a popular target of thieves
    You can store taser, stun baton, energy gun, etc… in your waist and armor suit slot. Keep them either there or your backpack. In your hands they can easily be disarmed and dropped and used against you.
    If someone stole an energy based weapon from security it might be a smart move to head to arrivals and wrench the recharger there and drag it to the brig as its the recharger mostly used by thieves to recharge their gun. The other popular rechargers are in engineering and research. Cargo and medbay has at least someone who watches over them but should also be removed to brig if the thief is from that department.
    Its okay to arrest the HoP for taking weapons from the armory. He already starts with armor and 1 energy gun and is usually not security. No admin will ever ban you for this.

    Feel free to add or change something. Lately I didn’t have much time to goof around on NoX so my data might not fully apply here.
    I can edit that post any time.



  • Take out a flash bang if your against wet floors / traitors with e-bows + e-sword, cultists with swords, etc. and run into them. they can try to stun you but they won’t be able to beat your 20 second stun. The only thing that can is a stun baton, and most don’t pull that out in time.

    Always stay on the move, even near people, and only talk in places where you can see everything around you / isn’t a freaking hallway, since you can get easily tazed and lased in those areas. Never pick riotgear because the slow down is just not worth it because any antagonist worth their salt will keep stunning you then beat you down. You have to have speed to dodge taser bolts comming at you.





  • ~~A /really/ good tip is if all hell breaks loose, use your ID on beepsky and turn his auto patrol off, then carry him around with you. Set people to arrest who dare stun you and let them suffer the might of the hardworking beepsky.
    ~~

    Beepsky will literally follow you through fucking SPACE to catch you.

    crossed out the top because it was already mentioned



  • Forgot to add that you can be cruel to changelings by asking virology to inject them with a virus that causes intense coughing or drag them to genetics to give them coughing or both they would just transform to get rid of it. This makes changelings actually physically unable to absorb anybody as they keep dropping their grab. And that is funny and cruel as hell.



  • you didnt mention Pepperspray in there but its ok
    it covers mostly everything short of how to avoid atmospheric threats or why taking prisoners equipment instead of putting it in evidence is bad for you



  • @Nernums:

    you didnt mention Pepperspray in there but its ok
    it covers mostly everything short of how to avoid atmospheric threats or why taking prisoners equipment instead of putting it in evidence is bad for you

    you can replace the reagants inside a pepper spray with any sprayable chemical.

    it holds 40 units.

    so you can spray chloral, or polyacid into peoples faces if you suspect them of being lings / they are traitors / etc.



  • Added something about pepperspray and some hints on how to not lose your gear and an advice to be careful.

    I’m thinking of adding a section for the research weapons and mech usage in case research EVER works as intended.
    By the way… I might need a list of chemicals that work on contact for the pepperspray



  • As a Warden I will usually deconstruct all the racks and re-construct the Armory in my Office, then only move from said room if the Rapture happens.



  • The amount of shitcurity is sad and the amount of unrobust cops are even sadder.
    So then heres some tips
    1 Nobody likes you no matter how good you do so don’t think that people will rush to your rescue at a moments notice
    2 Stun batons always hit through shields and can even be thrown for a ranged stun
    3 Flashbangs can be set off in your hand or pocket so if your afraid of being outrobusted one of those can stop some greytiders with water
    4 If the warden doesn’t mind trade your helmet for a riot helmet it will offer more extinguisher protection
    5 If being attacked or stripped please don’t yell FUCKING HELP TRAITOR say something more informative like FUCKING HELP MEDBAY LOBBY.
    So ya thats all for now



  • @Vanellope:

    Added something about pepperspray and some hints on how to not lose your gear and an advice to be careful.

    I’m thinking of adding a section for the research weapons and mech usage in case research EVER works as intended.
    By the way… I might need a list of chemicals that work on contact for the pepperspray

    ill test chemical reactions on contact with pepper spray



  • interesting tip borged lings still hear hivemind. Makes them useful spys to relay any useful info lings say in hive especially who they currently are.



  • so far i got that polyacid does the same thing in a spray bottle, and mixed with something like neurotoxin, it insta knocks you down.

    the polyacid removes headgear, etc that nullify’s sprayed chemicals



  • As a person known to play Security 85% of the time, probably 100+ hours of playing time overall, I’m embarassed I’ve not discovered so many of these.  :blink:



  • The death of a security officer is ambushes and crowds.

    Just find ways to not let this happen.



  • Excellent guide, congrats. Some things to consider:

    @Vanellope:

    Cultists - If you ever catch one it might be a great idea to now call the chaplain and make him part of your security team as he can heal you, not be a cultist and is most likely an objective for the cult. He is also able to deconvert cultists using his jebus stick. PROTECT THE CHAPLAIN if cloned he loses his powers like a mime. You should also cremate any arcane tomes you find after scanning them for fingerprints of course since cultists love to share their words by copying notes who knows what might be on that thing. Deconvert him (…)

    Sadly this is not the case. Cults cannot be deconverted in any way besides borging. Even if you debrain and turn them into a MMI they will remain cultists.

    @Vanellope:

    Revolutionists - If you manage to catch one of those call the command staff to brig and arm them up. Revolutionists are in equipment somewhere between traitor and shitlord. They frightful feature is that they are many. Each rev head has 6 telecrystals they can use to buy traitor gear which includes emags to open weapon crates in cargo bay. So keep a close eye on them. Very effective strategy is also to modify the AI. Ask the captain to do so this allows security borgs to join your cause who are pretty good at taking care of people with tasers. Revs will try to get their hands on weapons that can reach your power so watch cargo, research and chemistry and don’t let the CMO get killed. He is the only one who has the access to heal your team and you can fully trust. Also the revolutionists in medbay will most likely replace him with one of their own if they manage to kill him since they have genetics lab. Revs are basically unpredictable because of the multitude of departments they can occupy and the probability that one scientist will make bombs and blow up your department with them. They are also in advantage because they are difficult to spot while you are wearing the red shirt.

    Cargo holds the key to victory most of the time. If you control cargo (and thus the loyalty implant source), then victory is half yours. Well, at least in old rev mode, in the new one I’m not so sure. Not a big fan of it, personally.

    @Vanellope:

    Changeling - The only one you don’t want to touch even if you are wielding a laser sword. These enemies have your only weakness: Chemical weapons. They can stun you even when they are down and stunned themselves and given the time the round progresses they can even kill you with their infamous death sting. The rule applies to only handle them if you have a partner or let Beepsky handcuff him. The probability of you dying while handcuffing a changeling are much lower when someone else is watching. If nobody is around this is where the kill option on the energy gun comes in handy because the only abilities a changeling can use if in critical condition are rapid regeneration and statis regeneration.
    During the rapid regeneration the changeling will rapidly heal any damage done to him and the other will “kill” him only to revive him fully healed after 2 minutes. So be sure not to kill him. If he dies however you either shot him too much or he triggered rapid regeneration. When dealing with changelings there are 2 important things to consider: Keep ANY stun weapon out of civilian hands and recollect the handcuffs from prisoners. Changelings love the use these to catch their victims and eat them. The second thing is to secure the detective or at least his thermal glasses. He is the worst enemy of the changelings. He has maintenance access and can see them in the dark and through walls and and scan husks for fingerprints. Arrest anyone who dares to steal these glasses you need them to safe lives if you see anyone strangling someone in the maintenance shoot them instantly. Chances are their para sting still has a cooldown as their need to regenerate chemicals in their body. If you suspect someone to be a changeling but can’t proof it you can always implant them with a tracking implant but make sure to tell them that it is a chem implant. If they transform the implant will notice it and the person’s name on the prisoner management console will change names. The only way to finally kill a changeling is to borg/burg him. But for some reason people prefer the crematorium which is far less public and easier to get assaulted by a changeling team plotting in hivemind. And don’t put them with others in permabrig. This will only cause them to become stronger and maybe find a way to escape as they are able to travel through space.

    Lings on station? Get one of those useless blue medkits on the emergency lockers! If you get deathstung (or someone next to you) one or two dexalin pills will render the lexorin in your body a mere annoyance, instead of certain death.



  • Neat Dexalin trick if it works. I’ll try it out sometime.



  • @SirMichael:

    Neat Dexalin trick if it works. I’ll try it out sometime.

    Deathsting injects Lexorin into your body. Lexorin does oxygen damage. Dexalin heals oxygen damage. I always use it, it works.



  • Inaprovaline used to be useless because all it did was prevent suffocation damage. After it was buffed, inaprovaline will now prevent you from passing from crit to death in any circumstance besides methods which destroy your body. As long as you have inaprovaline in your blood stream, you cannot be killed.

    Similarly, anything in your bloodstream will continue to work at .4 units per interval per chemical. Thus, taking things like Tricordazine, Bicardanine, and Kelotane by the buckets can bring you out of crit as long as you have inaprovaline inside you as well.

    It could be useful with security implants to inject a large amount of inaprovaline into an officer to prevent immediate death and recover the body before it needs to be cloned. Mayhaps 30 units of inaprovaline and about 5 bicard, 5 tricord, 5 kelo, and 5 dermaline. Or squeeze some deaxlin in there somewhere too.


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