11-29-2012, 09:22 AM
Coolguye Wrote:I'm not sure when it changed, but you can no longer port it back to Sec if it has someone inside and is unlocked. I forgot to lock it a few days ago on my like 8th arrest of the shift and the remote spat out big red scary letters that said I can't send it back with someone inside unless it's locked.
It didn't tell me HOW to lock it so it's still almost as bad, but it beats the hell out of what it was.
You use your ID to lock it before you transport it back, it's been that way as long as i remember. it's also the most under rated tool in security. I always grab it when I play HoS as it's great for capturing (rather than killing; normally transferring them to solitary or if they're playing nice running a dumb gimmick with them) changelings rather than searching frantically for a crate. It's also great for extracting someone,(for a rescue or an arrest) from a group of angry assistants, as no one can drag the cuffed or injured guy away from you, or push you to retrieve it. The only downside with it is now that cuffs come off in 45 seconds by the time you get back theyre often uncuffed, so you need to be quick with the stun or get another officer by you to stun the person inside immediately when you unlock it. Back in the old 2 minute days though the thing was flawless.
Might as well throw in a few tips on my playstyle while I'm here I guess. Uhh, always try and make the round fun for everyone. No one likes sitting out a round, or having really opressive security, so if you catch a traitor early try to do something fun with them, especially if they're a well known player or are cooperating. The whole crew will normally respond to this in a positive way and get involved, separating it from a boring round. Some ideas are court cases, go-kart races for full freedom or death, the emagged VR maze challenge, a shootout (quickest trigger finger wins!). Just be creative. The last fun thing I did involved keeping a changeling safe and providing him sustenance in the form of human monkeys (and admittedly a few crew members who though it was hilarious to spurt racist and bigoted stuff over radio, the admin had no objections). That was fun.
Hm, other things. Yeah, the communication part is really important. Nothing makes me happier as a HoS than seeing my team coordinating attacks and defense without my help. It really goes a long way, and if these things are relayed to the crew it reduces the chance of them rebelling and increases the chance of them helping!
Just enjoy playing security, and never take it too serious. It's my favourite role on the station, the gratification you get when you save the whole crew or a bunch of dead people watch you probust a mass murdering traitor in style is good. It's one of the only roles on the station where teamwork is absolutely key, and I really enjoy playing with other people. Of course there are the downsides of having to deal with assistant riots (which are apparently still around, one got so bad the other round that all of the sec force quit and retired to the bar as we were outnumbered 3:1 and they kept storming security), hard decisions and people who dedicate the round to griefing sec as hard as possible (we all do this).