09-05-2015, 06:16 AM
Hellburns: B-. For me setting up a working engine is easy to do but setting up a REAL engine is something I can only do inconsistently.
Bombs: C+/B. I have burned myself alive in toxins enough to have figured out a good understanding of it I can put together some pretty nasty bombs fairly early into the round.
Chemistry: C+. I am not all that invested into chemistry but I know all the basic-essential medical chems and some of the poisons but only know a handful of the secrets.
Telescience: C+. I have overplayed all of the telescience areas and know most of them like the back of my hand, but the more obscure things still elude me and because of laziness I dont do the math by hand anymore I just punch coords it into a thing I have to get to places.
Botany: B-. I understand how a majority of botany works but its pretty boring and tedious when it comes down to manipulating a plant into what you want for the desired results.
MechComp: F-. I have no idea how that thing works and have only ever occasionally tried to play with it.
Robustness: A. I am a long time student of the art of robustfu and have tried and died more times than I can care to remember. In most 1 on 1 fights I wont be beat unless the guy either is a master of it aswell or is drugged up/has weapons.
Artifact Research: A. I can activate nearly every artifact I come across with no issues. But some artifacts just refuse to give me their secrets and those get melted/spaced.
Medicine: C+. I can be a competent doctor but I don't really like sitting around medbay waiting for someone in deep crit to stumble/be dragged in.
Genetics: C. I only understand the basics of activating genes and what they do. But as far as making genes out of other ones I have no idea how that works.
Robot life: B. Being a borg can be good fun but unless you're needed for something specific it can get kinda stale with your limited ability to do things. As for AI unless you get made rogue or something is going down there is not all that much to do except for spy and people which loses its fun factor pretty quick.
Making fat stacks: A+. Slots all day erryday. Nothing makes a spaceman retire in 5 minutes like slots.
Loaf Science: B. Simple on paper but in practice cramming everything that existed ever into the loafer does not work out well.
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Some suggested categories:
Traitoring: B+. When it comes to traitoring unless i get knocked out early on i can come up with some more elaborate things for my victims or i can just go hog wild(my favorite option) and murderlize everyone who comes into my line of sight
Greytiding: A. I am capable of everything a job like captain can accomplish with the limited starting tools the humble assistant starts with and can work my way up to arming myself with the entire armory in reasonable amount of time. One important thing though is being able to handle the shit that gets thrown at you which can include bombs, traitors gone loud, nuke ops, wizards, and other such hazards. So I have learned to keep the bare minimum of supplies on me such as the essential crowbar/fire extinguisher combo and maybe a medkit.
Changeling: A. Back when changeling still had the heat seeking knockout acid spit changeling was pretty trivial to play and a nuisance to combat even in small groups. With the changes made, things are more difficult but its still pretty easy to pick off lone stragglers with the neurotoxin under the guise of needing help with something.
Blob: C+. I like to think I am fairly decent as blob but alot of it comes down to the crew either not noticing you/not caring enough to do anything for most of your early stages.
Wraith: B. Not to bad at wraith but like blob its up to whether the crew arms up and salt spams you back to hell or not.
Bombs: C+/B. I have burned myself alive in toxins enough to have figured out a good understanding of it I can put together some pretty nasty bombs fairly early into the round.
Chemistry: C+. I am not all that invested into chemistry but I know all the basic-essential medical chems and some of the poisons but only know a handful of the secrets.
Telescience: C+. I have overplayed all of the telescience areas and know most of them like the back of my hand, but the more obscure things still elude me and because of laziness I dont do the math by hand anymore I just punch coords it into a thing I have to get to places.
Botany: B-. I understand how a majority of botany works but its pretty boring and tedious when it comes down to manipulating a plant into what you want for the desired results.
MechComp: F-. I have no idea how that thing works and have only ever occasionally tried to play with it.
Robustness: A. I am a long time student of the art of robustfu and have tried and died more times than I can care to remember. In most 1 on 1 fights I wont be beat unless the guy either is a master of it aswell or is drugged up/has weapons.
Artifact Research: A. I can activate nearly every artifact I come across with no issues. But some artifacts just refuse to give me their secrets and those get melted/spaced.
Medicine: C+. I can be a competent doctor but I don't really like sitting around medbay waiting for someone in deep crit to stumble/be dragged in.
Genetics: C. I only understand the basics of activating genes and what they do. But as far as making genes out of other ones I have no idea how that works.
Robot life: B. Being a borg can be good fun but unless you're needed for something specific it can get kinda stale with your limited ability to do things. As for AI unless you get made rogue or something is going down there is not all that much to do except for spy and people which loses its fun factor pretty quick.
Making fat stacks: A+. Slots all day erryday. Nothing makes a spaceman retire in 5 minutes like slots.
Loaf Science: B. Simple on paper but in practice cramming everything that existed ever into the loafer does not work out well.
---
Some suggested categories:
Traitoring: B+. When it comes to traitoring unless i get knocked out early on i can come up with some more elaborate things for my victims or i can just go hog wild(my favorite option) and murderlize everyone who comes into my line of sight
Greytiding: A. I am capable of everything a job like captain can accomplish with the limited starting tools the humble assistant starts with and can work my way up to arming myself with the entire armory in reasonable amount of time. One important thing though is being able to handle the shit that gets thrown at you which can include bombs, traitors gone loud, nuke ops, wizards, and other such hazards. So I have learned to keep the bare minimum of supplies on me such as the essential crowbar/fire extinguisher combo and maybe a medkit.
Changeling: A. Back when changeling still had the heat seeking knockout acid spit changeling was pretty trivial to play and a nuisance to combat even in small groups. With the changes made, things are more difficult but its still pretty easy to pick off lone stragglers with the neurotoxin under the guise of needing help with something.
Blob: C+. I like to think I am fairly decent as blob but alot of it comes down to the crew either not noticing you/not caring enough to do anything for most of your early stages.
Wraith: B. Not to bad at wraith but like blob its up to whether the crew arms up and salt spams you back to hell or not.