Post by Marde on Apr 21, 2012 15:12:50 GMT -5
Detective
"And so I grabbed my revolver from my belt, ready to shoot and arrest the clown." The detective is the stations Sherlock Holmes. He is rather easy to play as and does not require much experience with security. The detective works on his own most of the time and is fitted for that.
Perk's of being the Detective:
You have a revolver that acts as a bullet taser. You can name it what ever you want. You spawn with a it fully loaded and two sets of additional ammo.
You have your own office. It is near the brig and the lawyers office and can be accessed from around there and from the maintenance near EVA. In your office is a safe, an edvidence scanner and camera computer.
You are cool.
Downside of being the Detective:
As the comic suggests, people will usually take anybody you are about to investigate to the cloner or mass driver.
To get more revolver ammo, you need to get the Quartermaster to make more.
You can't fire your revolver without your hat and detective suit.
Know your work space:
This is your office. It is rather small and has two ways in.
1. Your safe. Use it to put valuables in it. Oh and the door to your office is here too.
2. Your camera computer and edvidence scanner computer.
3. The maintenance way in. Useful if the brig has been emagged open and the doors near the enterance to the pre-brig area's are bolted. Also here is your revolver and camera.
Tools of the trade:
While you investigate crimes you will run across edvidence. Place it in your edvidence machine.
You start with a fingerprint scanner
You spawn with bags to hold edvidence as well as fingerprint cards. Keep the item you want to place on the ground and click it with the hand the bag is in.
For the love of Robust, never ever take your gloves off. If you are taking fingerprints from people, it will capture your fingerprints without them.
Your gun is your friend. If your confronting a murderer keep it on standby as you will never know what will happen.
Your camera can take pictures of the crime scene. It only does one square though. Remember, "Take lots and lots of shots" - Frank West
Chain of Command:
You follow the Head of Security. Unlike your friend next door, you have brig access. Be polite to the officers inside.
The Lawyer is your friend. You gather evidence for him when the need for a trial ever arises. Just make sure he isn't a Von Karma and is not hiding crucial evidence in his shoulder.
The Quartermaster is also your friend since he and his Cargo Technicians can make ammo for your revolver.
Useful Equipment:
Through the station is equipment for you to use that you may not normally need. These items are useful to your job at certain times. Each item comes with their location and possible use.
Security Equipment - Brig - You are not well equipped at the start. Your revolver is also a weakness since it runs on ammo, grab a taser as a backup, a flash or two and some handcuffs from a security locker. You have access.
Detectives Armour - Detectives Office closet - Personally I prefer this over the coat. It has its own unique badge on it to make it standout from regular armour.
Metagaming:
These are examples of metagaming. Always assume that when you first join the round, be it at the start of the round or half way through, you do not know were anything is located.
Don't metagrudge. You may have a weapon at the start, but your weapon is underpowered most of the time when your aiming to kill.
Quick Tips
You only need to fire your revolver ONCE to stun someone.Don't unload it into them unless you want them to adminhelp you for killing them 4noraisin.
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I plan on doing one of these for each job since the TG and Goon wiki's are not up to date with many changes as well as the fact most new people would expect the facepunch forums to have guides on each job. Suggestions are welcome.
"And so I grabbed my revolver from my belt, ready to shoot and arrest the clown." The detective is the stations Sherlock Holmes. He is rather easy to play as and does not require much experience with security. The detective works on his own most of the time and is fitted for that.
Perk's of being the Detective:
You have a revolver that acts as a bullet taser. You can name it what ever you want. You spawn with a it fully loaded and two sets of additional ammo.
You have your own office. It is near the brig and the lawyers office and can be accessed from around there and from the maintenance near EVA. In your office is a safe, an edvidence scanner and camera computer.
You are cool.
Downside of being the Detective:
As the comic suggests, people will usually take anybody you are about to investigate to the cloner or mass driver.
To get more revolver ammo, you need to get the Quartermaster to make more.
You can't fire your revolver without your hat and detective suit.
Know your work space:
This is your office. It is rather small and has two ways in.
1. Your safe. Use it to put valuables in it. Oh and the door to your office is here too.
2. Your camera computer and edvidence scanner computer.
3. The maintenance way in. Useful if the brig has been emagged open and the doors near the enterance to the pre-brig area's are bolted. Also here is your revolver and camera.
Tools of the trade:
While you investigate crimes you will run across edvidence. Place it in your edvidence machine.
You start with a fingerprint scanner
You spawn with bags to hold edvidence as well as fingerprint cards. Keep the item you want to place on the ground and click it with the hand the bag is in.
For the love of Robust, never ever take your gloves off. If you are taking fingerprints from people, it will capture your fingerprints without them.
Your gun is your friend. If your confronting a murderer keep it on standby as you will never know what will happen.
Your camera can take pictures of the crime scene. It only does one square though. Remember, "Take lots and lots of shots" - Frank West
Chain of Command:
You follow the Head of Security. Unlike your friend next door, you have brig access. Be polite to the officers inside.
The Lawyer is your friend. You gather evidence for him when the need for a trial ever arises. Just make sure he isn't a Von Karma and is not hiding crucial evidence in his shoulder.
The Quartermaster is also your friend since he and his Cargo Technicians can make ammo for your revolver.
Useful Equipment:
Through the station is equipment for you to use that you may not normally need. These items are useful to your job at certain times. Each item comes with their location and possible use.
Security Equipment - Brig - You are not well equipped at the start. Your revolver is also a weakness since it runs on ammo, grab a taser as a backup, a flash or two and some handcuffs from a security locker. You have access.
Detectives Armour - Detectives Office closet - Personally I prefer this over the coat. It has its own unique badge on it to make it standout from regular armour.
Metagaming:
These are examples of metagaming. Always assume that when you first join the round, be it at the start of the round or half way through, you do not know were anything is located.
Don't metagrudge. You may have a weapon at the start, but your weapon is underpowered most of the time when your aiming to kill.
Quick Tips
You only need to fire your revolver ONCE to stun someone.Don't unload it into them unless you want them to adminhelp you for killing them 4noraisin.
---
I plan on doing one of these for each job since the TG and Goon wiki's are not up to date with many changes as well as the fact most new people would expect the facepunch forums to have guides on each job. Suggestions are welcome.