Post by nikolaithebeast on Dec 18, 2013 17:03:13 GMT
Now, as one of the more common HOS players, I feel like I should spend this time that i now have because the server decided to die to create a guide to being a HOS. And maybe because I need more use of these TF2 gifs in a way that's actually relevant.
Gear Up!
I've colored em for how needed they are, on this scale:
Red - Most important
Blue - Important
Green - Useful
Yellow - Not needed, but might assist.
Energy Gun: A simple must, it is by far your best option for handling issues. It comes with two options that can be toggled, "stun" and "kill" Kill fires deadly lasers. More on that later on.
Armored Trenchcoat: Easily the best item on board for protecting you from the days crazies, it will keep you from going down like a fool 9 our of ten times.
Dermal Armor Patch: This is NEEDED. Most people aim for your head, so having this is key. it does not even show up on your character, thus making it look as if your armor less for your head.
Security Belt: You want stun Baton, flash, Handcuffs (two or three at least), Telescopic baton and maybe a flashbang or police tape, depending on your choice.
Backpack: You want that box of flashbangs, a radio, and a crowbar, then pick whatever else you'd like.
Stun Baton: Simple enough, it is usually more effective then the flash, as certain items can block the flash. However, this method looks far more brutal and it far more obvious, so it might be best to flash when possible.
Flash: Simple, Discreet, but can be blocked by sunglasses, hardsuit helmets, welding helmets and Security Huds. Watch dem eyes before you try a flash.
Handcuffs: Your gonna need these, as it means restraining that person from opening doors, using items, ecetera. Unless the subject is willing, always stun them before attempting cuffing.
Flashbangs: Underrated, they may be your best tool for two different situations; groups and blobs. For some reason, blobs take damage from flashes, so this can be used to assist with the green goopy issue when it comes to occur. Secondly, a flashbang has a large range, and security and HOS both have things that lessen the stun on themselves, meaning you can use this to knock out people, and get up before them (HOS will find themselves nearly unaffected by them)
As well, they have a good effect of making people scatter in fright of it.
Telescopic Baton: It looks cool, but its use is dampened by the stun baton. It, however, does more damage, so it may be useful for beating something/someone to death.
Radio: Comms could go out at any time, so being able to speak over the radio is still quite handy, thus carrying one is suggested.
Crowbar: Handy for situations involving doors with no power, and if worst comes to worst you can bludgeon someone with it.
Flashlight: You might need to see in the dark, so this is handy to keep in your pocket or backpack with your PDA.
Police Tape: This can be used to block off areas, and allow investigations and such. It is highly useful for keeping someone from entering an area you don't want them entering...or leaving.
Pepperspray: It's just mostly for show, it's more or less just a more violent flash. Use it for show!
You might have other idea's for items, and by all means do that, but you wouldn't be hurt by any of these items.
HOW DOES ONE LAW:
Now, you may ask yourself about laws and things, and to be fair, it's really complicated. Check the wiki on them, but here's some simple tips:
Let first timers off easily, if they are having actual reasons to do this.
If they do it multiple times, toss them in the permabrig for being law breaking cunts.
If they kill or try to kill, have them put into permabrig unless they have A REALLY GOOD reason. Either way, try and give them a trial IF possible, but don't sweat it, they are really useless to bother with.
If they stole something really valuable, charge them with treason, as well as theft. Charge them with High treason if its super important.
if they are a Antag: Well, You jail them. If jailing might not work, you give them the lethal injection after being given the okay by a captain, HOS, or centcomms, depending on whats available. Now, you can't go, ITS A EMAG, OMG TRAITOR. (in situations of wierd tech, go to a RD or captain with it, and see if they icly know of it, then you can charge them with being a traitor and such) But if its something obvious, like a energy sword, stick the needle in, burn the corpse, and toss the contraband in evidence, case closed.
SECURITY THINGS TO KNOW AND DO:
You are not the law. You uphold and enforce the law. Do not attempt to act as if you are above the non-security members of the crew, do not try and boss them around unless you have a reason to do so. But more importantly:
Don't let them boss you around
You listen to the HOS first and foremost. If none are available, you listen to the captain. At no point should you allow another head to boss you around. If they do, simply tell the HOS or captain to tell them to stop. If they don't, and they start tailing you, threaten charges of abusing an officer. If they don't listen, charge them with abusing an officer. At no point do you take orders from other heads or crew members. And if they try and tell you differently, you tell them:
Never, ever, ever fucking go somewhere you could be killed without giving your position. Thus, if shit hits the fan, other members of security know where you were last. This is crucial, so don't forget.
HOS THINGS TO KNOW AND DO:
Well, first thing first, at the start of each round, you should inform the crew of a golden rule: If they can, they should yell their location first, then reason for needing security. If they just yell HEEEEEELP, you can't exactly know where they are.
Secondly, keep an eye on all security underneath you. Have them report in whenever they do anything, make them give you verbal reports on crimes, compliment them for good work and do not let them act as they please.
Thirdly, you are not the captain, you are suppose to be leading your security members from the front of the crazy bullshit, not behind. Thus, when a issue occurs, you should be with your officers, giving them orders and handling the issue with them. Being more well armed, trained, and more handsome, you should try to handle lethal issues over them, and have them give back up in case you can't seal the deal on a particularly angry wizard.
Fourthly, for the love of god, don't let any other heads bully your officers or you. You are the HOS, you only take orders from the captain or above. Do not let a HOP try and make your officers act as bodyguards, or order them around. Don't even let the captain give orders you don't agree with, in fact. if another head attempts this, to be frank, give them a big old:
Now, as a final note, Security is one of the most important roles in game, as it is the only set of jobs actually meant to fight things. As such, you will need to be prepared, working together as a team, well vocalized, and have a whole lotta luck.
Godspeed, You robust motherfuckers, you.
Oh, a final note, if anyone complains about the gifs, Heres one just for you.