Difference between revisions of "Wrestler"
Studenterhue (talk | contribs) (→Abilities: Elaborate on the effects of Throw and Drop. The stuns for these got lengthened by commit f0a7122 , and it also gave Throw slowing) |
Studenterhue (talk | contribs) (→Abilities: Likewise elaborate on Kick, Strike, and Slam) |
||
Line 12: | Line 12: | ||
!Icon!!Name!!Cooldown<br>(default)!!While stunned / [[Security Objects#Handcuffs|cuffed]]?!! class="unsortable" | Description | !Icon!!Name!!Cooldown<br>(default)!!While stunned / [[Security Objects#Handcuffs|cuffed]]?!! class="unsortable" | Description | ||
|- | |- | ||
|[[Image:WrestlerIconKick.png]]||Kick*||20 seconds||{{Yes}}||Kick somebody away from you. Good last-ditch move to use if you're about to be arrested or already handcuffed. | |[[Image:WrestlerIconKick.png]]||Kick*||20 seconds||{{Yes}}||Kick somebody away from you with significant force, causing up to 15 {{BRUTE}}. When they land, they're weakened and stunned for 3 seconds, and their movement is slowed for 8 seconds. Has some noticeable camera shake. Good last-ditch move to use if you're about to be arrested or already handcuffed. | ||
|- | |- | ||
|[[Image:WrestlerIconStrike.png]]||Strike*||15 seconds||Stunned: Yes | |[[Image:WrestlerIconStrike.png]]||Strike*||15 seconds||Stunned: Yes | ||
Cuffed: No | Cuffed: No | ||
||Knock somebody down briefly. Generally employed as a precursor for drop. | ||Knock somebody down briefly. Specifically, it paralyzes them for 2 seconds, weakens them for 3, and forces them to the ground, while also dealing up to 15 {{BRUTE}} and causing them to misstep afterwards. Generally employed as a precursor for drop. | ||
|- | |- | ||
|[[Image:WrestlerIconDrop.png]]||Drop*||25 seconds||{{No}}||Climb onto nearby objects (when available) and smash onto a prone opponent, stunning and weakening them for 3 seconds. If you climbed onto something with the ability, it also does 25 {{BRUTE}} and has a 33% chance to outright ''gib'' them; it's guaranteed to do so if used on corpses. If not, it still deals a respectable 15 {{BRUTE}}, though with no chance to gib on its own. <br><br>On the other hand, if you climb onto something but miss the drop, you fall flat on your face, giving you 15 {{BRUTE}} and 3 seconds of weakened. | |[[Image:WrestlerIconDrop.png]]||Drop*||25 seconds||{{No}}||Climb onto nearby objects (when available) and smash onto a prone opponent, stunning and weakening them for 3 seconds. If you climbed onto something with the ability, it also does 25 {{BRUTE}} and has a 33% chance to outright ''gib'' them; it's guaranteed to do so if used on corpses. If not, it still deals a respectable 15 {{BRUTE}}, though with no chance to gib on its own. <br><br>On the other hand, if you climb onto something but miss the drop, you fall flat on your face, giving you 15 {{BRUTE}} and 3 seconds of weakened. | ||
Line 23: | Line 23: | ||
|[[Image:WrestlerIconThrow.png]]||Throw||20 seconds||{{No}}||Requires an aggressive grab. Spin somebody around to throw them across the room. Once they land or collide into someone/something, they're pretty much down for the count; the impact forces them to the ground, slows them down for 8 seconds and weakens for 3, and causes them to have a high chance of misstepping. It deals a significant amount of {{BRUTE}}, much more than if you had [[Guide to Being Robust#Throw|thrown them normally]]. | |[[Image:WrestlerIconThrow.png]]||Throw||20 seconds||{{No}}||Requires an aggressive grab. Spin somebody around to throw them across the room. Once they land or collide into someone/something, they're pretty much down for the count; the impact forces them to the ground, slows them down for 8 seconds and weakens for 3, and causes them to have a high chance of misstepping. It deals a significant amount of {{BRUTE}}, much more than if you had [[Guide to Being Robust#Throw|thrown them normally]]. | ||
|- | |- | ||
|[[Image:WrestlerIconSlam.png]]||Slam||25 seconds||{{No}}||Slam somebody into the floor. | |[[Image:WrestlerIconSlam.png]]||Slam||25 seconds||{{No}}||Requires an aggressive grab. Slam somebody into the floor, stunning and weakening them for 3 seconds as they lay flat on their back. With an aggressive grab, you do up to 25 {{BRUTE}}. If you managed to get neckgrab/chokehold, you slam them so hard they gib, complete with a cool explosion effect. | ||
|} | |} | ||
Revision as of 12:22, 3 May 2022
It's time to step into the ring, Wrestler. With five simple moves and some unique perks, you'll learn what it really means to expect the unexpected in the true kingdom of madness, Space Station 13!
Abilities
The Wrestler comes in three distinct flavors:
- A Traitor, Nuclear Operative, or Spy Thief with a wrestling belt.
- A separate, somewhat rare Antagonist role that appears in both forms of Mixed and through Intruder Alert random event and inherently possesses the same capabilities. Often also used in Admin gimmick rounds, sometimes for a station-wide tournament or alongside an amusing Critter transformation.
- A wrestling timberdoodle, sometimes shortened to just wrestledoodle, a player-controlled space timberdoodle critter that also has inherent wrestling powers, as well as the ability to peck people in the eye and a viscous eenk. It spawns exclusively from the Intruder Alert random event, separate from the regular, human wrestler.
All have the same set of wrestling moves, none of which can be executed while unconscious. An asterisk (*) indicates that the move requires manual target selection if there's more than one person adjacent to you.
Icon | Name | Cooldown (default) |
While stunned / cuffed? | Description |
---|---|---|---|---|
Kick* | 20 seconds | Yes | Kick somebody away from you with significant force, causing up to 15 BRUTE. When they land, they're weakened and stunned for 3 seconds, and their movement is slowed for 8 seconds. Has some noticeable camera shake. Good last-ditch move to use if you're about to be arrested or already handcuffed. | |
Strike* | 15 seconds | Stunned: Yes
Cuffed: No |
Knock somebody down briefly. Specifically, it paralyzes them for 2 seconds, weakens them for 3, and forces them to the ground, while also dealing up to 15 BRUTE and causing them to misstep afterwards. Generally employed as a precursor for drop. | |
Drop* | 25 seconds | No | Climb onto nearby objects (when available) and smash onto a prone opponent, stunning and weakening them for 3 seconds. If you climbed onto something with the ability, it also does 25 BRUTE and has a 33% chance to outright gib them; it's guaranteed to do so if used on corpses. If not, it still deals a respectable 15 BRUTE, though with no chance to gib on its own. On the other hand, if you climb onto something but miss the drop, you fall flat on your face, giving you 15 BRUTE and 3 seconds of weakened. | |
Throw | 20 seconds | No | Requires an aggressive grab. Spin somebody around to throw them across the room. Once they land or collide into someone/something, they're pretty much down for the count; the impact forces them to the ground, slows them down for 8 seconds and weakens for 3, and causes them to have a high chance of misstepping. It deals a significant amount of BRUTE, much more than if you had thrown them normally. | |
Slam | 25 seconds | No | Requires an aggressive grab. Slam somebody into the floor, stunning and weakening them for 3 seconds as they lay flat on their back. With an aggressive grab, you do up to 25 BRUTE. If you managed to get neckgrab/chokehold, you slam them so hard they gib, complete with a cool explosion effect. |
Passives
In addition to the above fixed abilities, there's a variety of assorted actions (both minor and significant) that tie in with various game mechanics, in particular the *flip emote:
- Chair-flipping into or suplexing somebody deals extra damage, but doesn't stun you or drain any stamina.
- To chairflip: Stand on the same tile as a chair or wheelchair and, while on Grab intent, either click-drag yourself onto the chair or click on yourself to climb onto the chair. A new aiming reticle should show up. Aiming and clicking will launch you up to 3 tiles, knocking down whoever you collide with; *flipping (Hotkey: R) will launch you in the direction your character's facing, causing the same effect. More damage is dealt the farther away the target. If you miss or collide into something like a wall, you'll be briefly stunned and get hurt a little.
- This can gib corpses, i.e. ensure your victims stay dead.
- You can also launch yourself from the boxing cables at the Gym and other places, just like in the TV shows. It has the same effects as the chairflip; the difference is that you set it up by click-dragging yourself onto the boxing cables at the corners of the ring. You do not have to be on Grab intent.
- Suplexing someone deals a little extra damage (10 BRUTE versus 9), but it doesn't drain stamina. It still makes you weakened, but you're out for 1.5 seconds instead of 3.9, allowing you to more easily chain suplexes.
- To suplex: grab somebody aggressively, then flip. This stuns the other person for a while. If you have two people in aggressive grabs, you'll suplex them both.
- You can jump onto tables in the direction you're facing.
Unrelated to the emote:
- Punching somebody can send them flying a respectable distance.
- Folded chairs can be re-purposed as a formidable blunt weapon.
Tips
- Meth and similar drugs come will make you recover from stuns much faster, and some even boost your movement speed.
- Chain your attacks properly. Kicking or punching somebody away from you can get you out of tough situations, but is less ideal if you want to follow up with other moves. Throw and slam won't do you any good without a firm hold, and are generally difficult to pull off if the target isn't stunned. Drop only works on prone opponents and is therefore best used in combination with strike.
- Consider carrying a taser or any other type of ranged weapon as a backup. You can feasibly keep two attackers at arm's length, though larger mobs may quickly become impossible to control.
- The belt (if you need one) retains the functionality of a normal utility belt.
How to stop a wrestler
Bring a gun to the match. All wrestlers work best when in melee range, and chairflips can only go so far. By going with ranged attacks, you deny them the advantage. Plus, it'll even the playing field a bit when confronting wrestlers that knock you out with ranged stuns and then finish you off with one of their moves.
Melee stuns are very risky; try nabbing them with a ranged stun first. Riot shotguns can knock them back a fair distance, providing much space, and wipe out a decent chunk of their stamina, and pulse rifles slow people down and can blow wrestlers quite far, denying the melee advantage. Try them shooting them into a wall and keep firing them into it. Tranq rifles can knock them out regardless of stamina, as well as flush out any drugs they're using, and the perennial favorites, tasers and energy guns, are still also useful. Flashbangs can hit a surprisingly wide area and can slow the wrestler down enough for you to nab them with another stun. Be sure to wear some eye protection, such as sunglasses!
If you need to go lethal, lasers are still a good choice; after all, wrasslin' is useless if it can't protect you from lasers to the face. Laser guns can work, but eguns are the ideal delivery vehicle; stun-stun-lethal is a powerful combo. Flamethrowers, poisoned fire extinguishers, and bombs can also work, but you must be careful with collateral damage and be mindful not to hit any bystanders.
Stay away from chairs. Remove them if you can; otherwise, stay at least three tiles away from them so the wrestler can't nab you with a chairflip.
There are a couple of ways to resist out of a grab and thus escape suplexing, and certain hats and masks can protect you from the chokehold. See Being Robust's "Grabbed" section for more comprehensive advice on countering grabs.
Conclusion
A skilled wrestler can be a force to be reckoned with, however even a novice shouldn't find it too difficult to reliably overpower and finished off lone targets. Taking on the entire station or just a small group of determined and well-equipped enemies can be hard if not impossible without proper preparation (hard drugs!) and an above-average level of robustness. Don't be afraid to break contact if you're unable to handle the heat. There's no shame in retreating if you can live to fight another day.
Supplementary Video
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |