How to robust people as a miner

Ever since mining got hit with removals ages ago, it seems that players got the idea that the job wasn’t particularly strong when it came to fighting actual threats.

Now, obviously, it’s not a chemist or roboticist, but even without all their old overpowered toys, the job is actually extremely powerful compared to most others. The clear difference is that it takes actual thought and planning to fight now, and you cannot overpower anyone properly equipped by walking into their face and stat-checking…but this shouldn’t be possible to begin with.

So, to prevent you from running up to the nukie with a PKA that does absolutely nothing, or to prevent a random crew member punching you to death while you try to pickaxe them, here’s a guide on actually robusting people.

Notably, miner has a lot of different playstyles and ways to fight.

Loadout 1: Manhunter

Mining has access to powerful weapons through hunting and looting the ashwalker camp. These are more than enough to deal with crew and can go survive decently against most antagonists. It’s a mid-range loadout.

The gear:
• Slay some watchers and goliaths and craft a heavy armor set, bone bracers and talisman/codpiece.
• Craft a sword and shield next.
• Finish up with a few watcher bolas.

What you get: very high protection that isn’t situational unlike miner armor, high-powered bola siimlar to antagonist ones, great blocking capabilities with shield, and a decent weapon with the sword. The playstyle is thus clear - bola someone, move in, block whatever they try to do and whack them to death. It works. If you’re crazy, you can try to use the bow too, but I don’t recommend it.

Weaknesses: Bola is your only ranged option, and as your opener, if it is dodged or countered, you have no followup against anyone who can shoot you. Explosions and mechs will also kill you.

Loadout 2: Dead Space

Relying purely on your own equipment and a breach, you can create a scenario where you hold the high ground. A very situational but very powerful way to score kills, works great in declarations of war.

The gear:
• 4x cooldown PKA, easily gotten from the lathe and locker.
• Any spacesuit. The best you can find is likely the SWAT suit from cargo if you’re an antagonist or in war, but otherwise, grab what makes sense like evas or a modsuit.
• Create your zone of dominion by breaching some maints or building on part of a station. For optimal conditions, your zone is a series of short, twisting 1x1 or 1x2 halls, breached, but the floors should be lined with iron rods to counter low-gravity. The bigger the area, the more space you’re strong in. For controlling breaches easily, holofirelock.

Note that this playstyle is extremely flavorful, but reliance on breaches makes it best suited for an antagonist or invasion counterplay.

What you get: Full PKA damage in optimal conditions if anyone dares enter your no-no zone. You can fight extremely powerful opponents with this and come out the victor due to raw damage and explosion damage type.

Weaknesses: Without the narrow spaces, your mid-range shots are dodged incredibly easily by just fleeing and shooting, so this is reliant on terrain advantage. In an open space, expect to lose to anyone with a gun unless you have failsafes. A mech will also fuck you up and make you regret this.

Loadout 3: Sentry Trap

Use artifacts to bring someone into oblivion out of nowhere. Do not use this to actually fight people, use it to kill them.

The gear:
• Hierophant club.
• Eye of god, spooky lantern, or antagonist thermal visor.

What you get: Extremely cheap and potent kill/damage setup with no counterplay beyond having thermals of your own.

How it works: Hide in a location where your targets are visible but cannot see you, thanks to thermals. Maints next to halls is great, so is a walled-off tile. Punch yourself to near-crit, then use the hierophant on your target once they pass by, making sure to actually target them. They will be hit with an ultra-fast chaser for repeated damage, without even knowing where the source is. At this point, you can try to follow them for more chasers and a confirmed kill, inject a pen/core and move in with other gear, or simply wait for more targets.

Weaknesses: This is not a fighting loadout. Hierophant is only a threat at near-crit, which also means a punch will kill you unless you applied your heals first. You can’t pocket-carry a hiero for this either, so it’s basically reserved for this gimmick. I’ll repeat - don’t fight people head on with this!

With this, we clear the main three playstyles you can do, but mining has access to a lot of supplementary equipment that can work in any loadout, usable to form a full playstyle. These are optional, some are not always available, etc.

Supplementary Equipment

Jump Boots: Found in your vendor for 2000 points, these boots are a phenomenal knowledge check and equlizer. On use, they launch you into a target, going over tables. On hit, you are both knocked down and disarmed. The reason it is a knowledge check is that simply having throw enabled fully counters this. In a 1v1, it equalizes - you can both pick up whatever your opponent drops. In any other situation, the side with more people often wins. Always use it empty-handed for obvious reasons.

Jump Boots x2: A mind-game against robust people who pass the knowledge check. By carrying a second pair in your hands and dashing with it first, you can immediately activate the ones on your feet after they catch you, and disarm them anyway. Hilarious.

Plasma Cutter: A horrible sidearm that you can buy for 4000 points. Low fire rate, low damage, and generally low impact. People can simply run from you unless boxed in, and real gunmen will outdamage you. The one saving grace is high ammo and a chance to delimb, so always aim for the legs. Consider this an emergency weapon. Buy it if zombies break out to nugget them.

Meat Hook: Cheap pull and knockdown that needs you to land a high-cooldown projectile. Great for literally fishing in an opponent if you have other teammates, or pulling them into a trapped area, such as bonfires with a fireproof suit, or worse. Very gimmicky, but fits in belt.

Stetchkin: Found in the xeno hive or east of syndicate shuttle. It’s a gun. Rather mediocre, but sometimes you need a gun. Better sidearm than the plasma cutter! Can be considered gamy to have unless prompted by a threat, but nothing stops you from getting it and hiding it somewhere for an emergency. Who am I kidding, the QM won’t give a fuck. It’s not really that strong.

Katana: Found rarely in the abandoned crate in your base. Worth checking for, as this can even be fun to use against fauna. Ridiculous melee option that can actually beat antags straight up, but it’s full on RNG here. I hate gacha personally, do you?

Resonator: Found in the base, and better ones are printed later. Can leave traps that work well in maints if you know the timings to detonate them over people. Particularly fun for the dead space playstyle. Also an extremely strong weapon if someone tries to DPS check you in melee without actually dodging the detonations. If they just strafe, they win though.

Heals: Mining pens and cores are strong heals that most crew can’t use, but pale in comparison with actual chemistry or antagonist heal kits/powers. Save cores for high bleed, save pens for high damage.

Cubes: Random drop from tendrils. The cube is an instant teleport to the other cube, and should not exist. Before it gets the nerf it deserves, use it to instantly escape when you’re losing. (hi coders, give this a use time, thanks)

Syndicate Modsuit: Random drop from a legion. If you get this, you just win, I guess. Ridiculous RNG though. You’ll get it on a peaceful round and sigh about how useless it is.

Gibtonite: Put it into a crate. Detonate while alone, close crate, then drag crate into target and run.

Nanite Beaker: Regenerative nanites from syndicate base sleepers, grinded into a beaker. One of the best heals in the game and borderline overpowered.

Hierophant is only a threat at near-crit.

TIL. At lower health your cooldowns are shorter, you gain more range and your chasers are faster.
But I still doubt even this mega cheese method being able to kill anyone solely because the ranged attacks on station do a whopping 5 damage.

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I mean, 1% chance to get katana is a real gambler’s dream to get it.

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5 is pretty low, but assuming your target isn’t in an open space, it will quickly pile up to be very respectable. It’s one of those moves that seems bad on paper but is actually quite dangerous.

You’re doing cross+chaser instantly, for a guaranteed 10 damage to start with. Potentially more if the target is caught off-guard, since this is all about ambushing anyway. Then they either have to flee immediately or try to dodge and find you (likely not something they’ll think of) while you continue to create crosses and whatnot, while the chaser is still there. There’s not many things that can force a fully armed target to panic like that.

If they were at like half health, the slowdown alone will likely guarantee a kill, by the way.

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You can literally bring a crate and store like 8 fully charged gibtonites, that will pretty much get you through entire brig from armory to the front gates.

Diamond Shrine lets you change your race, so getting like a cult golem will allow you to have a free jaunt every 90 seconds. There are other races like, skeletons, vampire (non antag), that have other cool combos. There is a fun combination with an undead race and gambling shrine, though unsure if it was patched.

Arctic runes, can let you get a free antique laser gun.

Fun strategy, you can Harass security from space into armory and abuse your pka power. Same with AI.

Liberator usually has players, that can build you lots of shit, including your own AI.

Cargo lathe, when researched, allows you to print a jackhammer. By default it is expected that you use it to mine, but heres an interesting interaction: in 2 clicka you can break any normal iron wall, with this you can space every maints and have a free Aa into almost every departament.

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i like going abductor from the mirror. It’s a nice balance of not having bullshit combat powers people can complain about, but also being extremely convenient (no bleeds, no hunger, no breathing) and saving me a lot of effort. Also you can just get tongue surgery or even do it yourself (what’s the risk? you don’t bleed).

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I remember an old thing you could do was turn into a diona, walk away before finishing up so you don’t get teleported into space, go back to the mirror and choose your OG race to still have the photosynthesis healing

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I do want to mention that you missed two really powerful tools in an antag miners weapon kit

The Wormhole Jaunter great if you are feeling lucky or use it in combat in a run since it can lead to toxins test site or the outer parts of AI sat. As well a hardstun and space pressure aint really a issue when a miner has medipens and legion cores.

Secondly is the mining shuttle as that lets you help dump bodies or gain access to explorer treasure (or kill those fucking CC hardsuit wannabes) since all you gotta do is disable the two mining shuttle control boards or just use it for a bit.

on a lesser weapon just use two legion cores in medical on some poor dope who dying in the medical bed or feed it to some random shit head assistant that would do anything for 5 credits.

plus no mention of the Sonic Jackhammer? even in its nerfed state that it can’t break Rwalls it can still break normal walls. as well the bananastaff from the clown ruin since that hardstuns too.

as well for a quick mention you can just shove a bunch of gibonites in a crate and hope some trash clown does not open it.

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Just use abyss?

Also jackhammer isn’t really combat. It’s good but this isn’t a utility guide.

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issue is the admins might get bring judgement if you use chasms so I never used them out of fear

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We have respawn now. Not an excuse to obliterate everyone but people can just play again on a meta level.

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I need a written guide about how to deal with every boss. I play the game (total, with BIG GAPS) for 3 years now, I never once killed a megafauna. Way too unrobust for that…

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If I remember right either 4 damage mods or 4 cooldown mods on your PKA.

Though firstly secure legion cores and medipens by mining a heavy amount of ore using a PKA with mining AoE mod and 3 Cooldown mods.

as well make use of keys like Q to drop used pens and X to switch to your PKA after you used one

If you are getting troubles and need to fallback use your Jaunter plus suit sensors cause it can lead to a unsafe place like supermatter engine or toxins test site.

as well grab a hardsuit or the crappy modsuit and mine in space as well keeping a Jaunter in your belt slot just in case you fall into a chasm

you will likely go after hiero first so I can say its drop is ass so just dump it onto some random clown. I know this aint a guide but some hints would work

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Yeah I was gonna say I literally made it already, thanks r1

It’s quite outdated though. I’ll patch it up later today.

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