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monkeysfist101

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Posts posted by monkeysfist101

  1.  

    This rule change was about 50% of why in the span of a week, I went from putting in 45 hours a per week on Paradise to putting in 45 hours per week on Aurora. Paradise is kickass. It's got awesome mechanics, a good community, and high population role playing through the violence and macabre treatment by NT. I'd love to come back to Paradise and have tried multiple times, but every time, it's either a baldie named Johnny Rico or a blue haired greyshirt named Rick Sanches that takes me out of the round. My gaming community used to have Paradise station specifically as one of our primary games for game night. The name change and subsequent loss of immersion drove them away from SS13 as a whole. A few mainline Aurora, Goon, or CM now, but the majority of them (about 20 in the group) are gone because of it. (And a few other changes that happened around the same time that I won't bring up in this thread out of respect for ts people who implemented them.)

     

    TL;DR THE PARA IS GOOD. THE RULE IS BAD. SO SAYS ZARDOZ.

     

  2.  

    The weapon stat meta is so that the game won't become a number crunching game. The guy who was testing weapons on monkeys and posting the stats on CMs minichat was repeatedly warned not to (his numbers were off anyway) before being banned for discussing an ongoing round.

     

    The reason for the powerpack and gas mask rules is that the most common round type is the Lazarus Landing map search and rescue. The marines are not supposed to be expecting a prolonged ground war.

     

    Marines can no longer put underslung attachments in bags as it was becoming common to vend a half-dozen rifles and strip them.

     

    All of the underslung weapons have their strengths and weaknesses. My personal favorite is the underslung flamethrower for finishing off downed xenos and opposing mercenaries.

     

    The new growth speed was to counter survivor rushes and provide a steady stream of T2-T3 xenos and has worked well so far.

     

  3. Bit of a necro, but much of the lag has been fixed with the projectile update. Turrets are still in the game and the only reason the motion tracker was removed was that just one tracking more than one target is enough to bog down a medium-high pop server. I'm getting back into Para after about a year and a half away and would be happy to answer questions about CM.

  4.  

    I'm personally for all races more or less just being humans. No claws, none of this weird temperature differences, just standard. Save for, of course, super core traits like Vox breathing N2.

    Seriously? What's the point of a game with /ALIENS/ if when you meet them, they're the same as back on Earth? Don't tell me it's for RP reasons, because, as many people have stated, Paradise is falling towards the low end of the RP spectrum.

     

    Here's how it works:

     

    Low RP:

    All of the perks/abilities to aid in the inevitable combat.

     

    Medium RP:

    Modified traits, but not the most robust ones. Basically how we had it a year ago.

     

    High RP:

    Only the core traits. Any special ability is conveyed through the use of the "me" command and most disputes are solved with the "Roll" command.

     

    Except this game isn't really about aliens... It's about a crew in a research station mining plasma.

    A crew made of aliens. Checkmate.

     

  5. Have you taken into consideration players with poor connection who rely on using aim of to have any chance of surviving an engagement? Don't get me wrong, I'm all for the click spam, but I do know several players who maintain a 0.85 ping at most times who would be absolutely wrecked without the aim function.

  6. On top of that, pod pilots rely on the fact that carp forget about you when you get a certain distance away. As the tile directly in front of the pod deals no damage when the lasers are fired, pilots have to fly off and line up strafing runs. If players were able to control the carp, they would be able to hug the pod without taking damage.

  7.  

    I don't see how removing the small handful of random genetic differences we have would make it so drastically different. It cut outs a lot of snowflaking, it fixes a lot of balance issues that are inherent with new species, and it opens up the doors to a lot more of possible new additions. It would barley touch RP levels other than small things like Tajara may not have claws, or at the very least they don't have their heat differences which are so minimal they're barely worth mentioning anyway.

    That's the problem. They are meant to be unbalanced in certain ways. Sure a vox could wreck your shit with a well placed leap, but slip them and remove their mask and GFG you've basically killed them. Removing the traits dosen't solve the balancing issue, it throws them out the window and pretends it didn't happen. If we removed everything broken in this game, we wouldn't have a game. If you want a server that dosen't have racial traits, there's plenty of servers without aliens.

     

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