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liran424

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Posts posted by liran424

  1. On 12/8/2019 at 1:06 AM, Nukechicken said:

    Did you even read this or are you high?

    Honestly I don't see any reason to implement this. However I do see a merit in buffing the gloves by giving them a small percentile to stun the victim.

  2. Tip NO.1 - Always give your officers their badges

    Tip NO.2 - Officers nowadays slack of in processing offenders, usually at the start of the shift announce yourself and set your expectations from them

    Tip NO.3 - Strip first, ask questions later

    Tip NO.4 - At the half hour mark (or when there's a code red) go to cargo and order extra firepower just incase. At the hour mark raid R&D for advance E guns and night vision sec HUDs.

    Tip NO.5 - KNOW YOUR ARSENAL! everyone knows the wonders that lay in the armory but they forget that tiny little room to the left of it. I admit those are some situational items but do not forget.

    Tip NO.6 - The brig is your personal dungen, you already have a toolbox lying around so all you need is a bit of metal, glass(or wood) and a bit of imagination for refurbishing (I suggest expanding downwards and bulldozing sec lobby)

     

    Generally I never use the krav maga gloves (I already use flashes)... also reserve the ion rifle for the most competent. that's it I guess.. feel free to comment

  3. So I haven't played cult or been in a cult round (in my linear perspective) for over half a year. I looked at the wiki to see what's new and discovered that cultist can no longer stun.

    Which leads me to my question - Is the roundmode dead? and if not, how does one play in the "new meta" so to speak? Do you politely ask crew members to be converted like the old Mutiny mode or use greytide methods... 

  4.  

    We've had this exact feature before, and what's wrong with giving everyone the ability to crawl, anyways?

     

    People getting in and out of cargo easily... and other stuff I can't think of right now.

     

    If we're implementing this then I want the X ray machine bag scanner thingy in arrivals.

     

  5.  

    I see most people here haven't played in medical in a long time.

     

    Firstly about the suggestion, though I agree with you medical doesn't need any buffs. It's balanced as it is.

     

    And now about that sleepers are "devaluated"... total bulls$*t. In most of my games a scientist run by upgrading everything (including the sleepers), waves at us and leaves. Upgraded sleepers have all the drugs you ever wanted to treat everything (well except internal damage), that means less strain on the chemist and also a way to "milk" omnizine... but that's another story for another time.

    Additionally, I've read that mass distributing hypos will make a strain on the chemist... well that's true if you have only one incompetent chemist. seriously it's not that hard to mass produce drugs (it takes about 20-25 minutes to stock the fridge with basic and adv chems for a lone chemist).

     

    Final note: tbh I barely use my hypo as CMO.. well I mainly use it if the patient has 2 tox damage or 3 brute because it's tedious to pull out a patch or inject him with charcoal.

     

  6.  

    Does it even matter that the captain is being demoted every second round? [spoiler2]He's a glorified assistant with full access imao[/spoiler2]

    The real problem is that they don't know how to RP their way out of being demoted or making good excuses for being a condom. give them time

     

    As for your question Alex... there wasn't a major change from my perspective, well except that people let you do your job and don't powergame. And that's a positive thing.

     

  7. piz don't ventcrawl ... it just doesn't make sense. slimes aren't pressure resistant as xenos for example. if I remember my days at atomsia the pressure in the pipes can get to 2000-2400 Kpa (which is a lot). So no ventcrawling.

  8. oh.. then nevermind me.... wait, blob and xeno event? don't they have a chance.. a low chance to happen in the hour and a half mark... and the heads are already in position to auto-blow the station when the xeno/blob threat can't be handled... what can I say except git gud.

  9.  

    wait wait wait... let me get this strait.... Nuke ops was removed because THE HEADS of the station wanted to detonate the nuke themselves [spoiler2],ironic isn't it...[/spoiler2] all because they wanted to see is "Crew Minor Victory"?!?!?!?!

     

    why didn't just job-banned them or something... why I have to suffer?

     

  10.  

    Antags are good as they are. We don't need crowds of greyshirts who start to self-antag and cause mass riots making things worse.

     

    And the gear you suggest are designed especialy for greytiders.

     

    So why do we have riot armor in secure armory? just for the looks?

     

  11.  

    Look at it this way, from my experience the majority of the rounds are stealth-type rounds, which are basically the same, but with flavor between changeling, traitor and vampire, even if its not the majority my point stands. None of those roles are particularly op from the get go as far as viability goes, which means you have to be smart and careful about it, and if you are unluck you get dealt with extremely quickly. So almost always a portion of the antagonists get taken out within the first 20 minutes of the round, this happens not only because people get unlucky, spotted by the AI or a crewmember and such, but also because you dont get antagonist roles very often so you dont practice too much with them. That then leads into a rather pointless remainder of the round, since nearly every antagonist, if not all, has been taken out. Of course, theres always tracking that last antagonist down if there is one, but that most of the times turns into a rather drawn out and dull game of cat and mouse, where they usually fuck off into space or dont even reveal themselves at all.

     

    the majority of the rounds are stealth type rounds because they have higher chance of accruing unlike Cult, nuke ops, and wizard that are in Low Priority Queue. The main reason for that is mainly because stealth type rounds are more "easy-er" for the player compared with what's in the Low Priority Queue. As you stated "you don't get to be antag very often so you don't have much practice with them" and you're right about that, but you're not right about being "unlucky"... stealth rounds encourage the antag to think before acting, to plan out his objectives and most importantly timing (as in wait for the right moment and don't just blitz your objectives). Because most players don't have much practice with antagoning, stealth rounds don't have much pressure on the antag as much as lets say... nuke ops, if you don't have idea in what you're doing... or suppose to do you pretty much screwed (mostly) the entire operation. But in stealth rounds.. if you screw something up, you (sometimes) get a second chance.

     

    Now this situation I find to be extremely negative for the working of the game, because at that point there is very little purpose to a great number of jobs. Security basically just stands around or beats on a random greytide, which since the server went unlisted is basically gone, medical has no one to cure or clone, engineering has no explosions, sabotage or hacking to fix, and so on. It effectively turns into a game of 'wait for the shuttle' while you stand idle or walk around the station in search of something to do.

     

    This same point brings up a second argument, which is the viability of Extended as a game mode. Im well aware that its supposed to be an 'RP game mode' but in reality, thats not what it is, its a sit idly and hope something random happens game mode. Its even only a viable game mode for part of the jobs, as I stated before, there is a great amount of jobs that have a reactionary nature, mainly security but they come in many shapes. If you have nothing happening in the round other than the station functioning normally, then there is nothing for them to do. And sure, there is always the argument 'you should go out and RP' but theres only so much you can do in the game, its not that flexible and 50 minutes of RP content is hard to find. Moreover I personally believe that goes against the nature of the game, its supposed to be survive in space station 13 and theres nothing that factors towards that in extended. The point of the professions in the game isnt doing their normal thing, its not getting your occasional person drunk as the bartender, its trying to defend your bar against a crazed cultist invasion. Its not completing your RnD in 5 minutes, its providing useful and essential equipment against serious threats.

     

    Not true (maybe on low pop but that's another story). security aimlessly patrols the halls and maint until they decide that cargo exists and order those annoying JUSTICE HELMS. science finishes research in 15 minutes, fabricates tons of upgrade parts in 5 minutes and then goes on an upgrading spree of the station. medical just do drugs medical goes to the bar or starts working on rare chemicals. engineering raids maint and if they're in the mood they go on space adventures. and there are much more.

     

     

    Going into a more direct approach, I personally think the game modes should be rebalanced so theres less boring idle and more activity on the station. No one likes to walk around the station aimlessly hoping a greytider breaks a window as a security officer, its boring, no matter how you try to argue about RP. This isnt a pure RP game, it has mechanics that are vital for it to function. And sure, theres a ton of people that argue that they often dont want to deal with antagonists and stuff, and just want to do their own thing. But nothing stops you from doing that in the majority of the rounds, because stealth rounds HARDLY EVER -force- you into breaking from your normal job. You can do as much RnD, mining and stuff, on most rounds, excluding Blob, Nuke Ops and Cult, even with Aliens if you want, as long as theyre not nesting in your department.

     

    As you said earlier. "you don't get to be antag very often so you don't have much practice with them"... well what did you expect? vampires going on a rampage? traitors buying 2 E-swords and going yolo? there's a reason we categorized them as stealth rounds. Blob, nuke ops, malf AI.... basically gamemodes that are in Low Priority Queue require the crew to change their normal routine in order to save the station from these threats while vampires or changelings are mainly security concern.

     

    Id suggesting shifting Extended into an admin forced game mode, in the case they want to do something special. That way, if people really want an extended round they could ask for a vote. I know that is a rather drastic measure, so I have a second suggestion, make extended visible when it gets rolled. I relate to this a lot because I mainly play security officers, but I guarantee you its the case with a great number of jobs. You shouldnt be forced to waste a round worth of your time looking around the station for evil doers because the game mode rolled extended and you dont know. Keep every game mode hidden except extened, make a message saying its extended when it gets rolled. Additionally, I beg you guys to do this atleast for a -test-, just make it visible for a little while, and see if people continue to play on extended or if everyone leaves. See what percentage of the playerbase actually LIKES extended, I know I could be wrong but I think a great majority of the players don't like it.

     

    Extended has it ups and down... I don't really.. have a solid opinion on it. shifting it into an admin forced gamemode is a good idea but I'm not an admin, so they'll have to give their opinion on the matter. In my opinion we should add an "event" option in the 2 hour mark vote that starts an event (xeno infestation, nuke ops, blob, rev) but it's a secret so nobody knows what it is.

     

    I would also suggest increasing the proportion of antagonists that spawns.

     

    there will always be 5 antags in each round. because low pop (10-39 people on the server)... and another reason that eluded me.

     

    Lastly, this is something that is mechanically more complicated but its a much less drastic change compared to the other two, and I think its absolutely essential. Make rounds end when the antags die/get borged, FOR THE LOVE OF GOD. As I stated above, MOST of the time you take out the antags rather quickly and then its extended for the last of the shift. Stealth game modes arent traitor, changeling, vamp, theyre half traitor, half extended. There NEEDS to be some sort of mechanic for the round to end when the antags are gone. Even if its just when theyre all dead simultaneously, that would help tremendously, please consider this, PLEASE.

     

    Encourages valid-hunting.

     

  12.  

    now that Ive written an essay about this.

     

    If I were your teacher I would give you an A+.

     

    But seriously you have some good points and some bad points... you even put them in nice little paragraphs. I`ll expand on this tomorrow. mainly commented to bump

     

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