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TheBadPerson

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Everything posted by TheBadPerson

  1. I will never understand how you manage to be front and center for so much of this stuff lmfao
  2. I was the red lizard that walked you to brig over the cargo trespass/fight lol. I figured you were a cling of some sort especially from the PDA messages but we had no hard proof. I would’ve stuck around but I got a call of 2 clings killing Ambrosine in engineering maint so that kinda took precedence. Nice gimmick, I didn’t realize it was you who started the rumble in brig until I read your Reddit post lol.
  3. I’ve said before I like the obsessed objective. I don’t think it’s in depth enough for it to be an entire game mode with a bunch of obsessed running around, but I think it’s a really good potential antag objective, ESPECIALLY for traitor and cling to add some flavor to a round. There’s a lot you could do with it, and many ways you could implement it. Obviously it’s a WYCI type of thing, but I’d be all for it personally. As for the ERP risk, if obsessed is all it takes to get someone to delve into that territory, they were gonna go there eventually regardless of an antag objective IMO.
  4. Bluey already gets a full on sec kit and lethal laser at round start, as well as a ton of access, oftentimes all access depending on captain. I think a martial art would be overkill, and encourage “redshield” behavior. As for CQC, my opinion would be a hard no. CQC is VERY strong situationally and would be massive overkill. It is an undroppable stamina based brawling machine of a martial art WITH A PARRY on top of round start sec kit. Way too much. The most I’d argue a bluey should get is a roundstart corp judo belt in the locker. I’ve really never felt underpowered as a blueshield, honestly quite the opposite. The most I’ve ever really felt the need to grab is a tele shield for confirmed violent eoc, or an IK30 for biohazards.
  5. You can deploy parts of the suit manually to allow for a no-helmet look, but unfortunately you can only do so with the suit powered off, so you have to suffer a heavy movespeed debuff
  6. Do not worry, I will save the lore team.
  7. I think the primary issue is they are a powerful threat that is currently designed to perma kill a very crucial role for the round that already has a high mortality rate as is. If combat with ashies didn’t basically guarantee getting sacrificed at their tendril for a perma kill, it would make sense to increase their spawn rate, if not guarantee it.
  8. If ashie odds were increased they’d probably need a bit of a rework. Otherwise you’ll constantly get cases of roundstart ashies wiping and round removing mining, which then consequently screws over the rest of the station needing mats. Full disclosure I’ve been wiped by roundstart ashies and I kinda hatem. At the same time they’re also one of the most interesting things on lavaland and fun to play.
  9. Agreed. I want to carry a spray bottle as security to spray uppity Vulps/Taj with.
  10. 1. As a round start cultist your NUMBER ONE priority is to get a source of plasteel. If you do not have plasteel you are fucked if things go wrong. In case you don't know, plasteel can be turned into runed metal via one of your spells, which is used to create forges, altars, and archives. These constructions give you access to the most powerful items available to cult. Good ways to source plasteel are to job swap to a job that has access to the ORM like engineering, supply, or RND. Once you have plasteel sourced you need a HIDDEN base you can use to start converting people. I STRONGLY advise making use of false walls in maintenace for this endeavor, otherwise you're gonna get found FAST. DO NOT EVER make runes in the open, as the second they are found security will start hunting you. Once you have a base you want the following items, and I consider them REQUIRED kit: A cult blindfold, unholy water, and a veil shifter. The blindfold gives you nightvision, medical HUD, and immunity to flashes. The water makes you almost entirely stun immune for awhile if you drink it all. The shifter teleports you a random distance forward, which is AMAZING for escapes AND ambushes. Once that is ready, focus on mass conversion. Use your stun and knife to stun, remove their headset, cuff, take them. If people hear "Arsgrewvfcevqftt4" over comms you're made. Inevitably you will have to go loud. THE IMMEDIATE MOMENT you are found out, your focus needs to shift to slaughtering security, or at LEAST crippling them. IF you fail to do this, odds are they will escalate to match your power. Lastly: I CANNOT EMPHASIZE ENOUGH THAT YOU TAKE THINGS SLOWLY AS CULT! If your cult gets outed before you are prepared, you are almost always fucked. Solo cult comebacks do happen, but they are very rare, and they only occur if the last cultist is either unknown, or had plasteel/ a good hidden base. 2.Don't focus on "winning" hijack. It's a rare roll and your one excuse to do almost anything you'd like. Do something fun or interesting that you can't normally do. If you truly want to greentext hijack, you MUST have an emag to set the shuttle to 10 second launch. I have never seen a successful hijack without an emag that didn't involve MULTIPLE robust antags teaming up. Your focus needs to be preventing access to the shuttle via breaking the airlocks, subverting the AI, or anything that prevents access to it as you emag it. A common greentext hijack strategy is to bolt and then emag the departures doors, permanently closing them, and make sure you are first in the cockpit to emag it. This can also be accomplished by subverting the AI and asking them to help you. A savvy engineering borg that you emag could also perform the same. The goal is to prevent anyone getting on the shuttle before you almost immediately emag the console to start the 10 second launch sequence. Naturally you should have a contingency weapon in case some people DO get on and try to rush the cockpit. 3. Wizard is the rarest roll there is. There are people with 3k hours that have never rolled it. Because of that, I think it's wise to have at least some idea of a build concept in the event you roll it. Simply read over the wiki, and budget your 10 loadout points across things you think would be fun. You should also pretty much always teleport to medical storage first to try and raid for menders, as you WILL take damage. However, there are a few key spells that I think you should almost always have in a wizard build or strongly consider: - Ethereal Jaunt is basically required. Being able to teleport out of danger is pretty much non-negotiable. - Distortion makes a giant distortion field of nonsense and nobody can tell what the hell is going on, and usually cant move. This gives you a MASSIVE and length safety net that gives your other spells time to cooldown. Costs only 1 point! - Force Wall makes a 3 tile wide impassable barrier based on what direction you face. Very very strong for getting people off of you in a chase, and costs only 1 point. I've rolled wizard once, and my build was a spellblade(fire enchanted), summon item, sacred flame, ethereal jaunt, spacetime distortion, force wall, and magic missile. This build allowed me to deal MASSIVE area of effect flame attacks on people with the spellblade, re-ignite them with more flame stacks using sacred flame, stun them in melee with magic missile, and I had massive mobility with the combination of jaunt, distortion, and forcewall. I had a great time with it. That's an example of a coherent wizard build.
  11. I don’t have an issue with assistants in their current state. I see it as a role where you want to be in the round, but just want to hang out without expectations. As for bridge hobos I’ve never really had a problem with it. The bridge is a nexus of activity, so it naturally draws people in. Is it LRP? Sure. But it’s an MRP server. Everything you see fluxes from LRP to HRP depending on the round and where you go and who you talk to.
  12. I like to make a point to try to remember to interact at least once with these types of roles each round if they’re active. I used to be better about it. Anything from chatting the bartender, telling the barber to fuck my shit up, getting therapy for awful HoS round #3,456, or going to confession for obliterating someone as security.
  13. I think cap or HoS should be able to swipe for red alone. Was always weird to me that the ultimate authority on station wasn’t allowed to declare a code red alone. To be honest I’d forgotten the finer points of Gamma SOP. The ability to declare gamma without CC would be a noticeable change. I’d be a tad worried of people getting in the trend of calling gamma just because sec took casualties. There may need to be certain guidelines on when a code gamma can be swiped for. Orange and violet sound interesting from a RP perspective, but mechanically I don’t think they’d change much. They’d just be cool to have, and be a way to focus department attention.
  14. I’m less a fan of arbitrarily making medbay harder, and more a fan of adding features. I would love to see things added from tg code like brute/burn surgery, and revival surgery. It would allow skilled medbay players to operate under duress, and reward learning the intricacies of medbay. Everytime this topic comes up people tend to forget that the rounds are 2 hours long on average. A bald medbay has a tendency to make rounds pure pain, despite how easy paradise medical is in comparison to other codebases. For that reason I think the focus should be on rewarding experienced med players with optimized and flexible procedures if they care to learn them, rather than taking the easier options away.
  15. I always kinda saw it as an SMG or short barreled carbine. You wouldn’t see me complaining about a new sprite for the WT, and quite honestly eguns and laser rifles as well. I always thought the WT looked extremely weird for a gun. Don’t even get me started on the AEG… that thing has a sprite only a mother could love lol.
  16. Problem is it’s just a worse version of a WT. The only time security is gonna pull out ballistic weapons is for nastier antags. If the level of violence has escalated to that point, you need a WT rifle not a pistol. Since a pistol is still a ballistic weapon, it just doesn’t really fit in to the scale of escalation IMO. Any ballistic weapon is a BIG escalation, it’s not a middle ground of any sort. If you need a pistol, you need a WT. Ultimately it wouldn’t be a big change gameplay or balance wise, I just think it would be a very pointless purchase, akin to buying a crate of e-pistols. Why buy a pistol when you can buy a rifle? I also don’t like the idea of command being encouraged to buy a crate of them for sidearms at roundstart. To be fair i like ballistic pistols, they just don’t fit into the current gameplay loop right now.
  17. I’m not seeing anyone talk about this so I figured I’d start a post and see what people think. I don’t know when this was merged, or even really how it works, all I know is a PR was merged that has modified delimb chances for sharp weapons. I played 2 rounds as a blueshield last night. In both rounds I was RNG knockdown/disarmed in 2 armblade hits, and decapped instantly in 4-5. The second round a single cling won a 1v6 against security and myself because it landed decaps in 3-5 hits on every single officer, and consistently landed RNG knockdown/disarms every other strike. The cling got somewhere around 9 in combat decapitations that round. I don’t know if this is intended, literal god tier RNG luck, or what it is, but it’s way too strong. I have fought clings in melee a million times, and it’s never been like this. It quite literally feels like I am fighting a chainsaw-lite. In combat decaps generally only happen with dedicated melees weapons like eswords, chainsaws, and axes, and even then not constantly. I think someone should do some testing on this, as if last nights example of a single cling wiping all of sec with an armblade is any example, I think it’s a tad broken. After what I’ve experienced those 2 cling rounds I’d say instant WT and SWAT kits are appropriate for any cling callout until this delimb thing is figured out. Maybe it’s just an anomaly but that round was insane. The cling was damn near instakilling sec.
  18. Alien: Isolation (Excellent) Space Engineers (Excellent) Destiny 2 - (Freemium Game, ok-ish) KOTOR 1 & 2 (GOATED) Jedi Knight - Academy (Decent) Dead Space 1&2 - (GOATED) Alien vs Predator - (Good Campaigns) Starship Troopers - (Good) SCP Secret Lab - (Excellent if people still play it) SCP Containment Breach - (Downloadable game, Good)
  19. Obviously don’t spam that trick, but I guarantee it will get security’s attention better than just saying “so and so is trespassing!” Only do that if someone is blatantly shitting up your workspace for no reason, and you seriously need them out. Doctors do not have chem access on roundstart unless they get it from the HOP. CMO always has chem access. That said, docs should not be taking over chemistry unless chem is understaffed, or the chemists don’t know how to make a needed chem.
  20. Evicting tiders is a crucial in game skill. It’s also why you should close doors behind you . If they are being truly disruptive you can always call security, assuming they aren’t in the process of being hunted down by antags. Also keep in mind, if someone who is clearly an antag breaks in and you mess with them, be fully prepared for the consequences. People get impatient because it is all too common for departments to completely shirk their jobs and screw over other crew members. This makes people assume you’ll ignore them so they start breaking in. You can avoid this by defying their expectations and being alert to people at the window. I do this by pointing at people who come up as soon as I can to alert them that I know they’re there, and then asking them what they need. If they know you’re not ignoring them, they are WAY less likely to be obnoxious. Most jobs rely on others in some way or another, but some are more insular than others. Chemistry, Botany, Xenobiology, Mining, and robotics are very solitary roles if you are interested. Lastly, some tips to scream over comms to get secs attention if tiders are being annoying and won’t leave: in chemistry, scream over comms “SEC TO CHEM, THEY ARE MAKING ANTISTUNS!!!l” say this even if it isn’t true and sec WILL come. For botany scream “SEC TO BOTANY THEY BROKE IN AND ARE MAKING DEATH PLANTS!!!”
  21. Would make gibbing people way too easy IMO. Emagging a recycler is already incredibly easy and low risk. Further, as long as the disposal lines were on, all you’d need to do to perma kill someone is disposal them anywhere on station. There’s also the issue of collateral damage from people accidentally walking into it or falling into it. Fully gibbing someone isn’t something that should be easy, and it certainly shouldn’t be something that costs as little as an emag. I don’t like emagged recyclers as a general rule as they exist already. Making them gib on top of what they can do is overkill.
  22. They should havem. Can’t protect command if you don’t even know what you’re protecting them from. They should also get a pair of sechuds as well IMO. Blueshield is a pretty privileged role as is, so if having sec comms and a hud are the only thing stopping a bluey from going red shield, they probably shouldn’t be playing it to begin with.
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