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scrubmcnoob

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Posts posted by scrubmcnoob

  1.  

    Besides just changing out the map and getting bigger spaces, concepts for new jobs should definitely be brain stormed during this feature freeze. In all honesty, there is no point in an enlarged map until we get at least a few new roles in unless you literally want to make it four of everything(Chemists, roboticists, botanists, ETC.) but I don't find that to be a very good idea.

     

    And maybe make some of these new jobs some low level pleb stuff and not karma needed? If all the new jobs that get added are Karma, won't really matter when most of the playerbase can't play it.

     

    Point being, more space would be nice but we need to focus on job creation. Physical station space is not needed that badly, but rather various new jobs people can play and lower overall civilian count. And yes, HOPS need to be on their ball now, opening more slots such as miner, janitor, ETC.

     

    The two biggest challenges I see in new job creation is making sure it's not a carbon copy of another job with new sprites and in by making sure it's unique, we need to make sure they do not become station essential; keeping lowpop rounds viable to play on.

    And then just finding the room to cram these new jobs into the station or adding in small additions.

    Good thing this feature freeze gives us time as @Flattest has said.

     

  2.  

    I don't .... get the logic of "Calling an ERT should = demoting Sec/Command for failure to fulfill their duty."

     

    The ENTIRE POINT of an ERT is ... is in the name. An Emergency Response Team. I mean good Lord, if a Bank is robbed, you don;t turn around an fire your entire Security detail because they couldn't stop a group of people with lethal weaponry, you call the fucking cops who are equipped to deal with the job MUCH more then you.

     

    Security is there under the premise of dealing with crew shenanigans, not under the expectation of a Syndicate team declaring war an murdering you in the face.

    Stop being salty that your murder spree gets the kind of attention befitting of a murder spree. If you mass kill people, removing them from the round more often then not, then yes. You're going to be treated more severely. Game ain't just about your antag jollies.

    Murder sprees have a time an place are sometimes even awesome to watch go down, but then you have to expect if you go loud... y'know an ALARM is going to go off.

    This guy gets it.

     

  3.  

    In all my time of working xenobio, I never had a problem with killing slimes in that small kill box.

    This is more of a personal preference thing and I don't think it really needs to be added. Just bug engineers if you really want a specially made kill box.

     

  4.  

    To be honest, there are already Slime kill rooms in Xenobio.

    The One tile wide rooms, between the two glass doors leading to the cells, are great for killing slimes.

    Instead of the fire extinguisher dispersing all over the area when spraying at a slime, it concentrates it all onto the slime making one or two blasts enough to kill the slime.

     

  5.  

    The trivial discussion of all these races is derailing the thread from the main point.

    The point, of this thread, is that Vulps are objectively better because they have 8 tile darksight and get better unarmed damage without the need of cutting gloves.

     

    I rather have Vulps turned from Human+ to a literal resprited Human until a consensus can be made as to what balanced specie specific traits they should have.

     

    After the feature freeze that is.

     

  6.  

    You know, this is actually a pretty good idea. Here's how you could do it: whenever an ERT is spawned, also spawn a CentComm Officer with the objective of demoting all heads of staff. Not part of the ERT, mind, but the NT Rep's boss. Or, at the very least, Captain, HoP, HoS, for being inept enough to need an ERT in the first place. Guaranteed, at least one of those isn't going to come quietly, so that, in turn, creates more !!FUN!!

     

    You're forgetting the whole reason of why ERTs are usually called in.

    They are called in when security and command fail to keep a threat contained and it becomes a station wide problem.

    If antags choose to be sloppy, not stealthy, and openly take down command and security, ERT is a consequence they must face because of their actions; effectively making their goal harder to achieve

     

    Why in the world would we want to make command's job harder when calling an ERT in? They are already having enough troubles as evident with the antagonists running loose and causing havoc. And just because the antagonists are besting sec and command, that does not mean they are incompetent.

     

  7.  

    Why are you upset that a few cultist, openly taking down security, get gatted by ERT?

    They honestly can not be salty about being killed on their 'precious' antag round considering, from what has been said here, a few of them were openly murdering the entire security force.

    If you are taking that many players out of the round, don't complain when you get taken out from the round by an ERT.

    ERT are not even that much of a concern. They are quite easy to avoid, as long as you are not openly antaging in the hallways, and in all aspects, are just security officers with mores shiny equipment and higher access.

     

    And as Neca said, that access on the card is quite amazing. As a vampire, I murdered an ERT medic, stole the shuttle to centcomm, took a marauder and then proceeded to kill the Naval officer; I actually completed my objectives by being in the same Z level when the shuttle arrived.

    All with one lousy card I got off some bloke roaming maint shafts alone.

    And to be honest, I am glad that admins are making command players stick with the situation a bit longer and see if they can fix the round before just ending it all, including the antag's round, by just calling a five minute shuttle.

     

  8.  

    Except there is no point in nerfing them as they are fine already.

    And why go through all that legal trouble for six batteries when you can only use one prod at a time? Security will just take you down before you get to making the prods.

    As said earlier, it's not a problem on the station. They seem pretty balanced and in line with other items on the station.

     

  9.  

    Then don't get ambushed or rushed attack? This would usually happen in maint only or areas with poor lighting- Just go with a buddy if entering a sketchy area.

    You may think a stunprod is all you need to take some one down but in reality, if you are battling multiple people, you are going need a bit more because it will run out of charge and or you will get disarmed/tazed before you can take everyone out. And if you do get stunned, it's part of the game. Some one has bested you with a stun prod which you could have countered with a glass bottle, aiming for the head, and on harm intent.

     

    The stunprod has been fine for the time it has been in the game and I don't see any real need to nerf it because it is not ruining rounds.

     

  10.  

    Stun prod is much easier to come by then lube, peel or soap. You can make one roundstart as ANYONE. You also can make secbelt in botany with ease and the fill it with 5 stunprods. While traitor weapons like esword, pistol, energy crossbow or revolver have costly tc price. Thats not normal to have weapon which beats traitor/sec weapon with ease availible to be made from crap without serious downsides.

     

    The stunprod requires a battery to make and using the lowest level battery only gives you a few whacks whereas the high capacity cell gives you a bit more. There are not that many high capacity cells lying around for people to grab at round start.

    And in regards to certain items being hard to obtain, that is all dependent on what role you are and whether the chemist is nice enough to give you lube or not.

    If you get chemist, all you need to do is click three buttons and bam, you got space lube.

     

    In reality, I maybe only see one-two stunprods a round when detaining people and don't hear much people crying for help over a radio because of a stun prod. I imagine they are bit more common than that but not to an extent where they need a nerf.

     

    Also, I don't think a stunprod is better than antag equipment/powers. A stun prod is literally a stun baton with a shorter stun time and smaller charge.

     

  11.  

    Dealing with stunprods is easy yes but thats not the problem the problem is that anyone can pull out a stunprod at any time without you having time to react

     

    This literally can be applied to any item of the game. You can pull out many items and quickly use them on a person.(Banana Peels, Soap, Space Lube, Screwdriver to Eye, Table then tie)

    The questions you should be asking yourself is

    A. Why are you letting them stand right next to you if they are a sketchy figure.

    B. Why not call for help if they stun you?

    C. Why were you in Maint alone(IF you were when they stunned you)

     

    Honestly, this notion can be applied to many items in the game. Just because you happened to be a particular target of a stunprod user does not mean it needs to be changed. If you get proded, scream bloody murder and get help. If you are alone in maint and they pull your headset off, turn your suits sensors off, then that is your fault for being alone in maint.

     

  12.  

    Stunprod can be shoved into any charger. And its charge depends from cell it uses. Ask for bigger power cell from science to negate bigger power consumption.

     

     

    A chance to backfire when used make sense because prod handle is made out of metal(!) bar and there is nothing insulating on the handle. So you better get yourself insulated gloves. cheap insulated gloves may either protect from self-stun or make it worser.

     

    Alright, I guess I been stuck in the old fashion ways of recharging stunprods, nice to know you can just use an auto recharger.

    However, I don't see adding a self stun chance to the stunprod is needed. Sure, traitors and greytiders them use from time to time, but they are not a major problem to the station and definitely aren't overpowered seeing they been in this game for quite some time.

     

    It's also easy to take down a person who is wielding a stunprod as security because you have a range based taser, flashbangs, and even e-bolas to slow them down.

    Personally, when I catch people with stunprods, it only makes their sentence longer. Most of the time, they never even land a stun on a person or got caught for another crime and when searched, had more time added because of the prod.

     

  13.  

    Highly disagree with this one.

    They already have the main disadvantage of having a lower charge than a stun baton and to charge them, you actually need to remove the battery instead of just shoving the weapon into an autocharger.

     

  14.  

    Purpose2, really solid points as to why we should stay listed.

    At any rate, I am enjoying the listed rounds so far and I been mainly playing security. It's a bit more challenging, maybe, but not impossible.

    And as noted by Purpose, the HOP needs to be good.

    The only mass riot I saw occur was when the HOP told everyone in line to "go fuck themselves" and closed the shutters.

     

  15.  

    I find that most of the people I end up killing as an antagonist, besides any assassinate objectives, are people traveling alone in a maint shaft which includes sec officers and grey tide alike.

    They know there is a dangerous person in the maint tunnel and yet, they still travel alone expecting they can 1v1 an antagonist.(Gotta love doctors, miners, engineers, Magistrates, ETC... {Basically non sec personnel} trying to take you down when your a fully powered vampire)

    If they die like this, that is really their own fault.

     

    Also, if an admin ever bwoinks you to ask why you are killing that person, literally just respond with "Antag-Combat" and they can infer that you are busy ingame and can easily check to see if you are indeed antagonist.

    And if you ever want to execute a very controversial plan, just ask the admins before hand.

     

  16.  

    I think the current nerf on the github is pretty fair.

    It only makes it so Xenos can't one click crew members with shields and instant win

    If they have a shield, oh well, looks like you will now have to have a drawn out fight with them and try to out robust them with melee/spit.

    I find that more interesting than one clicking.

     

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