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Coldflame

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Everything posted by Coldflame

  1. I don't enough enough about RD to comment. However, with regards to HoS and combat gloves: If the blueshield has them it more than makes sense for the HoS to have them. That aside, the balance discussion is more questionable. The HoS starts the round with the access to acquire insulated gloves (but they look fucking stupid with his gear), so it's arguably a QoL change. The only entity likely to weaponize electricity is the AI, and the HoS is actually the second-worst equipped head to deal with a malf AI already. The HoS is supposed to be the station's hardest crewmember to kill, so giving them a further edge isn't exactly a huge jump. That being said, the more shock resist is handed out, the less useful it becomes. If anything, I'd trade the blueshield's gloves for the HoS getting them (with the side effect or reinforcing that the blueshield isn't a big deal and shouldn't act like they are). I play too much HoS to give a fair response on this, but trying to be as objective as possible I'd still support the switch in the owner of the combat gloves.
  2. I don't play science a whole lot so I'm not sure how how telesci/experimentor impact the department round-to-round, but it seems like a good middle ground to leave an empty room there to build either telesci or an experimentor (or anything else science feel like building).
  3. not worth a backpack slot, CERTAINLY not worth a backpack slot if limited-use
  4. With no stunning and lower damage this could see use as a early-round science unlock.
  5. Syndicate toolbox does a reasonable amount of extra damage vs a standard one (20? not sure of the exact nuimber). Forcing the greytide meme further will just encourage people to be shitters as assistant/civilian.
  6. I'd support a way to up the capacity of gear aside from the baton, but as was previously stated field reloads for energy weapons are a bad idea. A non-portable method of cell upgrading wouldn't really fit any current equipment, though.
  7. There's already the 'trader' and 'businessman' civilian titles for this. Pretty much anything someone would need that's above-board can be gotten for free or found. I don't mean to shoot this one down, but I'm honestly not sure if this warrants being a job.
  8. The damage has already been done by the time it comes to finger pointing the department head.
  9. I'd argue it's more of a captain decision (perhaps HoS), but I'd certainly support this as well.
  10. I don't want to argue balance backwards in forth in circles, but I'll add that whilst one or two hulks can be dealt with without specialized tactics, a group of hulks can only be stopped by mass distribution of mutadone. If the crew get hulk, the antags have little chance of winning, and if the antags get hulk, the crew have little chance of winning.
  11. There's a reason prisoners never get sent off-station currently. Unless the prison was on a different z-level with zero chance of escape short of taking the shuttle back, sending prisoners there would be a huge liability. There really ought to be more reason to detain capital criminals over killing them, not less.
  12. Hulk's been nerfed several times and still stands out as by far the 'best' genetic power. It puts all the other genetic powers to shame, is randomly acquired with little to no element of skill involved, and instantly skews the round in favor of whichever side gets it. Every time I have seen hulk used it's been in a capacity that made the round less dynamic and enjoyable for everyone but the hulk. I honestly think that no amount of change will change the fact the core problems with what hulk does; the removal of instastun punches stopped it being blatantly gamebreaking but it's still (admittedly subjectively) overpowered and adds nothing to the game. From my personal experience, I have never seen hulk make a round more interesting, and certain gamemodes are outright ruined by it. I can't really see the validitiy of the 'it's supposed to be op' argument here, either. Hulk is no harder to get than any other genetic power, all of which are either fluff of minor advantages (perhaps with a couple exceptions, but no other power compares). The downsides are limited at best; not being able to use ranged weaponry isn't an issue when you're stun immune. I've included a poll as a way to gather quantitative what the general opinion on hulk as it currently stands is, given that balance discussions rarely result in a clear statement of opinion.
  13. I'd argue the chaplain should be a major threat to the cult, and with the inclusion of armor the chaplain becomes exactly that.
  14. Aptly named nukeop 'Chainkilla' created a 'distraction' for the rest of his team.
  15. That's what that jumpsuit camouflage traitor item does, though. I guess what I'm saying is that I didn't like any of those gimmick objectives at all. Just kind of obnoxious and doesn't really make sense to me, to be honest. How do you think they make the chameleon jumpsuits?
  16. Theoretically the system will lead to everyone getting one point of karma per round- there is exactly the same amount of points as there are players. In practice, a significant portion of players don't regularly (or at all) give out karma, and karma isn't distrusted uniformly. Adding additional methods to gain karma or changing the amount players can distribute means that the base formula is changed, which probably isn't a good thing given that the system works fine as-is.
  17. Unlike sec records, med records aren't really that important. It's probably better left as something done at the discretion of med.
  18. Considering that a single medigun is pretty much all of medbay in one portable package with no downsides, I'm really unsure if this is a good idea.
  19. The chemist's only job is to mix and package chems, so I'm really not sure automating that process is a great idea.
  20. doesn't this render the chemist redundant?
  21. This seems to be in a similair vein to an older suggestion: http://nanotrasen.se/forum/viewtopic.ph ... dog#p35137 I do like the idea of sec fielding an animal, and currently araneus is useless as anything but culling HoShits, so I could certainly get behind this idea. If it were do happen, I don't think the best method of implementation would be as an extension of a pet, though.
  22. Neckgrab is a win condition in a fight, so it's hard to pull off. Even with a stun, there's the chance the target get resist out unless completely incapacitated. If you manage to neckgrab someone, you've got complete control over them unless someone else steps in, so being able to prevent them screaming as well wouldn't hurt.
  23. Neckgrabs are currently one of the few ways to get answers out of someone without handcuffs, so I'm not sure that's a great idea. Tape as a ghetto option that mumbles speech and has a reasonably high chance of blocking a scream would be a better solution, I feel. More on-topic, mouth and eye covering is currently a feature on several codebases, so could probably be ported pretty easily (though I'm not familiar without our current grabcode). I'd say it'd be a pretty good addition, given that if you neckgrab someone you've already won the engagement.
  24. Predators are whitelist on CM for a reason, they get easily exploitable gear in exchange for an honor code that's only enforced OOCly, meaning that if a random shitter rolled it when no admins are on, nobody's going to be having much fun that round. I also don't think it's a great idea to have an antag with the sole purpose of murderboning, but there are already a couple in that vein so it's arguable.
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