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codydozer

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Posts posted by codydozer

  1. No TESLA mention -- feelsbadman

    Nahh I don't play enough for most of you to remember me in rounds nowadays. Especially since I usually sit in the lobby and shitpost while answering mhelps

    E.L.O is p neat (not only b/c of the band reference I swear)

    Screeching at Sollessa is p fun so plus 1

    Ivan Ooze because Telesci memes during nations +10

    PLASMA FIRE!!.png

  2. 16 minutes ago, Keluandrie said:

    It was in development forever, I agree. However, people's main complaints weren't really dealt with. I played engineering during the time fastmos was first being tested, and the item OHKOs were always a thing. The obnoxious stuntimes were always a thing. The only way for fastmos to NOT affect you directly is to be on of the barelyRPers that sit in bar and do nothing interesting, or live in magboots. (Also, why was red extract on magboots declared an exploit and changed? Use your head.) I've seen plenty of antags have their round ended by somebody just leaving a window open. Unless they powergame magboots, that's the end of them. I can barely think of even one time I've had my enjoyment enhanced by fastmos, that wasn't laughing at misfortune.

    It exists almost in it's entirety, to fuck people over. Make breaches more realistic, etc. But in a server of 90+ people, I'd argue enjoyment and functionality take precedence over realism, especially on non HRP. Only atmospherics really has any enjoyment from it, which explains the defenders, which is fine. But putting in an inconvenience for everybody, to make the jobs of 2 roundstart more important, is what leaves me dissatisfied. It was in development for awhile, shouldn't have been merged.

    Linda 1.0 was basically non existant. It actively made me depressed and made me not want to play Paradise because other servers had better atmospheric code. The suggestions @Squirgenheimer posted would help out a lot

    • Like 1
  3. 1 minute ago, Keluandrie said:

    And the lack of foresight to add such necessities to both mining and paramedic show that the merge wasn't thought out nearly as much as it should've been.

    Such is like half of SS13's code sadly. Lot of stuff isn't modular and makes developing more things increasingly difficult. That said, things can be changed and fixed sometimes easily. It is very easy to overlook these small things. Even with just mapping only it is very easy to skip a tiny var edit for a door system

  4. Just now, Keluandrie said:

    This is a game about either RP, or antags. You can play building blocks, sure, but that's one department. Meaning fastmos, in my eyes, directly messes with what the game IS, for very little actual payoff besides saying "lul fastmos" when someone's round is ruined by a draft.

    This whole PR makes the Paramedic quite a necessary role in my eyes. They just need mag boots at round start is all.

  5. 1 minute ago, Vargh said:

    That permastun who can get you when you are really far away from the breach.

    Odd. A good rule of thumb that I have noticed is to stay 2 tiles away from the frosted tiles. I've watched the Escape Shuttle during transit get breached and I could get decently close to the ice without being hit by the wind throwing.

  6. Just now, Keluandrie said:

    Fastmos works on HRP, where breaches aren't that common, and antags play a more passive role. On paradise, holes in the station are a nearly bi-round occurrence, meaning everyone that needs to walk by a commonly bombed area (ie medbay, robotics, medbay) get fucked for existing. The only real defense for fastmos is that it adds more realism, but it comes at the cost of the majority of the crew's enjoyment. I still believe that the full merge was very naive.

    Tbh yeah it doesn't really work for Para's RP/Antag level. However, there are many maintenance routes you can circumvent the issue. Fastmos will eventually and hopefully make Engineers more responsible in using the Inflatable Wall briefcases as they can very quickly make a hallway secure for temporarily traffic. It isn't hard to seal off the breached area.

  7. 2 minutes ago, Dumbdumn5 said:

    Personally, what bugs me about it is just getting sucked out a window before you're even aware of a breach. That and the stun is a little bit crazy. At the time of writing, a single breach is able to result in cases like this. Might need a bit more of a tone down to make it fair at least.

      Hide contents

     unknown.png.930aba96bb6394a3f6a11c41c855f10e.png

    Five officers dead after a vampire shrieked once, then shadowstepped away.

     

    Code a sprite for solid airlocks to show whether there is an atmospheric threat on the other side.

    • Like 1
  8. 1 minute ago, Zuki said:

    In my opinion, too, the wind should be toned down a bit, instadeath to one object is not very enjoyable. And I second this:

    And airlocks, I get blown away even after properly cycling the air! It was amusing to experience it for the first time.

    I haven't had an issue with airlocks yet? Airlocks need a remapping to have more than one vent space now is all. I.e the Telecomms airlock works just fine and it has 2 vents to cycle

  9. Don't get rid of the objects hitting you as it is quite a nice threat and pretty neat. I'm still one for making the objects only hit you once & then "slide" under your character's sprite. The "insta death" from a single metal rod is a little annoying. Just because it's annoying doesn't mean get rid of it however. 

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