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Rurik

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Everything posted by Rurik

  1. Personally, I like the possibility of being ambushed and nearly instantly killed at any point in given time. Adds a bit of paranoia and to the danger. It's only annoying when you are assassination targeted multiple rounds in a row, perhaps even by several traitors (and of course if the traitor is sweaty stealth kill into decap into microwaved brain). Then again, it's been ages since I was targeted via assassination objective and actually killed, and most traitors don't do the sweaty tryhard strat, either from not wanting to or not knowing how.
  2. A player should never be looking for excuses to kill off sec and permanently hide bodies, but, on a side note, slings are by nature usually short rounds yes? Murderboning isn't nearly as much as a problem if its done in a 30 min round as opposed to a 2 hour slog. I mean, the entire problem with murderboning is that it leads to players twiddling their thumbs till the next round starts, which is commonly an hour or more. As long as the murder has an actual reason and round is short, it could hardly be a huge problem, yes? After all, dying isn't inherently bad. It's the innate fact of being forced to wait for a new round/alt-tab and do something else that's a net negative & leaves a sour taste in ones mouth. Unsure if your post is satirical or not, but no antag should be hiding bodies/effectively permakilling unless their objective calls for it (aka assassination objectives). I used to permakill back in the day too until I learned better, but the quicker people know that permakilling/hiding bodies that aren't their objective makes them look like an asshole, the better.
  3. I feel like people are thinking too deep on this one. I can't speak for others, but as a sec main myself, this has nothing to do with changing mentalities, promoting antags to "play nicer" or even promote rp. It is solely to give magistrates the option to parole in non-emergencies without breaking SOP. Which they deserve to have. If we're worried it'll happen too often then make it Magi + Hos/Captain. Two out of three vote. It'll be a lot rarer then. However, if it has to be unanimously agreed by all three, parole will never happen. There's always someone who will screech about an antag or someone who had antag gear getting out, no matter how deserving they were. There also seems to be a misunderstanding over the type who will be paroled. The idea isn't to "give antags another shot." Its to give flexibility on paroling those who security aren't entirely sure are antags to begin with, or those who quite clearly aren't a threat without their TC that has been confiscated. And it won't be given just for being "kind." It would be given for no attempts of escape, actively disregarding chances to walk out freely (for example with the brig virus opens all the airlocks and a perma prisoner stays), been complacent and helpful all shift, and typically when there's only twenty minutes left in the round anyway.
  4. Fully support this. Offering more leeway for generous magistrates to parole deserving prisoners that will be of little threat without TC and with a tracking implant is always a plus.
  5. When it comes to bartender, TG could be something to work off of. They have it so (according to their wiki) drinks have an actual effect other than "lol xd your drunk now." Pain resist from alcohol might be interesting. Being able to drink more than a beer or two without being hammered might help too. The effects of TG's drinks also differ from whose drinking it, for example one (Changeling Sting) restores chemicals for changeling. Another (Quadruple Sec) heals security for 1 tick across all parts. If we have a system even half as expansive as TG's drink system goes, bartender would be thrice the fun. Or at least, see a lot more visitors. Lots of concerns already listed in the notes regarding this, but I feel it should be said: if antags had some sort way to fight back against mechs it wouldn't be so harsh on them. As of now, the only possible way a known antag being hunted by one can fight back is if A) they are in science and print ion guns (they'll need a lot) or B) steal a mech of their own somehow. But for the vast majority, the only option is hiding/running which slows down round momentum and limits interactions. We shouldn't encourage antags to get everything done before the hour mark, else face the big scary mechs/implants/aegs. Objective rushing into hiding is the last thing we want to see become the norm. This is how I felt going into security based on a few ill conceived views. After maining it for a while, it is most assuredly not the case. Security has a lot of leeway and room to work with, and when admins do ask questions it is usually just that—questions. Asking about whats happened so they can accurately respond to a ahelp. I feel most people who think the above quote likely haven't played security all that much. Or, if they have, are one of those players that like to be more violent/abusive than they should be. I feel that's because of borer's OOC rulings. They aren't even really an antag. Just a pAI with extra benefits that prevents an actual interesting midround event from taking its place. Its somewhat deceitful to act like they are even remotely in the same category as the rest of the antags, being that "Survive" could barely be called a antagonistic objective. The potential here is amazing, definitely an idea that piques my interest as revenant has been a glorified "IPC killer" for a while now.
  6. Feel like its very situational, here, which is the issue. A Warden walks in. Gets slipped and punched a few times by prisoner McGee. Warden recovers from stun and stuns McGee. That shouldn't count as a escape attempt. I think we can all can agree on that. But lets say McGee had cablecuffs/spear. They hid in a locker, slipping the warden as they enter and stabs/cuffs them. Then after the wardens capture/heavy-crit, McGee strips him of his gear. Backup officers arrive before McGee actually gets out of perma and put a end to it. Warden is saved and never dies from crit. That should be the very DEFINITION of an escape attempt. Just because McGee never got out of perma and the warden didn't die shouldn't mean no execution allowed. After all, if the officers didn't arrive quick enough it would be execution from wardens death/prisoner walking out with his ID. Now if the situation above happened, one could just say "throw them in solitary." Thats a nice idea, but now imagine that its highpop sec round with 3 perma prisoners, two active traitors and only 2-3 competent officers among the entire force. Now imagine any of the prisoners were vamps with their !!FUN!! glares. It quickly becomes infeasible.
  7. I use it sometimes before stripping naked and committing random crimes for the surprise emag. Typically I like to wait for the officer to set the timer, then buy it and emag cell doors while the officer is still in view to confuse them into non-action as I make my severely unpractical escape. All 9 uses were me /s
  8. If I wanted to throw it, I would have pressed r god damnit
  9. I honestly figured it was a bug. Being addicted to a SINGLE cigar four times in a row via hopping in a sleeper each time addicted before it ran out was ridiculous and not at all what Fox's PR description sounded like was intended.
  10. As am I. Until a complete rework and rebalancing go into xenos they are better off scrapped to make room for more terror spider events.
  11. Personally I dislike leaving lore up to the players imagination and interpretation to rp. Its how you get snowflakes and conflicting backgrounds quick, as well as conflicting rp styles for races. It takes me out of it to not have a sure answer to a question about the lore, thus being left with "guess I'll wing it." I'd also love the lore team to come back and flesh out all the lore pages. That being said, in doing so I'm sure they'd step on some toes and encounter some roadblocks, so I doubt it will ever happen. Hell, to flesh out the lore there doesn't even need to be that much more written. Just quick snippets added/changed to explain small details.
  12. Rurik

    mech nerf?

    I'd have to disagree there. Blob has been in a somewhat strong position I feel—far stronger than it used to be. Probably the strongest position its ever been in my memory.
  13. Rurik

    mech nerf?

    The only problem with mechs and blobs (which may have been fixed by now) was where you could spam the flashbang launcher without any cooldown and have a million flashbangs out and kill blobs, even big ones, extremely quickly. That is cheese and has hopefully been fixed by now. Other than that, I don't see mechs as needing nerfs. If any nerf came at all it should to slowing down the speed at which a mech could be repaired, rather than a direct nerf to its offensive and defensive abilities.
  14. In honesty, the only real problem I have with the new system is being unable to speak while in it/while having lack of 02. When the change was initially put forth I liked the idea of it, being unable to speak when spaced without 02 makes sense and even sounds cool. But in practice it just comes off as an annoying hassle because I cant give my cheesy one liners before death anymore. Getting mortally wounded and having to take out my PDA to say anything detracts from the experience, imo.
  15. Eh I don't much mind the beeping/talking. The ability for them to call the borgs to their location at all times (as I understand it, at least) in binary chat hurts, though. Since the borgs will try to kill you 9 times out of 10 regardless of their laws, you will be forced to kill the borgs as well. Thats all well and dandy, till I'm forced to blow all the borgs at the RD console and then I feel bad about ruining their rounds via "ha you exploded guess you hope someone walks by and gives you to the roboticist and not just stick you in their pocket for the rest of the round." The hard parts always been keeping the AI in your possession, never getting in. Though to be fair if you don't go the thermite/vampire mist route or the bit more risky desword strat, it can be fairly hard as well.
  16. I always get to these late, so I'll keep it short and simple. Ziiro made a pr that made emp's heavily damage and stun IPC's, but not instant kill. This allowed for antags who were specifically targeting them to keep the lethality and get the easy kill, while also allowing IPC's that happened to be in a emp blast zone, and thus a unintended casualty, not be instantly killed. This would also let antags use emps in a larger radius with a more carefree attitude to disable sec weapons (their intended use mind you) without fear of killing unseeable bystander IPC's around the corner, or through a wall. It was a smart, logical change that would keep the best of both worlds. It was shot down. I'm confident that should that change ever make it in, it would be positive and a solid step in the right direction towards balancing them.
  17. Instructions unclear, killed by mech with infinite flashbangs Great guide, hopefully we can see some more mlg blob pros in the future. Or just people who split
  18. After playing through it a bit more and being able to form a real opinion about it, oddly enough even though I thought I would, I don't mind it that much. The damage some of them can take with good rng is silly, takes me a bit out of it from a rp/atmosphere standpoint, but whatever. This has never been a realistic game by any means, and "muh realism" is never and will never be an argument, though I still do like things that promote immersion. It's not as much of a pain as I first thought, since if you can treat the underlying damage shock usually cures itself, and failure can be cured by the emergency autoinjector most of the time (in my experience). When it comes to antags I still feel the bone breakage of arms, feet, legs, ruptured lungs, or internal bleeding will continue to be the biggest ends of an antag run. That's not to say cardiac failure won't play a role of course. Changelings can treat cardiac arrest, failure, and shock via Anatomic Panacea (which makes it a must buy imo) and can treat bone breakage through entering stasis once in a safe place. Traitors get nanocalcium, which used to be overpriced but I believe it got a price reduction recently, with no item to treat cardiac failure. Normally I'd argue nanocalcium and a hypothetical item to treat cardiac failure wouldn't be used since you tend to need a full 20 tc build on other items to complete the two objectives and live without the use of memechems. However with only one objective now, it gives a lot of wiggle room with TC to buy items like that. Vampire gets nothing for both save for the extremely overpriced (and rightly so since monkey cheese is somehow still a thing) enthrall ability where they can try and get a doctor and slave them for treatment. While that can work, using enthrall with security actively chasing you, broken bones/cardiac failure, and having limited blood (if not monkey cheesing) is just not quite realistic. Can be done, sure, but can't really count on it to save you in a tough spot even if you can meet the 300 blood to use the ability since time and the doctors ability always take a role (not to mention isolating a doctor and not have another run in and say "why are you healing this known vamp" etc). TL;DR: Adding in an ability for vamp to cure themselves of cardiac arrest/failure, such as making fully powered rejuvenation also cure a stage of cardiac failure, and if at the first stage completely removing it, would be good. For traitor, probably a box of extra emergency autoinjectors or something along that line of thought to also treat cardiac failure would be beneficial.
  19. So would it be a no go for the alternative title "Local Badass?"
  20. That's it, we're done boys, pack it up, time to retire.
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