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Rurik

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Everything posted by Rurik

  1. When you have far too much time and too little sanity at the construction outpost
  2. As have I, usually dozens of rounds in a row. Perhaps that meta has changed as of late however, I don't know.
  3. I like that idea a lot. Having it so simply cheesing them with a toolbox is a little harder is always a good idea in my book, especially since its so easy to do.
  4. If you hate the current one, I'd love to have seen what you thought of the previous sat before the changes. That being said, the issue more lies with thermite making Rwalls useless. If someone takes their time to deconstruct all the walls, along with using the girder to block the turret shots and deconstruct the SMES to get behind the AI, your looking at a 5 - 7 min completion. If the AI calls for help, sec should be there within that timeframe. However if you use thermite, then emp the turrets or use desword, it will take upwards of a min, if that. Good luck getting officers to reach it in that timeframe with their lack of access. The AI's best hope at that point is a pod pilot to nab the thief in space. Even if the place was made more round and circular as you suggest, one emp will just nock them all off, and it will be stolen ez pz. You will only make it harder for those who don't have desword/emp. At the end of the day turrets will be easily cheesable, no matter how much damage it does or how it is placed.
  5. What Davidchan stated more or less rings true. I'd argue it has to do less with coordination and teamwork, and more with a good tc build and competence/robustness level. But the point stays the same. If the ops are robust, coordinated, and have a plan, they can win quickly and easily. And they would win quickly and easily every time, but luckily the antag selection adds newer players that aren't quite so elite. Even then, two robust and coordinated nukies can do it themselves. Hell, just one can carry at times and get the nuke disk solo, even if it is the exception instead of the rule. In the end, nukies can win easily with experienced players that keep their eye on the ball. Making changes like these, any of these, I fear would tilt the balance towards where nukies stomp with just one good player consistently. I know it sucks to have a team of flukies, all die, shuttle called, and everyone leave and pretends that round didn't happen. But balancing around the newer players instead of around the elite who know how to play it perfectly, I don't think is a good call.
  6. As a note; when I mention stealth ops here, I mean nukies that don't declare war, not nukies that stuff all their stuff in a backpack and try to walk around like normal civilians. I'd be inclined to agree that stealth ops is relatively easy (compared to war), and usually ends in the nukies storming the bridge, having the disk, and on their way out before sec even reaches the bridge. That is boring, no sec are able to respond, if they do its likely they don't have the needed equipment to take a nukie down (unless the nukies took their time murdering people). However I seen plenty stealth rounds where everything goes wrong, and the nuke ops die a horrible death before they even reach the bridge. Why? Cause sometimes nuke ops are composed of newer players. I can't speak for others, but I always considered stealth to be for those newer to the role or ss13 in general, to ease them in. War, on the other hand, for hardened veterans who know stealth would be too easy for them. I dislike the idea of newbies forced to go war and then die 5 mins within arriving on station, for a wasted 30 mins as the crew boards the shuttle or effectively extended if they do no damage and shuttle is not called. I'll admit, sometimes that still happens as newbies choose war. Or worse, if a competent group of players choose stealth and mop the floor with command before they even knew what hit them. In the end I am ambivalent about the idea, but I would still be willing to give it a try and see how its received, for sure. I just felt the need to mention stealth does have its use, and quite a good one if done by the newer folks. That being said, stealth ops on low pop? Yikes.
  7. I found it dead. Help never came. P.S whoever did this is a god and my hero
  8. Making glare harder to use via having to time it at the right moment, instead of spam clicking it when you see sec coming towards you, is a interesting idea. Currently the only skill with is it using it in conjunction with rejuv, and timing it to get the most people at once. I wouldn't be opposed to that idea, being punished for timing a glare improperly sounds neat. I am unsure what others might think of that however. I believe most people can agree on the second point, for both vamps and clings. A solid counter to it used to be explosive lances, however with its removal, there isn't too terribly much you can do. I'm surprised there hasn't been something for it already. Hell, since I haven't seen any recently, I wouldn't be surprised if a PR was merged that prevented it, and I just missed it.
  9. Well since it seems this thread has been revived, Ill guess I'll state what I've stated before. IPC's are a in a good position when it comes to roleplay and feeling different from, say, a human. I'd argue that more people play IPC because it actually feels alien, not because it is strong. But, that is just conjecture, really. When it comes down to it, IPC's only have three issues. In sec/command roles, a IPC is easy pickings, and is seen as a loot pinata for obvious reasons. For this reason, any IPC's in this role that don't partner with other species will likely be killed without any fighting chance against a enemy with a EMP. Sticking close with other sec/crew members does help remedy this a bit, but still, it is a liability to be in a combat role as a IPC. I personally see this part of the races mechanics, and that its not meant to be played in combat roles without support, but that's just me. IPC's that are targets to enemy agents are very easy to kill, as long as they can find you. There is little you can do to defend yourself, if anything, assuming they use a EMP. Even if they didn't, the brute weakness will still put you at a considerable disadvantage. Its pretty much a free objective if you can isolate them. Finally, the EMP range (in this case I am talking about agents 2 tc nades they get) tend to be so large that killing an civi IPC, unrelated to the engagement, is quite common. An agent could use a nade to keep themselves from being tazed in a sec chase, and if a IPC happened to be in that area, they would be instantly killed. With the last point I made, there was a PR a while back to fix it. It was meant to make the IPC's take heavy damage from a EMP, and be stunned for a decent while (half a min iirc) instead of instant death. That would of solved the issue of unwanted collateral deaths, while still making sure they are easy to kill if they are your target or your pursuer (sec). Sadly, it was shot down on the basis of being a buff to IPC, but really it was anything but. I can't speak for others, but if I knew I wouldn't kill some random IPC in the hallway I didn't see every time I prime a EMP nade, I would use it far more often.
  10. This one is from a while ago, but as cling I used chameleon skin and absorbed a guy in middle of medbay. He screamed, and no one came.
  11. I'd be willing to try it, but as others said, non engi antags will hurt a lot. I could easily see more antags going engineering roundstart or trying to get a transfer just to get around this.
  12. I think its because some people find dying via cluwne as embarrassing, or as humiliation
  13. I still think removing/restricting some of the wiz's more powerful spells, and them moving wiz to a midround event would be a fun idea. Even then, switching to raging mages in rotation sounds better, since it will allow more people to play wiz than just one, letting more people get experienced in the role. It'll also cure the 5 min round end if the wiz dies quick. Or we could just just make slaughter/laughter demons have their own gamemode, since they're the only good thing about wizard.
  14. I played 4 and 5, but I liked 4 much better. I could never really get into 5 for some reason, though it seemed like an alright game.
  15. Using traitor gear as traitor to play hero when you are supposed to be the bad guy sounds like a bore to me. After all, its called antag for a reason. Perhaps that is just me though.
  16. This would be a good idea, since there is little incentive to choose a 'antag' roll when it means you die 10-15 mins in without a guaranteed spider spawn. Id love that. I'm a bit tired of seeing people yelling blob as soon as that message appears without the biohazard 5 alert, and without seeing one.
  17. I was unaware of the latter ability to heal health quickly. With that included, I can see some merit to greys, and reason to favor them.
  18. Terrors, from what I've experienced, feels to be a very balanced matchup when both the crew and spiders (mostly the queen) are competent. The only issues I see are as follows: - Gray Terrors lack the breeding aspect of the greens, and the raw strength of their red brethren. This puts them in a odd position, as they cannot chase down prey either; their speed cannot outrun a human. This pushes them into a ambusher that must have the victim run into a web, or enclose them so they cannot otherwise run away. I know this is intended, but it should be noted that every spider can ambush with extreme effectiveness, thus making grays the least powerful caste by a considerable amount as a consequence. - Since Greens cannot produce any spiders outside of tier one, and it takes two bodies just to make one small cluster of eggs, greens cannot sustain a hive on their own. They either need a queen to back them up, or several competent whites to help out and pull their weight. Once again, I believe this is intended, but it should be noted for if there are no whites and the queen dies a early death/not spawned at all.
  19. I'd absolutely love it, though I am curious; would these convicts be able to roll antag themselves, such as cling or vamp? Apologies if this is already answered, I may of missed it.
  20. I echo @davidchan points for the most part, which beat me to the post. Adding three major nerfs that all deserve discussion on their own at once is a mistake. Even if such a nerf is needed, it is always better to implement it slowly, one change at a time, to see how the community responds. I've seen other games fall into this trap as well. Seems the knee jerk reaction of a outraged populace to a overpowered mechanic is to nerf it into the ground, all at once, so it sinks into irrelevancy. Thus shifting overpowered mechanics into pointless/useless ones. It is disappointing, really.
  21. I don't agree with many of these ideas put forth for various reasons, mostly ones already stated. Some of said ideas also would also adversely affect dynamic balance between sec and antags, which currently is, at best, finicky. That being said, this idea really stuck me as brilliant, and definitely deserving of some thought for it. It would increase rp between sec and crew on green instead of just a instant taze from bot/sec officer. This would increase quality of life for both the crew and sec together. That, in my book, is a instant plus, and I fail to see a downside to it. Also giving a alt title of 'security cadet' or something of the sort to sec officer is worth trying, at least. It would give fellow officers a heads up on who is new, while still retaining the same amount of access and responsibility. Once again, I fail to see a downside to that. Or the 'greytide' just might be bored and forget that sec are players as well. : /
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