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Rurik

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Posts posted by Rurik

  1. Roaches. Aka Kidan. I absolutely fear and despise roaches. Aside from carrying a multitude of diseases and being absolutely disgusting, its extremely hard to wipe a nest out from a house and they breed rapidly. They also enjoy crawling into ears. They should be purged in flame, also like kidan.

    Spiders are chill though.

  2. 4 hours ago, Kryson said:

    One phenomenon I've noticed is sec officers removing the security locker from the sec checkpoint at the start of every shift "to keep it safe".

    I've been seeing this a lot recently, like, at the very start of the shift. I'm curious as to why its became so popular all the sudden. Bonus points if they dismantle the sec records, cam, and ID console, which I've had happen as well. By the magistrate of all people

    If I read this 6ish months ago I'd nod my head in agreement and frustration. Now though, whenever I see stuff like this and as others mentioned going on in-game, I can't help but to laugh at how serious some people are about 'winning.'

    • Like 1
  3. 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.

  4. 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.

  5. 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.

    • Like 2
  6. On 8/28/2018 at 8:21 AM, Aletmagne said:
    • A group of vox beating non-vox into crit for entering a vox box (All non-antags, I ahelped but it was 30 seconds before the shuttle arrived and I got no reply from an admin on the matter)
    • A Blueshield Vox abandon their duty to protect the Command staff and elected to help an assistant Vox who has some minor burns and a fractured foot while the Captain was dead 3 tiles away, being stripped by an Atmos Tech (The Atmos Tech was me removing the hardsuit to defib the Captain, had I been an antag I could of looted him with ease)
    • I've seen a Vox be arrested only for the officer conducting to the arrest be pushed over by a pair of other Vox (The pair being non-antags)

    The first one seems worthy of a player complaint all by its lonesome. The last I've seen happen many times, and not always by vox. Really just any pair of IC friends. As I've done it myself before, and have been helped by it, I suppose I am part of the problem there.

  7. 1 hour ago, ZN23X said:

    On the flip side, if I go easy on potential crimimals then I risk being wordlessly killed, disposed of, and waiting for the next round to begin. The consequences are not equal on both sides.

    This is a key part of the entire issue, really.

    Bad behavior from the antags (Wordlessly killing sec and keeping them permadead and/or stripping them of all their gear so if they are cloned they have nothing) reinforces bad behavior from sec (Wordlessly tazing people on green and then hauling to the brig without a stated charge). It is impossible to remedy this completely, but there are things antags could do better as well, not only just sec.

    For example, when a officer stops you instead of tazing you, there are two options (assuming a search would perma you). You can run, or you can fight them. The latter is usually unfair, since you can easily slip and murder them before they can react, or ebow them then murder etc. Then said officer in future rounds will likely not ask for people to stop again, remembering how they were killed without any chance to react. Next time the antag is wordlessly tazed and is brought in, and perma'd. The antag is angry they had no chance to react, and their round was ruined, so next time they attack the officer first without provocation (bonus points if they say they just wanted their ID or headset). Thus reinforcing shitty behavior on the other side and vice versa. It is a self fulfilling prophecy at its finest.

    I cant speak for others, but I can speak for what I do. I feel killing sec that are either new, or very good at their jobs but directly give you a chance to run via not tazing on sight, is bad form. Of course, that doesn't always stop me, but it is something to think about. Even if you do kill them, you have a choice of permakilling them, dragging them to medical, or hiding their corpse. Once again, if the officer gave you a chance to get a surprise attack off, or run, you should drag them to medical (not stripped completely of gear, no one likes running to the HoP naked waiting 10 mins for a ID and then getting back to sec with little to no gear left, just to find out that another officer took two tazers instead of one so there are none left). The same goes if they are new, since you don't want to discourage new players from entering the department. I recommend never permakilling unless it is your target, but if you must, at least make sure its not one of the officers that played nice. That's just mean.

    One last note, if you like fighting sec, but don't wana feel bad for murdering a officer trying to search/stop you, kidnap them. A bar of soap + zipties is all you need, letting you take a ID/Headset/Tazer and turn them loose quite easily. 

    • Like 2
  8. 5 hours ago, davidchan said:

    Nuclear Operative is a team role. If you're not a team player, unwilling to follow orders of your leader and just looking to run around murderboning Turn of your Operative Eligibility. It sounds harsh but the reality of the situation is if you're trying to solo a team based game mode you're just making the game less fun for all involved.

    You can solo without being a murderboner, unwilling to follow orders and not being a team player. Solo'ing is a strategy that has worked in the past, and is likely to work again in the future, and it works for the same reason that putting all your eggs in one basket is considered a bad idea. It creates a  distraction, drawing crew to two different locations instead of one. Its less of a friendly fire hazard, since its hard to get a shot in a three tile wide hallway when there five ops. It also helps so that if the ops are bombed, and four of them are taken down in a small hallway, there is still a fifth member that has a chance. This team based gamemode has a plethora of strategies that work around it. I am afraid it is not as simple as: if solo in team based mode = murderboner and making the game less fun for everyone

    5 hours ago, davidchan said:

    To an OP leader, if someone isn't responding, staring at their console or being totally mute, I'd strongly recommend ahelping it as Rule 6: Team Antagonists (Nuke Ops, Cult, Shadowlings, Abductors, Swarmers, Revolutionaries) must work together at all times; means anyone not working with the team can rightfully be smited and replaced with a ghost player willing to be a team player.

    That sounds nice in practice, but usually bad operatives are new. New players tend to communicate less often, be less experienced, be stressed, and not really know whats going on and work off what they heard about the mode. I've have seen ops that know what they are doing but be dicks anyways, and stay silent/not follow orders, but that is rarer than you might think. Perhaps its just me, but ahelping on a player who doesn't know what they are doing just to get them replaced so you have a better chance of winning is wrong and misguided. I am aware you likely mean the latter type of people who aren't new but choose to be uncooperative, but I feel it is still worth mentioning.

  9. 18 minutes ago, Fursamie said:

    don't you have a macrobomb implant roundstart?

    Thats a microbomb implant. Macrobomb works the same, but on a 5 sec countdown, and the explosion is the size of a syndicate bomb, iirc. Twenty TC. Fairly sure its a guarantee of gibbing you and anyone within four/three tiles of you.

  10. 15 minutes ago, tzo said:

    You CAN rambo as nukeop... but remember your team's overall objective, and ask yourself how you're contributing to it. If you just want to run around shooting people... stick with your team. You'll be more useful that way. On the other hand, if you have a planned-out, special role/objective that you can do yourself, and its very useful to your team... who can be going after the team objective without needing you.... then that could be very helpful.

    Well said. The main reason I solo is because I find not getting bombed by my own team harder than robusting a group of people in medbay. It's not for everybody, but it works for me. Trying it once, and seeing if it fits you might be a good call.

    Also very important teamplayer tip: If you are in crit, or otherwise knocked out and can't move, DO NOT let crew strip you for your gear. Always blow up yourself beforehand. If this happens a lot, or you go solo, buying a macrobomb implant may be a good idea.

  11. First step is the uplink donation crap, which I don't even fully get yet. Past that, you gotta decide your build, and really if you plan to go mainly guns, or desword, or both. I personally go desword, double adrenals, xray, advanced magboots, emp kit, emag, shielded hardsuit, mindbatterer, and one viscerator nade. Anything else is extra. Desword blocks most hits, any that get through will be blocked by the shielded hardsuit. If your not doing war ops, drop the shielded hardsuit for a elite. If your friendly fluke ops die and donate deswords the crew, or sec rush you with a baton, use the mindbatterer to knock em down. Not worth a chance to get harmbaton'd into oblivion. Any IPC's that shuffle towards you with angry intent can easily be killed with the emp of course, and if you need a borg stunned do so on them too. Dont emag airlocks before you see if they are bolted yet; clever AI's will stealthily bolt them so your emag will perma lock them. If no one grabs the meth donks (looks like syndi donks but these have meth, heal, and don't need to be warmed) next to the ships terminal, grab em. I generally give the leader first dibs on it as a kindess.

    Many people don't agree on this, but I recommend to never go with your team and stick it alone. First hit medbay until no one is left standing there, then go for the captain. If you are lucky your team managed to put a distraction up for you to get the cap from a flank, and then quickly retreat back to the ship. If you plan on going a gun build, it would be wiser to stick with your team, however. Not that gun builds are bad, but they need a bit more support.

    As a note, your shuttle will probably be podbombed, as nerds try and get the turrets out to steal the nuke and prevent  a victory. I find that strategy distasteful, but it is done nevertheless. Taking out medbay, then retreating to the ship and making sure it is alright and the nuke is still in place isn't a bad idea. 

    Last thing: Don't forgot your pinpointer or emag. Without these two, your going to have a tough time.

  12. 2 minutes ago, Fursamie said:

    With things you NEED to learn like surgery, I understand. But it takes away the intrigue when you have no clue what a vampire can do, and it takes away the bravery of you attempting to fight it. Now everyone knows mist = powered = KoS.

    I understand your point, but in this example you put here, is the alternative any good? If none of sec knows what a vamp can do, or if it is KoS except, lets say, one regular, it can go one of two ways. They either listen, and now they know what a vamp can do so we are back at square one. Or they don't listen, and the regular player gets fed up with the newbie team and leaves out of frustration, which leads into the problem we've been having for some time.

  13. If it wasn't for surgery wiki, I would never of even learned how to fix someones bones. And if it weren't for the cultist wiki, would of probably taken me easily four or five more rounds to learn all the inner connections. Thus, I am a bit iffy on that idea.

    I have lost a lot of the mystery that comes with initially learning the game. I do miss that feeling. But it never came from learning the wiki. It came from learning that midround blobs are a joke 95% of the time, and that I can ignore them. It came from learning that tspiders without whites or a queen aren't really a threat and I don't need to take them seriously since odds are they will all die in 10 mins. It came from learning that if I die on station and not hidden in a clever spot, odds are I'll be found and cloned like nothing ever happened.

    It also came from learning strategies with cultist, vampire, changeling and so on, and how to use their abilities to combat sec and the AI. It came with competency. I wouldn't say that's a bad thing, and while the wiki may of helping with that learning, its not the full picture. The wiki can't teach you how to do things effectively or well, nor about other peoples characters, at least not from my experience. Perhaps theres a wiki page out there with clever strategies out there I never read.

  14. 2 hours ago, ZN23X said:

    I think Necas point was theres nothing different between being killed by disintegrate, fireball, or any other spell that instantly kills you or being cluwned and killed that way. You are dead regardless. Its just a different method. Some people just seem to get angrier about dying by becoming a cluwne for some reason. Or maybe the same people just get pissed regardless of how they die. Dunno.

    I think its because some people find dying via cluwne as embarrassing, or as humiliation

  15. 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.

  16. 20 minutes ago, Threeinone said:

    That sounds awesome! Assuming they aren't immediately lynched by spiders or the crew themselves. Medium RP, baybee

    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.

    • Like 1
  17. 5 hours ago, necaladun said:

    I'd also advise that whoever is selected as the "smuggler", is the one guaranteed to take control of the biggest spider tier. This means they have a much more vested interest in picking a really good spot, rather than just wherever - and also lets us give more effective jobbans etc to people who fuck over their team.

    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.

     

    5 hours ago, necaladun said:

    It might also be cool to give the -exact same- warning to the crew that is given in blob rounds, at the same time. This means that for both modes, there is some uncertainty as to whether they should begin welding vents (And thus wasting time letting the blob grow), or search maint for the blob (and thus let spiders pick them off). 

    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.

    • Like 1
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