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Fox McCloud

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Posts posted by Fox McCloud

  1.  

    Willing to give this a shot for a week or two, but I'd rather not upset the balance of a value that's been this way for literally 2 years now--especially considering this is a gigantic nerf to stealing headsets and effectively allows the AI to hear the entirety to the station again (minus maint).

     

     

    Edit: Because of how mapping works, a range of two is actually a range of three because the intercomm will invariably and always be on the tile below the wall its placed on, giving it a pseudo-range of 3.

     

  2.  

    No idea what's causing the issue, but you're literally the only person to complain of this; plenty of Vox have spawned in with their full backpack and gear.

     

    I did a test on spawning in as a Vox civvie, here was the result:

     

    Voxequipment_zps0a1e3a46.png

     

    Bag in one hand, internals in another, and backpack on the thing's back.

     

  3. This makes melee combat even easier than it already is (and even worse for ranged); it's literally simplifying damage for no other reason than to make it easier---I definitely don't agree with this, especially considering the weapons that tend to cause dismemberment are already the most powerful weapons in the game (cleaver, meat cleaver, fire axe, etc).

  4.  

    Not a good idea, at all, as Freestyle clearly explained.

     

    Not only this, our telesci is going to go out the window; teleporting has no cooldown, no range limitations, and is stupidly easy to solve, even by someone who the most basic level of competency in SS13.

     

    "Easy to solve" is impossible to ever fix, as, inevitably, spreadsheets and auto-solvers will always be generated.

     

    That said, cooldown and range limitations are something that can help curb how ridiculous telsci is--particularly range; the new telesci will be powered by bluespace crystals, which will put an inherent range limitation on how far away telesci will work; if you want to teleport things outside of that range, you'll need the cooperation of mining and R&D to produce more bluespace crystals.

     

    Let's face it, it's insanely stupid that you can loot the entire armory, head lockers, and other high value targets in literally 10 minutes---from round start; it's not balanced and just encourages people exactly to steal everything.

     

    On the plus side to new telesci: no risk of failure (mob spam, plasma release, etc).

     

  5. A well presented idea, but I don't like it at all; while it does curb so called "abuse" by the Head of Personnel/Captain, it will make stealing additional access damn near impossible during average and high population rounds, not to mention sometimes someone over-riding the authority of a departmental head is needed. This will ultimately add another layer of bureaucratic time-wasting at the HoP--people are already impatient enough waiting on the HoP (and him checking in to approve/deny the application); this will only exacerbate the situation even more. Getting additional access via non-murderous means is already incredibly difficult;t his will make it darn near impossible (and yes, I realize you said emag...but not every traitor has access to these; cult, rev, vamp, changeling, etc all lack emags, of course).

  6.  

    Allthevendingmachines_zpsd99aae7d.png

     

     

    Very very slow round; ICly Eldrin brought me a few vending machines and mentioned "I may have a problem"; Fox told him of his experience with Goon Facility Charlie and how much equipment/machines the QM had there--to the degree cargo was called QMs. He then went and got every single vending machine he could think of---Bulma even showed up and helped get the BODA vending machine from the derelict.

     

    Zero adminus involved---the only admin action I did was deleting a wall screen console so a vending machine wouldn't be hidden behind it.

     

  7. Flashes are now more of a crowd control tool; they don't do the same thing as stun batons do now; they blind for a bit longer and cause confusion; if you use the attack-self with the flash (ie: clicking on it), then it'll do the same effect in an AoE, but to less of an effect.

  8.  

    Most recent patch will likely please any Vox player--I won't spoil it here, but once the server updates, I feel you'll be pleasantly surprised

     

    Also I really don't see how someone utilizing the stun baton/taser before a flash or pepperspray is being shitcurity. Pulling out your taser/baton and stunning them first thing without them resisting? Yeah, that's shitcurity, but once they're not complying, I don't see how using a baton/taser first is anywhere remotely close to being shitcurity.

     

  9.  

    Vox will always be difficult to balance, in this regard, due to their unique requirements to incessantly carry around a nitrogen tank on their back; what also complicates matters further is that they're a race that was never meant for use by regular players. Yes, I know, we've had Vox for about a year on Paradise, but this still doesn't change the fact they were never really meant for non-antag play--likewise, for Para, while they were deliberately added for regular play, not much has really been done to correct some of the issues.

     

    One idea that could be done, to help this would be to give Vox double-capacity emergency oxygen tanks (like the one Cap has in his office) that start off completely full of Nitrogen. They'd still have their Nitrogen requirement to breathe, but the tank could be kept on their belt or in their pocket, if need be. Still a -1 slot compared to regular individuals, but they'd have backpacks (the lack of which is probably Vox's biggest weakness).This does not mean this will happen or not happen; it will have to be discussed.

     

    As for Bone White's comment, I don't think he means the metagaming as in the "you get in trouble for this", I believe he means "if you're going to pick items for your inventory, then do it right and carry the necessary and nothing more"--meaning--forget about the pepperspray and potentially flash, as a Vox.

     

  10.  

    First off, I apologize if I came across as hostile; it's not my intent.

     

    Secondly, I'm sorry if it seemed as though I cut you off, but at that stage, I felt as though I had collected an adequate amount of information regarding the situation, and there really wasn't anything further that needed to be discussed on the matter at hand; you directly admitted that you infected/attempted to infect two crew members with a virus (via infecting yourself then hugging); this isn't an appropriate response even if it had been the lesser lethal one, as collateral damage can be enormous with viruses--this was definitely the case here and it was the lethal one--the entire escape shuttle was infected and a couple of people exploded on it--some died in chemistry; others died in the hallways. This wasn't even an accidental release of a virus that got a lot of people killed; this was an intentional release of a damaging virus, period (again, I fully acknowledge that one you utilized as accidental). All of this was discussed in addition to what led up to your actions---I additionally explained why your actions were incorrect and why.

     

    At this point I applied the ban. Again, I'm sorry if it seemed like it was in hostility or "cutting you off"--I legitimately felt that you had fully explained your side and that I had fully explained mine.

     

  11.  

    The stun durations last too long? Then fucking nerf that to the duration that the insta stuns do.

    As for me stating I came from /tg/, I'm saying that because I've played with the insta stuns a lot. Some people here haven't before this.

    Also, yes, I was an operative during the round MarkvA mentioned. I had an energy shield and bulldog and wiped out a good chunk of the crew before someone managed to get close enough to stun baton me (They ran at me in a mob.) and a RIPLEY drilled me to death instantly.

    But, yes, we got shredded overall.

     

    The operatives also had a 50 TC item (borg) that could do nothing but open+close+bolt doors; that was a huge factor, as well.

     

    Also I liked being able to change the batteries - good officers that communicated instead of simply grunting and hitting could gain a huge buff pretty easily if they talked to science, and you could re-load your stolen weapons without having to go to a charger. Also the devious scientist with the break a bone objective on a sec officer could always give them an irresistible super-cap cell, secretly injected with plasma.

     

    This feature is 100% intact; there's just been a number of cell/energy drain values that have had to be adjusted for it--not all of them were adjusted when this changed was implemented, but changing out cells is still 100% completely untouched (both for batons and energy weapons); you can still rig them and change out their batteries.

     

  12.  

    I came from /tg/, where this is all coming from

     

    Just a bit of a correction here. This is the status that all tasers had since day 1 on SS13; TG continued to use it, Bay eventually didn't; it's not a "TG thing" it's a "SS13 thing". I do fully admit to lifting the stun duration values from TG as Bay's stun duration for taser was a whopping ridiculous 10 seconds.

     

    for about a full year before coming here, I can tell you that in theory and in practice, it's shit. It ruins a whole lot of the gameplay. Unless both opponents enter battle at the exact same time, weapons drawn and everything, it's all about who gets the first shot, usually with stealth.

    With paincrit, you have to have actual skill. It deters some of the lesser robust players who just want to have a damn gun and shoot people. Even if you get shot first

     

    Tasers with paincrit are essentially no different in a LOT of situations (if we pretend painkillers don't exist for a moment): at range, once you're hit there's literally nothing you can do other than move 1-2 titles before collapsing and becoming paralyzed (ie: unconscious, not stunned, mind you) for a whopping 10+ seconds--not to mention extremely high amount of slow you'll still have even after the paralysis finally wears off. With a previous clip size of 10, once your target was knocked out, you could keep them locked in a state of unconsciousness for 80 seconds (compared with the current taser's maximum stun lock duration of 25).

     

    (And we nerfed tramadol, don't even try to bring that up.), you can still turn the tables or even them out.

     

    But it is worth mentioniong, as its still possible, the chems just don't last as long. There's still nothing stopping a person from running around with hyperzine and tramadol and becoming unstunnable from paincrit wepaons. We could nerf painkillers--yes--we tried that as a matter of fact (tramadol was weaker than paracetamol currently is), and you could still do it--you just had to add another painkiller to your system. Side effect was that painkillers became completely and utterly worthless for emergency situations in this state (worded another way: it didn't prevent people from becoming unstunnable and just effectively removed the usefulness of a medical chem).

     

    You may say "then just make it deplete faster"; this could be done, but it still doesn't solve it--people can still walk around with multiple pills in their pocket, or a syringe+beaker. Overdose? It currently has one, but can be nullified with anti-tox and will do so for any OD damage value of less than 2...not to mentiong arithrazine and Doctor's Delight can further augment this (and upping the OD damage of painkillers to obscene levels is just going to make them an OP poison); even so, it's not that hard to keep injecting yourself/taking pills to keep yourself immune to pain, but still under the OD threshold---and again, fully unstunnable by tasers (or any paincrit for that matter).

     

    Nuke ops on the bridge. Security borg runs in, tazes all bar one and runs off with their nuke. ED-209 handcuffs two of them when he rushes in.

     

    Tasers as it stands are highly unbalanced. I'd prefer to have paincrit back.

     

    Thanks for the input. I will say this though--everyone is still very much used to paincrit tasers---which is why I'm going to give this change a good week or two before any full decision is made on it. As such Nuke Ops have three items for dealing with tasers; one of the items, to my knowledge, has never been purchased, ever; the second has only been seen about 3-4 times, and the third--only once. The first is the tactical medical kit; it has a combat hypospray filled with synaptizine which reduces the duration of any stun. The second is the energy shield, which not only has a chance to block any projectile (as all shields do), but it reflects energy based projectiles as well. The third is the adrenaline implant---a three use implant that sets all your stun-related vars to zero and injects synaptizine into your system to reduce all future ones.

     

    When a system like this changed, new strategies will have to be utilized and developed by players (on both sides)--these don't emerge overnight and take time to adjust to (which is why I'll be waiting a bit before reaching a final decision on this).

     

  13.  

    Far better then the useless hallway and tacked on room.

     

    This. It's my main beef with mechanics; it's this huge gigantic hallway above the assembly line that serves no purpose other than to lead to tacked on mechanics--it doesn't give a good feeling to player and leaves a lost of wasted space that serves no purpose.

     

  14.  

    Sorry, no--this aint happening. Yes it might be "more realistic", but absolute realism isn't something we're aiming for, nor is it very fun. This would also essentially render nuke ops permanently deaf due to their complete reliance on ballistic weapons.

     

    Better yet, why in the world would lasers cause hearing damage anyway?

     

  15.  

    This has been talked over a little and will need further discussion, but:

     

    -the uniform/shoe/hat vendors will not be coming back

    -further thought/discussion is needed on the auto-drobe and may be coming back. Technically speaking, this is supposed to be a clown/mime only thing--final decision is pending.

     

  16.  

    As Neca said, giving yourself additional access as HoP is more or less "illegal" under space law, as is him doing so then looting the armory---but if the HoP isn't actively griefing/ruining other people's rounds, this is largely an IC issue.

     

    One interesting feature we could implement is the ability for the HoP to open/close job slots....because obviously, all job slots should be closed and 50 clown positions should be opened in their stead (joking aside, this is pretty much my reservation on the feature).

     

  17.  

    As for cloning vox, how the hell are you going to hook it up to N20 before it dies again?

     

    Not just that; inaprovaline is used to help stabilize the patient while they're in critical status and still healing....and that's highly toxic to Vox.

     

    So they'd be taking tox damage from breathing in oxygen AND taking tox from having inaprovaline in them...end result? They'd die almost the split second you pressed "clone" on the console.

     

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