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imsxz

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Posts posted by imsxz

  1. I wholeheartedly agree on the slipping note. Slips are so good. Spray bottles are widely available, spawning in maints and the public garden under the guise of pest spray/plant b gone/other botany stuff.

    When you first get one, right click and empty it, hit Z or Y (the use hotkey) to change the nozzle to 10u. It HAS to be on 10u otherwise it won't work with water. You can fill it up at any water tank (sometimes chaplain is a dick and runs around blessing all of them though, in which case you'll need to use the next option) or a sink, or any other places to get water from. Bam, you now have the best legal self defense weapon an assistant can get!

    There wasn't much about when/how to use slips in the main guide, so I'll make a mini one.

    Slipping is best used while disengaging, especially when you're being pursued through a tight maint hallway. Just cover your tracks in water, and depending on your intentions, you can reengage on your attacker if they slip, or just keep running from them. Using slips offensively is pretty tough, and usually requires the element of surprise. If your target is stationary, spray a tile with water and either drag them over it, push them over it (running into them on disarm intent/otherwise forcing them to move onto the tile), flip them over it(flipping is optimal when they're on a diagonal tile and looks robust, to flip over someone grab them passively and use the flip emote), or throwing them over it. If you're chasing someone, you likely won't be able to slip them unless you get a lead on them somehow.

    Very important note: don't slip on your own water. It makes you look like an idiot, and usually means you lose whatever combat scenario if you were in one. Noslips are great and spawn in maints, if you can get these you can turn any battlefield into YOUR battlefield by spraying a shitload of water down.

    Water isn't the only form of slipping, either. You can also throw/drop bars of soap, banana peels, or fill your spray bottle with lube. With lube, it is impossible to not slip on it short of antistuns such as hulk, even then it still launches you as it normally does. Lube can be used with a spray bottle on 5u instead of 10u. Using lube with hulk will act as a significant speed boost, and provide great area control as your opponents won't be able to walk on it without slipping.

    That's all I got and my class is starting, I hope more of you try out slipping!

    edit: forgot to add; borgs, simple mobs, and people with noslips/active magboots(usually CE has active magboots) will all be immune to all slips other than lube. People who are walking will be immune to water slips.

  2. 3 hours ago, EvadableMoxie said:

    I don't think it's really about how strong it is.  It's not broken in that it won't make you invincible, but it's a pretty decent amount of always on regeneration healing the two most common damage types on top of restoring blood.

    The problem is there is literally no mechanical reason not to dump 1000u of Saline into yourself, yet it's really stupid in terms of immersion and RP.  It's a pure powergaming movie with zero downside. It's like pre-spliting in that way.  Completely illogical within the narrative of the world, but mechanically there is only upside to doing it, and so, people will. 

    It's not so much a balance issue as not wanting to reward people who break the narrative to power game. 

    This is mainly why I made the thread.

    Also it can heal a laser blast in 10 seconds, which is pretty significant if you're on the run and don't have access to burn patches.

    Also the "I can outdamage the healing" argument applies to nearly every chem... Even cryoxadone if you're using an actual weapon.

    • Like 1
  3. Lemme start this by stating this is coming from someone who has NEVER had one used on them before, so it's NOT a salt post.

     

    Sacrifical daggers are a super unhealthy item, and with cult, usually means you're getting permakilled if ones used on you (or become a construct at best). Being one shot isn't fun for anyone involved, takes little skill to actually pull off, and isn't even risky to the user as there's no opportunity for you to even call them out.

     

    I'm suggesting the sacrifical dagger be changed to what it was originally designed (to my knowledge) to be; remove/lower the cooldown on the blood drain, but significantly lower the amount of blood that it takes. This would improve the overall health of the item while keeping its theme.

    • Like 1
    • honk 1
    • fastparrot 2
  4. Hey guys, imsxz here. It's been decided that I won't be playing on Paradise anymore. I'd just like to thank all of you for being some of the best friends I've ever made, and all the great memories you've given me in this past year. I'll be active on discord, add me there if you want, same name as my ckey and forum name.

    *salute

    Edit: for the record, it may not be forever.

    • Thanks 3
    • clown 1
  5. I don't have any specific suggestions for this, but I believe vampires need their early game strengthened and late game weakened. Currently, vampires as super imbalanced(in both ways) in that when one gets rolling, it's nearly impossible to stop them, but getting rolling is really difficult to begin with. Additionally, I'd like if they provided a bit more of a threat to the station as a whole rather than just maint dwellers. That said, vampires are my personal favorite antag to play due to the freedom their playstyle grants, similar to changeling without needing to permakill, and I wouldn't like to see that gone.

    • Like 2
  6. I've only started using imsxz very recently. I needed a new one because my older ones were even MORE lame than my current one. Did some button mashing, saw something vaguely similar, sounded it out, discovered that I am indeed the most funny person on Earth without a doubt, and now I have an equally cringy but less meaningful username to my old one(s).

  7. My thoughts on a way to improve the situation where most operatives had the objective to kill me, would have been to let me know that they were after me and given me the objective to kill all of them in return, or something like that. As for the operative NPCs spawned on me, I likely would have been fine if I had the weapons on me as was assumed.

  8. Admin Key: necaladun

    Your Discord name (if applicable): imsxz

    Complaint: I believe Neca's "anti-cheese" policy went above and beyond reasonable means.

    I was a lowly scientist, looking for space loots for RND, as normal, and I cleared out the syndicate supply depot using a grenade. Later on in this shift, I went back to the outpost with a friend of mine to hang out and snoop on comms out of boredom. He spawned 3 armed syndicate commandos on us, one of which was player controlled who I assume was by him. This is already an unfair fight, and a ticket straight to ending our shift. Not only did he spawn these syndicate soldiers on us, he also set the vast majority of traitors that shift to have the objective of killing me. I believe that this was an unnecessary level of action from Neca, and that outright ending my shift on the spot for something he didn't like was very uncool. There is essentially nothing I could have done to stop myself from dying, all over a little bit of loot that i deconstructed in RND.

    5a8b5e6d8339eb5e6cfe817a8a157dc9.png

    • Like 3
  9. Name: Ares (is a grey, so REAL name is not expressible via writing or verbal communication)

    Age: 28

    Gender: Male

    Race: Grey

    Blood Type: O-

    General Occupational Role(s): Research, hydroponics, greytide

     

    Biography: Born in a cloning pod as all other greys are, into a decently sized research ship where he learned most of what he knows in the science department. Worked in hydroponics additionally growing up, as a vital part of his ships survivability. Naturally applied for the research division in NanoTransen, with a decent bias in hiring due to his race.

     

    Qualifications: Research, "growing some pretty wicked plants", and "opening the doors that AI refused to".

     

    Employment Records: Tends to know what he's doing, if breaking a few laws or standard procedures.

     

    Security Records: If assistant, keep a close eye on him. Likely committing victimless crimes that have a high chance of getting himself hurt rather than others, but against the law nonetheless. Intentions are usually "being bored", not malice.

     

    Medical Records: Healthy, young male grey. Will accept anesthetics in most cases.

     

    Personnel Photo (Appearance text): Very noticable pink eyes, for better or worse. Average height, and average weight for greys.

     

     

    Commendations [only to be added by admin]:

     

     

    Reprimands [only to be added by admin]:

     

    Other Notes: Can usually be found running around maintnence, searching for gear to deconstruct in research. Enjoys exploring gateway. Will go to unnecessary lengths to save his dearest friends, to the point of dying himself. Has a tendency to shout an adjective with 'curity' added on to the end (i.e. shitcurity, goodcurity, nerdcurity)

    • Like 6
  10. I like resource efficiency existing, autolathe removal seems unnecessary and makes me very ruffled. Gonna ignore everything other than autolathe removal in this salt post because everything else seems :b:retty good.

     

    The autolathe removal seems a bit much, only there to please the luddite crowd. I honestly don't think it needed to go. This nerf had a large emphasis on increasing interdepartmental cooperation, the autolathe removal doesn't accomplish this in any way whatsoever. It doesn't even encourage inter-science cooperation. It literally only gives more busywork to the person doing RnD.

     

    Additionally, the autolathe removal is more than just a nerf to RnD or science in general. Science is usually much more cooperative than cargo when it comes to equipment loaning from autolathe. If I'm playing a role such as botany, I always go to science for my multitool considering it's much closer, and cargo likes to flat out deny giving out the devil's work such as multitools/screwdrivers (personal anecdote). Furthermore, robotics requires the autolathe for printing things such as buckets and proximity sensors for their bots.

     

    I am fine with the rest of the RnD changes, as it encourages interdepartmental cooperation, nerfs the 25 minute adrenals, and otherwise removes experimentor nonsense. The autolathe removal to me, feels extremely unnecessary and harmful in all the wrong ways, and I personally would prefer that we get it back. It affects more than just RnD, or even the science department as a whole, doesn't assist removing the issues addressed in the PR, and only adds more pointless busywork to the RnD worker.

    • Like 1
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