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Benjaminfallout

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Posts posted by Benjaminfallout

  1. Admin(s) Key: ItsMarmite
    Your ckey (Byond username): Benjaminfallout
    Your Discord name (if applicable):

    Date(s) of incident (GMT preferred): 2/16/2023 at around 11am GMT

    ROUND ID: 34638

    Nature of complaint: rule clarification and questions
    (Select all that apply: clarification required and feedback
    Links to all relevant ban appeals for any bans related to this complaint: N/A


    Brief description: Used a banana grenade in an empty room, cleaned it up without anyone slipping, got bwoinked for it.


    Full description of events: After finding a banana grenade and other contraband in maintenance I went to the brig to turn everything in. No officers were present and I believe only one was on station so I set off the banana grenade and tossed it at the door. Shortly after it going off I picked up all the acid peels and put them on the table next to the door. I then got bwoinked about it later into the round.

     

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    This is in no way a complaint about ItsMarmite, I think they and the rest of the staff are wonderful and have been nothing but wonderful to me. I would just like some clarification on rule 7. It states "The use of bombs as a Non-Antagonist is only acceptable in the bomb range, lavaland, and other Z-level variants..." I have been using banana grenades and giving them to clowns for just under 5 and a half years now and it has never once been an issue in the past. So I guess my questions are...

    -Do banana grenades count as a bomb under rules 7 and is using one under any circumstance self antagging?

    -Do healing grenades/non harmful chem grenades count as bombs? I know this is a dumb question but with how harmless the banana grenade is and how the rule itself is worded I feel like I should ask.

    The funny words are "Clowns go HoNK"

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  2. 6 hours ago, AzuleUtama said:

    Just a correction on the .38 revolver - it was recently nerfed to only deal 35 stamina damage per shot rather than stamina damage + 3 second instant stun. 

    I'm personally not a fan of having a second version of every traitor gun just to come loaded with non-lethals. I get that some people might prefer to not have the initial lethal rounds when buying it should there be a non-lethal variation but to me it just seems like bloat for that uplink item category. The stechkin especially so since it's already a very cheap gun to start with. Alternative ammo types in general I do like the idea of though.

    With regards to each suggestion above:

    • For the .357 Revolver Rubber Shot - From a less-lethal or stunning weapon standpoint, this seems like a worse version of the mini Ebow. It deals less overall damage (okay I get this isn't the main point of the ammo type but still), is limited to 7 shots per purchase and cannot have more printed from a lathe, doesn't regenerate ammo on its own, makes a very loud noise when fired and can't be concealed as easily. The only benefits I can see are that it fires faster and has the option to load much more lethal ammo (though switching between the two isn't as easy as a magazine-fed gun). I remember someone mentioning it would be neat if the revolver could chamber the .38 rounds somehow - that might be a better solution if it can be done given those can be printed instead though whether it would be too strong a buff is another matter.
    • For the Stechkin Rubber Shot - This would work very well as a self-defence weapon from chasing sec, since a single shot will slow them down and disarm them at the same time. For stunning people you intend to kill/cuff I can't remember if stuns stack in the code, if they don't then unloading the whole clip into them won't even keep them down, and if they do stack you'd still need most of the clip to have long enough to do so. For 1TC I guess it does work, but I remember another codebase having soporific stechkin rounds that would KO people for a short while but only after enough shots were landed on them, which is stronger and more unique for an ammo type. Not sure if maybe something like that would be better?
    • For the Sniper Soporific Rounds - These are pretty underused in nukies and are a rare sight in traitor rounds for now given they're exclusive to one of the uplink bundles. I wouldn't mind them being more available to traitors via the compact rifle, but at the same time I think the compact rifle needs a rework/reprice of it's own right now as I think i've seen it used just twice since it got merged last year - likely because it's very expensive compared to other powerful traitor items around the same price and completely barred from discounts and surplus crate rolls.

    Thank you for telling me about the changes to the .38. I've been going off the wiki for information.

    -Seeing how they changed that I guess it may be better to change out the instant stunts for stamana damage. I'll use the 35 as a reference along with other stamana damaging rounds in the game.

    -You have a good point when it comes to giving the uplink a bit to much bloat. I'll take that part out and focus on what ammo alone should cost and do.

    -I do think that a stunning .357 quickloader should be able to be printed from a hacked autolath like the normal .357 quickloader.

     

    Your input has been very helpful! Thank you.

    I'll update this when I get the time.

  3. I asked @Kyeton discord what he would think about adding non-lethal ammo the traitor uplink. This is what I've come up with. Below are the existing ammo types and my new suggested ammo types for easy comparison.


    Revolver.png.3b0a89e19a61b35a9f81e6b27bc0bf36.png

    .38 Revolver

    Cost: Playing Detective.

    Ammo Capacity: 6 Rounds.

    Current Ammo Type(s)

    Speed_loader__38.png.8d48f319fe74bc0ffa393bf7e07c2243.png .38 Revolver - Rubber Deals 5 Brute damage and 35 Stamina damage. Can be printed from a Autolathe.

    Ammo_357.png.975bedb8a603bf334675d2f98a8c34d8.png Speedloader - .357: Deals 60 Brute damage but with a chance of backfiring. Can be printed from a hacked Autolathe.

    Suggested Ammo Type(s)

    N/A

     

    SyndiRevolver.png.b159d9c128f22b2a5007115f881d6569.png

    Syndicate .357 Revolver

    Cost: 13 Telecrystals.

    Ammo Capacity: 7 Rounds.

    Current Ammo Type(s)

    Ammo_357.png.975bedb8a603bf334675d2f98a8c34d8.pngSpeedloader - .357: Deals 60 Brute damage. Can be printed from a hacked Autolathe or purchased for 3 Telecrystals.

    Suggested Ammo Type(s)

    Speed_loader__38.png.8d48f319fe74bc0ffa393bf7e07c2243.png .357 Revolver - Rubber: Deals 5 Brute damage and 80 stamina damage. Can be printed from a hacked Autolathe or purchased for 3 Telecrystals.

    -I went with 80 Stamina damage to match the beanbag slug. The normal .357 rounds do the same 60 brute damage as normal slugs so seeing the overlap I made it the same. It would let you down most if not all people in only two shots.

     

    SyndiPistol.png.5f7928847ba9f213debd890054688efe.png

    FK-69 Stechkin 10mm Pistol

    Cost: 4 Telecrystals.

    Ammo Capacity: 8 Rounds.

    Current Ammo Type(s)

    Ammo_10mm.png.e1da28e672d06dd0082bc2ba187d754e.pngMagazine - 10mm: Deals 30 Brute damage. Can be purchased for 1 Telecrystal.

    Ammo_10mm.png.e1da28e672d06dd0082bc2ba187d754e.pngMagazine - 10mm Armor Piercing: Deals 27 Brute damage and has +40 armor piercing. Can be purchased for 2 Telecrystals.

    Ammo_10mm.png.e1da28e672d06dd0082bc2ba187d754e.pngMagazine - 10mm Incendiary: Deals 30 Brute damage and Ignites target. Can be purchased for 2 Telecrystals.

    Ammo_10mm.png.e1da28e672d06dd0082bc2ba187d754e.pngMagazine - 10mm Hollow Point: Deals 40 Brute damage and has -50 armor piercing. Can be purchased for 3 Telecrystals.

    Suggested Ammo Type(s)

    Ammo_10mm.png.e1da28e672d06dd0082bc2ba187d754e.png Magazine - 10mm Rubber: Deals 5 Brute damage and 25 Stamana damage. Can be purchased for 1 Telecrystal.

    -I went with 25 Stamana damage both because of the large magazine size of 8 and how fast the weapon can fire. It would let you down most people will four shots as long as they didn't have any armor that reduces stamana damage. If basic sec armor reduces stamana damage I would see it fit to raise the damage up to the point of needing only four shots.

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