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Corocan

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    corocan

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  1. Super neat art style, I love the way you color the hair!
  2. Could be fun to add something like this to the gamma armory.
  3. You can use tranq darts in any shotgun to pierce a hardsuit iirc. You should be able to put any chem you want inside a tranq dart shell.
  4. There's already a way to open the lockboxes that doesn't involve an emag or required access.
  5. HoS can increase security slots, by one every minute, from their department management console in their office.
  6. I prefer random as opposed to having to furiously click and break my enter key. RNG is the future, old man.
  7. Having science goggles in your pockets will allow you to view reagents in containers regardless of whether or not you're actually wearing the goggles.
  8. When mindshields became sling-proof, it only downgraded the game mode to revolution with more steps, except worse for shadowlings. In revolution it made sense to make revs harshly curtailed by mindshields because it was a good balance to the fact that revs can very easily recruit because it's merely a click to do so. Slings don't have this benefit. Conversions are much more laborious on their part. The problem wasn't really that slings 'snowballed' because there's not really such a thing for slings, imo. They're just winning. When cult wipes out security and starts converting people en masse, they're not 'snowballing', they've just removed the only obstacle that all antags generally have. I'd posit that the real problem isn't that slings 'snowball' per se, it's just that they can win very early and very easily by getting the drop on security before security really has a chance to actually react to their presence and the fact that victory can be so assuredly locked down so early in the game makes people not even want to try to fight back and just slip into apathy as we see ascension 20 minutes in. Maybe a better solution to this is to prevent the potential for an early game locked in ascension by preventing slings from melting mindshields until they have a certain amount of thralls, or requiring one or two thralls to be present for the melting of a mindshield. This contrasts with the current change that pretty much guarantees a crew victory or endless murder bone depending on the ability to mass mindshield. Now if security is captured and enthralled it's often after the crew has had time to actually call out the slings and at that point security should be able to put up a worthwhile and fair fight, meaning that victories are earned rather than quickly stolen like a round start teleporter emag. If we're going by the original PR that made this change, the problem was that security was getting thralled and causing the slings to 'snowball' (i.e., win) and if the problem is that security shouldn't be able to be thralled, I don't understand why mindshields were made sling-proof, because that goes far, far beyond the original scope of the problem and just seems like the nuclear option rather than the sensible one.
  9. I actually like it a lot. Compared to other items that cost <= 4TC, it's actually kind of overpriced tbh. Hard disagree. Hiding a body on demand is a really good thing to have for traitors with assassination objectives. It's generally more sportsmanlike too since it creates the possibility of the body being discovered if security has the suspicion to check for those kinds of things. It has downsides and upsides that are reasonable, such as the body is still relivable if located but you get to hide the body virtually on demand since you can spawn it in wherever you want. There's so much in this game that's "bad" from the perspective of realism lol. It wouldn't snap the suspension of disbelief to just make it a special bluespace coffin that's only a couple inches thick or something. The storage implant uses the same logic and it's perfectly acceptable. There aren't ANY traitor items that make bodies hidden, though there are ones that make them unclonable (meat cleaver and chainsaw, for example), but that's not what this item does anyways, so it's kind of without merit to compare it to traitor items that can. One of the biggest facets of traitors is that they have multiple items that can do the same thing in different ways, depending on how the traitor wants to proceed. Saying, "This isn't necessary because there are a million ways to do this" isn't really a strong point against this suggestion because that's like saying, "why add a sniper rifle to the game when you have a pistol" because they both shoot stuff and kill things.
  10. They've got about 5u of saline glucose and 10u of nutriments, if I recall.
  11. No escape means NO ESCAPE. While it does make use of 'slip_stun', it works more so like a taser in function. So it's less of a slip and more of a reskinned taser bolt, sort of. However, on this topic, I DO think the staff of slipping is kind of a silly weapon for something that's relatively easy to find. It has the same stun effects as a taser which is ~10 seconds depending on the server's tickrate. It charges itself AND it can be fired with less delay than a taser can. That being said, the CNS (the stun reducing implant) actually shortens ALL stuns to a few seconds, including the staff of slipping. The only thing that could keep you down for a significant amount of time is something that does stamina damage like some really specific chems or disablers or something like that. I don't really like the combat defib either. It's pretty insane that it'll automatically launch someone into cardiac arrest and is a pretty absurd silent killer since they're locked in place, unable to speak, and die in about 15 seconds, most of which is spent in hard crit and unconscious. Luckily, it's sort of quasi-locked behind the fact there's only one compact defib on the station UNLESS you're a nukie and you order a combat medic kit which is only like 7TC and it even nets you some really solid stims. Unironically, I think if nuke ops all got combat defibs, meth donks, and shielded hardsuits they would just annihilate anyone they'd run into. Emagged/EMP'd combat defibs are very strong from what I've seen. Unfortunately, the suit stopping the stun idea kind of runs counter to the combat defib, because one of the defining features of the combat defib (That being the unique Combat Defib and not just any compact defib that's been EMP'd/emagged) is that it can revive THROUGH hardsuits so it makes sense that it would work THROUGH hardsuits, too.
  12. Yeah there's already a lot of restrictions against traitors using explosives without being hijack. This is probably for the best.
  13. what about monkey gamemode in paradise? lmao I'll never understand why anyone thought mutiny would be a fun gamemode. it's defunct status aside, it usually just boiled down to loyalists thinking, 'hm i wonder how hard we can grief the station before everyone lynches us' also, revs except the headrevs are monkeys with jungle fever when?
  14. The last time I saw someone bring it up was way back when Vox were still spaceproof so I feel like that probably affected a lot of opinions at the time. I never really thought dwarfism was particularly strong mechanically, but at the time people probably didn't really see a good reason to give Vox more boons than they already had and I agreed. Now that the spaceproof Vox is a thing of the past, dwarfism is a totally reasonable thing to give Vox. There's not a lot of particularly powerful ways to use dwarf since it's pretty much limited to just being able to walk on tables so for the most part dwarf is just a visual change, but it'd be a nice token for Vox players to sort of stand out from the other races, which is supposed to sort of be the inherent point of unique races.
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